Greywander
2021-07-15, 12:31 AM
I've tried this before (https://forums.giantitp.com/showthread.php?610361-Making-a-Cantrip-Master-feat) and ended up with something both too busy and too powerful. It's been a while, so let's take another stab at the idea. What we want is a character who can perform competently using nothing but cantrips. So probably not unlike EB with the relevant invocations.
Okay, so while I was writing this post, I came up with a much better idea than I had originally. But at the same time, I think it's worth exploring some of the ideas in the original post. So I've put it under a spoiler.
New and improved version:
Cantrip Master
Prerequisite: The ability to cast at least one cantrip
You have a pool of cantrip mastery points equal to your level. You can spend these points in a number of ways, and regain 1 point at the start of each of your turns. By spending points from your cantrip mastery pool, you can create the following effects:
Deft Cantrip. When you cast a cantrip, you can spend 1 point to perform somatic components with a hand holding an item or wielding a weapon or shield.
Distant Cantrip. When you cast a cantrip that has a range of 5 feet or greater, you may spend 1 point to increase that cantrip's range by 50%.
Distracted Cantrip. When you cast a cantrip that requires concentration, you can spend 5 points to forgo the need to concentrate on that cantrip.
Empowered Cantrip. Once on each of your turns, when you roll damage for a cantrip, you can spend 1 point to increase that damage by an amount equal to your proficiency bonus.
Extended Cantrip. When you cast a cantrip with a duration of 1 minute or longer, you can spend 3 points to double its duration, to a maximum of 24 hours.
Maximized Cantrip. When you deal damage with a cantrip, you can spend 8 points to increase that damage by an additional 4d12.
Potent Cantrip. When a creature succeeds on a saving throw against one of your cantrips, you can spend 3 points to cause the creature to take half the cantrip's damage (if any) but suffer no additional effects from the cantrip.
Precise Cantrip. When you roll a 19 on an attack roll for one of your cantrips, you can spend 2 points to turn that attack into a critical hit.
Quickened Cantrip. When you cast a damaging cantrip that has a casting time of 1 action, you can spend 5 points to change the casting time to 1 bonus action. When you cast a non-damaging cantrip that has a casting time of 1 action, you can spend 2 points to change the casting time to 1 bonus action.
So here's my logic: Cantrips are an at-will ability, so it makes sense that a Cantrip Master wouldn't want to rely on any resource that recharges on a rest. But there's a lot of cool things we could do with cantrips that would just be broken if you could spam them every turn. Providing a pool of points to spend that recharges quickly strikes a balance, allowing you to spend those points freely as needed, but preventing you from outright spamming. (Honestly, I wish a mechanic like this was used more.)
Note that despite the obvious metamagic inspiration, nothing prevents you from using multiple effects on a single cantrip, or stacking it with metamagic (if you have it).
Since you get 1 point back at the start of each turn, you'll always be able to use a Deft, Distant, or Empowered Cantrip every turn, which can help define a playstyle. At higher levels, you should be able to use some of the costlier options every round if you pace yourself. Or you can dump a bunch of points to nuke in the hopes of getting the upper hand early.
Original post below the spoiler.
How about this?
Once on each of your turns, you may add your proficiency bonus to the damage roll of one of your cantrips.
You can ignore class restrictions on cantrips, resulting in the following effects: Any effect that applies to the spells of one class can be applied to any cantrip, you aren't restricted by spell lists when learning a new cantrip, and any spellcasting focus and spellcasting ability that you use for at least one spell can be used for any of your cantrips.
You learn one cantrip of your choice. Whenever you finish a long rest, you may replace one cantrip you know with a different one.
Instead of casting a cantrip at full power, you can split that cantrip's effectiveness into multiple effects, and substitute the effect of a different cantrip you know instead. For example, an 11th level character could choose to cast one Fire Bolt for 3d10 damage, or split the cantrip into one Fire Bolt for 2d10 damage and one Ray of Frost for 1d8 damage, or one Fire Bolt for 1d10 damage and two Rays of Frost for 1d8 damage each. All cantrip effects used this way must have a casting time of one action, and up to one cantrip effect can be a non-damaging cantrip (such as Minor Illusion or Prestidigitation). Treat the resulting effects as a single spell, rather than multiple spells.
