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RustyDemiGod
2023-06-17, 12:17 AM
5e D&D leaves a lot to be desired with elemental options so here are my first attempts at contributing Cantrips. I tried to vary them somewhat from baseline Cantrips for kicks. I tried to work with varying damage types and utility. Any input is appreciated!

Elemental Eye

Evocation Cantrip
Range: 60ft
Components: S, V
Duration: Instantaneous

You unleash a torrent of elemental energy from one of your eyes at a target you can see within range. Choose a damage type (Fire, Cold, Acid, lightning, Thunder, Radiant, Necrotic, Psychic) Once you choose you can only cast this cantrip using this chosen damage type. Make a ranged spell attack. On a hit the target takes 1d8 of the chosen damage type.

At Higher Levels: The spell creates more than one beam when you reach higher levels: Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or differant ones. Make a separate attack roll for each beam.



Blazing Hammer

Evocation Cantrip
Casting time: 1 Action
Range: 60 ft
Components: S
Duration: Instantaneous

You launch a ball of compressed heat at a target within range. Make a ranged spell attack against the target. On a hit the target takes 1d4 fire damage and 1d4 bludgeoning damage from the impact.

At Higher Levels: This spell increases by
One die when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).



Forge’s Wrath

Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous

You let loose a concentrated beam of heat at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage. Each successful attack with this Cantrip increases the damage die by one size to a maximum of 1d12. A failed attack with this Cantrip decreases the size of the damage die by 1 to a minimum of 1d4. This damage resets to 1d4 again after 1 minute of disuse.

At Higher Levels: The number of damage dice you may roll increase with level: 5th level (2 damage dice), 11th level (3 damage dice), and 17th level (4 damage dice).



Ballistae

Evocation Cantrip
Casting Time: 1 Action
Range: 30ft
Components: S
Duration: Instantaneous

As an action you break away a piece of earth and launch it towards a target at high speed. Make a ranged spell attack against a target. On a hit, the target takes 1d10 damage. You can choose to deal piercing damage with spikes or bludgeoning with a blunt missile.

If you choose to deal bludgeoning damage you may choose for the damage to be non lethal.

At Higher Levels: This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).



Scourge Wind

Evocation Cantrip
Range: 120ft
Components: S
Duration: Instantaneous

You blast a torrent of air with gale force towards your target. Make a ranged spell attack against the target. On a hit the target takes 1d8 damage. Upon making this attack you choose for this damage to be piercing, slashing, or bludgeoning.

At Higher Levels: This spell creates more than one gust when you reach higher levels: two gusts at 5th level, three gusts at 11th level, and four gusts at 17th level. Make a separate attack for each gust. Each blast may have a differant target and damage type.



Rimewhip

Evocation Cantrip
Casting Time: 1 Action
Range: 15ft
Components: S
Duration: Instantaneous

You create a long whip of water from the moisture in the air lined with razors of ice. Make a melee spell attack against the target. If the attack hits, the creature takes 1d4 cold and 1d4 slashing damage.

At Higher Levels: This spell increases by one die when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).




Disruption

Necromancy Cantrip
Range: 30ft
Components: S
Duration: Instantaneous

You reach out towards a creature within range and disrupt the flow of vital fluids within the body. The target must succeed on a constitution saving throw or take 1d10 necrotic damage.

*The target must be a living creature with blood or other bodily fluids.

At Higher Levels: The spells damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Phhase
2023-06-17, 03:25 AM
5e D&D leaves a lot to be desired with elemental options so here are my first attempts at contributing Cantrips. I tried to vary them somewhat from baseline Cantrips for kicks. I tried to work with varying damage types and utility. Any input is appreciated!

Elemental Eye

Evocation Cantrip
Range: 60ft
Components: S, V
Duration: Instantaneous

You unleash a torrent of elemental energy from one of your eyes at a target you can see within range. Choose a damage type (Fire, Cold, Acid, lightning, Thunder, Radiant, Necrotic, Psychic) Once you choose you can only cast this cantrip using this chosen damage type. Make a ranged spell attack. On a hit the target takes 1d8 of the chosen damage type.

At Higher Levels: The spell creates more than one beam when you reach higher levels: Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or differant ones. Make a separate attack roll for each beam.



