Faithful Cantrips

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Faithful Cantrips

Upon their Branding, Faithful will have the ability to use four cantrips. Two of these will be exclusively used in combat, while the other two are used for Utility.

Generic Offence - Each Faithful mage will have the ability to cast either a melee or ranged cantrip as their basic magic attack. You may only learn one or the other - If a character is to learn the basic melee cantrip, they will never be able to learn the basic ranged cantrip.

Generic Defense - Each Faithful mage will have the ability to defend against an attack using their magic. This will be an alternative to using the typical [Body + Dexterity/Athletics] saving/defense roll. Similar to the offensive cantrip, the mage may only learn one defensive cantrip.

Generic Utility - Each Faithful will have the choice to choose between two cantrips. This cantrip will mostly be used outside of combat for interactive purposes or replacing a utility item (such as a torch or rope). If this is to be used in combat, it will be used as a bonus action [Mind + Faith].

Deity Specific - Each Faithful, depending on their deity, will have a unique ability catering only to their specialty. They have two to choose from, however you can only choose one from here too. This will be treated in the same way as the Generic Utility cantrip - Non-combative but can be used as a Bonus Action.




Effects

Cantrip Effects - Cantrips are used specifically as a utility based ability, providing aid in defensive and non-combative situations. Each cantrip, depending on its branch, will provide a use.

Offense - (Used in combat to inflict damage to a target)​
Defense - (Used in combat as an alternative to the regular defense roll)​
Communication - (Conversing with another being through any method)​
Perception - (Not to be confused with the skill stat - Changing the difficulty in visibility for targets in a radius)​
Movement - (Makes traversing various terrains possible or easier)​
Alteration - (Changes the properties of a target object)​
Stock - (Allows the caster to carry something they wouldn’t usually be able to)​
 

Generic Offense

The Faithful can choose where they want to focus their newfound knowledge when attacking. Whether they choose to be up close with their divinity or become effective at range, the scriptures they perform will be unaffected. Scriptures marked with "Cantrip" for their range will use the cantrip's properties (Excluding Power) such as disadvantage from opponents being too close.

As The Faithful, you may choose three categories for their attack Cantrip. It's Power, Reach, and Type.

Note: All combat mechanics still apply while using these cantrips. They are an exact replacement of combat abilities where Arcana is your weapon.


THE DETAILS OF THIS CANTRIP MUST BE GIVEN ON YOUR FAITHFUL PROFILE.


Name: Divine Strike
Branch: Generic Attack
Effect: Damage
Range: Varies
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Faith
Description: The Faithful channels divine power into their hand, unleashing it forward to blast a target with divine energy. This attack must be done with a free hand while their brand is healed. Its Power, Reach and Type can be defined by the Faithful and must be defined on their profile and cannot be changed mid-combat.

Light attack Cantrips can be dual wielded for the purposes of triggering Swift Strike. A Cantrips Power only applies to this attack or Scriptures marked with Cantrip on their Range. The attack cantrip does not apply for triggering Attack of Opportunity.

You may flavour this how you like for aesthetic purposes.

Power: Light or Medium
Reach: Short or Average
Type: Melee or Ranged
 

Generic Defense

The Faithful can choose between being selfish or selfless when defending themselves. On one hand, they may only be able to defend themselves from incoming attacks. On another hand, they may choose to defend others at the cost of their own defenses effectiveness.

As The Faithful, you may choose between the two defense cantrips. Will you choose to maximise your own defenses or use your defense to protect others?

Note: All combat mechanics still apply while using these cantrips.


YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.


Name: Ward
Branch: Generic Defense
Effect: Defense
Range: Self
Casting Time: Reaction
Duration: Instant
Casting Roll: Mind + Constitution
Description: The Faithful quickly forms a small area of their divinity where they can block an attack in the form of a shield. This allows them to use their [Mind + Constitution] to block attacks.

This does not consume the user’s reaction nor does it have a cooldown.

You may flavour this how you like for aesthetic purposes.

Name: Protect
Branch: Generic Defense
Effect: Defense
Range: 10 Blocks
Casting Time: Reaction
Duration: Instant
Casting Roll: Mind + Constitution
Description: The Caster quickly forms a small area of their divinity where they can block an attack in the form of a shield. This allows them to use their [Mind + Constitution] at disadvantage to block attacks.

