This module includes a set of variant cantrips created by AJ Neuro (MidSolo) to add variety, utility, and power to cantrips bringing them more in line with the strength of Electric Arc.
I've updated the content to align with the Remaster rules.
Got issues, suggestions, or feature requests? Drop them on the repo!
Changes to cantrips are as follows:
Acid Splash & Caustic Blast renamed into “Dissolve”
You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 2d4 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+1) The initial damage increases by 1d4, and the persistent damage on a critical failure increases by 1.
Daze changed into “Stagger”
You deal mental damage equal to 2d6 with a basic Will save. If the target critically fails the save, it is also Stunned 1.
Heightened (+1) The damage increases by 1d6.
Frostbite and Ray of Frost changed into Freeze
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d6 cold damage with a basic Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and takes a -5 foot status penalty to its speeds until the start of your next turn.
Critical Failure The creature takes double damage, gains weakness 1 to bludgeoning, and takes a -10 foot status penalty to its speeds until the start of your next turn.
Heightened (+1) The damage increases by 1d6 and the weakness on a critical failure increases by 1.
Haunting Hymn changed into “Chant”
You echo a jarring hymn that only creatures in the area can hear. The hymn deals 2d4 with a basic Fortitude save. If a target critically fails the save, it's also Deafened for 1 minute.
Heightened (+1) The damage increases by 1d4.
Ignition changed into “Blaze”
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d6 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d8s.
Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
Heightened (+1) The initial damage increases by 1d6 and the persistent fire damage on a critical hit increases by 1d4.
Puff of Poison changed into “Intoxicate”
You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes 2d4 poison damage and 1 persistent poison, depending on its Fortitude save.
Critical Success The creature is unaffected.
Success The target takes half initial damage and persistent damage.
Failure The target takes full initial and persistent damage.
Critical Failure The target takes double initial and persistent damage.
Heightened (+1) The initial poison damage increases by 1d4, and the persistent poison damage increases by 1.
Spout changed into “Gush”
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d6, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming Off-Guard until the end of your next turn.
You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.
Heightened (+1) The damage increases by 1d6.
Vitality Lash changed into “Cleanse”
You demolish the target's corrupted essence with energy from Creation's Forge. You deal vitality damage equal to 2d8 with a basic Fortitude save. If the creature critically fails the save, it is also Enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d8.
Void Warp changed into “Void Rot”
Living Creature The spell deals void damage equal to 2d6 with a basic Fortitude save. On a critical failure the target is also Enfeebled 1 for 1 round .
Undead Creature The target is Off-Guard for 1 round on a failed Fortitude save. On a critical failure, the target is also Fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The void damage to living creatures increases by 1d6.