Blast Cantrip (5e Spell)

From D&D Wiki

Jump to: navigation, search
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.
Blast Cantrip
Evocation cantrip
Casting time: 1 action
Range: Varies
Components: V, S
Duration: Instantaneous


You can learn this spell multiple times. Each time you learn blast cantrip, you learn one version of it. Each time you learn a version, choose one damage type, one delivery method, and optionally one rider.

Damage Type[edit]

You can choose any damage type for your blast cantrip. If you choose psychic as your damage type, as the delivery method you must choose sliver or spook.

Delivery Method[edit]

Choose one from the following.

Touch. Make a melee spell attack targeting a creature or object you try to touch. On a hit, the target takes 1d10 damage.
Ray. Make a ranged spell attack targeting a creature or object within a range of 60 feet. On a hit, the target takes 1d10 damage.
Shove. A creature within 60 feet of you that you can see must succeed on a Strength saving throw or take 1d10 damage.
Bomb. A creature within 60 feet of you that you can see must succeed on a Dexterity saving throw or take 1d10 damage.
Shake. A creature within 60 feet that you can see must succeed on a Constitution saving throw or take 1d10 damage.
Sliver. A creature within 60 feet of you that you can see must succeed on a Intelligence saving throw or take 1d8 damage.
Spook. A creature within 60 feet of you that you can see must succeed on a Wisdom saving throw or take 1d8 damage.

Add one more damage die to this spell when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice).

Rider[edit]

Choose one from the following. Depending on your choice, as an added bonus you may be able to add a second rider to this cantrip—but a blast cantrip can never have more than two riders.

Bolt
  • The cantrip's range is doubled. For the touch delivery method, this instead increases the spell's range to 30 feet.
Burst
  • This rider can be chosen only for a shove, bomb, or shake delivery method.
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • When you cast this spell, you don't target a creature within 60 feet of you. Instead, each creature within 5 feet of you must succeed on the save or take the damage.
Line
  • This rider can be chosen only for a shove, bomb, or delivery method.
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • When you cast this spell, you don't target a creature within 60 feet of you. Instead, you direct the spell in a 15-foot line in a direction of your choice. Each creature in that line must succeed on the save or take the damage.
Splash
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • You can choose two creatures to be the target of this spell if you can see both and they are within 5 feet of each other. You make a separate attack roll for each, or each makes a separate saving throw.
Shock
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • If the target is wearing armor made of metal or is made mostly of metal, you have advantage on the attack roll or the target has disadvantage on its saving throw.
  • You can select one more rider (maximum 2 riders) if that rider doesn't decrease damage by more than one step, nor increase damage by any steps.
Grasp
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8). If the deliver method is touch, the damage die instead is not reduced.
  • If the target takes damage, it can't take reactions until the start of its next turn.
Slow
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • If the target takes damage, its speed is reduced by 10 feet until the start of its next turn.
Bane
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • The cantrip's range increases to 120 feet, unless the range is touch.
  • Choose a creature type when you gain this spell (other than humanoid). When a creature of that type takes damage from this spell, it has disadvantage on attack rolls against you until the end of your next turn.
Hinder
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • If the target takes damage from this spell, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Static
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • If the target takes damage from this spell, it subtracts 1d4 from the next saving throw it makes before the end of your next turn.
Infect
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • If a creature takes damage from this spell, it can't regain hit points until the start of your next turn.
  • You can select one more rider (maximum 2 riders) if that rider doesn't decrease damage by more than one step, nor increase damage by any steps.
Fester
  • This rider can't be used with the touch delivery method.
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • This cantrip's range is reduced to 30 feet if it would otherwise be higher.
  • If a creature takes damage from this spell, it moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Push
  • This rider can be chosen only for a shove or shake delivery method
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • The spell's range is halved.
  • A Large or smaller creature that takes damage from this cantrip is pushed 5 feet directly away from you.
  • Optionally you can take this rider twice (maximum 2 riders). This decreases the damage die two steps (e.g. 1d10 becomes 1d6) and increases the push distance to 10 feet.
Pull
  • This rider can be chosen only for a touch, shove, or shake delivery method
  • This spell's range becomes either 30 feet or 15 feet (your choice). Decrease this cantrip's damage die by two steps if you choose 30 feet (e.g., 1d10 becomes 1d6) or only one step if your choose 15 feet (e.g., 1d10 becomes 1d8).
  • A creature that takes damage from this cantrip is pulled up to 10 feet in a straight line toward you if its size is Large or smaller.
Toll
  • If the target is a creature that is missing hit points, increase this cantrip's damage die two steps (e.g., 1d8 becomes 1d12).
  • This rider can't increase a damage die above 1d12.
Poison
  • Increase this cantrip's damage die by one step (maximum 1d12) but reduce its range to 10 feet if it would otherwise be higher.
  • This spell's damage type must be poison.
Abate
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • If the target takes damage from this cantrip, it can't take a bonus action on its next turn.
Deafen
  • Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
  • This spell's damage type must be thunder.
  • When this cantrip is used, it creates a loud sound that can be heard up to 100 feet away.
  • If the target takes damage from this cantrip, it is deafened until the start of your next turn.
Duplex
  • This rider can be chosen only if the cantrip's damage die would otherwise be d10.
  • Instead of d10 damage, the cantrip deals 1d4 of the original damage type, and 1d4 of a second damage type you choose when you first learn this spell.
  • Each time you would "add one more damage die to this spell," you add 1d4 to each damage type (for a total of 2d4).
  • You can select one more rider (maximum 2 riders) if the other rider doesn't change the damage dice.
Silent or Still
  • Remove either the somatic component (S) or verbal component (V) from this spell.
  • You can select one more rider (maximum 2 riders) if that rider doesn't change the damage dice.
Destructive
  • Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
  • This spell deals double damage to objects and structures.
  • You can select one more rider (maximum 2 riders) if that rider doesn't decrease damage by more than one step, nor increase damage by any steps.

See also[edit]

This spell can emulate the following official cantrips:

In other words, this spell can be used to mimic every official damaging cantrip with a duration of "instantaneous" or "1 round" other than eldritch blast (because it's so powerful), booming blade, and green-flame blade.

This spell doesn't directly consider that some classes usually have "weaker" or specialized cantrips, nor that some classes usually can't access certain damage types.


At time of editing, this spell can approximate the following homebrew cantrips on D&D Wiki, though precise ranges, damage dice, and components may differ. This is not an exhaustive list.

The next section of cantrips each deal a random damage type every time you cast it, or a damage type you choose every time you cast it, as its only unique effect. Otherwise, they can be emulated by blast cantrip similarly.

These spells can damage more targets as level increases, like eldritch blast. Otherwise, they can be emulated by blast cantrip similarly.

The following cantrips are each a "ranged burst" that can deal 1d6 damage to all creatures within 5 feet of a point in range you choose. Otherwise, they can be emulated by the burst delivery of blast cantrip, as if it was ranged.

By these standards blast cantrip can presently emulate at least 90 of the cantrips on this wiki.


Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!


Advertisements: