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Carreau's Weapon Cantrips

The document introduces Carreau's new weapon cantrips for DnD players, allowing the use of magic with ranged, thrown, and reach weapons, as well as shields. It details several new spells, including Shining Arrow, Frosted Arrow, and Poisonous Shield, each with unique effects and scaling damage at higher levels. This content is unofficial and created by a fan, with additional resources available on Patreon.

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Tommie Fincher
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0% found this document useful (0 votes)
17 views4 pages

Carreau's Weapon Cantrips

The document introduces Carreau's new weapon cantrips for DnD players, allowing the use of magic with ranged, thrown, and reach weapons, as well as shields. It details several new spells, including Shining Arrow, Frosted Arrow, and Poisonous Shield, each with unique effects and scaling damage at higher levels. This content is unofficial and created by a fan, with additional resources available on Patreon.

Uploaded by

Tommie Fincher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Carreau's Weapon Cantrips

A New Era of Diversity


Blade cantrips are among the favorite spells of
DnD players, and that's not a surprise ! Both spells
are very flavorful and efficient! The only shadow on
that bright picture : they strongly limit the
players'weapon choice as they only work with non-
reach-non-thrown melee weapons. So... It is now Art Credit : Wizards of the Coast
time to introduce you : the Carreau's new weapon
cantrips ! Created specially to allow players to
combine some magic with their ranged, thrown
and reach weapons (and even with their shield!).
Shining Arrow
Evocation Cantrip
Casting Time: 1 action
New Carreau's Spells Range: Self
Components: S, M (a ranged weapon worth at least 1 sp)
Frosted Arrow Duration: Instantaneous
Evocation Cantrip You brandish the weapon used in the spell’s casting and make
Casting Time: 1 action a ranged attack with it against a creature. On a hit, the target
Range: Self suffers the weapon attack’s normal effects, and you can cause
Components: S, M (a ranged weapon worth at least 1 sp) the light to pierce through the creature and hit a second
Duration: 1 round creature on a same line and within 15 feet of the first one.
The second creature takes radiant damage equal to your
You brandish the weapon used in the spell’s casting and make spellcasting ability modifier.
a ranged attack with it against a creature. On a hit, the target
suffers the weapon attack’s normal effects, and its movement At Higher Levels. At 5th level, the ranged attack deals an
speed is reduced by 10ft. for the duration of the spell. extra 1d8 radiant damage to the target on a hit, and the
radiant damage to the second creature increases to 1d8 +
At Higher Levels. At 5th level, the ranged attack deals an your spellcasting ability modifier. Both damage rolls increase
extra 1d8 cold damage to the target on a hit. That damage by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and
roll increases by 1d8 at 11th level (2d8) and 17th level (3d8). 3d8).
Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard Spell Lists. Artificer, Bard, Cleric, Sorcerer, Wizard
Lightning Throw At Higher Levels. At 5th level, the melee attack deals an
Evocation Cantrip extra 1d8 acid damage to the target on a hit, and the damage
a target takes from ending its turn in the acid pool increases
Casting Time: 1 action to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8
Range: Self and 3d8) and again at 17th level (3d8 and 4d8).
Components: S, M (a melee weapon worth at least 1 sp with
the Thrown property) Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard
Duration: Instantaneous
You brandish the weapon used in the spell’s casting and make Tormenting Pike
a ranged attack with it against a creature. On a hit, the target Enchantment Cantrip
suffers the weapon attack’s normal effects, and the weapon Casting Time: 1 action
returns to your hand, crackling with lightnings, and you can Range: Self
cause the lightnings to leap to an other creature within 10 Components: S, M (a melee weapon worth at least 1 sp with
feet of you. The second creature takes lightning damage the reach property)
equal to your spellcasting ability modifier. Duration: 1 round
At Higher Levels. At 5th level, the ranged attack deals an You brandish the weapon used in the spell’s casting and make
extra 1d8 lightning damage to the target on a hit, and the a melee attack with it. On a hit, the target suffers the weapon
lightning damage to the second creature increases to 1d8 + attack’s normal effects, and the first time it attacks a creature
your spellcasting ability modifier. Both damage rolls increase other than you before the spell ends, it takes psychic damage
by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and equal to your spellcasting ability modifier.
3d8).
Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard At Higher Levels. At 5th level, the melee attack deals an
extra 1d8 psychic damage to the target on a hit, and the
damage the target takes if it attacks a creature other than you
Ravenous Throw increases to 1d8 + your spellcasting modifier. Both damage
Necromancy Cantrip rolls increase by 1d8 at 11th level (2d8 and 2d8) and again at
Casting Time: 1 action 17th level (3d8 and 3d8).
Range: Self Spell Lists. Artificer, Cleric, Sorcerer, Warlock, Wizard
Components: S, M (a melee weapon worth at least 1 sp with
the Thrown property)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make
a ranged attack with it against a creature that is at least 10
feet from you. On a hit, the target suffers the weapon attack’s
normal effects, and a dark energy gnaws the creature's
defenses. The next time the creature is hit by a melee
weapon attack, it takes extra 1d6 necrotic damage.
At Higher Levels. At 5th level, the ranged attack deals an
extra 1d6 necrotic damage to the target on a hit, and the
necrotic damage from the melee weapon attack increases to
2d6. Both damage rolls increase by 1d6 at 11th level (2d6
and 3d6) and 17th level (3d6 and 4d6).
Spell Lists. Cleric, Sorcerer, Warlock, Wizard
Acid Pike
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a melee weapon worth at least 1 sp with
the reach property)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make
a melee attack with it. On a hit, the target suffers the weapon
attack’s normal effects, and acid splashes from your weapon
and creates a pool of 5 feet diameter on the ground beneath
the creature's feet. The pool of acid lasts for the spell's
duration, and any creature that end its turn in that pool takes
1d8 acid damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poisonous Shield
Transmutation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a shield worth at least 1 sp)
Duration: 1 round
Poisonous spikes grow all over your shield for the duration of
the spell, and every time a creature targets you with a melee
attack, it takes poison damage equal to your spellcasting
ability modifier.
At Higher Levels. At 5th level, the poison damage increases
to 1d6 + your spellcasting modifier. That damage roll
increases by 1d6 at 11th level (2d6) and again at 17th level
(3d6).
Spell Lists. Artificer, Druid
Homebrew lovingly made
Resonant Shield
Evocation Cantrip by LeRoiDeCarreau
Casting Time: 1 action
Range: Self (5-foot radius) You enjoyed that content and you want more ? You can find
Components: S, M (a shield worth at least 1 sp) all of my homebrews and more on my Patreon !
Duration: 1 round
[Link]/LeRoiDeCarreau
You gain the same benefits as if you used the Dodge action.
Moreover, the next creature that hits you with a melee attack
while this spell is active must succeed on a strength saving Backers get access to many perks, including :
throw or take force damage equal to your spellcasting ability
modifier, be pushed 5 feet from you, and be knocked prone. an early access to all my work,
Once a creature has hit you, the spell ends (and you no longer exclusive contents,
benefit from the advantages of the Dodge action). polls to decide what will be developed next,
... and much more !
At Higher Levels. At 5th level, the force damage increases to
1d8 + your spellcasting ability modifier. That damage roll
increases again by 1d8 at 11th level (2d8) and once again at You can also contact me on Reddit, as I love discussing
17th level (3d8). anything dnd related, so it will be a pleasure to chat with you !
Spell Lists. Artificer, Cleric

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.

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