I really like the idea of casting multiple cantrips, and if scaling is reduced then the overall damage output shouldn't change much. The intended benefit is being able to select multiple targets and get multiple rider effects. For example, you could pull one target toward you with Thorn Whip, slow a different target down with Ray of Frost, and impose disadvantage on an attack roll with Vicious Mockery, all with a single action, and with roughly the same overall damage as a normal cantrip. That said, this does have a couple of issues. First of all, the way the cleric's Potent Spellcasting is written, you'd apply the bonus damage to each "beam", similar to Agonizing Blast. Second, BB/GFB can be used to essentially make up to four weapon attacks, each with the rider effect for BB/GFB. Combine this with something like the paladin's Improved Divine Smite or other per-attack bonus, and you can get a paladin making four attacks adding Imp. Smite damage to each, plus the (unscaled) rider of BB or GFB.
The other thing I've tried as far as casting multiple cantrips, is to allow casting cantrips as a bonus action, but the effect is unscaled. So you could cast Fire Bolt as an action at full power, then throw out a Ray of Frost for only 1d8 damage. I'm not sure which is better. The EB-style "beam-splitting" above is more interesting, but also more prone to abuse.
Hmm, here's another idea I just had:
You have a pool of quick casting points equal to your level. By spending 5 points from this pool, you may cast a cantrip with a casting time of one action as a bonus action instead. You regain 1 point at the start of each of your turns.
This allows you basically quicken a cantrip every 5 turns, starting at 5th level, and at higher levels you can quicken a couple cantrips before needing to wait to recharge. It just seems to me that a cantrip master shouldn't be reliant on resources that require a rest to recharge, so this strikes a balance between an ability that is at-will and one that is limited in use. You can use it freely because the resources regenerate quickly, but it stops you from outright spamming it every turn. Maybe non-damaging cantrips should cost fewer points? Say, 2 points, so you can do it every two turns starting at 2nd level? Maybe you could spend points from this pool to apply other effects (likely borrowed from metamagic), such as extending the range-
Hold up, I'm going to rewrite this entire feature. One moment. Okay, new version is above the spoiler (and you probably already read it).
Okay, so while I was writing this post, I came up with a much better idea than I had originally. But at the same time, I think it's worth exploring some of the ideas in the original post. So I've put it under a spoiler.
New and improved version:
Cantrip Master
Prerequisite: The ability to cast at least one cantrip
You have a pool of cantrip mastery points equal to your level. You can spend these points in a number of ways, and regain 1 point at the start of each of your turns. By spending points from your cantrip mastery pool, you can create the following effects:
Deft Cantrip. When you cast a cantrip, you can spend 1 point to perform somatic components with a hand holding an item or wielding a weapon or shield.
Distant Cantrip. When you cast a cantrip that has a range of 5 feet or greater, you may spend 1 point to increase that cantrip's range by 50%.
Distracted Cantrip. When you cast a cantrip that requires concentration, you can spend 5 points to forgo the need to concentrate on that cantrip.
Empowered Cantrip. Once on each of your turns, when you roll damage for a cantrip, you can spend 1 point to increase that damage by an amount equal to your proficiency bonus.
Extended Cantrip. When you cast a cantrip with a duration of 1 minute or longer, you can spend 3 points to double its duration, to a maximum of 24 hours.
Maximized Cantrip. When you deal damage with a cantrip, you can spend 8 points to increase that damage by an additional 4d12.
Potent Cantrip. When a creature succeeds on a saving throw against one of your cantrips, you can spend 3 points to cause the creature to take half the cantrip's damage (if any) but suffer no additional effects from the cantrip.
Precise Cantrip. When you roll a 19 on an attack roll for one of your cantrips, you can spend 2 points to turn that attack into a critical hit.
Quickened Cantrip. When you cast a damaging cantrip that has a casting time of 1 action, you can spend 5 points to change the casting time to 1 bonus action. When you cast a non-damaging cantrip that has a casting time of 1 action, you can spend 2 points to change the casting time to 1 bonus action.
