TEXT: Homebrewing: Cantrips
  Create balanced cantrips of your own
  v1.01
  by Pavle Marinkovic
  
  Creating a Balanced Cantrip
  T
  his guide has been designed to help you create
  a balanced cantrip. For this purpose, a point
  system will be used. In this section of the
  guide, you will be acquainted with class
  themes and types of cantrips that already exist.
  The next section, titled The Laboratory, will
  help you bring your idea to life; you will be able
  to create a cantrip by spending your starting budget of points
  on different effects or damage. The section Additional
  Character Options, will give several things that the players
  can do in-game, or add during character creation. The last
  section, The Library, contains several examples of spells
  created using this guide.
  Firstly, let's talk about cantrips. Cantrips can deal damage
  or have other useful effects that help you with specific tasks
  or give flare to your role-playing. Damage dealing cantrips
  can be directly compared to weapons of martial classes. They
  deal a similar amount of damage, and scale with the caster's
  level at the same times that martial classes gain additional
  attacks.
  Types of Cantrips
  Cantrips can have very different effects, from simple damage
  dealing to providing light, to bolstering the abilities of your
  friends.
  Damage
  Most straightforward way a cantrip can influence others is
  through damage. These cantrips are used as the main or
  most consistent damage source for most spellcasting classes.
  The type of damage they deal differs, but it is always magic
  damage, unlike the damage basic weapons deal. Typical
  examples: fire bolt, eldritch blast, poison spray.
  Utility
  Cantrips can have effects that help you in specific situations
  outside of combat. They can provide a lightsource, enable you
  to reach faraway places, telepathically speak to others, repair
  or clean your gear, boots your voice, etc. All of these cantrips
  can be classified as utility. Typical examples: light, mage
  hand, mending.
  These cantrips can also be useful for roleplaying. They can
  allow a character to better tell their story and emphasize
  their personality traits. Typical examples: prestidigitation,
  thaumaturgy, druidcraft.
  Buff/Debuff
  This type of cantrip makes a friend tougher, faster, stronger,
  or a foe softer, slower, weaker. Typical examples: guidance,
  blade ward, true strike.
  Social
  Social cantrips help the caster interact with non-player
  characters (or even other players, if the DM allows). A typical
  (and only) example is friends.
  Control
  These cantrips provide you with some sort of control over the
  battlefield or your foes. Create terrain difficult to transverse,
  push goblins into ditches, induce fear in the enemy. Typical
  examples: thorn whip, mold earth, gust.
  Class Themes
  Different classes have typically access to different types of
  spells. For example, bards have access to only two damage
  dealing cantrips (vicious mockery and thunderclap), and poor
  damage dealers at that, while druids, sorecerers, warlocks,
  and wizards have access to most powerful damage dealing
  cantrips (poison spray, firebolt, eldritch blast, etc.). Each class
  has their themes that sometimes overlap.
  Bard
  Bard spells are mainly utility-type, and usually have some
  control-type effects. They have damage-dealing spells, but
  even their effects aren’t exclusively that, being usually control-
  type as well. Some of the themes that fit the bard are:
  Music – effects that incorporate music in them in some
  capacity
  Inspiration, motivation, demoralization, demotivation –
  effect that bolster your friends and demoralize your
  enemies
  Charm – effects that influence social interactions and
  make friends of your enemies.
  Lore, storytelling and knowledge – effects that increase
  your or someone’s else ability to recall, gain, reproduce
  knowledge.
  Psychological – effects that affect creatures on the
  psychological level.
  Rest and respite – effects that give you and your allies a
  chance to recover.
  Damage types: psychic – whispering jokes, insults,
  cacophonies of noises, causing psychological trauma;
  thunder – creating blasts of sounds and thunderous noise,
  popping eardrums
  Cleric
  Clerics have the lowest diversity of cantrips of any class, and
  most of those are exclusive to them. They have only one
  damage dealing cantrip in sacred flame. All other are either
  utility or buff spells. Some of the themes that fit the cleric are:
  Wisdom – effects that share or inspire wisdom in others
  Divine – spells draw their power from a divine source
  Sacredness and protection from evil – effects that burn
  the undead, devils and fiends
  Damage types: radiant – cleric calls upon the divine to
  inflict radiant damage on the enemies of his god and the
  unholy.
  2
  