Blazing Hammer

Evocation Cantrip
Casting time: 1 Action
Range: 60 ft
Components: S
Duration: Instantaneous

You launch a ball of compressed heat at a target within range. Make a ranged spell attack against the target. On a hit the target takes 1d4 fire damage and 1d4 bludgeoning damage from the impact.

At Higher Levels: This spell increases by
One die when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).



Forge’s Wrath

Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous

You let loose a concentrated beam of heat at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage. Each successful attack with this Cantrip increases the damage die by one size to a maximum of 1d12. A failed attack with this Cantrip decreases the size of the damage die by 1 to a minimum of 1d4. This damage resets to 1d4 again after 1 minute of disuse.

At Higher Levels: The number of damage dice you may roll increase with level: 5th level (2 damage dice), 11th level (3 damage dice), and 17th level (4 damage dice).



Ballistae

Evocation Cantrip
Casting Time: 1 Action
Range: 30ft
Components: S
Duration: Instantaneous

As an action you break away a piece of earth and launch it towards a target at high speed. Make a ranged spell attack against a target. On a hit, the target takes 1d10 damage. You can choose to deal piercing damage with spikes or bludgeoning with a blunt missile.

If you choose to deal bludgeoning damage you may choose for the damage to be non lethal.

At Higher Levels: This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).



Scourge Wind

Evocation Cantrip
Range: 120ft
Components: S
Duration: Instantaneous

You blast a torrent of air with gale force towards your target. Make a ranged spell attack against the target. On a hit the target takes 1d8 damage. Upon making this attack you choose for this damage to be piercing, slashing, or bludgeoning.

At Higher Levels: This spell creates more than one gust when you reach higher levels: two gusts at 5th level, three gusts at 11th level, and four gusts at 17th level. Make a separate attack for each gust. Each blast may have a differant target and damage type.



Rimewhip

Evocation Cantrip
Casting Time: 1 Action
Range: 15ft
Components: S
Duration: Instantaneous

You create a long whip of water from the moisture in the air lined with razors of ice. Make a melee spell attack against the target. If the attack hits, the creature takes 1d4 cold and 1d4 slashing damage.

At Higher Levels: This spell increases by one die when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).




Disruption

Necromancy Cantrip
Range: 30ft
Components: S
Duration: Instantaneous

You reach out towards a creature within range and disrupt the flow of vital fluids within the body. The target must succeed on a constitution saving throw or take 1d10 necrotic damage.

*The target must be a living creature with blood or other bodily fluids.

At Higher Levels: The spells damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

They seem pretty standard. I like the idea of a dedicated kineticist-kinda spell which you pick the damage of once. The idea of Forge's Wrath seems interesting, but my instinct is that it's not very good. Perhaps instead of increasing dice size, you add 1d4 to a cap based on level? Unsure. Disruption sounds like cool flavor. I'm noticing a distinct lack of interesting rider effects or other unique attributes, though. Perhaps critical strikes with Blazing Hammer knock prone?

Calen
2023-06-17, 12:16 PM
Elemental Eye

Evocation Cantrip
Range: 60ft
Components: S, V
Duration: Instantaneous

You unleash a torrent of elemental energy from one of your eyes at a target you can see within range. Choose a damage type (Fire, Cold, Acid, lightning, Thunder, Radiant, Necrotic, Psychic) Once you choose you can only cast this cantrip using this chosen damage type. Make a ranged spell attack. On a hit the target takes 1d8 of the chosen damage type.

At Higher Levels: The spell creates more than one beam when you reach higher levels: Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or differant ones. Make a separate attack roll for each beam.

Maybe you can change the elemental type at the end of a long rest. Based on the name alone I might say eliminate the last three damage types.




Forge’s Wrath

Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous

You let loose a concentrated beam of heat at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage. Each successful attack with this Cantrip increases the damage die by one size to a maximum of 1d12. A failed attack with this Cantrip decreases the size of the damage die by 1 to a minimum of 1d4. This damage resets to 1d4 again after 1 minute of disuse.

At Higher Levels: The number of damage dice you may roll increase with level: 5th level (2 damage dice), 11th level (3 damage dice), and 17th level (4 damage dice).


Nice idea, decreasing the damage on a miss might be excessive. Just let the damage scale through the fight and then reset after a minute of disuse.




Disruption

Necromancy Cantrip
Range: 30ft
Components: S
Duration: Instantaneous

You reach out towards a creature within range and disrupt the flow of vital fluids within the body. The target must succeed on a constitution saving throw or take 1d10 necrotic damage.

