S.0 Cantrips - JulTob/DnD GitHub Wiki

Cantrips are spells that can be used without spending a Spell Slot.

Multiclass Video

Multiclass Video

⚔ Booming Blade

Great for Melee Warriors

❄ Chill Touch

Great to fight Undead


Toll the Dead

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: Target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The damage increases by one die when you reach 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level (4d8/4d12).

Control Flames

  • Level: Cantrip
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see description)

Description

Control Flames allows you to manipulate nonmagical flames within range. The flame you target must fit within a 5-foot cube. You can choose one of the following effects:

  1. Expand Flames: You double or halve the area of bright light and dim light cast by the flame, changing the light's size but not its intensity. This change lasts for 1 hour.

  2. Extinguish Flames: You can instantly extinguish the flames within the 5-foot cube.

  3. Shape Flames: You can cause the flames to move in a desired direction, provided that direction is within 5 feet of the current flame. You can also shape the flames into simple forms, such as shapes, figures, or words. These shapes last for 1 hour.

  4. Harmless Patterns: You can create simple, non-harmful effects like shapes or images in the flames. The change lasts for 1 hour.

Special Features

  • Nonmagical Flames Only: This cantrip can only manipulate nonmagical flames; it cannot affect magical flames or those created by other spells.
  • Versatility: Offers multiple ways to interact with flames, making it useful in both utility and creative situations.
  • No Concentration Required: The effects of the spell do not require concentration, allowing you to maintain control while performing other tasks.

Components:

  • Somatic (S): The caster must use a hand gesture to manipulate the flames.

Practical Uses:

  • Combat Utility: Use the cantrip to extinguish small fires, reduce visibility by dimming lights, or enhance lighting in dark areas.
  • Signaling: Create shapes or signals in flames to communicate over distances.
  • Creative Display: Shape flames into decorative or intimidating forms for roleplay or intimidation purposes.
  • Fire Control: Manage campfires, torches, or other flames to avoid unwanted attention or to maintain stealth.

Limitations:

  • Size Restriction: The flame must fit within a 5-foot cube, limiting the size of the fire you can control.
  • Nonmagical Flames Only: The spell cannot affect magical flames, which limits its effectiveness in some situations.
  • No Direct Damage: The cantrip does not create or deal damage, only manipulating existing flames.

Strategic Applications:

  • Stealth Operations: Extinguish torches or fires to avoid detection.
  • Intimidation or Distraction: Use shaped flames to scare off enemies or draw attention.
  • Communication: Signal allies with flame shapes or patterns in situations where verbal or written communication isn't possible.

Control Winds

  • Level: 5th
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Description

Control Winds allows you to control and manipulate the wind within a 100-foot cube area, which you can center on a point within range. You can choose from the following effects, which last for the duration of the spell:

  1. Gusts:

    • You create a strong wind that blows in a horizontal direction of your choice within the area.
    • Each creature in the area must succeed on a Strength saving throw or be pushed 15 feet in the direction of the wind.
    • The wind disperses gas or vapor and extinguishes unprotected flames within the area.
  2. Downdraft:

    • You cause a strong wind to blow downward within the area.
    • Each creature in the area must succeed on a Strength saving throw or be knocked prone.
    • The wind disperses gas or vapor and extinguishes unprotected flames within the area.
  3. Updraft:

    • You cause a strong wind to blow upward within the area.
    • Creatures that move upward through the area (like those jumping or flying) have their movement speeds doubled while in the area.
    • The wind disperses gas or vapor and extinguishes unprotected flames within the area.

Special Features

  • Area of Effect: The spell affects a 100-foot cube, offering a large area of control for battlefield or environmental manipulation.
  • Multiple Effects: Choose between gusts, downdrafts, and updrafts, allowing you to adapt the spell to various situations.
  • Environmental Impact: The spell can be used to disperse gases, move objects, or manipulate flames, providing utility beyond combat.

Components:

  • Verbal (V): The caster must speak the incantation to control the winds.
  • Somatic (S): The caster must perform a hand gesture to manipulate the winds.

Practical Uses:

  • Battlefield Control: Push enemies away, knock them prone, or boost allies' movements with updrafts.
  • Environmental Effects: Disperse poisonous gases or other harmful vapors.
  • Mobility: Use updrafts to assist with flying or jumping, or to help allies reach higher places.

Limitations:

  • Concentration: The spell requires concentration, meaning the caster must maintain focus to keep the winds under control.
  • Limited Area: The wind control is limited to a 100-foot cube, requiring strategic placement for maximum effect.
  • Strength Saving Throw: The effects can be resisted by creatures with strong physical resilience.

Strategic Applications:

  • Crowd Control: Use gusts to push enemies into hazardous areas or away from key positions.
  • Defensive Tactics: Create downdrafts to knock prone advancing foes, slowing their approach.
  • Support for Allies: Updrafts can help flying allies or provide lift to those who need to reach higher terrain quickly.

Create Bonfire

  • Level: Cantrip
  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description

Create Bonfire conjures a magical bonfire that fills a 5-foot cube within range. The bonfire appears on the ground or on a flammable object and burns for the duration. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Effects:

  • Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage.
  • A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
  • The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Special Features

  • Area of Effect: A 5-foot cube where the bonfire is created.
  • Ongoing Damage: The bonfire continues to deal damage to creatures that enter or end their turn in its space.
  • Concentration: The bonfire remains active as long as the caster maintains concentration, up to 1 minute.

Components:

  • Verbal (V): The caster must speak an incantation to create the bonfire.
  • Somatic (S): The caster must perform a hand gesture to conjure the flames.

Practical Uses:

  • Battlefield Control: Create a hazardous area to block enemy movement or force them to take damage.
  • Illumination: The bonfire provides light in dark areas, functioning as a temporary light source.
  • Area Denial: Use the bonfire to control choke points or protect certain areas from enemy movement.

Limitations:

  • Concentration: The caster must maintain concentration to keep the bonfire burning.
  • Small Area: The bonfire affects only a 5-foot cube, making it effective for small areas but less so for larger groups of enemies.
  • Dexterity Saving Throw: Creatures can avoid damage by succeeding on a Dexterity saving throw.

Strategic Applications:

  • Tactical Placement: Place the bonfire in areas where enemies are likely to move or be forced into.
  • Light Source: Use in dark dungeons or caves to provide necessary illumination without needing a torch.
  • Combine with Other Effects: Pair with other area control spells to limit enemy movement options or force them into the bonfire's space.
  • Chase Deterrent: Place the bonfire behind your party to deter pursuit or slow down advancing enemies.

Gust

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: You create a small blast of air capable of moving objects or creatures. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed 5 feet away from you. You can move an object that weighs no more than 5 pounds within range that isn’t being worn or carried.

Shape Water

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour
  • Description: Choose an area of water that you can see within range and that fits within a 5-foot cube. You can manipulate it in one of the following ways:
    • Change the water’s color or opacity.
    • Freeze the water, provided there are no creatures in it.
    • Create a simple shape or animate it in your direction.