  Druid
  Druid have access to a wide variety of cantrips, from utility, to
  buff, to damage. Some of the themes that fit the druid are:
  Wisdom – effects that share or inspire wisdom in others
  Nature – spells draw their power from nature and usually
  affect flora and fauna.
  Green Thumb – effects that help plants grow.
  Shapechange – effects that change your body in some
  way
  Damage types: physical, poison, elemental – manipulating
  the elements of nature to your will; fangs, teeth, barbs,
  claws.
  Sorcerer and Wizard
  Sorcerer and wizard have the most diverse cantrips. All of the
  described types of cantrips are represented in their arsenal.
  Some of the themes that fit the two classes are:
  Arcane – spells draw their power from the arcane.
  The Elements – effects that draw power from the
  elemental forces.
  Knowledge, Untamed or Blood – wizards use their vast
  knowledge to cast their spells, drawing their power from
  carefully researched and studied sources. Sorcerers draw
  power from the wild, uncontrollable magic that flows
  throughout the worlds or from their draconic heritage.
  Illusions – effects that affect the minds of others.
  Charm – effects that influence social interactions and
  make friends of your enemies.
  Swordplay – effects that enhance your ability to battle
  using blades.
  Damage types: elemental – masters of all elements,
  dealing any type of elemental damage, from fire to cold.
  Warlock
  Warlock . Some of the themes that fit the warlock class are:
  Devils and Demons and Fey. Oh My! – effects that draw
  power from your patron entities that rule over the nine
  hells, the feywild, or drift in the subconscious of every
  living creature.
  Arcane – spells draw their power from the arcane.
  The Elements – effects that draw power from the
  elemental forces.
  Illusions – effects that affect the minds of others.
  Psychological – effects that affect creatures on the
  psychological level.
  Swordplay – effects that enhance your ability to battle
  using blades.
  Damage types: force, elemental, physical – through the
  influence of your patron on the physical world, you exert
  their will on others.
  3
  
  The Laboratory
  I
  n this section, you will be given some guideline for
  creating a well balanced cantrip. This guide uses a
  point-based system for damage dealing cantrips, and
  a recommendation system for others. While creating
  a damage dealing cantrip, you will be presented with
  some Cantrip Properties that act similar to the
  weapon properties. Use them as building blocks for
  your cantrip, and incorporate their text into the final spell
  description. Alongside these, a list of Spell Property
  Alterations is given. These are used to make the spell
  properties conditional and award you more points to spend.
  One cantrip property (Specialized Damage) is solely
  dependant on that list.
  In the following text, you, the homebrewer, will sometimes
  be refereed to as the brewer, so as not to confuse you with
  the caster of the cantip.
  Let's start with these three easy steps:
  Step 1
  Determine your starting budget. You will do this by choosing
  the casting time. If your spell is not damage-dealing, then skip
  to Other Effects on page
  Step 2
  Choose the spell's damage dice and damage delivery, range,
  and duration.
  Step 3
  Add cantrip properties to your spell. If you haven't spent your
  starting budget, or if you have went over your budget, you can
  go to Step 2 and adjust.
  Basics
  School
  Choosing the school of magic for the cantrip does not affect
  the cantrip mechanically much. You should choose the school
  so as to be more in line with the flavor of the cantrip. For
  more information on what school fits your creation the best,
  see their descriptions on page 203 of the Player's Handbook.
  Casting Time
  Cantrips usually have the casting time of 1 action, but some
  also have the casting time of 1 bonus action. This is mostly
  due to the fact that they mostly fill the purpose of the basic
  weapon attack for spellcasting classes. When creating a spell,
  the starting budget is probably the first thing you should
  consider, see the Starting Budget table below.
  Starting Budget
  Casting time
  Points
  Limitations
  1 action
  10
  –
  1 bonus action
  10
  No damage a
  1 minute
  – b
  No damage
  a Unless it uses 1 action in some way as well
  b Skip to the Other Effects section on page 7
   
  If you deem it necessary, you can increase or lower the
  starting pool, but be aware that doing so could make your
  cantrip overpowered or underpowered.
  Some spells that require concentration and create an effect
  that lasts for longer than a single round, can include a bonus
  action in their spell text that allows the caster to move the
  effect a certain distance. If that makes sense for your spell,
  you can include that at 0 cost.
  Damage
  The damage you add to your cantrip can be of any type you
  choose (acid, cold, fire, force, lightning, necrotic, poison,
  psychic, radiant, thunder, bludgeoning, piercing, or slashing).
  While there is no difference in cost to the damage types,
  some are better than others. For more information, see the
  Damage Conversion subsection, page 10.
  Commonly, a cantrip deals only one damage die of damage
  (at 1st to 4th level). In addition to damage dice, the spell can
  deal a specific amount of damage as well (see Modifier
  Damage table). Your spellcasting ability for the table depends
  on the spell list you create the cantrip for: Charisma for bard,
  sorcerer, or warlock; Wisdom for cleric or druid; or
  Intelligence for wizard. This damage can be delivered in
  multiple ways (see Damage Delivery, page 5).
  IMPORTANT: Cantrips usually scale in damage with the
  caster's level. If your cantrip's damage does not scale with
  level, gain an additional 2 points.
  Damage Dice
  Damage dice
  Cost
  (points)
  1
  1
  1d3
  2
  1d4
  3
  1d6
  4
  1d8
  5
  1d10; 2d4
  6
  1d4+1d6
  7
  1d12; 2d6; 1d4+1d8
  8
  3d4; 1d6+1d8; 1d4+1d10
  9
  2d8; 2d4+1d6; 1d4+1d12; 1d6+1d10
  10
  4d4; 2d4+1d8; 1d4+2d6; 1d6+1d12;
  1d8+1d10
  11
  Modifier Damage
  Modifiers
  Cost (points)
  +1
  1
  + spellcasting ability
  3
  You can combine one damage dice option with one
  modifier damage option, paying for both. For example, a
  cantrip can deal 1d8 damage plus the spellcasting ability
  modifier, which would cost 5 points plus 3 points for a total of
  8 points.
  4
  