*The target must be a living creature with blood or other bodily fluids.

At Higher Levels: The spells damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

"This spell has no effect on undead or constructs" I think is the normal way to phrase this.

Overall very nice. The double damage type on some of the spells could aggravate a DM :smalltongue:
I agree with Phhase that some rider effects on some of these spells could be nice. Critical effects are a good option.

Phhase
2023-06-17, 02:21 PM
"This spell has no effect on undead or constructs" I think is the normal way to phrase this.

Overall very nice. The double damage type on some of the spells could aggravate a DM :smalltongue:
I agree with Phhase that some rider effects on some of these spells could be nice. Critical effects are a good option.

True but there are creatures that lack vital humors that aren't undead or constructs. Like an earth elemental, for instance.

Combined damage is fun though, and severely lacking at present.

Calen
2023-06-17, 04:19 PM
True but there are creatures that lack vital humors that aren't undead or constructs. Like an earth elemental, for instance.

Combined damage is fun though, and severely lacking at present.

Both fair statements. You could add Elemental to the list. The point was it should be the keywords that are listed as immune.

Herbert_W
2023-06-17, 06:50 PM
Elemental Eye . . . Choose a damage type (Fire, Cold, Acid, lightning, Thunder, Radiant, Necrotic, Psychic) Once you choose you can only cast this cantrip using this chosen damage type.


It feels very weird from a design standpoint to have a spell with a permanent character-build choice that's made outside of character creation/leveling, but rather made when the spell is first cast.

It'd make more sense to have different versions of this cantrip for each element - that makes the choice of element something that's made when selecting this cantrip, and allows for the possibility of a player learning this cantrip with multiple elements.

Alternatively - as has already been suggested, having the cantrip "lock in" to one elemental type on casting and then reset after some amount of time would be interesting. It'd let the player have access to a wide range of elements, but with the limitation that they can't use more than one (from this cantrip, at least) in the same fight, or possibly multiple fights depending on how long the "lock in" lasts. This cantrip's usefulness would be highly dependent on the player's ability to pick the right damage type on the first try.



Forge’s Wrath . . . Each successful attack with this Cantrip increases the damage die by one size to a maximum of 1d12. A failed attack with this Cantrip decreases the size of the damage die by 1 to a minimum of 1d4. This damage resets to 1d4 again after 1 minute of disuse.

So, if I attack the floor once every minute while out of combat . . .

This sort of ramp-up is cool in theory and abuseable in practice. There are ways that you could make something similar work, though: perhaps the damage only increases when you attack the same target on subsequent rounds.

RustyDemiGod
2023-06-18, 09:28 PM
Looking back on it I may take Elemental Eye and break it down into its own line of cantrips with their own gimmicks.

As for
Forge’s Wrath

Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous

You let loose a concentrated beam of heat at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage. Each successful attack with this Cantrip increases the damage die by one size to a maximum of 1d12. This damage resets to 1d4 again after 1 minute of disuse.

At Higher Levels: The number of damage dice you may roll increase with level: 5th level (2 damage dice), 11th level (3 damage dice), and 17th level (4 damage dice).

*As for spamming this outside combat to juice up your damage I say…I like it. Cause havoc to up your damage to essentially a death toll or Eldritch Blast. Sometimes you might have a warning before battle, sometimes not. Be hott headed and destructive and embody fire!



Blazing Hammer

Evocation Cantrip
Casting time: 1 Action
Range: 60 ft
Components: S
Duration: Instantaneous

You launch a ball of compressed heat at a target within range. Make a ranged spell attack against the target. On a hit the target takes 1d4 fire damage and 1d4 bludgeoning damage from the impact. On a critical hit any targeted creature of Large Size or smaller is knocked Prone.

At Higher Levels: This spell increases by
One die when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and 17th level (4d4/4d4).

*I had to double down on the hammer theme.




Disruption

Necromancy Cantrip
Range: 30ft
Components: S
Duration: Instantaneous

You reach out towards a creature within range and disrupt the flow of vital fluids within the body. The target must succeed on a constitution saving throw or take 1d10 necrotic damage.

*This Cantrip has no effect on Undead, Constructs, or Elementals.

At Higher Levels: The spells damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

*Rewording the restriction on what is/isn’t effected should suffice I think.