Difference between revisions of "Cricket (cantrip)"

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[[File:Cricket (cantrip) b.jpg|right|525px|thumb]]
 
[[File:Cricket (cantrip) b.jpg|right|525px|thumb]]
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'''Cricket''' is a cantrip that conjures a large, three-inch cricket.  If cared for, the creature has the potential to increase the luck of the recipient who possesses it. This requires the cricket be kept in a small cage or open bottle, which the caster must acquire and must be holding when the cantrip is cast.  While the cricket is free to move in and out of the cage, it's happy to live their of its own accord for the duration of the cantrip.
  
 
{{Spelltable
 
{{Spelltable
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| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = none
 
| save = none
| level = cantrip
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| level = [[Cantrip|cantrip]]
 
}}
 
}}
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__TOC__
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Customarily, the cage is attached to the recipient's person via a string, commonly affixed to a belt and positioned at the caster's back.  Once in place, the cricket gives a +1 [[Saving Throws|saving throw]] against any attack or [[Ability Checks|ability check]] where failure would result in physical [[Damage (hit points)|damage]].  If the saving throw fails, the cricket vanishes — thereafter, the cantrip must wait to be recast.
  
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Only one cricket can be created at any time; it, and the cage, can be gifted to another character, but thereafter it's new owner must remain in possession of the creature, receiving it's saving throw benefit, until the cantrip is dispelled.
  
'''Cricket''' is a [[Cantrip|cantrip]] that conjures a large, three-inch cricketIf cared for, this creature has the potential to increase the [[Luck (phenomenon)|luck]] of the recipient who possesses itThis requires the cricket be kept in a small cage or open bottle, which the caster must have acquired and must be holding when the cantrip is cast.  This cage, with the cricket, can be kept or given as a gift.  Once created, it cannot be taken back; however, the cantrip can be dispelled and recast.
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== Increasing Bonus ==
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With the first successful roll, the cricket's benefit to the next saving throw increases by +1, so that a +2 bonus would be appliedThis occurs with each success, to a maximum bonus of +5When this last bonus is used, whether or not successful, again the cricket reaches the end of its usefulness and vanishes, until the cantrip creates a new cricket with a save bonus of +1 again.
  
It is traditional to attach the cage by a string to the recipient's person, most commonly a belt.  This may be carried at the [[Rear & Flank Attacks|rear of the recipient]] or upon the left or right flank.  Once placed, the recipient gains a +1 [[Saving Throws|saving throw]] against any attack, or a +1 bonus to any [[Ability Checks|ability check]] when it is '''certain that [[Damage (hit points)|damage]]''' will result if the check fails.
 
 
Each time the recipient succeeds in one of these rolls, the bonus provided by the cricket will increase by 1.  For example, Yorick makes a saving throw against magic while having the cricket tied to his belt, with a +1 bonus, and succeeds.  The next time Yorick would need to make a saving throw or a legitimate ability check, he would receive a +2 bonus.  The maximum bonus that can be accumulated is +5.
 
 
The caster can create only one cricket.  The cricket will never try to escape.  It cannot be made wet, or the cantrip will be broken and the cricket will evaporate.  If the recipient is struck from the direction in which the cricket is placed, and is [[Stun Lock|stunned]], then the magic will be broken.  Once this has happened, the cricket can be recast and either kept or given to someone else, with a +1 bonus.
 
  
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See [[Personal Cantrips]]
  
See [[Personal Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Revision as of 23:21, 28 November 2023

Cricket (cantrip) b.jpg

Cricket is a cantrip that conjures a large, three-inch cricket. If cared for, the creature has the potential to increase the luck of the recipient who possesses it. This requires the cricket be kept in a small cage or open bottle, which the caster must acquire and must be holding when the cantrip is cast. While the cricket is free to move in and out of the cage, it's happy to live their of its own accord for the duration of the cantrip.

Cricket
Range 10 ft.
Duration special
Area of Effect 1 cricket
Casting Time 2 action points
Saving Throw none
Level cantrip

Customarily, the cage is attached to the recipient's person via a string, commonly affixed to a belt and positioned at the caster's back. Once in place, the cricket gives a +1 saving throw against any attack or ability check where failure would result in physical damage. If the saving throw fails, the cricket vanishes — thereafter, the cantrip must wait to be recast.

Only one cricket can be created at any time; it, and the cage, can be gifted to another character, but thereafter it's new owner must remain in possession of the creature, receiving it's saving throw benefit, until the cantrip is dispelled.

Increasing Bonus

With the first successful roll, the cricket's benefit to the next saving throw increases by +1, so that a +2 bonus would be applied. This occurs with each success, to a maximum bonus of +5. When this last bonus is used, whether or not successful, again the cricket reaches the end of its usefulness and vanishes, until the cantrip creates a new cricket with a save bonus of +1 again.


See Personal Cantrips