  Range
  All cantrips have a certain range that they are effective in.
  The range of Touch, Self and 5 can be classified the same,
  but they can mean very different things. If the spell deals
  damage through a melee spell attack, then even though the
  range might be Touch, you should treat it as Melee; while if
  the range is 30 feet and requires a melee spell attack, you
  should treat it as range 30 feet instead.
  Range
  Duration
  Most cantrips are Instantaneous. This means that they affect
  the target in a single point in time. The duration can be
  longer, with 1 round being equivalent to 6 seconds; 1 minute
  with 1 battle; and longer periods being 10 mintes and 1 hour.
  Duration
  Duration
  Cost (points)
  Instantaneous, 1 round
  0
  1 minute
  2
  10 minutes
  3
  1 hour
  4
  Adding Concentration to the non-Instantaneous duration,
  lowers it's cost by 1.
  Damage Delivery
  When creating a spell, you may choose the way the spell deals
  damage. The two most common types are through spell
  attacks and through a failed Ability saving throw. Both
  delivery mechanisms do not differ in their point cost (both
  cost 0 points). Aside from those two, there are two less
  common delivery mechanisms: weapon attack and always
  hits.
  Attack. Costs 0 points. You make a spell attack against the
  target. On a hit the target takes damage dice one-type (of
  brewer's choice) damage.
  Save. Costs 0 points. The target must succeed on an
  Ability (of brewer's choice) saving throw or take damage dice
  one-type (of brewer's choice) damage.
  Weapon attack. Costs 7 points; Requires: Cast time of 1
  action. Your cantrip can be delivered with a weapon attack. In
  that case include the following block of text in the cantrip
  description.
  As part of the action used to cast this spell, you must make a
  melee attack with a weapon against one creature within the
  spell's range, otherwise the spell fails. On a hit, the target
  suffers the attack's normal effects, and ...
  It is strongly recommended that the cantrip effects delivered
  in such manner be conditional.
  Always hits. Costs half of damage point value (rounded
  up). A spell can require neither an attack nor a saving throw
  nor a weapon attack. These spells always hit their target. A
  primary example of such a spell is magic missile. Though it is
  not a cantrip, theoretically a cantrip with this property can
  exist. See the table below for a few examples of this delivery
  mechanism's cost.
  Always Hits' Cost
  Damage
  Cost
  (points)
  1; 1d3
  1
  1d4; 1d4+1; 1d6
  2
  1d8; 1d10; 2d4; 1d6+1; 1d4+spellcasting
  ability modifier
  3
  Cantrip Properties
  To make it easier for you to create a cantrip, we have made a
  cantrip properties list that you can use.
  Cantrip Property List
  Name
  Cost
  (points)
  Requires
  Augment
  –
  –
  Brutal (Damage dice)
  2
  –
  Chaotic
  1 or morea
  Two damage dice
  Conditional (Damage
  Dice)
  1 or
  moreb
  2 or more cost damage
  dice
  Conjure source
  1
  Concentration
  Crippling
  2
  –
  Disorienting
  4
  –
  Healing disruption
  1
  –
  Impairing
  3
  –
  Impairing, variant
  1
  –
  Lightsource
  1 or morec
  –
  Long range (Range)
  1
  Non-melee range
  Nova
  6
  –
  Piercing
  3
  –
  Pulling
  2
  –
  Pushing
  2
  –
  Seeker
  1
  –
  Slowing
  1
  –
  Splash
  3
  –
  Vampiric
  3
  –
  a Costs 2 if dice are d4s.
  b Costs as much as the one Spell Property Alteration gives
  (see the Spell Property Alterations section).
  c Cost is based on the size of the light radius.
  Range (feet)
  Cost (points)
  Melee
  4
  5; Self; Touch
  0
  10; 15
  1
  30
  2
  60
  3
  Range (feet)
  Cost (points)
  120
  4
  180
  5
  240
  6
  300
  7
  450
  8
  5
  
  Augment. Costs 0 points. You augment an item of your
  choice (like your weapon) with the other effects of this spell,
  e.g. the weapon's damage becomes this spell's damage.
  Brutal (Damage dice). Costs 2 points. A damage value in
  parentheses appears with the property—the damage when
  the target is hit with this spell while missing any of its hit
  points.
  (In the parentheses, the brewer chooses damage dice
  appropriate to the base damage dice, according to the table
  below. If the spell uses multiple dice, change only one of
  those into brutal weapon die, e.g. 1d8+1d4 turns into either
  2d8 or 1d12+1d4)
  Damage dice
  Brutal damage dice
  1
  1d4
  1d3
  1d6
  1d4
  1d8
  1d6
  1d10
  1d8
  1d12
  (This property can scale with the caster's level.)
  Chaotic. Costs 1 point (2 points if the damage dice are
  d4s); Requires: Two damage dice. If you roll the same
  number on both damage dice, you can cast this spell again as
  a part of the same action on a different creature of your
  choice within 30 feet of it. As long as you hit, and roll the
  same number on both damage dice, you can repeat this
  process. A creature can be targeted only once by each casting
  of this spell.
  (If the spell scales, the base damage dice do not increase.
  Add 1d6 or 1d8 per tier instead).
  Conditional (Damage Dice). With this property, choose
  one Spell Property Alteration (pg. 7) no points are gained by
  this. Costs as much as the Spell Property Alteration chosen
  gives. A damage value in parentheses appears with the
  property—the damage that the cantrip deals while the chosen
  limiting factor's condition has been met.
  (In the parentheses, the brewer chooses damage dice that
  cost more than the base damage dice by the amount that is
  gained from the limiting factor plus 1. For example, if the
  limiting factor gives 1 point, the brewer should choose dice
  costing 2 more than the base damage dice)
  (This property can scale with the caster's level.)
  Conditional Property Example
  Let's make a property that deals more damage in
  snowy weather for a cantrip that deals 1d4 damage.
  1d4 damage dice cost 3 points, and the weather
  specific alteration gives 1 point. This means that
  the damage the spell should do in snowy weather
  should cost 2 more - 1d8 and that the property
  costs 1 point.
   
