Frankie1969
Adventurer
I like to extrapolate the missing pieces of patterns. When it comes to 5E spells, I fill in Higher-Level effects for nearly every spell (leaving out 8th level spells and Paladin/Ranger 5th level).
Most of the 5.5 cantrips have Cantrip Upgrades, including some that didn't have such in 5.0.
Here's the rest. My goal is for cantrips to be playable (but not excessive) in the upper levels, when they frequently get discarded as taking up too many resources (Actions & Concentration) for the meager value they offer.
Edit: removing the combat cantrips because they need much more careful balance.
Dancing Lights (Possibility 1)
(Summary: Action, 120', Conc 1 minute: 4 dim lights or 1 form, Bonus Act: move.)
Cantrip Upgrade. The spell stops requiring concentration at level 11, ending if you dismiss it as an Action or cast it again.
Starting at level 17, you can cast the spell as a Bonus Action.
Dancing Lights (Possibility A)
Duration: 1 minute (no concentration)
You create up to three Tiny lights within range, appearing as glowing and hovering torches, lanterns, or orbs. Alternately you combine the lights into one third as many (round down) glowing, vaguely humanoid Medium forms.
The spell ends if you cast it again.
Cantrip Upgrade. The number of lights increases when you reach levels 5 (five), 11 (seven), and 17 (nine).
I don't know which of these two routes is more appropriate.
Druidcraft
(Summary: Action, 30': Weather Sensor, Bloom, Sensory Effect, or Fire Play.)
Cantrip Upgrade. Additional options become available at levels 5 (Clean or Soil from Prestidigitation) and 11 (Tremors from Thaumaturgy).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a gesture, look, or breath).
This puts Druidcraft on a more even footing with its Arcane & Divine peers, adding some useful but still nature-themed options.
Elementalism
(Edit: I didn't notice this one and will need to think about it.)
Friends
(Summary: Action, 10', Conc 1 minute: non-hostile Humanoid must WIS save vs Charmed.)
Cantrip Upgrade. The range doubles when you reach levels 5 (20 feet) and 11 (40 feet).
Starting at level 17, you can cast the spell as a Bonus Action.
Guidance
(Summary: Action, Touch, Conc 1 minute: Choose a skill, target gets +1d4 on skill check.)
The target adds 1d4 to the first ability check using the chosen skill before the spell ends. (similar to the 5.0 base spell.)
Cantrip Upgrade. Starting at level 5, the target adds 1d4 to each check with the chosen skill until the spell ends. (This is the 5.5 base spell.)
The number of target creatures increases when you reach levels 11 (two) and 17 (three).
Guidance 5.0 was good enough, so low level casters won't really suffer too much from this brief nerf.
Light
(Summary: Action, Touch, 1 hour: object 20' Bright +20' Dim. One active casting at a time.)
Cantrip Upgrade. The number of active castings at a time increases at levels 5 (two) and 11 (three).
Starting at level 17, you can cast the spell as a Bonus Action.
Mage Hand
(Summary: Action, 30', 1 minute: floating hand does Object Interaction. Action: move & interact again.)
Cantrip Upgrade. The number of active castings at at time increases to two at level 11.
Starting at level 17, you can cast or control the spell as a Bonus Action.
Mending
(Summary: 1 minute, Touch: repair 1 break up to 1 foot.)
You mend a break or tear no larger than 1 foot in any dimension, leaving a scar or seam where the damage used to be.
Cantrip Upgrade. Starting at level 5, you leave no trace of the former damage. (the 5.5 base spell.)
The number of breaks repaired and number of feet increase at levels 11 (two) and 17 (three).
Rock Gnomes and other innate cantrip species will view reaching level 5 as an important milestone in life, especially in home maintenance.
Message
(Summary: Action, 120', 1 round: target receives whisper message & may reply.)
Cantrip Upgrade. The range and number of targets increase at levels 5 (180 feet, 2 creatures) and 11 (240 feet, 3 creatures).
Starting at level 17, you can cast the spell as a Bonus Action.
Minor Illusion
(Summary: Action, 30', 1 minute: create a Sound or Image in a 5' square.)
Cantrip Upgrade. The number of active castings at a time increases at levels 5 (two) and 11 (three).
Starting at level 17, you can cast the spell as a Bonus Action.
Prestidigitation
(Summary: Action, 10', up to 1 hour: Sensory Effect, Fire Play, Clean or Soil, Minor Sensation, Magic Mark. (Minor Creation moved to the Upgrade section).
Cantrip Upgrade. Additional options become available at levels 5 (Minor Creation) and 11 (Altered Eyes from Thaumaturgy).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a nod, twitch, or wave).
Delaying one option until level 5 is only a little painful, and makes it more even with Druidcraft.
Thaumaturgy
(Summary: Action, 30', up to 1 minute: Altered Eyes, Booming Voice, Fire Play, Invisible Hand, Phantom Sound (Tremors moved to the Upgrade section).
Cantrip Upgrade. Additional options become available at levels 5 (Tremors) and 11 (Fire Play from Prestidigitation).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a scowl, snap, or stomp).
IMO, Tremors ought to be more fearsome, which means you can't have 1st level randos going BOOM BOOM BOOM in every hallway. As with Prestidigitation, this small temporary nerf lets Druidcraft catch up.
