A collection of cantrips and feats to bring more magic to the arcane adventurer's life...
Feats
Airt Step
Prerequisite: The ability to cast at least one spell.
At will, as an action, you can cause yourself to float along. You may rise no higher than head-height from the ground, move at your normal walking speed. You do not levitate other objects, though you can lift any objects you can pick up and carry normally, though you continue to be physically weighed down by all weapons, armor, and other equipment you bear. You can, however, ignore many types of rough terrain, pressure sensitive areas, and low obstacles and leave no footprints.
You may seek to move more quickly, but doing so requires concentration and can be tiring, mechanically functioning the same as moving more quickly or otherwise pushing to greater speed on foot. If you move farther from solid ground than your own height this ability deactivates and cannot be reactivated until your next turn. Whether this distance increases either through your own power or otherwise, such as being lifted or pushed off a cliff, is immaterial.
Finally, the distance to solid ground is measured from your lowest point. There is nothing that prevents you from moving along seated or inverted should you choose.
Artificer's Armor
Prerequisite: The
ability to cast at least one spell.
You have learned how to integrate magical and mundane
defenses for yourself to produce an impressive bulwark against harm.
You can cast the Mage Armor spell targeting yourself while
wearing non-magical armor. If you do this the casting time is extended to 10
minutes. Instead of its normal effect, the spell adds a bonus to your armor
class equal to your Intelligence modifier, to a maximum of +3. For the duration
the armor is covered in shifting runes of arcane light. If you doff the armor
these effects end.
Shieldmage
Prerequisite: The
ability to cast at least one spell.
You have been trained in the arts of some of the earliest
abjurers, granting the following benefits:
·
While subject to the cantrip Nadan's Shield; as your reaction you may negate all damage from a Magic Missile which targets you.
·
If you are subject to the Shield spell or
Nadan's Shield cantrip, you can add the AC bonus to any Dexterity saving throw
you make against a spell or other harmful effect that targets only you.
·
If you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half damage while benefiting
from the Shield spell or Nadan's Shield cantrip, you can use your reaction to
take no damage if you succeed on the saving throw, interposing the magical
barrier between yourself and the source of the effect.
Knight of the Old
Republic
Prerequisite: The
ability to cast at least one spell.
You have been trained in the use of a more elegant weapon
from a more civilized age. You gain the following benefits:
·
Increase an ability score of your choice by one,
to a maximum of 20.
·
You may add your proficiency bonus to melee
attacks with the Force Blade cantrip, and may choose to use your Intelligence
bonus rather than your Strength or Dexterity for attacks and damage.
·
While you have the Force Blade cantrip active
you may add your Intelligence bonus to your armor class against ranged attacks.
Further, if you are high enough level to have a bonus to hit and damage from
the Force Blade cantrip you can also add that bonus to your armor class against
all attacks while it is active.
Arcane Dart
Evocation cantrip
Casting Time: 1
action
Range: 60 feet
Components: V, S
Duration: Instantaneous
One of the earliest exercises taught by many maesters as an
instruction in manipulation and control of forces. You create a glowing dart of
magical force which strikes a target of your choice dealing 1 point of force
damage. Any effect which stops the Magic Missile spell also protects against
this cantrip.
You can create an additional dart when you reach 5th level
(2), 11th level (3), and 17th level (4). These darts all strike simultaneously
and you can direct them to hit one creature or several, dividing them up as you
wish.
Force Blade
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: M (a cylindrical tube approximately 6 inches long
constructed from metals, crystals, and other arcane materials worth at least 10
gp and assembled by an individual who knows this cantrip is used as a focus)
Duration: 1 minute
A glowing blade of magical force is
projected from the end of the tube used as a focus. You can use this blade as a
melee weapon with the finesse and versatile qualities. It deals 1d6 or 1d8
force damage. This cantrip ends if the focus is knocked from your hand, including if you are disarmed.
You gain a bonus to hit and damage
with this blade of +1 at 5th level (+1), 11th level (+2), and 17th level (+3).
Minor Telekinesis
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 round
You can manipulate an object, open
an unlocked door or container, stow or retrieve an item from an open container,
or pour the contents out of a vial. You can move objects up to 120 feet each
time you use it. You can use this spell to perform an attack with a "thrown" weapon or activate levers or magic items that can be appropriately manipulated. It cannot, however, lift or move more than 10
pounds.
Nadan's Shield
Abjuration cantrip
Casting Time: 1
bonus action
Range: Self
Components: V, S
Duration:
Concentration, up to 1 round
A translucent barrier of magical force appears and protects
you. Until the end of your next turn you gain a +1 bonus to AC. While this
cantrip is active you count as wielding a shield with which you are proficient.
However, your hand remains free for other tasks such as spellcasting or
wielding a weapon.
Your AC bonus increases by 1 at 5th level (+2), 11th
level (+3), and 17th level (+4).
~~*~~
Some were results of other projects, and others were just fun bits. The overall purpose is to give spellcasting characters a little more sense of wonder, to give them something other than attack spells for combat and nifty tricks.
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