  Snowy Weather (1d8). Costs 1 point. While the
  weather is snowy, deal 1d8 cold damage instead of
  1d4 cold damage.
   
  Conjure source. Costs 1 point; Requires: Concentration.
  The spell conjures a tangible tiny object that is the source of
  the spell. A creature must make an Ability (of brewer's choice)
  saving throw when it enters the object's space for the first
  time on a turn or ends its turn there.
  Crippling. Costs 2 points; Requires: Duration of 1 round.
  On a hit, the target has its speed reduced by 10 feet until the
  start of your next turn.
  Disorienting. Costs 4 points. The target must succeed on
  an Ability (of brewer's choice; typically Wisdom, Intelligence
  or Constitution). saving throw or move up to 5 feet in a
  random direction if it can move and its speed is at least 5
  feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4,
  west. This movement doesn’t provoke opportunity attacks,
  and if the direction rolled is blocked, the target doesn’t move.
  Healing disruption. Costs 1 point; Requires: Duration of 1
  round. On a hit, the target takes can't regain hit points until
  the start of your next turn.
  Impairing. Costs 3 points. The target must make an Ability
  (of brewer's choice) saving throw. On a failed save, has
  disadvantage on the next weapon attack roll it makes before
  the end of its next turn.
  Impairing, variant. Costs 1 point; Requires: Duration of 1
  round. The target must make an Ability (of brewer's choice)
  saving throw. On a failed save, has disadvantage on attack
  rolls against you until the end of your next turn.
  Lightsource. Costs minimum 2 points (see Lightsource
  Cost table below). The spell produces a light source that
  sheds bright light at a radius and dim light for an additional
  radius.
  Lightsource Cost
  Light Radius (Bright/Dim)
  Cost (points)
  0/10
  2
  10/10; 2x 0/10; 0/20
  3
  20/20
  6
  30/30
  9
  (The brewer can combine multiple light sources from the
  table into one spell, e.g. two 2x 0/10 light sources gives four
  0/10 light sources at the cost of 6 points)
  (A lightsource typically lasts for 10 minutes to 1 hour. If the
  brewer chooses a duration of one round, all costs are lowered
  by 1)
  Long range (Range). Costs 1 point; Requires: Spell with
  non-melee range. A range value in parentheses appears with
  the property—the range at which you can cast the spell with
  disadvantage, or at which the target has an advantage on the
  saving throw against the effects of the cantrip.
  (In the parentheses, the brewer chooses a range that is
  three times the spell range).
  Nova. Costs 6 points. Each creature within 5 feet of the
  originating point, other than you, must succeed on an Ability
  (of brewer's choice) saving throw or take the spell's damage.
  Piercing. Costs 3 points. Choose one more creature within
  10 ft of the spell's target, that is in a straight line behind the
  spell's target from the spell's originating point.
  Pulling. Costs 2 points. The target must succeed on an
  Ability (of brewer's choice; typically Strength or Dexterity)
  saving throw or be pulled up to 5 feet in a straight line toward
  you.
  6
  