Additionally, they may use this as a Reaction once per round to shield an ally using their [Mind + Constitution/Faith] without disadvantage, adding half their successes onto the target’s Defense Roll.

When used on themselves this does not consume the user’s reaction nor does it have a cooldown, even after using it to shield an ally.

You may flavour this how you like for aesthetic purposes.
 

Generic Utility

The Faithful can choose to have a simple cantrip for utility. Both of these are used very situationally, but The Faithful is only so powerful enough to hold one of these. Utility cantrips can be maintained for excessive periods of time as long as concentration is not broken.

As The Faithful, you may choose between the two utility cantrips.

Note: Cantrip Concentration is broken by casting other scriptures/cantrips or taking damage. Using a Utility Cantrip in combat consumes your Bonus Action.


YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.

Name: Glow
Branch: Generic Utility
Effect: Perception
Range: Self
Duration: Instant
Description: The caster creates a source of illumination from their palm, lighting up the area the same as a MC torch. This light requires consistent focus on the part of the caster, and should they stop focusing upon the spell the light will immediately fizzle out.

You may flavour this how you wish for aesthetic purposes.

Name: Tool
Branch: Generic Utility
Effect: Stock
Range: Self
Duration: Instant
Description: The caster creates a non-weapon tool or utensil in their palm, being usable like a typical instance of the tool. This object requires constant contact from the caster to be maintained, and will disappear upon leaving their grip.

You may flavour this how you wish for aesthetic purposes.
 
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Deity Specific

A Faithful can choose a cantrip specific to them. Both of these are used very situationally, but a Faithful is only so powerful enough to hold one of these. Deity specific cantrips can be maintained for excessive periods of time as long as concentration is not broken.

As an Enkindled, you may choose between the two cantrips within your branch.

Note: Cantrip Concentration is broken by casting other spells/cantrips or taking damage. Using a Deity Cantrip in combat consumes your Bonus Action.

YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.


The Dragon

Name: Soar
Branch: The Dragon
Effect: Movement
Range: Self
Duration: Instant
Description: The Faithful prays to the Dragon for a small pair of Dragon Wings. These wings allow The Faithful to quickly boost themselves 5 Blocks upwards. They can also be used for gliding to negate all fall damage while active.
Name: Recollection
Branch: The Dragon
Effect: Utility
Range: Self
Duration: Instant
Description: The Faithful conjures a burning tome full of notes of their collected knowledge. This knowledge is specifically on things they have learned about creatures, plants, animals, minerals or other-worldly beings.

The tome floats near to their person with knowledge ready for them to recollect. The Faithful may even speak aloud with the intent of the tome to write notes for them on something they are studying. Within the tome it is marked as a verbal entry which is marked differently than a piece of knowledge they had obtained and not noted themselves.

The Executioner

Name: Executioner’s Call
Branch: The Executioner
Effect: Curse
Range: 5 Blocks
Duration: Instant
Description: The Faithful blasts the soul of their target with divine energy. Sending a chill throughout their whole body. The target rolls any defense against the Faithful’s [Mind + Faith]. If the target fails, they may not heal any wounds until the Faithful's next turn.
Name: Sanctity of a Headsman
Branch: The Executioner
Effect: Perception
Range: Self
Duration: Instant
Description: The Faithful wraps themselves in shadow. They can give themselves an executioner’s hood to cover their face as well wrap other parts of their body to hide other aspects of themselves. These shadows can be cut like cloth and provide no protection. Only to help to try to keep their identity a secret.

The Mother

Name: Mothers Kiss
Branch: The Mother
Effect: Healing
Range: Touch
Duration: Instant
Description: The Faithful touches a target and heals them for a Minor Wound. When doing so in combat, this consumes The Faithful’s Bonus Action as usual. However, out of combat, this can only be done once every 30 OOC minutes.
Name: Stabilize
Branch: The Mother
Effect: Healing
Range: Touch
Duration: 4 Rounds
Description: The Faithful touches a target that has 0 HP to stabilize them from actively dying. Once the duration ends, the target will decline once again.

