Cantrip Specialist, Variant (5e Feat)

This page is of questionable balance. Reason: This gives a free Metamagic for cantrips. In addition, the damage type special effects are rather convoluted


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Cantrip Specialist

Prerequisites: Intelligence, Wisdom, or Charisma 13 or higher; the ability to cast spells.
While all mages know their cantrips in and out, you've taken them one step further.


Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn a cantrip of your choice from that class's spell list.

If you cast a cantrip that does not directly cause damage, you can double either its range or its duration. If its original range is touch, you can increase it to 30ft.

If you cast a cantrip that causes damage, you can cause an additional effect, depending on the damage type:

1. Acid - If the target rolls a natural 1 on a weapon attack within the next 24 hours, the weapon they attacked with gains a -1 penalty to its attack and damage bonuses. If the weapon reaches a -5 penalty, it crumbles and can't be repaired. This penalty is permanent, but can be repaired by an average blacksmith. If it was a natural weapon, it's not usable until healed by a sufficiently capable doctor. Additionally, magic weapons can't be affected by this ability.

2. Bludgeoning - Your attack has caused a hefty bruise/dent on the target. The target rolls a Constitution saving throw against your spell save DC. If they fail, they make their attacks at disadvantage this turn.

3. Cold - The target's speed is reduced by 5ft, and it has disadvantage on all Dexterity related rolls. This lasts until the end of your next turn.

4. Fire - Your target still has some singed eyebrows from that attack. The target rolls a Constitution saving throw against your spell save DC. On a fail, they take a number of d4 equal to the number of the original dice (e.g. 2d10 would be 2d4 additional, 3d10 would be 3d4 and so on). On a success, they take half damage. Additionally, if the cantrip sets objects on fire, you may choose not to do so.

5. Force - Any creature or object hit by the attack is pushed back 5 feet.

6. Lightning - The target rolls a Constitution saving throw against your spell save DC. If they're a mechanical creature, they roll this save with disadvantage. Should they fail, they drop whatever they were holding.

7. Necrotic - Your target's flesh is momentarily weakened by your attack. The target rolls a Constitution saving throw against your spell save DC. On a fail, until the end of your next turn, attacks made against this creature are made with advantage.

8. Piercing - Spectral daggers appear and nail your target to the ground. The target takes 1d6 additional damage, and rolls a Strength saving throw against your spell save DC. If they fail, they have their movement speed halved until the end of your next turn. Flying creatures can't have their speed reduced in this way.

9. Poison - The target rolls a Constitution saving throw against your spell save DC. If they fail, they immediately fall prone. If they fail the saving throw by 5 or more, they are stunned until the end of your next turn.

10. Psychic - If you're within 30ft of the target and the target can see you, they make their attacks at disadvantage until the end of your next turn.

11. Radiant - Any allied creatures within 5 feet of the target get 1d4 temporary HP for every damage dice.

12. Slashing - Choose a target: an arm, a leg, or a head. If you chose an arm, the target makes their attacks using that arm at disadvantage. If you chose a leg, the target's speed is halved. If you chose a head, the target is stunned unless they make a Constitution saving throw. All of these effects last until the end of the target's next turn.

13. Thunder - Any creature hit by the spell makes a Constitution saving throw against your spell save DC. On a fail, they're deafened for 1d4 rounds.


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