Cantrip Adept

It’s easy to dismiss the humble cantrip as nothing more than an unsophisticated spell practiced by hedge wizards that proper mages need not focus on.

But clever and cautious wizards sometimes specialize in such spells because while other mages fret when they’re depleted of arcane resources, Cantrip Adepts hardly even notice … and at their command, the cantrips are not so humble.

Cantrip Polymath

At 2nd level, you gain two cantrips of your choice from any spell list. For you, these cantrips count as wizard cantrips and don’t count against the number of cantrips you know. In addition, any cantrip you learn or can cast from any other source, such as from a racial trait or feat, counts as a wizard cantrip for you.

Arcane Alacrity

Also at 2nd level, whenever you cast a wizard cantrip that has a casting time of an action, you can change the casting time to a bonus action for that casting.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. When you reach 10th level in this class, you regain all expended uses of this feature when you finish a short or long rest.

Potent Spellcasting

Starting at 6th level, you can add your Intelligence modifier to one damage roll of any wizard cantrip you can cast.

Adroit Caster

Starting at 10th level, if you cast a cantrip that doesn’t deal damage or a cantrip that has an effect in addition to damage, such as the speed reduction of the ray of frost spell, that cantrip or effect has twice the normal duration.

Empowered Cantrips

Starting at 14th level, once per turn, when you cast a wizard cantrip that deals damage, you can deal maximum damage with that spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Courser Mage

A tradition more focused on stalking prey than reading dozens of books, courser mages generally choose more subtle spells that aid in finding or hiding from their enemies. They learn to imbue their arrows with spell energy to deliver more deadly shots.

Stalking Savant

At 2nd level, you gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands.

Unseen Assailant

Starting at 2nd level, as a bonus action, you can choose a target you can see within 60 feet of you and become invisible to that target until the start of your next turn. Once the effect ends, you can’t use this feature on that target again until you finish a long rest.

Spell Arrow

Beginning at 6th level, you can imbue an arrow you fire from a longbow or shortbow with magical energy.

As a bonus action, you can expend a 1st-level spell slot to cause the next arrow you fire to magically deal an extra 2d4 force damage to the target on a hit. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st.

Pinpoint Weakness

At 10th level, when you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature has advantage.

Multitudinous Arrows

Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action with a longbow or shortbow on your turn. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can’t cast spells other than cantrips until the end of your next turn.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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