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).
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).