Scaling Cantrips
Though many damage-dealing cantrips in the Player's Handbook scale as a character reaches higher levels, the utility cantrips remain by and large ignored, never developing past their power at 1st level.
This supplement introduces scaling options for all of the cantrips in the Player's Handbook, Xanathar's Guide to Everything, and All the Lights in the Sky are Stars that do not already possess a scaling option.
The following addendums to the cantrips' texts detail how the cantrips perform for characters at higher levels.
Blade Ward
The spell lets you target multiple creatures when you reach higher level. At 5th level, you can choose one creature within 10 feet of you to also gain the effects of this spell. This increases by one creature at 11th level and 17th level.
Control FlamesXGE
The spell creates an additional effects, targeting the same 5-foot cube or a different one, when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of non-instantaneous effects that can be active at a time increases to four at 5th level, five at 11th level, and six at 17th level.
Dancing Lights
The spell creates an additional lights when you reach 5th level (5 lights), 11th level (6 lights), and 17th level (7 lights).
Druidcraft
The spell creates an additional effects when you reach 5th level (2 effects), 11th level (3 effects), and 17th level
(4 effects).
Friends
The spell's duration increases when you reach higher levels, to 10 minutes at 5th level, 1 hour at 11th level, and 8 hours at 17th level.
Guidance
The spell provides an additional use before it ends when you reach 5th level (2 uses), 11th level (3 uses), and 17th level
(4 uses). You can't use multiple uses on the same
ability check.
GustXGE
The spell's pushing power increases when you reach higher levels, pushing a Medium or smaller creature up to 10 feet away or an object up to 20 feet away at 5th level, pushing a Medium or smaller creature up to 15 feet away or an object up to 30 feet away at 11th level, and pushing a Medium or smaller creature up to 20 feet away or an object up to 40 feet away at 17th level.
Light
The spell sheds more light when you reach higher levels, shedding bright light in a 30-foot radius and dim light for an additional 30 feet at 5th level, bright light in a 40-foot radius and dim light for an additional 40 feet at 11th level, and bright light in a 50-foot radius and dim light for an additional 50 feet at 17th level.
Mage Hand
The spell creates an additional hand when you reach 5th level (2 hands), 11th level (3 hands), and 17th level (4 hands). Each additional hand has the same abilities and carrying capacity as the first. You can use an action to control all the hands you have created at once.
Magic StoneXGE
The spell's damage die increases by one size at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Mending
The size of the break or tear this spell can repair increases to 5 feet at 5th level, 10 feet at 11th level, and 20 feet at
17th level.
Message
The spell's range increases when you reach higher levels, to 300 feet at 5th level, 600 feet at 11th level, and 1200 feet at 17th level.
Minor Illusion
The spell's duration increases when you reach higher levels, to 10 minutes at 5th level, 1 hour at 11th level, and 8 hours at 17th level.
Mold EarthXGE
The spell creates an additional effects, targeting the same 5-foot cube or a different one, when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of non-instantaneous effects that can be active at a time increases to three at 5th level, four at 11th level, and five at 17th level.
Prestidigitation
The spell creates an additional effects when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of non-instantaneous effects that can be active at a time increases to four at 5th level, five at 11th level, and six at 17th level.
Resistance
The spell provides an additional use before it ends when you reach 5th level (2 uses), 11th level (3 uses), and 17th level (4 uses). You can't use multiple uses on the same saving throw.
Shape WaterXGE
The spell creates an additional effects, targeting the same 5-foot cube or a different one, when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of non-instantaneous effects that can be active at a time increases to three at 5th level, four at 11th level, and five at 17th level.
Credits
Stoke the Flames, Art by Ryan Barger
Quiet Contemplation, Art by Magali Villeneuve
Fire Nymph, Art by James Wolf Strehle
All the Lights in the Sky are Stars
Compendium by Haven
Shillelagh
Starting at 5th level, when you hit a creature with the weapon, you can deal an extra 1d4 damage to the target. If you do, the spell ends. This damage increases by 1d4 when you reach 11th level (2d4) and 17th level (3d4).
Spare the Dying
The spell's protective powers increase when you reach higher levels. At 5th level, the target also gains temporary hit points equal to 1d8 + your spellcasting ability modifier, which last until the creature regains at least 1 hit point. These temporary hit points increase by 1d8 at 11th level and
17th level.
Thaumaturgy
The spell creates an additional effects when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of 1-minute effects that can be active at a time increases to four at 5th level, five at 11th level, and six at 17th level.
True Strike
The spell deals additional damage you reach higher levels. The attack deals an extra 1d6 damage to the target at 5th level (1d6), 11th level (2d6), and 17th level (3d6).
There is no saving true strike. Simply delete this spell.
TwinkleATLAS
The spell creates an additional effects, targeting the same 5-foot cube or a different one, when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects). The number of non-instantaneous effects that can be active at a time increases to four at 5th level, five at 11th level, and six at 17th level.
Interactions
Some of these cantrip effects interact with the class features of some of 5e's classes. Below are clarifications on how these interactions are intended to work.
Mage Hand Legerdemain (Mage Hand)
When you use the bonus action granted by your Cunning Action, you can control all the hands you have created at once.
Versatile Trickster (Mage Hand)
As a bonus action on your turn, you can designate a creature within 5 feet of one of the spectral hand created by the spell.
No Damage Attack Rolls (True Strike)
If you make an attack roll that deals no damage, such as the one required by the plane shift spell, the damage dealt by true strike is force damage. Otherwise, true strike deals damage of the same type as the attack.
Temporary Hit Points while Unconscious (Spare the Dying)
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. If damage you take is absorbed by your temporary hit points, you do not fail a death saving throw.