So here's my logic: Cantrips are an at-will ability, so it makes sense that a Cantrip Master wouldn't want to rely on any resource that recharges on a rest. But there's a lot of cool things we could do with cantrips that would just be broken if you could spam them every turn. Providing a pool of points to spend that recharges quickly strikes a balance, allowing you to spend those points freely as needed, but preventing you from outright spamming. (Honestly, I wish a mechanic like this was used more.)
Note that despite the obvious metamagic inspiration, nothing prevents you from using multiple effects on a single cantrip, or stacking it with metamagic (if you have it).
Since you get 1 point back at the start of each turn, you'll always be able to use a Deft, Distant, or Empowered Cantrip every turn, which can help define a playstyle. At higher levels, you should be able to use some of the costlier options every round if you pace yourself. Or you can dump a bunch of points to nuke in the hopes of getting the upper hand early.
Original post below the spoiler.
How about this?
Once on each of your turns, you may add your proficiency bonus to the damage roll of one of your cantrips.
You can ignore class restrictions on cantrips, resulting in the following effects: Any effect that applies to the spells of one class can be applied to any cantrip, you aren't restricted by spell lists when learning a new cantrip, and any spellcasting focus and spellcasting ability that you use for at least one spell can be used for any of your cantrips.
You learn one cantrip of your choice. Whenever you finish a long rest, you may replace one cantrip you know with a different one.
Instead of casting a cantrip at full power, you can split that cantrip's effectiveness into multiple effects, and substitute the effect of a different cantrip you know instead. For example, an 11th level character could choose to cast one Fire Bolt for 3d10 damage, or split the cantrip into one Fire Bolt for 2d10 damage and one Ray of Frost for 1d8 damage, or one Fire Bolt for 1d10 damage and two Rays of Frost for 1d8 damage each. All cantrip effects used this way must have a casting time of one action, and up to one cantrip effect can be a non-damaging cantrip (such as Minor Illusion or Prestidigitation). Treat the resulting effects as a single spell, rather than multiple spells.
I really like the idea of casting multiple cantrips, and if scaling is reduced then the overall damage output shouldn't change much. The intended benefit is being able to select multiple targets and get multiple rider effects. For example, you could pull one target toward you with Thorn Whip, slow a different target down with Ray of Frost, and impose disadvantage on an attack roll with Vicious Mockery, all with a single action, and with roughly the same overall damage as a normal cantrip. That said, this does have a couple of issues. First of all, the way the cleric's Potent Spellcasting is written, you'd apply the bonus damage to each "beam", similar to Agonizing Blast. Second, BB/GFB can be used to essentially make up to four weapon attacks, each with the rider effect for BB/GFB. Combine this with something like the paladin's Improved Divine Smite or other per-attack bonus, and you can get a paladin making four attacks adding Imp. Smite damage to each, plus the (unscaled) rider of BB or GFB.
The other thing I've tried as far as casting multiple cantrips, is to allow casting cantrips as a bonus action, but the effect is unscaled. So you could cast Fire Bolt as an action at full power, then throw out a Ray of Frost for only 1d8 damage. I'm not sure which is better. The EB-style "beam-splitting" above is more interesting, but also more prone to abuse.
Hmm, here's another idea I just had:
You have a pool of quick casting points equal to your level. By spending 5 points from this pool, you may cast a cantrip with a casting time of one action as a bonus action instead. You regain 1 point at the start of each of your turns.
This allows you basically quicken a cantrip every 5 turns, starting at 5th level, and at higher levels you can quicken a couple cantrips before needing to wait to recharge. It just seems to me that a cantrip master shouldn't be reliant on resources that require a rest to recharge, so this strikes a balance between an ability that is at-will and one that is limited in use. You can use it freely because the resources regenerate quickly, but it stops you from outright spamming it every turn. Maybe non-damaging cantrips should cost fewer points? Say, 2 points, so you can do it every two turns starting at 2nd level? Maybe you could spend points from this pool to apply other effects (likely borrowed from metamagic), such as extending the range-
Hold up, I'm going to rewrite this entire feature. One moment. Okay, new version is above the spoiler (and you probably already read it).