The Outrider

Name: Split the Gap
Branch: The Outrider
Effect: Movement
Range: 8 Blocks
Duration: 1 Round
Description: The Faithful can move freely through difficult terrain for as long as their movement lasts.
Name: The Rider’s Mark
Branch: The Outrider
Effect: Perception
Range: 10 Blocks
Duration: Instant
Description: The Faithful leaves behind a glowing trail from their footsteps or fingertips which can only be seen in low light or darkness. The trail lasts indefinitely unless more blocks than the range specified are stepped on. In this case the trail will disappear from the back as it is being created at the front.
  • You may use 1 Vitality to grant 3 more blocks of range. You may only use an amount of Vitality less than or equivalent to your level.
This can be used for marking a path through dark terrain, leaving silent signals for allies or exposing hidden movement if applied to a target (Requires touch). This will not deal any damage to any target.
  • When attempting to tag an unwilling target with Ember Trace, the caster must roll [General + Stealth] against the target’s [General + Perception].
  • If the caster fails, the cantrip fizzles and dispels.
  • If the caster is successful the target leaves glowing steps while within range of the caster.

The Children of the Forest

Name: Mischief
Branch: The CotF
Effect: Perception
Range: 10 Blocks
Duration: Instant
Description: The Faithful channels the mischievousness of the Children of the Forest to create an illusion for a particular sense such as sound, sight or smell within the range for as long as the cantrip is active. Sounds can range from a whisper to a scream. Sounds will not make cohesive words.

Only one sense can be active at a time. Visual objects cannot be larger than a 5x5x5 area but will be entirely fake.

Players may use their Bonus Action to investigate these illusions using their [Mind + Insight] or [Mind + Perception] against the Faithful's scripture roll. If it is discovered that it is an illusion and becomes faint for the observer.
Name: Triune Ward
Branch: The CotF
Effect: Movement
Range: Self
Duration: Instant
Description: The Faithful can cause natural growth on any surface within their range. Either:
  • They can create roots or vines to swing from or as though they were ropes.
  • They can use moss as padding to soften their footing. This will provide 1 extra success on stealth checks.
  • As a reaction, it can be used to soften a fall from short heights, negating 1 block of fall damage.
These sprouts fade quickly and cannot be used to trap or bind enemies directly.

The Smith

Name: Resourceful Scaling
Branch: The Smith
Effect: Movement
Range: 10 Blocks of Touch
Duration: 10 turns, unless dispelled
Description: The Faithful is able to summon a rope using the materials around them to form a simple way to traverse downwards and upwards if the cantrip is maintained.

Additionally, if walls are stable and are natural (non-man-made structures) the Faithful may create steps to easily traverse through steeper areas. The caster can only create 4 stable steps at a time. Creating another will destroy the last.

If the Faithful wishes to create more than 4 stable steps, they can do so at the expense of Vitality where
  • 1 Vitality = 2 Stable Steps. You may only use an amount of Vitality less than or equivalent to your level.
  • These steps can be resummoned so long as the cantrip has not been dispelled.
Name: Blueprint
Branch: The Smith
Effect: Stock
Range: Self
Duration: Instant
Description: The Faithful conjures a cold metal tome full of notes from their craft. This knowledge is specifically on things they have learned about craftsmanship, studying mechanics and intricate designing. However, this is through pictures/sketches rather than writing.

The tome floats near to their person with knowledge ready for them to recollect. The Faithful may even speak aloud with the intent of the tome to draw a design for them on something they are processing. Within the tome it is marked as a verbal entry which is marked differently than a piece of knowledge they had obtained and not noted themselves.

The Tactician

Name: Tactical Echo
Branch: Tactician
Effect: Communication
Range: 20 Blocks (RP Chat Range) - Caster requires a line of sight to their target
Duration: Instant
Description: The Faithful prays to The Tactician to communicate a message to another target. The message delivered may contain up to 10 words. If more words are required, you may use Vitality to grant more:
  • 1 Vitality = 3 words. You may only use an amount of Vitality less than or equivalent to your level.
If the target is unwilling, they may roll [Mind + Constitution] against the caster’s [Mind + Faith] to resist the message.
  • On target failure, the message is received and the caster's location remains hidden.
  • On target success the caster's location is revealed and they do not receive the message.
Name: Depth Perception
Branch: Tactician
Effect: Perception
Range: Line of Sight
Duration: Instant
Description: The Faithful prays to The Tactician to perceive their surroundings in a more fitting manner. While this cantrip is active, The Faithful will be able to see anything within their (Minecraft) third person visions.
 
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