Archery Cantrips (And a melee cantrip)
The SCAG brought us two great cantrips which have been my faithful allies in the fight to stab stuff in the face as viably as full-casterly possible. They bring some excellent power, particularly in the hands of a Cleric or Sorcerer, in exchange for the MADness and risk inherent to using them.
However... They're melee weapon only.
As much as Arcane Archer is now a Fighter subclass, characters wishing to pursue that theme with more actual spellcasting aren't left with much in the way of options.
Which is where these come in.
Cantrips for Wizards, Warlocks, and Sorcerers
Chilling Shot
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a weapon attack with a ranged weapon against a target within the short range of the weapon.
On a hit, the target suffers the attack’s normal effects, and their speed is reduced by 5 feet for the duration.
This spell’s damage increases when you reach higher levels. At 5th level, the weapon attack deals an extra 1d8 cold damage to the target. This damage increases by 1d8 at 11th level and 17th level.
Also at 11th level, the target's speed is reduced by 10 feet.
Withering Shot
Necromancy Cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a weapon attack with a ranged weapon against a target within the short range of the weapon.
On a hit, the target suffers the attack’s normal effects, and their hit point maximum is reduced by an amount equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the weapon attack deals an extra 1d8 necrotic damage to the target, and the maximum hit point reduction increases by 1d8. Both rolls increase by 1d8 at 11th level and 17th level.
Cantrips for Divine Soul Sorcerers and Celestial Warlocks
(These spells are on the spell lists of Sorcerers, Wizards and Warlocks by default, but are designed to synergise with the flavour of those archetypes.)
Starlight Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As you begin to cast the spell, your weapon glows, giving off bright light in a 5' radius and dim light for another 5'. This glow lasts for the duration.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, but the damage dealt is Radiant.
If the target deals damage to another creature on its turn, it takes additional radiant damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the radiant damage if the creature makes a violent action increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Shimmering Shot
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a weapon attack with a ranged weapon against a target within the short range of the weapon.
On a hit, the target suffers the attack’s normal effects, and a shimmering rune appears on the target for the duration.
The first time that creature is hit by an attack while the rune is active, they take an additional 1d6 radiant damage.
This spell’s damage increases when you reach higher levels. At 5th level, the weapon attack deals an extra 1d6 radiant damage to the target, and the damage the target takes if they're hit by another attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.