Carreau's Weapon Cantrips 2 ( 10 New Options ! )

by Carreau

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Carreau's Weapon Cantrips 2

Even More Diversity

I created some month ago a first little compendium of weapon cantrips to let the players use their magic with bows, thrown weapons, polearms and shields (You can find it on my Gm Binder account or on my Patreon), and many of you asked for even more cantrips of the same kind, so here we are! My new goal in that second compendium is to give an incentive to play with versatile weapons, blowguns, nets and traps! Enjoy!

New Carreau's Spells

Ice Strike

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a one handed melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. A fine layer of ice covers your weapon. On a hit, the target suffers the weapon attack’s normal effects, and its movement speed is reduced by 10 feet until the end of your next turn.

At Higher Levels. At 5th level, the attack deals an extra 1d8 cold damage to the target on a hit. That damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Art Credit : Wizards of the Coast

Force Cleave

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee two handed weapon or a versatile weapon wielded with two hands, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra force damage equal to your spellcasting modifier if its movement speed is currently reduced by any effect (the creature is prone, is in a difficult terrain, or suffers the effects of a spell that reduces its movement speed for instance).

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 force damage to the target on a hit, and the extra force damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

Light Strike

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a one handed melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and if your current Hit Points are equal to your Maximum Hit Points, the creature takes extra damage equal to your spellcasting modifier. Moreover, your weapon shines and sheds dim light in a 5-foot radius until the end of your next turn.

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 radiant damage to the target on a hit, and the extra radiant damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Artificer, Cleric, Bard, Warlock

Dark Cleave

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee two handed weapon or a versatile weapon wielded with two hands, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and if your current Hit Points are lower than half your Maximum Hit Points, the creature takes extra necrotic damage equal to your spellcasting modifier as a black and corrosive liquid covers your weapon.

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 necrotic damage to the target on a hit, and the extra necrotic damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Bard, Cleric, Warlock

Venomous Sting

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a dart or a blowgun, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra 1d8 poison damage. Moreover, if the creature suffers currently from the Poisoned condition, it takes an other 2d8 poison damage.

At Higher Levels. At 5th level, the weapon attack extra poison damage increases to 2d8, and the extra poison damage if the creature is Poisoned increases to 3d8. Both damage rolls increase by 1d8 at 11th level (3d8 and 4d8) and 17th level (4d8 and 5d8).

Spell Lists. Bard, Druid, Warlock, Wizard

Sedative Sting

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a dart or a blowgun, worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra 1d6 psychic damage. Moreover, if the creature is raging or concentrating on a spell at the end of its next turn, it takes 2d6 psychic damage.

At Higher Levels. At 5th level, the weapon attack extra psychic damage increases to 2d6, and the psychic damage the target takes if it is raging or concentrating increases to 3d6. Both damage rolls increase by 1d6 at 11th level (3d6 and 4d6) and 17th level (4d6 and 5d6).

Spell Lists. Artificer, Bard, Druid, Wizard

Electrified Net

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a net worth at least 1 sp)
  • Duration: Until the target is freed from the net used in the spell's casting

You brandish the net used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the attack’s normal effects, and every time it makes an ability check or an attack roll to free himself from the net, it takes 2d8 lightning damage.

At Higher Levels. At 5th level, the lightning damage increases to 3d8. That damage roll increases by 1d8 at 11th level (4d8) and 17th level (5d8).

Spell Lists. Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Corrosive Net

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a net worth at least 1 sp)
  • Duration: Until the target is freed from the net used in the spell's casting

You brandish the net used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the attack’s normal effects, and the first time it is hit by an attack each round, it takes an extra acid damage equal to your spellcasting modifier.

At Higher Levels. At 5th level, the acid damage increases to 1d6 + your spellcasting modifier. That damage roll increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Spell Lists. Artificer, Bard, Druid, Warlock, Wizard

Burning Trap

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a hunting trap or a bag of caltrops worth at least 1 sp)
  • Duration: 8 hours

You brandish the hunting trap or a bag of caltrops used in the spell’s casting and set it on the ground within 5 feet of you. The next creature that triggers the trap or walks on the caltrops suffers the normal effects of them, and then takes 1d4 fire damage on the start of each of its turns. The spell ends after 1 minute or when the creature is freed from your hunting trap or is healed from the caltrops wounds.

At Higher Levels. At 5th level, the fire damage increases to 2d4. That damage roll also increases by 1d4 at 11th level (3d4) and 17th level (4d4).

Spell Lists. Artificer, Druid, Wizard

Explosive Trap

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a hunting trap or a bag of caltrops worth at least 1 sp)
  • Duration: 8 hours

You brandish the hunting trap or a bag of caltrops used in the spell’s casting and set it on the ground within 5 feet of you. The next creature that triggers the trap or walks on the caltrops suffers the normal effects of them, and takes an extra 1d8 thunder damage. Each other creature within 5 feet of the trap when it is triggered also takes 1d8 thunder damage. The spell then ends.

At Higher Levels. At 5th level, the thunder damage increases to 2d8. That damage roll also increases by 1d8 at 11th level (3d8) and 17th level (4d8).

Spell Lists. Artificer, Druid, Wizard

Homebrew lovingly made by LeRoiDeCarreau

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