Minor Magics
A Collection of Cantrips by Beskarbonite
Cantrips, while low in power, are often the first spells that a spellcaster learns. Even after they attain greater power and access to more powerful spells, they still maintain knowledge of their cantrips, which they often fall back on should they run out of slots.
The following document contains a small collection of cantrips that you can add to your games. If you're a player, ask your Dungeon Master before selecting any of these cantrips for your character.
Arcane Boomerang
Transmutation Cantrip (Artificer, Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: Touch
- Components: S, M (a weapon you are proficient with that has the Thrown property and is worth 1+ CP)
- Duration: Instantaneous
You magically augment the aerodynamic properties of a
weapon you touch. As part of the Action that you use to
cast the spell, make a Ranged Spell Attack with the
weapon used as the material component. This attack
uses the weapon’s thrown range and damage die, but uses your spellcasting ability modifier for the damage roll. Regardless of whether it
hits or misses, the weapon flies back to your hand after the attack is resolved, and
the spell ends.
Cantrip Upgrade. At 5th level, and again at 11th and
17th, you may make an attack against
another creature. The new creature must be within the
short range of the weapon relative to the previous
target, and cannot have already been targeted by this
casting of the spell. In addition, the damage roll for any extra
attacks after the first does not include your spellcasting
ability modifier. After all attacks are resolved, the
weapon flies back to your hand.
Binding
Abjuration Cantrip (Cleric, Warlock, Wizard)
- Casting Time: Action
- Range: 10 feet
- Components: S, M (a chain link)
- Duration: Concentration, up to 1 round
You attempt to affix another creature in place within range. The target must make a Strength saving throw. On a failed save, the creature takes 1d4 Force damage, and both you and the creature have the Grappled condition until the spell ends. The spell ends early if you or the target creature are more than 10 feet away from each other.
Cantrip Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Cosmetology
Illusion Cantrip (Bard, Wizard)
- Casting Time: 1 Minute
- Range: Self
- Components: M (a bit of makeup)
- Duration: 10 Minutes
You can change minor aspects of your appearance, which last for the duration of the spell. For example, you can change your hair color/style, skin tone, eye color, jaw line, and so on. However, these changes cannot alter your clothes, change your size, or make you appear like a member of a different species. In addition, you are still recognizable as yourself despite the changes.
A creature that takes the Study action to inspect you and succeeds on a Investigation check against your spell save DC determines that you are using magic to augment your appearance.
Distraction
Enchantment Cantrip (Bard, Wizard)
- Casting Time: Action
- Range: 30 feet
- Components: S
- Duration: 1 Round
You mentally distract one creature within range. That creature must succeed on a Wisdom saving throw or suffer the following effects until the end of your next turn:
- The creature can't maintain concentration. If it was concentrating on something before the spell was cast, it immediately looses concentration.
- The creature has Disadvantage on Perception, Investigation, and Insight checks.
- The creature has Disadvantage on the first Attack Roll it makes before the spell ends.
Localized Storm
Evocation Cantrip (Druid, Sorcerer, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a miniature storm cloud that fills a 5-foot cube and hovers 15 feet above the ground within range. Any creature underneath the cloud when you cast the spell must succeed on a Dexterity saving throw or take 1d6 Cold, Lightning, or Thunder damage (you choose the damage type when you cast the spell). A creature must also make the saving throw when it enters the space underneath the cloud for the first time on a turn or ends its turn there.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Cantrips, while low in power, are often the first spells that a spellcaster learns. Even after they attain greater power and access to more powerful spells, they still maintain knowledge of their cantrips, which they often fall back on should they run out of slots.
The following document contains a small collection of cantrips that you can add to your games. If you're a player, ask your Dungeon Master before selecting any of these cantrips for your character.
Arcane Boomerang
Transmutation Cantrip (Artificer, Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: Touch
- Components: S, M (a weapon you are proficient with that has the Thrown property and is worth 1+ CP)
- Duration: Instantaneous
You magically augment the aerodynamic properties of a weapon you touch. As part of the Action that you use to cast the spell, make a Ranged Spell Attack with the weapon used as the material component. This attack uses the weapon’s thrown range and damage die, but uses your spellcasting ability modifier for the damage roll. Regardless of whether it hits or misses, the weapon flies back to your hand after the attack is resolved, and the spell ends.
Cantrip Upgrade. At 5th level, and again at 11th and 17th, you may make an attack against another creature. The new creature must be within the short range of the weapon relative to the previous target, and cannot have already been targeted by this casting of the spell. In addition, the damage roll for any extra attacks after the first does not include your spellcasting ability modifier. After all attacks are resolved, the weapon flies back to your hand.
Binding
Abjuration Cantrip (Cleric, Warlock, Wizard)
- Casting Time: Action
- Range: 10 feet
- Components: S, M (a chain link)
- Duration: Concentration, up to 1 round
You attempt to affix another creature in place within range. The target must make a Strength saving throw. On a failed save, the creature takes 1d4 Force damage, and both you and the creature have the Grappled condition until the spell ends. The spell ends early if you or the target creature are more than 10 feet away from each other.
Cantrip Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Cosmetology
Illusion Cantrip (Bard, Wizard)
- Casting Time: 1 Minute
- Range: Self
- Components: M (a bit of makeup)
- Duration: 10 Minutes
You can change minor aspects of your appearance, which last for the duration of the spell. For example, you can change your hair color/style, skin tone, eye color, jaw line, and so on. However, these changes cannot alter your clothes, change your size, or make you appear like a member of a different species. In addition, you are still recognizable as yourself despite the changes.
A creature that takes the Study action to inspect you and succeeds on a Investigation check against your spell save DC determines that you are using magic to augment your appearance.
Distraction
Enchantment Cantrip (Bard, Wizard)
- Casting Time: Action
- Range: 30 feet
- Components: S
- Duration: 1 Round
You mentally distract one creature within range. That creature must succeed on a Wisdom saving throw or suffer the following effects until the end of your next turn:
- The creature can't maintain concentration. If it was concentrating on something before the spell was cast, it immediately looses concentration.
- The creature has Disadvantage on Perception, Investigation, and Insight checks.
- The creature has Disadvantage on the first Attack Roll it makes before the spell ends.
Localized Storm
Evocation Cantrip (Druid, Sorcerer, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a miniature storm cloud that fills a 5-foot cube and hovers 15 feet above the ground within range. Any creature underneath the cloud when you cast the spell must succeed on a Dexterity saving throw or take 1d6 Cold, Lightning, or Thunder damage (you choose the damage type when you cast the spell). A creature must also make the saving throw when it enters the space underneath the cloud for the first time on a turn or ends its turn there.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).