Blade Cantrips

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Blade Cantrips

Silencing Blade

Enchantment cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Venomous Blade

Conjuration cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d6 poison damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Glacier Blade

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its articulations become sheathed in brittling cold until the start of your next turn. If the target willingly attacks before then, it immediately takes a die of cold damage equal to its hit die, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the target suffers another damage die on a second attack. At 11th level the melee attack damage increases by 1d8 and the target suffers another damage die on a third attack, at 17th level the melee attack damage increases by 1d8 and the target suffers another damage die on a fourth attack.

Voltaic Blade

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in crackling energy until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 lighting damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Blood Blade

Necromancy cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increases the damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Sunlight Blade

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and gains the sunlight sensitivity trait during the spell’s duration. If a creature possesses the sunlight sensitivity trait the damage die for this spell becomes d12

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage roll increases by 1d8 at 11th level and 17th level.

Slimy Blade

Transmutation cantrip

Casting Time: 1 action ~~~~

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. It has disadvantage on all attacks and ability checks that involve grappling until the duration of the spell. If the target succeeds in grappling or maintaining a grapple before then, the slime is pressed onto its body absorbing it, then it immediately takes 1d8 acid damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Voltaic Blade

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 lighting damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Sand Storm Strike

Conjuration cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you become enveloped in a raging sandstorm until the start of your next turn. If a hostile creature willingly ends its turn within 5 feet of the caster, it immediately 1d4 slashing damage as the sandstorm lashes out towards it.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 slashing damage to the target, and the damage the sandstorm damage increases by 1d4. Both damage rolls increase by one damage die at 11th level and 17th level.

Crashing Wave Strike

Conjuration cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and wave comes crashing down the target which makes any creature in a 10 feet cone in front of you take 1d6 bludgeoning damage if it is prone.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 bludgeoning damage to the target, and the damage the wave inflicts increases to 2d6. Both damage rolls increase by one damage die at 11th level and 17th level.

Vicious Thorns Strike

Conjuration cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes wrapped in a vine full of thorns until the start of your next turn. If the target fails a strength, dexterity or constitution saving throw before then, the thorns take advantage of the momentary weakness from which the target takes 1d6 piercing damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 piercing damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by one damage die at 11th level and 17th level.

 

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