January 19, 2018

Warmage Cantrips

Spells
These cantrips are among the most tried and tested spells we've released, along with the others in the Complete Warmage. 

These cantrips are used by our Warmage Redux class.

Warmage Cantrips
These new cantrips are presented alphabetically. 

Force Buckler
Abjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (A specially prepared gauntlet worth at least 5 gp)
Duration: 1 minute
You summon a translucent, yet visible, field of force which appears about you like a shield. For the duration of the spell, as long as you have one hand free and you are not wielding a shield, you gain +2 to your AC. The spell ends immediately if neither of your hands are free.

Magic Daggers
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
With a flourish, you summon a number of throwing weapons equal to twice your spellcasting modifier. These weapons can be of any type: daggers, handaxes, sling bullets, darts, etc. For the duration of the spell, the summoned weapons float within easy reach, allowing you to grab and throw them with ease. As an action, you can throw one weapon as a ranged spell attack with a range of 60 feet. On a hit, the weapon deals 1d6 magical piercing, slashing, or bludgeoning damage, as appropriate to the weapon thrown. After one attack, the weapon vanishes.
     At higher levels, you can make more attacks with your weapons. At 5th level, you can make two attacks, at 11th level, three attacks, and at 17th level, four attacks. 

Molten Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals fire damage instead of its normal type. Additionally, flame fills the space around the target. Until the start of your next turn, any creature that enters the space or ends its turn there takes 1d8 fire damage.
     At 5th level, the melee attack and secondary damage each deal an additional 1d8 fire damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8).

Mystical Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a blade-less sword hilt worth at least 5 gp)
Duration: 1 round
You conjure a blade of magical force, channeled through a focusing handle, and lash out at your foes. Make a melee spell attack. On a hit, you deal 1d8 force damage. The blade remains in existence for a short time; until the beginning of your next turn, you can make a single strike with your mystical blade as an opportunity attack.
     You can make 1 additional strike on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).

Quickstep
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your base movement speed increases by 10 feet for the duration.

Springheel
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet for the duration, and you can make a running high jump or a running long jump without a running start.

Thundering Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals thunder damage instead of its normal type. Additionally, a clap of thunder rings out from your strike, forcing all creatures except yourself and the target within 5 feet of the target to succeed on a Dexterity saving throw or take 1d8 thunder damage.
     At 5th level, the melee attack and secondary damage each deal an additional 1d8 thunder damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8). 

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Where's the PDF?

Great question -- all these spells are included in the Warmage Redux PDF.

10 comments:

  1. Does Force Buckler actually occupy that hand it's in? Would a monk multiclassed be able to hold a one-handed weapon, have that active, and still make use of martial arts and flurry?

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    1. Additionally, does it work with Unarmored Defense and Cloak of Feathers, being not a shield itself?

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    2. It doesn't, though it probably should. It doesn't count as a shield, so it would work with unarmored defense. That said, you do need to maintain a free hand to keep the buckler up.

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    3. Ty, a Monk in my party saw this and I could just /hear/ them drooling when I noted how buckler was worded so that it'd stack with unarmored defenses.

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    4. You can keep a hand free, hold a one-handed weapon and still make use of martial arts and flurry. Just kick instead of punch.

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  2. Weird thought figured I'd pitch it as a question.

    Would a spell like Molten Blade (action cantrip) mix with a spell like say; Searing Smite (bonus action spell)?

    a bit of multiclassing or a feat might be needed to make it happen but I keep thinking something would keep it from working but I can't think of what.

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    1. I don't want to make blanket statements about compatibility, but for your example, you totally can use those two spells together. The trick here is that you're not taking the Attack action, so any feature which calls for that won't be compatible.

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  3. For clarity on thundering blade. Rather than
    "Additionally, a clap of thunder rings out from your strike, forcing all creatures except yourself and the target within 5 feet of the target to succeed on a Dexterity saving throw or take 1d8 thunder damage."
    It should probably read
    "Additionally, a clap of thunder rings out from your strike, forcing all creatures within 5 feet of the target, except yourself, to succeed on a Dexterity saving throw or take 1d8 thunder damage.

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  4. This comment has been removed by the author.

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