  (The brewer can increase the distance that the target is
  pulled to 10 feet for an additional 2 points)
  Pushing. Costs 2 points. The target must succeed on an
  Ability (of brewer's choice; typically Strength or Dexterity)
  saving throw or be pushed up to 5 feet in a straight line away
  from you.
  (The brewer can increase the distance that the target is
  pushed to 10 feet for an additional 2 points)
  Seeker. Costs 1 point; Requires: Attack roll. This spell
  scores a critical hit on a natural roll of 19 or 20.
  Slowing. Costs 1 point. On hit, the target loses their
  reaction this turn.
  Splash. Costs 3 points. Choose one more creature within
  range that is within 5 feet of the spell's target.
  Vampiric. Costs 3 points. When you score a critical hit
  with your this cantrip, pick yourself or an ally you can see
  within 30 feet of you. The chosen creature can immediately
  expend a Hit Die to regain hit points equal to the roll + the
  creature’s Constitution modifier (minimum of 1 hit point).
  Wild. Costs 1 point. When you hit with the spell, choose
  one of the damage dice. The number rolled on that die
  determines the attack's damage type (acid, cold, fire, force,
  lightning, necrotic, poison, psychic, radiant, thunder,
  bludgeoning, piercing, slashing)
  (Brewer chooses an amount of damage types equal to the
  maximum value of a roll of a damage die. For example, if the
  cantrip uses 1d8, the brewer should pick eight different
  damage types)
  Spell Property Alterations
  Some spell properties can be additionally altered by making
  them only affect creatures of specific types, of creatures
  wearing specific armor, etc. You can choose the spell's
  damage dice as a property as well, potentially increasing the
  damage of the spell if the conditions are met (see
  Conditional (Damage Dice) property, page 6).
  Spell Property Alterations List
  Name
  Cost (points)
  Creature-type Specific
  Gain 2
  Weather Specific
  Gain 1
  Time Specific
  Gain 1
  Terrain Specific
  Gain 2
  Equipment Specific
  Gain 2
  If the target moves
  Gain 3
  Bounce
  Gain 1
  Creature-type specific. Gain 2 points. The chosen
  property affects only one type of creatures of the brewer
  choice: Aberrations, Beasts, Celestials, Constructs, Dragons,
  Elemental, Fey, Fiends, Giants, Humanoids (Any one race),
  Monstrosities, Oozes, Plants, or Undead.
  Weather specific. Gain 1 point. The chosen property is
  only applied if specific weather conditions of the brewer's
  choice. The weather condition should not be too rare or too
  frequent (20% to 40% of time).
  Time specific. Gain 1 point. The chosen property is only
  applied if it's a specific time of day, of brewer's choice:
  morning, afternoon, night (each covering an 8-hour period).
  Terrain specific. Gain 2 points. The chosen property is
  applied only if the spellcaster or the target of the spell is in a
  specific terrain (of brewer's choice).
  Equipment specific. Gain 2 points. The chosen property
  affects only creatures wearing a specific type of clothing, or
  clothing containing a specific material of brewer's choice (e.g.
  wood, leather, metal).
  If the target moves. Gain 3 points. The chosen property
  affects the target only if it willingly moves before the start of
  your next turn.
  Bounce. Gain 1 point. The spell does not affect its target,
  but one other creature that is within 5 feet of the target.
  At Higher Levels
  As mentioned before, most cantrips that deal damage scale
  with the caster's level. They should deal more damage when
  the spellcaster reaches the 5th, 11th and the 17th level.
  Increase the quantity of one of the damage dice the spell uses
  by 1. If the spell's damage is a specific number (like your
  spellcasting ability modifier), than you can add 1d6 or 1d8
  instead. Though not recommended, instead of adding damage
  dice, you can add additional properties to the cantrip (worth
  up to 5 points) at any of the mentioned levels.
  Other Effects
  A large number of catrips do not deal any damage and do not
  scale with the caster's level. These mostly belong in these
  four groups: utility, buff/debuff, social, and control (see page
  2). These effects are hard to evaluate in points, so this part of
  the guide will not use the point system. Instead, you will be
  given a recommended and not recommended with each
  example or category for casting time, range, and duration.
  Some cantrips can have a casting time of 1 minute. These
  usually have a bit stronger effects.
  Utility
  You can combine multiple effects in one spell (see
  prestidigitation and thaumaturgy for examples). If you choose
  to stitch multiple effects into one spell, you should have them
  be a bit less effective than if they stood on their own. You can
  see an example of this when you compare prestdigitation and
  minor illusion. The first cantrip is able to produce an illusory
  object that can fit in your hand and that lasts 6 seconds, while
  the second is able to produce an image that fits into a 5-foot
  cube, and lasts for 1 minute.
  Conjurations
  Conjure an object(s) within range that lasts for the duration.
  You can end the spell earlier if you dismiss it as an action or
  cast this spell again. This item should be:
  Something that not valuable.
  Not larger than 3 feet in any dimension.
  Not heavier than 10 lb.
  Obviously magical in nature (possibly shedding dim light
  in a 5-foot radius).
  Something specific, even very specific, that is known to
  the caster.
  Casting time. 1 action to 1 minute.
  Range. Less than 30 feet.
  7
  
