User:Babosa/Cantrip Master
Cantrip Master
<!-Introduction Leader->
Creating a
- Quick Build
You can make a Cantrip Master quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Cantrip Master you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Cantrip Master level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Cantrip Master level after 1st
- Proficiencies
Armor: Light
Weapons: Armor, Weapon, Tool, Save and Skill Proficiencies and Equipment are about the same as wizard.
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | Cantrips Known |
---|---|---|---|
1st | +2 | Spellcasting | 4 |
2nd | +2 | Boost cantrip | |
3rd | +2 | 1st Primary | |
4th | +2 | Ability Score Improvement | |
5th | +3 | Dual casting and concentration | |
6th | +3 | 1st Secondary | |
7th | +3 | Spell disruption | |
8th | +3 | Ability Score Improvement | |
9th | +4 | +CP | |
10th | +4 | <!-Class Feature#-> | |
11th | +4 | 2nd Primary | |
12th | +4 | Ability Score Improvement | |
13th | +5 | +CP | |
14th | +5 | 2nd Secondary | |
15th | +5 | <!-Class Feature#-> | |
16th | +5 | Ability Score Improvement | |
17th | +6 | +CP | |
18th | +6 | 3rd Primary | |
19th | +6 | Ability Score Improvement | |
20th | +6 | <!-Class Feature#-> |
SpellCasting
Spell Casting Modifier is Intelligence.
You cast spells from a spellbook. Each level you learn one spell from the wizard spell list or any ritual spell or any spell the DM thinks would be appropriate as a ritual.
You do not use spell slots to cast spells. Instead, you cast spells similar to rituals. The spell levels you can cast and their casting time depend on your level. You can cast spells with a higher spell level by treating it as a spell of that level.
At first level you can only cast first level spells. Then every 2 levels above first you can cast a higher spell level. The casting time become one of the following; 24 hours, 12 hours, 8 hours, 6 hours, 4 hours, 2 hours, 1 hour, 30 minutes, 10 minutes. Every even level, the casting time for the spell levels you can cast decreases.
1st level spells start with 2 hours casting time, 2nd to 4th with 6 hours, 5th to 7th with 12 hours and 8th and 9th with 24 hours.
<!-Subclass Feature->
At 3rd level, you chose a <!-insert name of subclass feature.->. Choose between <!-list the subclass options->, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 11th and 17th.
At 6th level, you chose another <!-insert name of subclass feature.->. Choose one option you haven't already chosen. Your choice grants you features at 6th level and again at 16th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->
<!-Class feature game rule information->
Close Combat
<!-For subclasses introduce this class option here->
- <!-Class Feature->
Cast Ward as a bonus action, no disadvantage for casting ranged spells into melee
- <!-Class Feature->
Can cast a cantrip for attack of opportunity
- <!-Class Feature->
When casting cantrips as an action can target another creature in touch range for free
Damage Dealing
<!-Introduce this subclass here->
- <!-Class Feature->
Add INT mod to cantrip damage
- <!-Class Feature->
You can change the element of cantrips at will
- <!-Class Feature->
Cast damaging cantrips as a bonus action
Sniper
<!-Introduce this subclass here->
- <!-Class Feature->
Cast True Strike as a bonus action
- <!-Class Feature->
Cantrips range doubles and minimum 10ft, True Strike has no duration limit and has an alternative effect of granting unlimited range and replacing line of sight.
- <!-Class Feature->
The range of all cantrips become sight, Message becomes Sending
Support
<!-Introduce this subclass here->
- <!-Class Feature->
Can concentrate to extend the duration of cantrips, Can concentrate instead of casting, +CP of non-damaging cantrips
- <!-Class Feature->
Cast non-damaging cantrips as a bonus action. Can decide before casting if your spell causes damage
- <!-Class Feature->
Can cast every other 5th level non-damaging (including conditions) spells as a cantrip
Rituals
<!-Introduce this subclass here->
- <!-Class Feature->
If a spell is a ritual then; if you can not cast its spell level then you treat it as if you could, if you can cast its spell level then it has bonus cast time
- <!-Class Feature->
After casting a spell you can concentrate to delay activation and then cast instead of a cantrip
- <!-Class Feature->
Can concentrate instead of casting and dual concentrate to delay spells.
Spells
<!-Introduce this subclass here->
- <!-Class Feature->
You can learn an additional 2 spells every level
- <!-Class Feature->
This and every 2nd level after, you pick a spell you know to cast as a cantrip, the max level of the spell is your # of +CP, You can change the spell/s when you levelup
- <!-Class Feature->
You gain one spell slot of each level.
Multiclassing
Prerequisites. To qualify for multiclassing into the Cantrip master class, you must meet these prerequisites: Int 13
ideas
Combine Thaumaturgy, Prestidigitation and Druidcraft to make Small Magic Add more to mage hand and small magics Minor and major small magic upgrades
Expand ritual magic or make side effects Add stuff about learning about magic
Cha?
Change a cantrip each long rest
20th ???