Cricket (cantrip)

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


Cricket is a cantrip that conjures a large, three-inch cricket. If cared for, this 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 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.

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 of the recipient or upon the left or right flank. Once placed, the recipient gains a +1 saving throw against any attack, or a +1 bonus to any ability check when it is certain that 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 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.


See Personal Cantrips