  Duration. 1 to 10 minutes. Longer than 10 minutes could
  step on the conjuration school wizard's turf.
  Illusions
  You create a sensory stimulus within range that lasts for the
  duration. The sensory stimuli imitate a physical phenomena
  and can influence any one sense of any creature that
  posseses that sense and is in the area of influence of the
  illusion. The caster must be familiar with the illusion that
  they are making. They cannot create a sound, color, smell that
  they have never heard, seen, smelled before (like a sound of
  frequency lower than 20 Hz; ultra-violet reflecting surface;
  smell of an alien flower; etc.). The illusion also ends if you
  dismiss it as an action or cast this spell again. The illusion
  should fit in a 5-foot cube, and not be a lightsource.
  If a creature uses its action to examine the illusion, the
  creature can determine that it is an illusion with a successful
  Intelligence (Investigation) check against your spell save DC.
  If a creature discerns the illusion for what it is, the illusion
  becomes faint to the creature.
  Casting time. 1 action.
  Range. Up to 30 feet.
  Duration. 1 minute to 1 hour. 1 minute recommended for
  larger illusions, 1 hour recommended for smaller illusion.
  Divinations
  Divination cantrips provide information about the past or the
  future, location of a hidden things, people, etc. You should be
  very careful placing divination-type effect on cantrips,
  because players can exploit this easily, due to the lack of
  resource cost of cantrips. Type on almost readily accessible
  information can be incorporated in a cantrip though,
  information such as weather conditions within 24 hours,
  direction of magnetic or true north, location of mundane
  objects.
  Casting time. 1 action to 1 minute.
  Range. Self.
  Duration. Instantaneous to 1 round.
  Evocations
  Evocation spell usually deal damage or heal by manipulating
  the elements and energy. In the area of non-damage-dealing
  effects, evocation-type effects a cantrip could posses would be
  manipulation of wind, fire, electricity, water, earth, etc. in a
  benign way (like lighting a candle, snuffing out a small flame,
  making a flame flicker, brighten, or dim).
  Casting time. 1 action.
  Range. Up to 120 feet.
  Duration. Instantaneous.
  Transmutations
  Transmutation cantrips manipulate the nature of a substance,
  create or destroy matter, even alter creatures in some way.
  Such a cantrip could alchemically alter the materials in an
  object. Some examples include:
  Freezing, or thawing water.
  Changing the color of an object.
  Reshaping an object.
  Engraving or marking a surface.
  Transmuting a creature's body part for a short time.
  Cleaning an object.
  Causing a harmless tremor.
  Moving a small amount of earth (harmless).
  Creating difficult or normal terrain (5-foot area per casting
  recommended).
  Making a plant develop.
  Casting time. 1 action to 1 minute.
  Range. Self, touch, or up to 30 feet.
  Duration. 1 minute to 1 hour. Concentration
  recommended for stronger effects.
  Buff/Debuff
  This type of cantrip is designed to protect the target of the
  spell from harm. This is done by giving them resistance to a
  certain type of damage, or by influencing the creature's ability
  to protect itself from the environment through saving throws.
  If you choose to have the cantrip give resistance, that
  resistance should at most be resistance to one type of non-
  physical damage or physical damage (bludgeoning, piercing,
  slashing). When providing a bonus to a saving throw or a skill
  check, that bonus should not be greater than 3 on average.
  Casting time. 1 action to 1 minute.
  Range. Self or touch.
  Duration. 1 round to 1 minute. Concentration
  recommended for stronger effects.
  Social
  A cantrip can enhance your ability to communicate with your
  team mates (telepathically) or make a social interaction with
  an NPC easier. This does not come without it's costs. A
  creature that is influenced by a spell usually knows that after
  the spell ends, and it might become hostile.
  Casting time. 1 action.
  Range. Touch self, or up to 120 feet. The longer the range,
  the weaker the effect should be.
  Duration. Up to 1 minute. Concentration recommended
  for stronger effects.
  Control
  Control cantrips provide you with some control over the
  battlefield. They create or remove difficult terrain, raise or
  lower the ground, dig moats, help you fill them, build walls
  and bridges (or remove them), etc.
  Casting time. 1 action to 1 minute.
  Range. Up to 30 feet.
  Duration. Instantaneous or up to 1 hour.
  Spell Creation Examples
  Example I
  For the first example, let's make one already existing spell
  like create bonfire.
  Step 1
  The spell has a casting time of 1 action, giving us a starting
  budget of 10 points with no limitations on damage.
  Step 2
  The cantrip's range is 60 feet (costs 3 points), has duration of
  up to 1 minute with concentration (costs 1 point), and deals
  1d8 fire damage (costs 5 points) through a failed Dexterity
  save (costs 0 points). This leaves us with 1 point to spend on
  cantrip properties.
  8
  
  Step 3
  The cantrip creates a bonfire, so we'll add the conjure
  source property (costs 1 point), spending our left over points.
  Example II
  As a second example, we will create a spell that will, if it hits
  the first target, have a chance to hit an addtional target.
  Step 1
  This spell will have a casting time of 1 action, meaning our
  starting budget is 10 points.
  Step 2
  We will set the range to 120 feet (4 points), duration to
  Instantaneous (0 points), damage dice to 2d4 (6 points)
  through a ranged spell attack. We have 0 points to spend on
  properties.
  Step 3
  The chaotic property (2 points) is the closest to what we had
  in mind in the begining. This means that we have overshot
  out budget by 2 points, so we'll have to go back to Step 2 and
  adjust.
  Step 2, Repeated
  Out of the basic characteristics, we can only change the range
  of the spell, since for the chaotic property to work, we need
  two damage dice. We will lower the range to 30 feet (2
  points), balancing the spell.
  Flashing it Out
  The spell, in my mind, looks like a ball of lightning that, if it
  zapps a target in an specific way, creates a field of static
  electricity that has potential to zapp another target (maybe
  even more). We will set it's damage-type to lightning and
  school to evocation, since those best fit the idea. The
  spellcaster should need a material component that generates
  static electricity, like a bit of fleece; and it makes sense for
  there to be a somatic component (rubbing the fleece) and a
  few magic words (verbal component).
  The spell will scale with level. We should not add more d4s
  to damage, since that will affect the chaotic property. We'll
  add 1d6 instead.
  Finally, let's name it. Static Lightning or Ball Lightning
  make sense.
  The final spell block might look something like this:
  Cat Bolt
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a cat that is not consumed by the spell,
  or a bit of fleece)
  Duration: Instantaneous
  You create a ball of static electricity. Make a ranged spell
  attack against a target. On hit, the target takes 2d4 lightning
  damage. If you roll the same number on both d4s, the static
  electricity zapps from the target to a different creature of your
  choice within 30 feet of it. Make a new attack roll against the
  new target, and make a new damage roll, which could cause
  the static electricity to leap again.
  This spell's damage increases by 1d6 when you reach 5th
  level (2d4+1d6), 11th level (2d4+2d6), and 17th level
  (2d4+3d6).
  9
  
  Additional Character Options
  Feats
  Spell Tinkerer
  Prerequisite: Ability to cast a spell
  You are able to tinker and alter spell effects to your liking
  more effectively.
  Increase your Intelligence, Wisdom or Charisma score by
  1, to a maximum of 20.
  When tinkering with a spell, you have an advantage on
  your spellcasting ability checks to alter the effects of a
  spell or craft a new spell.
  You craft one cantrip that requires an attack roll or a
  saving throw from a target(s), and learn it. You can choose
  Wisdom, Intelligence or Charisma as your spellcasting
  ability for this cantrip. Once you choose, you cannot
  choose again.
  Downtime Research and
  Development
  A spellcaster can only have a certain amount of cantrips at
  any given time, and once chosen, they cannot be re-selected
  at any point. So a spellcaster that wants to experiment would,
  instead of gaining new cantrips, alter exiting ones in their
  arsenal, swapping damage types, properties, range and
  damage dice.
  To tinker with a cantrip, a spellcaster need time, gold and
  access to items or places specific to their class (or class with
  which they have gained the cantrip through). This could be a
  library or a laboratory for wizards and some warlocks, a cave
  or a grove for druids, a monastery or a chapel for clerics, a
  place of magic for sorcerers, etc.
  The process of tinkering with the cantrip is similar to the
  process of creating a cantrip, with one important difference
  — in-game time. Each point the caster wants to redistribute
  requires a successful DC 13 Spellcasting Ability check made
  every 2 days (minimum of 1). For example, if a caster wants to
  redistribute 3 points, the process would require 3 successful
  checks, one being made every 2 days.
  This process changes the name of the cantrip to one that is
  not present in the game. This is so as to avoid modifying
  cantrips that are core to a class, like the eldritch blast is to
  warlocks.
  Damage Conversion
  Changing the damage-type is more complex, with types
  altering in specific ways. For example, changing cold damage
  to bludgeoning damage, is a 4 step process: cold to lightning,
  lightning to thunder, thunder to force, force to bludgeoning,
  with each step requiring a successful check and 2 days of
  downtime. See the Damage-type Chart for more
  information.
  Creatures tend to have resistances and immunities to
  different damage-types at different rates. "Moving up" the
  chart means the damage-type is less frequently resisted or
  immuned. For more information, see the following forum
  thread.
   
  Damage Conversion Chart
  Research and Development Example
  The druid wants to extend the range of magic stone to 120
  feet, and have it deal force damage. Let's analyze it:
  Casting time: 1 bonus action, but requires an action to
  deal damage.
  Range: Touch, but the actual range of the spell is 60 feet
  (costing 3 points)
  Duration: 1 minute (costs 2 points)
  Damage: 1d6 + spellcasting modifier bludgeoning damage
  (cost 4 + 3 points)
  Doesn't scale: starting budget is 2 points higher.
  To increase the range, we can only lower the damage that it
  does from 1d6 to 1d4.
  The process requires two separate events, increasing the
  damage, and changing the damage-type. This first process
  requires the redistribution of 1 point, so our spellcaster will
  have to succeed on one DC 13 Wisdom (the cantrip was
  gained from the druid class) check and spend 2 days for each
  try.
  The Druid rolls 5 on his first roll, so he fails and spends 2
  days of downtime.
  On his next try, he rolls a 14 and succeeds. This changes
  the name, damage and range of the magic stone to, as the
  Druid chooses, "magic bullet" with range of 120 feet and
  damage of 1d4 + your spellcasting modifier.
  Next, he wants to change the damage type to force.
  Conversion from bludgeoning to force is a one step process,
  so it requires one successful DC 13 Wisdom check.
  He rolls a 20 on the check and the spell is further modified
  to deal force damage. He does not have to change the name
  he chose the first time, as it does not appear in the existing
  books.
  The whole process took 6 days of downtime (though the
  minimum was 4).
  10
  
