Cricket (cantrip)

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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