Most of the 5.5 cantrips have Cantrip Upgrades, including some that didn't have such in 5.0.
Here's the rest. My goal is for cantrips to be playable (but not excessive) in the upper levels, when they frequently get discarded as taking up too many resources (Actions & Concentration) for the meager value they offer.
(Non-Combat) Cantrip Upgrades Beta release
Base spell changes are in red. My commentary is in blue italic. Your commentary is welcome.Edit: removing the combat cantrips because they need much more careful balance.
Dancing Lights (Possibility 1)
(Summary: Action, 120', Conc 1 minute: 4 dim lights or 1 form, Bonus Act: move.)
Cantrip Upgrade. The spell stops requiring concentration at level 11, ending if you dismiss it as an Action or cast it again.
Starting at level 17, you can cast the spell as a Bonus Action.
Dancing Lights (Possibility A)
Duration: 1 minute (no concentration)
You create up to three Tiny lights within range, appearing as glowing and hovering torches, lanterns, or orbs. Alternately you combine the lights into one third as many (round down) glowing, vaguely humanoid Medium forms.
The spell ends if you cast it again.
Cantrip Upgrade. The number of lights increases when you reach levels 5 (five), 11 (seven), and 17 (nine).
I don't know which of these two routes is more appropriate.
Druidcraft
(Summary: Action, 30': Weather Sensor, Bloom, Sensory Effect, or Fire Play.)
Cantrip Upgrade. Additional options become available at levels 5 (Clean or Soil from Prestidigitation) and 11 (Tremors from Thaumaturgy).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a gesture, look, or breath).
This puts Druidcraft on a more even footing with its Arcane & Divine peers, adding some useful but still nature-themed options.
Elementalism
(Edit: I didn't notice this one and will need to think about it.)
Friends
(Summary: Action, 10', Conc 1 minute: non-hostile Humanoid must WIS save vs Charmed.)
Cantrip Upgrade. The range doubles when you reach levels 5 (20 feet) and 11 (40 feet).
Starting at level 17, you can cast the spell as a Bonus Action.
Guidance
(Summary: Action, Touch, Conc 1 minute: Choose a skill, target gets +1d4 on skill check.)
The target adds 1d4 to the first ability check using the chosen skill before the spell ends. (similar to the 5.0 base spell.)
Cantrip Upgrade. Starting at level 5, the target adds 1d4 to each check with the chosen skill until the spell ends. (This is the 5.5 base spell.)
The number of target creatures increases when you reach levels 11 (two) and 17 (three).
Guidance 5.0 was good enough, so low level casters won't really suffer too much from this brief nerf.
Light
(Summary: Action, Touch, 1 hour: object 20' Bright +20' Dim. One active casting at a time.)
Cantrip Upgrade. The number of active castings at a time increases at levels 5 (two) and 11 (three).
Starting at level 17, you can cast the spell as a Bonus Action.
Mage Hand
(Summary: Action, 30', 1 minute: floating hand does Object Interaction. Action: move & interact again.)
Cantrip Upgrade. The number of active castings at at time increases to two at level 11.
Starting at level 17, you can cast or control the spell as a Bonus Action.
Mending
(Summary: 1 minute, Touch: repair 1 break up to 1 foot.)
You mend a break or tear no larger than 1 foot in any dimension, leaving a scar or seam where the damage used to be.
Cantrip Upgrade. Starting at level 5, you leave no trace of the former damage. (the 5.5 base spell.)
The number of breaks repaired and number of feet increase at levels 11 (two) and 17 (three).
Rock Gnomes and other innate cantrip species will view reaching level 5 as an important milestone in life, especially in home maintenance.
Message
(Summary: Action, 120', 1 round: target receives whisper message & may reply.)
Cantrip Upgrade. The range and number of targets increase at levels 5 (180 feet, 2 creatures) and 11 (240 feet, 3 creatures).
Starting at level 17, you can cast the spell as a Bonus Action.
Minor Illusion
(Summary: Action, 30', 1 minute: create a Sound or Image in a 5' square.)
Cantrip Upgrade. The number of active castings at a time increases at levels 5 (two) and 11 (three).
Starting at level 17, you can cast the spell as a Bonus Action.
Prestidigitation
(Summary: Action, 10', up to 1 hour: Sensory Effect, Fire Play, Clean or Soil, Minor Sensation, Magic Mark. (Minor Creation moved to the Upgrade section).
Cantrip Upgrade. Additional options become available at levels 5 (Minor Creation) and 11 (Altered Eyes from Thaumaturgy).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a nod, twitch, or wave).
Delaying one option until level 5 is only a little painful, and makes it more even with Druidcraft.
Thaumaturgy
(Summary: Action, 30', up to 1 minute: Altered Eyes, Booming Voice, Fire Play, Invisible Hand, Phantom Sound (Tremors moved to the Upgrade section).
Cantrip Upgrade. Additional options become available at levels 5 (Tremors) and 11 (Fire Play from Prestidigitation).
Starting at level 17, you can cast the spell as a Bonus Action, with no components except body language (such as a scowl, snap, or stomp).
IMO, Tremors ought to be more fearsome, which means you can't have 1st level randos going BOOM BOOM BOOM in every hallway. As with Prestidigitation, this small temporary nerf lets Druidcraft catch up.
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