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Minor Magics
\pagebreak # Summary This document is purely to give each wizard subclass a more unique feeling, with individul cantrips designed for each subclass. ___ Each Wizard subclass gains access to 1 new cantrip that they are able to take as a Wizard cantrip. The DM may wave the subclass requirement if they choose, but it should be noted that each spell has been specially tailored for the theme of each subclass to add new uniqueness to the subclasses. This document also contains what an Arcane Trickster and Eldritch Knight would gain access to out of these spells, as they both take from the Wizard spell list. Should someone gain access to the wizard spell list upon taking something such as the Magic Initiate feat, the DM should discuss and choose what subclass would be appropriate for the character taking the feat. ___ At second level, the wizard may replace 1 of their cantrips with their subclass exclusive cantrip, as otherwise it would only be possible for them to gain their cantrip upon reaching level 4. If the DM wishes though, they of course may remove this rule so that it can instead be treated as an optional subclass feature gained at level 4, rather than just an exclusive cantrip. ___ Some of these spells may not be perfectly balanced, as I am not that experienced when it comes to creating homebrew, but I have tried my best to insure balance in these spells.
\columnbreak ### Abjuration Wizard #### Abjurist's Bubble *Abjuration Cantrip (Abjuration Wizard's Only)* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute ___ You hurl a bubble of raw protective magic towards an ally within range, this bubble surrounds the creature and protects them from direct attacks and area-of-effect attacks for the duration. The creature must remain within range for the duration, and concentration must be held, lest the spell end. The bubble’s hit points are equal to the caster's intelligence modifier plus 1. The bubble has resistance to non-magical piercing, bludgeoning, and slashing damage. When this bubble pops, the ally takes any remaining damage, and the spell ends. ___ The bubble's health increases by 1 when casted when you reach 5th, 11th, and 17th level. ### Bladesinger #### The Blade's Lick *Enchantment Cantrip (Bladesinger Wizards Only)* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 minute ___ You enhance your talents in combat with magic. When you hit a creature with a melee attack while this spell is active, the target must make a wisdom saving throw. On a failure, they take 1d4 psychic damage. You can use this spell's ability twice, and upon the second use the spell ends. A use of this spell is consumed only when an enemy fails the wisdom saving throw. ___ During the duration of this spell, faint music can be heard playing by everyone within 60 feet, with the melodies peaking alongside the spell's uses being consumed. If the DM wishes to determine how good this song sounds, the caster should make a Charisma (Performance) check. ___ This spell’s damage increases by 1d4 when you reach 5th, 11th, and 17th level. \pagebreak ### Conjuration Wizard #### Minor Step *Conjuration Cantrip (Conjuration Wizards Only)* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** S - **Duration:** Instantaneous ___ Choose any inanimate non-magical object weighing 5 pounds or less within range that you can see. Choose another location within range that has room for the previously selected object, and is either within your view or is on your person (such as inside your bag). The object is teleported to the new location, with a flash of light signaling its departure and arrival on both locations. These simultaneous flashes shed bright light 10 feet and dim light another 10 feet. If the caster wishes to avoid this light flashing, they must succeed on a DC 16 Intelligence roll upon casting, whereupon a success the object teleports without flashing any lights. The DC to prevent light from shining when the object is teleported decreases by 1 when you reach 5th, 11th, and 17th level. ### Divination Wizard #### Nudge Fate *Divination Cantrip (Divination Wizards Only)* ___ - **Casting Time:** 1 bonus action - **Range:** special - **Components:** S - **Duration:** Instantaneous ___ You use your divinitative prowess to affect the outcomes of the future in minor ways. You can use this spell and your bonus action to perform any one of the following effects: * When you, or a creature within 10 feet, rolls any number of dice in-character, you can change each die's value up or down 1. * When you flip a coin in-character, you can flip a second coin out-of-character and choose which one to use as the outcome. * You can gain the knowledge of what a creature within 15 feet of you is going to say in the next 6 seconds. If the creature is immune to the Charm effect, this spell fails. * When you roll to hit with a melee or ranged weapon on the same turn as when you cast this spell, you gain a +1 bonus to hit. You can only use this spell in this way once before you must complete a long rest to do so again. * When a single creature of your choosing within 30 feet makes a melee or ranged weapon attack on the same turn as when you cast this spell they gain either a -1 or +1 to hit. You can only use this spell in this way once before you must complete a long rest to do so again. \columnbreak ### Enchantment Wizard #### Minor Inspiration *Enchantment Cantrip (Enchantment Wizards Only)* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S - **Duration:** 3 hours ___ Choose a number of creatures within range equal to your intelligence modifier. Each creature gains a number of temporary hit points equal to your charisma modifier plus your proficiency for the duration. Additionally, the first time a creature affected by this spell makes an attack of any kind, they gain a +1 to hit if this spell is still active. This spell ends upon the creature running out of the temporary hit points granted by this spell, even if they have not gained the attack bonus yet. ### Evocation Wizard #### Mortar Shots *Evocation