School of Minor Magic (5e Subclass)
School of Minor Magic[edit]
While others might attempt to master the strongest of spells you have instead gone down the humble path of achieving mastery over the simplest of spells
- Cantrip Savant
Starting at 2nd level, you learn two additional cantrips of your choice. These cantrips must be from the Wizard spell list. Every time you gain a new level in this class, you can replace these additional cantrips for new ones from the Wizard spell list.
In addition, over the course of a long rest, you can replace one of these cantrips for a new one.
- Empowered Cantrip
Also at 2nd level, you learn how to increase the power of your cantrips by casting them using your spell slots. You can spend a spell slot of 1st-level or higher to cast a cantrip you know. When you spend a spell slot to cast a cantrip, you gain one of the following benefits, depending on the cantrip:
- You roll one additional damage dice, plus one for each level of the spell slot, if the cantrip cause damage.
- The cantrip increases its duration from 1 round to 1 minute for 1st and 2nd-level spell slots; to 10 minutes for 3rd and 4th-level spell slots; and to 1 hour for spell slots of 5th-level or higher.
If a cantrip would be elegible for more than one of these benefits, you must choose one when you cast it using a spell slot.
- Effective Cantrip
Starting at 6th level, you add your Intelligence modifier to the damage of any of your Wizard cantrips.
- Speed Casting
Starting at 10th level, you can cast any of your Wizard cantrips that require an action as a bonus action.
- Major Cantrip
Starting at 14th level, whenever you cast a cantrip that deals damage, the target takes half damage if you miss the attack or on a successful save, instead of no damage.
In addition, whenever you cast a cantrip that don't cause damage on your turn, you gain temporary hit points equal to your Wizard level. You lose these temporary hit points on the start of your next turn.
Back to Main Page → 5e Homebrew → Character Options → Subclasses