  The Library
  Seasonball
  Transmutation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (seasonal fruit, snow, mud, or flower
  pedals)
  Duration: Instantaneous
  You create ball of concentrated energy that replicates the
  current weather contitions. Make a ranged spell attack
  against the target. On hit, the target takes 1d8 damage.
  Depending on the season of the year, this spell deals different
  types of damage: winter - cold; spring - poison; summer - fire;
  autumn - lightning.
  If you are casting this while not in the Prime Material
  plane, the DM chooses the damage type.
  Chaos Shock
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You draw energy from the threads of wild magic around
  you. Make a ranged spell attack against the target. On hit, the
  target takes 2d4 damage. Choose one of the d4s. The number
  rolled on that die determines the attack's damage type, as
  shown below.
  d4
  Damage Type
  1
  Acid
  2
  Cold
  3
  Fire
  4
  Lightning
  This spell's damage increases by 1d8 when you reach 5th
  level (2d4+1d8), 11th level (2d4+2d8), and 17th level
  (2d4+3d8).
  Stop Hitting Yourself
  Enchantment cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You attempt to compel a creature within the range of the
  spell to start hitting themselves. The target makes a Wisdom
  saving throw. On a failed saving throw, the target uses their
  reaction to hit themselves, dealing 1 bludgeoning damage. If
  the target is holding a weapon, they deal the weapon's
  damage instead.
  Magic Bullet
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You create a glowing bullet of magical force. It hits a
  creature of your choice that you can see within range. The
  bullet deals 1d6 force damage to its target.
  This spell's damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Full-Metal Alchemy
  Transmutation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a weight of wood, iron, copper, or
  silver equal to a weight of a weapon)
  Duration: Concentration, up to 1 hour
  You touch a piece of material and reshape it into a weapon
  of your choice. The weapon's properties are the same as the
  original's. If you used silver to create the weapon, it is also
  considered silvered. The material stays in the shape of the
  weapon for up to 1 hour, or until you lose concentration.
  You can use your bonus action on your turn to re-shape the
  weapon again into a new form (another weapon), or return it
  to the constituant materials.
  Bottlerocket
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (magnesium shavings)
  Duration: Instantaneous
  You launch a magic rocket flying to a point you choose
  within range where it explodes into a blossom of sparkling
  lights of a color of your choosing. If the target of the rocket is
  a creature, it must make a Dexterity saving throw. A target
  takes 1d8 fire damage on a failed save. The area within a 20-
  foot radius around the point is illuminated in dim light until
  the end of your next turn.
  This spell's damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
   
  Credits
  This document was formatted and written in
  http://homebrewery.naturalcrit.com
  While writing this guide, the following forum thread was of
  immense help (Credit: Yorrin @giantitp.com)
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
  the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
  product names, and their respective logos are trademarks of Wizards of the
  Coast in the USA and other countries. All characters and their distinctive
  likenesses are property of Wizards of the Coast. This material is protected
  under the copyright laws of the United States of America. Any
  reproduction or unauthorized use of the material or artwork contained
  herein is prohibited without the express written permission of Wizards of
  the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707,
  USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK.
  11
  
  Promotional Material
  Homebrewing: Weapons
  This is a well researched and detailed guide to creating new
  balanced weapons for your world. From setting the price, to
  selecting damage dice, to selecting special weapon
  properties, this guide covers everything you will need to forge
  your creation.
  This supplement is a free of price (Pay what you want)
  product for 5th-edition Dungeons and Dragons.
  What is included in the guide
  67 new damage dice options for weapons
  19 new special weapon properties
  New downtime activities centered on designing and
  crafting new weapons
  27 new non-magic weapons of different qualities
  Link to the DM's guild product page
  Ordning of Giants
  There is a storm brewing in the north. The social structure of
  the giants, the ordning, is crumbling, and the internal struggle
  is affecting the realms of men. Who will come out on top of
  the ordning. It's time to test your strength against the giants!
  What is included in the pack
  This pack includes six basic types of giants, four tokens of
  each, 24 High-Quality tokens in all. All tokens are adapted for
  3x3 tile (Giant) size use.
  Giants included:
  Hill Giants
  Stone Giants
  Frost Giants
  Fire Giants
  Storm Giants
  Cloud Giants
  Link to the roll20 Marketplace page
  Into the Darkness
  It's time to explore the Underdark. Who else better to guide
  you than it's inhabitants. Be wary though, for the Underdark
  is a perilous place.
  What is included in the pack
  This pack includes 19 tokens featuring low level (or challenge
  rating) monsters and NPC you and your group might
  encounter there.
   
  Link to the roll20 Marketplace page
  Critters and Familiars
  The world is populated with all sorts of creatures, from the
  cunning tiger to the mighty tarrasque, though the tiniest of
  these are often neglected. Populate your world with these tiny
  critters and give your party the pets they so desperately need,
  and your wizard the familiar of his dreams.
  What is included in the pack
  This pack includes a variety of critters - from slimy frogs to
  the noble cat. For the best effect, use the smallest size token.
   
  Link to the roll20 Marketplace page
  
  Change Log
  v1.01 - 27.1.2018.
  Changes to Chaotic property. Cost reduced for d4s from 3
  to 2, for d6s from 2 to 1.
  Fixed the Cat Bolt example to be in line with the Chaotic
  property
  Added the Slowing property
  Fixed the Creature specific, Terrain specific, and
  Equipment specific alterations. Cost changed from gain
  1 to gain 2 points.
  Removed repeated text (Conjurations)
  Minor text improvemnts.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Homebrewing Cantrips v1.01.pdf