Cantrip (Evocation Wizards Only)* ___ - **Casting Time:** 1 action - **Range:** Special - **Components:** V, M (A tube or pipe of metal) - **Duration:** Instantaneous ___ You hurl multiple balls of pure evocative magic at your enemies. The range of this spell equals your spellcasting level times 10 in feet, to a maximum of 150 feet. Choose up to 2 creatures in range, these creatures must each make a dexterity saving throw. On a failure, they each take 1d4 magical bludgeoning damage. ___ When you reach 5th, 11th, and 17th level, you can choose an additional target with this spell, and attack them as such. ### Illusion Wizard #### Illusory Mindfreak *!llusion Cantrip (Illusion Wizards Only)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (Any psychedelic drug or material of any severity) - **Duration:** 1 round ___ Choose 1 creature within range. This creature must make a wisdom saving throw agaist your spell save DC minus 1. If the target is immune to the charm effect, or has advantage against all charm effects, such as with elves, then they automatically succeed. On a failure, the target is visibly dazed for 1 round, and takes 1d4 psychic damage. During this duration, the target has disadvantage on all attack rolls, ability/skill checks, and saving throws. ___ This spell’s damage increases by 1d4 when you reach 5th, 11th, and 17th level. \pagebreak ### Necromancy Wizard #### Necromania *Necromancy Cantrip (Necromancy Wizards oOnly)* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (A fresh or rotten mass of meat weighing 5 pounds of less from a dead source) - **Duration:** Concentration, up to 3 minutes ___ You touch the material component, which is required, and cast this spell, bringing the chunk to life. The chunk is docile. The chunk has a movement speed of 20 feet, and can only take the attack and dodge actions. The chunk has a max HP of 3 plus your proficiency bonus, and an AC of 9 plus your spellcasting modifier. The chunk has an initiative equal to the caster’s minus 1. The chunk has darkvision for 90 feet, and cannot see beyond this range. The chunk counts as an undead is incapable of communication, and counts as a size of Tiny. ___ Choose a target within 60 feet of you. The chunk will proceed to move to the target as fast as it can and make a melee bite attack against it, becoming hostile towards it, with an attack bonus equal to your spellcasting modifier. On a hit, it deals 1d4 necrotic damage. If you have not designated a target, it only takes the dodge action. The chunk is capable of taking opportunity attacks against the target. ___ Upon this spell ending, which occurs upon concentration being broken or the chunk losing all of its HP, the chunk reverts to a non-magical ball of flesh. ### Order of the Scribe Wizard #### Flying Quill *Transmutation Cantrip (Order of the Scribe Wizards Only)* ___ - **Casting Time:** 1 action - **Range:** 30 feet line - **Components:** S, N (A pen or quill, worth at least 1 copper) - **Duration:** Instantaneous ___ Choose a direction from yourself. You hurl the pen or quill towards the direction as if the item was a thrown dagger or dart. You make a ranged spell attack against any targets within range, starting from the closest object/creature, and on a hit, you deal 1d4 plus your spellcasting modifier in magical piercing damage and the pen or quill stops in the target. The pen or quill then flies back towards you and into your hand. ___ Should Deflect Missiles or something similar be used to negate all damage or to catch the pen or quill, it flies back to you regardless, dealing no damage. \columnbreak ### Transmutation Wizard #### Psychic Craniotomy *Transmutation Cantrip (Transmutation Wizards Only)* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S - **Duration:** Instantaneous ___ You use transmutation magic to negatively alter the physical structure of a creature's skull and mind in order to harm them. Make a melee spell attack against a creature within range. On a hit, the creature takes 1d4 psychic damage, 1d4 piercing damage. and the creature must make a wisdom saving throw. On a failure, the creature loses the ability to take reactions for 2 turns and appears visibly dazed. ___ This spell deals an extra 1d4 psychic damage when you reach 5th level, another 1d4 piercing damage when you reach 11th level, and another 1d4 psychic and 1d4 piercing damage when you reach 17th level. ### War Mage #### Tactical Impelled Trauma *Enchantment Cantrip (War Mages Only)* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (A melee weapon worth at least 1 copper) - **Duration:** Concentration, up to 1 minute ___ You enhance your melee weapon using the enemy’s fears to cause psychic trauma. After casting this spell, you must make a melee attack with the material component on each of your turns or this spell ends. Upon a hit with the melee weapon used as the material component, you deal an extra 1d6 psychic damage. Upon dealing damage with this spell 3 times, the spell ends. ___ This spell deals an extra 1d6 psychic damage when you hit 5th, 11th, and 17th level.
\pagebreak ## Half Wizards Some subclasses of other classes allow access to the Wizard's spell list, and as such, here is a list for what kinds of cantrips these subclasses gain access to. ### Arcane Trickster #### Trickster's Wit If you are an Arcane Trickster Rogue, you may choose to take 1 of any of these cantrips in place of a regular cantrip if you so choose. However, you cannot take more than 1 of these cantrips. ### Eldritch Knight #### The Knight's Tome For these spells, as an Eldritch Knight, you can take 1 cantrip only as if you were one of these subclasses: Abjuration, Bladesinger, Evocation, Transmutation, and War Magic. You cannot take multiple cantrips from this list. ## Final Reminder Remember that, as the DM, you can always waver these rulings to allow any class or subclass to choose these spells as one of their cantrips, and if you believe it to be balanced and fitting, then it is encouraged. These spells are just designed to give each subclass even more uniqueness with optional cantrips for each one.