Subclass-Unique Wizard Cantrips
T Minor Magics his document is purely to give each wizard subclass a more unique feeling, with individul cantrips designed for each subclass. Each Wizard subclass gains access to 1 new cantrip that they are able to take as a Wizard cantrip. The DM may wave the subclass requirement if they choose, but it should be noted that each spell has been specially tailored for the theme of each subclass to add new uniqueness to the subclasses. This document also contains what an Arcane Trickster and Eldritch Knight would gain access to out of these spells, as they both take from the Wizard spell list. Should someone gain access to the wizard spell list upon taking something such as the Magic Initiate feat, the DM should discuss and choose what subclass would be appropriate for the character taking the feat. At second level, the wizard may replace 1 of their cantrips with their subclass exclusive cantrip, as otherwise it would only be possible for them to gain their cantrip upon reaching level 4. If the DM wishes though, they of course may remove this rule so that it can instead be treated as an optional subclass feature gained at level 4, rather than just an exclusive cantrip. Some of these spells may not be perfectly balanced, as I am not that experienced when it comes to creating homebrew, but I have tried my best to insure balance in these spells. Abjuration Wizard Abjurist's Bubble Abjuration Cantrip (Abjuration Wizard's Only) Casti Rang Comp Dura You h withi them durat durat The b modi pierc bubb spell you m past b 4th ti The b down Bubb deple from The b reach the b rest. Bla The Ench Casti Rang Comp Dura You e hit a the ta they t twice spell savin Durin playin along to det make perfo This 11th, This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Conjuration Wizard Minor Step Conjuration Cantrip (Conjuration Wizards Only) Casting Time: 1 action Range: 10 feet Components: S Duration: Instantaneous Choose any inanimate non-magical object weighing 5 pounds or less within range that you can see. Choose another location within range that has room for the previously selected object, and is either within your view or is on your person (such as inside your bag). The object is teleported to the new location, with a flash of light signaling its departure and arrival on both locations. These simultaneous flashes shed bright light 10 feet and dim light another 10 feet. If the caster wishes to avoid this light flashing, they must succeed on a DC 16 Intelligence roll upon casting, whereupon a success the object teleports without flashing any lights. The DC to prevent light from shining when the object is teleported decreases by 1 when you reach 5th, 11th, and 17th level. Divination Wizard Nudge Fate Divination Cantrip (Divination Wizards Only) Casting Time: 1 bonus action Range: special Components: S Duration: Instantaneous You use your divinitative prowess to affect the outcomes of the future in minor ways. You can use this spell and your bonus action to perform any one of the following effects: When you, or a creature within 10 feet, rolls any number of dice in-character, you can change each individual die's value up or down 1. When you flip a coin in-character, you can flip a second coin out-of-character and choose which one to use as the outcome. You can gain the knowledge of what a creature within 15 feet of you is going to say in the next 6 seconds. If the creature is immune to the Charm effect, this spell fails. When you roll to hit with a melee or ranged weapon on the same turn as when you cast this spell, you gain a +1 bonus to hit. You can only use this spell in this way once before you must complete a long rest to do so again. When a single creature of your choosing within 30 feet makes a melee or ranged weapon attack on the same turn as when you cast this spell they gain either a -1 or +1 to hit. You can only use this spell in this way once before you must complete a long rest to do so again. Enchantment Wizard Minor Inspiration Enchantment Cantrip (Enchantment Wizards Only) Casting Time: 30 minutes Range: 90 feet Components: V, S Duration: 4 hours Choose a number of creatures that are not undead or constructs within range when you finish casting this spell equal to your spellcasting modifier. You are able to move during this casting time, but if you are traveling by foot, you can only walk, and not dash, and you must continue to perform the casting of this spell. Each creature gains a number of temporary hit points equal to your charisma modifier plus your proficiency for the duration. Additionally, the first time a creature affected by this spell makes an attack of any kind, they gain a +1 to hit if this spell is still active. This spell ends early upon all creatures running out of the temporary hit points granted by this spell, even if they have not gained the attack bonus yet. After casting this spell, you cannot do so until the spell ends plus another hour. You can willingly end this spell early as a bonus action, upon which all creatures affected lose the benefits of this spell. These temporary hit points do not revive, reawaken, or stabilize creatures. Evocation Wizard Mortar Shots Evocation Cantrip (Evocation Wizards Only) Casting Time: 1 action Range: Special Components: V, M (A tube or pipe of metal) Duration: Instantaneous You hurl multiple lobs of pure evocative magic at your enemies. The range of this spell equals your spellcasting level times 10 in feet, to a maximum of 150 feet. Choose up to 2 creatures in range, these creatures must each make a dexterity saving throw. On a failure, they each take 1d4 magical bludgeoning damage. When you reach 5th, 11th, and 17th level, you can choose an additional target with this spell, and attack them as such. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Illusion Wizard Illusory Mindfreak !llusion Cantrip (Illusion Wizards Only) Casting Time: 1 action Range: 30 feet Components: V, S, M (Any psychedelic drug or material of any severity) Duration: 1 round Choose 1 creature within range. This creature must make a wisdom saving throw against your spell save DC minus 1. If the target is immune to the charm effect, then they automatically succeed, and if a creature has advantage against charm effects, they gain advantage. On a failure, the target is visibly dazed for 1 round, and takes 1d4 psychic damage. During this duration, the target has disadvantage on 1 attack roll they make, and all ability/skill checks for the duration. This spell’s damage increases by 1d4 when you reach 5th, 11th, and 17th level. Necromancy Wizard Necromania Necromancy Cantrip (Necromancy Wizards Only) Casting Time: 1 action Range: touch Components: V, S, M (A fresh or rotten mass of meat weighing 5 pounds of less from a dead source) Duration: Concentration, up to 3 minutes You touch the material component, which is required, and cast this spell, bringing the chunk to life. The chunk is docile. The chunk has a movement speed of 20 feet, and can only take the attack, dash, and dodge actions. The chunk has a max HP of 3 plus your proficiency bonus, and an AC of 9 plus your spellcasting modifier. The chunk has an initiative equal to the caster’s minus 1. The chunk has darkvision for 90 feet, and cannot see beyond this range. The chunk counts as an undead is incapable of communication, and counts as a size of Tiny. Choose a target within 60 feet of you, even if the chunk cannot see it. The chunk will proceed to move to the target as fast as it can and make a melee bite attack against it, becoming hostile towards it, with an attack bonus equal to your spellcasting modifier. On a hit, it deals 1d4 necrotic damage. If you have not designated a target, it only takes the dodge action. The chunk is capable of taking opportunity attacks against the target. Upon this spell ending, which also occurs upon the chunk losing all of its HP, the chunk reverts to a non-magical ball of flesh. Order of the Scribe Wizard Flying Quill Transmutation Cantrip (Order of the Scribe Wizards Only) Casting Time: 1 action Range: 30 feet line Components: S, M (A pen or quill, worth at least 1 copper) Duration: Instantaneous Choose a direction from yourself. You hurl the pen or quill towards the direction as if the item was a thrown dagger or dart (your choice). You make a ranged spell attack against any targets within range, starting from the closest object/creature, and on a hit, you deal 1d4 plus your spellcasting modifier in magical piercing damage and the pen or quill stops in the target. The pen or quill then flies back towards you and into your hand. Should Deflect Missiles or something similar be used to negate all damage or to catch the pen or quill, it flies back to you regardless, dealing no damage. When casted at 5th level, you deal an extra 1d4 magical piercing damage. You deal even more damage in a similar fashion at 11th and 17th levels. Transmutation Wizard Psychic Craniotomy Transmutation Cantrip (Transmutation Wizards Only) Casting Time: 1 action Range: touch Components: V, S Duration: Instantaneous You use transmutation magic to negatively alter the physical structure of a creature's skull and brain in order to harm them. Make a melee spell attack against a creature within range. On a hit, the creature takes 1d4 psychic damage, and 1d4 piercing damage. The creature must make a wisdom saving throw. On a failure, the creature loses the ability to take reactions for 2 turns and appears visibly dazed. This spell deals an extra 1d4 psychic damage when you reach 5th level, another 1d4 piercing damage when you reach 11th level, and another 1d4 psychic and 1d4 piercing damage when you reach 17th level. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
War Mage Tactical Impelled Trauma Enchantment Cantrip (War Mages Only) Casting Time: 1 bonus action Range: Self Components: V, M (A weapon worth at least 1 copper) Duration: Concentration, up to 10 minutes You enhance your weapon using the enemy’s fears to cause psychic trauma. Choose one creature within 90 feet of you. After casting this spell, you must make an attack with the material component against the selected creature on each of your turns or this spell ends. Upon a hit with the weapon against the selected creature, you deal an extra 1d6 psychic damage. Upon doing so 3 times, the spell ends. If the creature selected is immune to the frightened condition, you do not deal any extra damage towards them. This spell can be used an extra time before the spell ends when you hit 5th, 11th, and 17th level. Credits Cover Page Emilis Enka's Art Page: https://www.artstation.com/emilisemka Half Wizards Some subclasses of other classes allow access to the Wizard's spell list, and as such, here is a list for what kinds of cantrips these subclasses gain access to. Arcane Trickster Trickster's Wit If you are an Arcane Trickster Rogue, you may choose to take 1 of any of these cantrips in place of a regular cantrip if you so choose. However, you cannot take more than 1 of these cantrips. Eldritch Knight The Knight's Tome For these spells, as an Eldritch Knight, you can take 1 cantrip only as if you were one of these subclasses: Abjuration, Bladesinger, Evocation, Transmutation, and War Magic. You cannot take multiple cantrips from this list. Final Reminder Remember that, as the DM, you can always waver these rulings to allow any class or subclass to choose these spells as one of their cantrips, and if you believe it to be balanced and fitting, then it is encouraged. These spells are just designed to give each subclass even more uniqueness with optional cantrips for each one. With this being said, here is a list of what I believe would be appropriate classes that could get each spell, should you want them to be treated as nonexclusives to wizards entirely: Spells Classes Abjurist's Bubble Bards, Clerics, Sorcerers, Wizards, Artificers, The Blade's Lick Bards, Clerics, Druids, Warlocks, Wizards, Artificers Minor Step Sorcerers, Warlocks, Wizards Nudge Fate Bards, Sorcerers, Warlocks, Wizards Minor Inspiration Bards, Warlocks, Wizards Illusory Mindfreak Bards, Sorcerers, Wizards Necromania Cleric, Wizard Flying Quill Bards, Sorcerer, Warlocks, Wizards, Artificers Psychic Craniotomy Clerics, Sorcerers, Warlocks, Wizards, Artificers Tactical Impelled Trauma Bards, Sorcerers, Warlocks, Wizards And of course most importantly, have fun! This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.