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D&D Cantrip

D&D: Cantrip

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Cantrip: A type of spell in Dungeons & Dragons that is relatively low-powered but can be cast without using up a spell slot. Cantrips can be cast an unlimited number of times per day.

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  1. Cantrip: The simplest form of magic in D&D, these spells are often minor tricks or utilities that magic users have mastered to the point that they can cast them at will, without needing to rest or use a spell slot.

  2. Spell: A distinct magical effect created by a spellcaster such as a wizard, cleric, or bard. Spells consume resources, typically in the form of spell slots, but cantrips are an exception.

  3. Spell Slot: A representation of the energy a spellcaster has to cast spells. Each spell slot is associated with a level from 1 to 9, corresponding to the power level of the spell. Cantrips, however, do not require spell slots to cast.

  4. Spell Level: The relative power of a spell. Cantrips are considered 0 level spells.

  5. Spellcaster: A character who can cast spells. All spellcasters have access to cantrips.

  6. Spellcasting Ability: An attribute (Intelligence, Wisdom, or Charisma) that a spellcaster uses to cast their spells. It influences the power and effectiveness of the spells, including cantrips.

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Related Topics

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  1. Prepared Spells: Some spellcasters prepare a list of spells from their class’s spell list to make available for casting. Cantrips, once learned, are always ready to cast and do not need to be prepared.

  2. Spellcasting Focus: An object, such as a wand or a holy symbol, that a spellcaster uses to channel their magical energy. Some cantrips may require a spellcasting focus.

  3. Components (V, S, M): Verbal (V), Somatic (S), and Material (M) components required to cast many spells. Some cantrips may also require one or more of these components.

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Relevant Rules and Mechanics

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  1. Casting a Cantrip: Cantrips are cast like other spells, but they do not consume any spell slots. Therefore, you can cast them as often as you want.

  2. Cantrips and Attack Rolls: Some cantrips require an attack roll to hit a target, similar to a weapon attack.

  3. Cantrip Damage Scaling: Unlike other spells, many cantrips become more powerful as a spellcaster reaches higher levels. This scaling keeps cantrips useful and relevant throughout a character's adventuring career.

  4. Learning New Cantrips: Spellcasters gain more cantrips as they reach higher levels, as specified in their class progression.

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In the diverse world of D&D spellcasting, cantrips offer invaluable, ready-to-hand magical tools that can enrich your character's abilities and options, both in and out of combat.

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Sample Cantrips

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1. Dazzle Spark

  • School: Evocation

  • Casting Time: 1 action

  • Range: 60 feet

  • Components: V, S

  • Duration: Instantaneous

  • Classes: Wizard, Sorcerer

You snap your fingers, creating a small burst of radiant sparks at a point within range. Each creature within a 10-foot radius of the point must make a Dexterity saving throw. A creature takes 1d4 radiant damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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2. Gale Whisper

  • School: Transmutation

  • Casting Time: 1 bonus action

  • Range: Self

  • Components: V, S

  • Duration: 1 round

  • Classes: Druid, Ranger

When you cast this spell, a swift gust of wind swirls around you. Your movement speed increases by 10 feet until the start of your next turn. Additionally, your next ranged weapon attack before the spell ends does not have disadvantage due to long range.

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3. Wisp Light

  • School: Illusion

  • Casting Time: 1 action

  • Range: Touch

  • Components: V, S

  • Duration: 1 hour

  • Classes: Bard, Wizard, Sorcerer

You touch an object that is no larger than 5 feet in any dimension, causing it to emanate a faint, ethereal glow. The object sheds dim light in a 10-foot radius and can be any color you choose. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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