Applefritter
2020-12-15, 09:28 PM
I hold in my hand a list of ten new (mostly) utility cantrips. As the creator, I'll likely be missing some obvious flaws <koff koff healing spirit>, so any advice or constructive criticism is fine. Hell, curse me out for being a terrible spell designer and person, as long as you specify how it could be improved.
Enjoy!
Accelerate
Enchantment cantrip
Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You slightly speed up one person, making them move faster for a short period of time. Whenever the creature you touch moves, increase the distance it moves by 5 feet. This has no effect if the creature's speed is 0, or if they are otherwise unable to move. The creature you touch does not have to be willing. Creatures might not be aware they are under the effects of the spell. This does not apply to small movements, like taking a single step forward and stopping.
Convergence of Ideals
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 round
The creature you touch must make a Wisdom save -2 DC. If they fail, the next attack they make is against a target you choose (Not itself or a creature of the same species).
Dive
Evocation cantrip
Casting time: 1 action
Range: Self
Components: V, M (a merfolk scale)
Duration: 1 minute
You gain a swimming speed equal to your walking speed and become amphibious for 1 minute. You may not cast this spell while any part of you is in water or any liquid.
Forward Thinking
Divination cantrip
Casting Time: 1 action
Range: self
Components: None (still requires your action)
Duration: Instantaneous
You glimpse into the possible futures of an outcome and tamper with then slightly, increasing the odds in your favor- although this effect drains you slightly, worsening your abilities otherwise. The next ability check you do has advantage. Then roll 1d6. If you roll a 3 or less, you have disadvantage on the next ability check you make after the one you have advantage on.
Fresh Air
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 minute
You may only cast this spell twice a day. Target creature you touch can breathe both on land and underwater. This spell does not protect against gas-based damaging spells, such as *cloudkill*.
In Range
Transmutation cantrip
Casting Time:1 action or reaction (in response to an ally making a melee weapon attack)
Range: 30 feet
Components: S
Duration: Instantaneous
You make an arcane gesture and the weapon your ally wields cuts with a new length. Increase the range of an ally's reach by 5 feet on their next attack.
Overcome
Abjuration cantrip
___
Casting Time:1 reaction, in response to an ally being moved against their will
Range: 30 feet
Components:
Duration: Instantaneous
You reduce the range target creature allied with you would be moved against their will by 5 feet.
Preemptive Strike
Divination cantrip
Casting Time: 1 reaction, in response to an attack being declared against you
Range: Touch
Components: S
Duration: Instantaneous
Before you are attacked but after the attack has been declared, you may make an attack roll against the creature attacking you as if you were making a melee attack, adding your spellcasting ability modifier instead of adding Strength. If the attack hits, the target takes 1d4 damage and continues to attack as normal. You cannot cast this spell if your speed is 0 or if you are incapacitated.
Splinter Pull
Evocation cantrip
Casting Time: 1 action
Range: 20 foot square centered you
Components: V, S, M (a piece of wood worth at least 5 GP in good condition, which the spell consumes)
Duration: Instantaneous
The wooden shard that you use to cast the spell breaks into many shards and rains down around you. All other creatures within range must make a Dexterity saving throw or take 1d10 piercing damage.
Tale
Enchantment cantrip
Casting Time: 1 minute
Range: 30 feet
Components: V
Duration: 1 day
Choose any numbers of creatures within range. Each creature must make a Charisma saving throw. On a failure, the creatures will spread word of you or something you choose for the duration of the spell, although not going out of their way to do so. For example, if you wanted to spread word of a revolution one of the people affected by your spell might tell the butcher they buy meat from later that day. On a successful save, nothing happens. Either way, the creature's don't know that they've been magically influenced.
All right, that wraps it up. Have a great evening! :)
Enjoy!
Accelerate
Enchantment cantrip
Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You slightly speed up one person, making them move faster for a short period of time. Whenever the creature you touch moves, increase the distance it moves by 5 feet. This has no effect if the creature's speed is 0, or if they are otherwise unable to move. The creature you touch does not have to be willing. Creatures might not be aware they are under the effects of the spell. This does not apply to small movements, like taking a single step forward and stopping.
Convergence of Ideals
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 round
The creature you touch must make a Wisdom save -2 DC. If they fail, the next attack they make is against a target you choose (Not itself or a creature of the same species).
Dive
Evocation cantrip
Casting time: 1 action
Range: Self
Components: V, M (a merfolk scale)
Duration: 1 minute
You gain a swimming speed equal to your walking speed and become amphibious for 1 minute. You may not cast this spell while any part of you is in water or any liquid.
Forward Thinking
Divination cantrip
Casting Time: 1 action
Range: self
Components: None (still requires your action)
Duration: Instantaneous
You glimpse into the possible futures of an outcome and tamper with then slightly, increasing the odds in your favor- although this effect drains you slightly, worsening your abilities otherwise. The next ability check you do has advantage. Then roll 1d6. If you roll a 3 or less, you have disadvantage on the next ability check you make after the one you have advantage on.
Fresh Air
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 minute
You may only cast this spell twice a day. Target creature you touch can breathe both on land and underwater. This spell does not protect against gas-based damaging spells, such as *cloudkill*.
In Range
Transmutation cantrip
Casting Time:1 action or reaction (in response to an ally making a melee weapon attack)
Range: 30 feet
Components: S
Duration: Instantaneous
You make an arcane gesture and the weapon your ally wields cuts with a new length. Increase the range of an ally's reach by 5 feet on their next attack.
Overcome
Abjuration cantrip
___
Casting Time:1 reaction, in response to an ally being moved against their will
Range: 30 feet
Components:
Duration: Instantaneous
You reduce the range target creature allied with you would be moved against their will by 5 feet.
Preemptive Strike
Divination cantrip
Casting Time: 1 reaction, in response to an attack being declared against you
Range: Touch
Components: S
Duration: Instantaneous
Before you are attacked but after the attack has been declared, you may make an attack roll against the creature attacking you as if you were making a melee attack, adding your spellcasting ability modifier instead of adding Strength. If the attack hits, the target takes 1d4 damage and continues to attack as normal. You cannot cast this spell if your speed is 0 or if you are incapacitated.
Splinter Pull
Evocation cantrip
Casting Time: 1 action
Range: 20 foot square centered you
Components: V, S, M (a piece of wood worth at least 5 GP in good condition, which the spell consumes)
Duration: Instantaneous
The wooden shard that you use to cast the spell breaks into many shards and rains down around you. All other creatures within range must make a Dexterity saving throw or take 1d10 piercing damage.
Tale
Enchantment cantrip
Casting Time: 1 minute
Range: 30 feet
Components: V
Duration: 1 day
Choose any numbers of creatures within range. Each creature must make a Charisma saving throw. On a failure, the creatures will spread word of you or something you choose for the duration of the spell, although not going out of their way to do so. For example, if you wanted to spread word of a revolution one of the people affected by your spell might tell the butcher they buy meat from later that day. On a successful save, nothing happens. Either way, the creature's don't know that they've been magically influenced.
All right, that wraps it up. Have a great evening! :)