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Cantrips
At-will spells requiring no spell slots. Damage cantrips scale at character levels 5, 11, and 17 to stay competitive with weapon attacks.
Cantrips are spells that can be cast at will, without expending a spell slot and without being prepared. They represent minor magical effects that a caster has practiced so thoroughly they can produce them effortlessly.
Key Properties
- No spell slot required: Cast as many times as you want per day.
- Known permanently: Once you learn a cantrip, it is always available. You cannot swap cantrips on a daily basis (unlike prepared spells), though some classes allow swapping a cantrip on a level-up.
- Casting time: Most cantrips have a casting time of 1 action, making them a viable combat option every turn.
Damage Scaling
Damage cantrips scale with character level (not class level), adding additional damage dice at levels 5, 11, and 17:
- Level 1-4: Base damage (e.g., 1d10 for Fire Bolt)
- Level 5-10: 2 dice (e.g., 2d10)
- Level 11-16: 3 dice (e.g., 3d10)
- Level 17-20: 4 dice (e.g., 4d10)
This scaling ensures cantrips remain competitive with weapon attacks at higher levels, even for multiclass characters.
Common Cantrips
- Fire Bolt (Wizard/Sorcerer): 1d10 fire, 120 ft range, attack roll.
- Eldritch Blast (Warlock): 1d10 force, 120 ft range; fires additional beams at levels 5, 11, 17. Uniquely powerful among cantrips.
- Sacred Flame (Cleric): DEX save or 1d8 radiant, ignores cover.
- Toll the Dead (Cleric): WIS save or 1d8 necrotic (1d12 if already injured).
- Guidance (Cleric/Druid): Add 1d4 to one ability check within 1 minute. Concentration.
- Mage Hand, Prestidigitation, Minor Illusion: Utility cantrips with creative out-of-combat applications.