TEXT: Expanded Cantrips
  A supplement for the 5th edition of dungeons and dragons
  By Abcras Shadow
  
  Why this supplement?
  If you have ever felt like the utility
  cantrips are lacking in flair and ability
  Then this is the supplement for you. In this supplement you
  will gain the tools necessary to let your players expand the
  power and utility of their choosen utility cantrips. This
  supplement will give you two distinct ways of handling the
  progression of utility cantrips. A simple scaling that increases
  the cantrips' power just like their damaging counterparts &
  points that can be distributed to empower your players'
  favorite cantrips.
  Different playstyles
  There are a lot of different ways to play D&D and this
  supplement aims to accomodate as many as possible. Below
  is listed a couple of different ways to handle the progression
  of utility cantrips and a guide to make the supplement easier
  to read.
  All cantrips are upgraded
  All of a character's cantrips are upgraded from the start. This
  means that the character's cantrips all gain new
  empowerment tiers at 5th, 11th, and 17th level.
  Upgrade some cantrips
  A character upgrades a cantrip at 5th, 11th and 17th level.
  This means that a total of 3 cantrips are upgraded.
  Leveled Point Empowerment
  At 5th, 11th and 17th level a character can empower a
  cantrip unlocking the cantrip's next tier of empowerments.
  Variant rule
  When a character's cantrip is empowered they get
  to chose the tier they want to unlock. This would
  allow a character to have a tier 3 empowerment on
  a cantrip without touching its tier 1 or 2
  empowerments.
  Glossary
  When a cantrip is upgraded it means that said cantrip is
  following the normal power progression of a cantrip. The
  cantrip in question gains it's 1st, 2nd and 3rd tier
  empowerment at 5th, 11th and 17th level respectively.
  When a cantrip is empowered it means that said cantrip
  has their next empowerment tier unlocked. This means that
  their 1st, 2nd or 3rd tier empowerment is unlocked
  according to what level of empowerment said cantrip is at.
  A token is something a character can be given by the DM.
  If a token of empowerment is given the character can spend a
  short rest "attuning" it to empower a cantrip of their/DM's
  choice. The token is broken after use. There exists only
  empowerment and upgrade tokens but the DM can give a
  token that affects a certain tier say empowerment one tier up
  or only from tier 2 -> 3 or a token that only affects a certain
  cantrip an upgrade token for control flames or an
  empowerment token for Druidcraft tier 2->3. There are a lot
  of options and it is encouraged to experiment to find what
  works best in your campaign.
  Integration into your world
  Wether a cantrip, that is empowered beyond what it is
  capable of in the book is a rarity or common place, is entirely
  up to the you DM
  You can also give your players empowerment or unlock
  tokens during play as a reward for a quest or as dungeon loot.
  Nothing like loot to sweeten the deal!
  DISCLAIMER
  Letting people use these abilities may upset the normal
  balance of your game. Many of the 17th level empowerments
  are very strong, if they are aquired earlier than intended. I as
  the creator know this but still I spell out options for people to
  do so. The easiest way to use this document is probably
  letting the characters upgrade their utility cantrips as they go
  just like all the rest of the cantrips.
  Credits
  I would like to thank my girlfriend for helping during the
  creation of this document. I would also like to extend my
  thanks to my friends for beta-testing and proof-reading this
  supplement.
  
  Cantrip name
  Tier 1
  Tier 2
  Tier 3
  Blade Ward
  Reaction
  Adaption
  Reaction
  boost
  Control Flames
  Larger area
  Stronger
  manipulation
  Fire ring
  Dancing lights
  More lights
  No
  concentration
  Enticing light
  Druidcraft
  Moved by the
  wind
  Entangle or
  detangle
  Stronger
  effects
  Friends
  Refresh
  Subtle
  manipulation
  You've Got a
  Friend in Me
  Guidance
  Guiding
  words
  More targets
  Minimum
  effect
  Gust
  Increased
  range
  Stronger
  effects
  Deflecting
  wind
  Light
  Twin lights
  A trick of the
  light
  Blindness
  Mage Hand
  Second
  nature
  Whisper
  An extension
  of you
  Mending
  No material
  components
  Recycle
  Gaseous
  collection
  Message
  Multiple
  targets
  Increased
  range
  Deafening
  Minor Illusion
  Smells
  Multiple
  effects
  Animation
  Mold Earth
  Increased
  deposit range
  Cube of dirt
  Earthen
  Shield
  Prestidigitation
  Noise
  canceller
  Increased
  Range
  Stronger
  effects
  Resistance
  Sounds of
  resistance
  More targets
  Minimum
  effect
  Shape Water
  Water casting
  Larger area
  Shape ice
  Spare the
  dying
  Hidden
  recovery
  Helped
  recovery
  Better
  recovery
  Thaumaturgy
  Liquid
  manipulation
  Increased
  duration
  Sharing is
  caring
  True Strike
  The flow of
  battle
  Guided Strike
  Quicker
  casting
  Reading Guide
  The first empowerment listed is tier 1, the second tier 2 and
  the third tier 3. A number of these empowerments either
  change the way a spell works or adds another clause on top
  of the cantrip.
  For ease of use each empowerment will clearly state if it is
  a change (C) or additive (A) to the cantrip/empowerment in
  question.
  Blade Ward Empowerments
  Reaction (A)
  You gain a special use of Blade Ward. You can cast Blade
  Ward as a reaction to a target trying to hit-you. This magical
  enchantment lasts for a number of weapon attacks equal to
  half your proficiency modifier (rounded down) or the start of
  your next turn whichever comes first to reflect its quickened
  casting.
  Adaption (A)
  When casting Blade Ward as an action on your turn you can
  adapt the arcane sigil to offer more protection from a specific
  source of damage. Choose one from bludgeoning, piercing,
  and slashing, for the duration of the spell you have resistance
  to that damage type regardless of where the damage came
  from.
  Reaction boost (C)
  The "Adaption" empowerment also applies to casting as a
  reaction. For the purposes of the “Reaction” empowerment
  any source of damage taken of the chosen type from
  “Adaption” counts as a weapon attack.
  Control Flames Empowerments
  Larger area (C)
  The area you can target is a 10-foot cube instead of the usual
  5-foot one.
  Stronger manipulation (C)
  You can manipulate the fire twice as much as before. Any
  specific use of the cantrip that has a time limit or range is
  doubled.
  Fire ring (A)
  You can add the following to the list of options to choose from
  when casting Control Flame: You can harvest fire from a
  source and form it into a ring around you. When you are next
  struck by a melee attack or you make an attack of your own
  the flame ring flows out from you and either damages your
  attacker or the one you attacked. The damage of this effect is
  a d8 + your spellcasting modifier of fire damage. While the
  ring persists, it radiates no heat only light for 20 foot of bright
  light and another 10 foot of dim light from your position. The
  ring dissipates naturally after one minute if it not used or the
  fire can be deposited at a location of your choosing within the
  confines of the spells range as an action.
  Dancing Lights Empowerments
  More lights (C)
  Instead of the normal 4 lights you can now create 8 lights. In
  addition to this you can combine them by placing as many as
  you have lights on top of each other to empower the light
  emitted. The first light added adds 10 feet of bright light and
  10 feet dim light each additional light adds 5 feet of both. The
  strongest light you can create is 40 feet of bright and an
  additional 40 feet of dim light.
  
  No concentration (A)
  You can add an additional way of casting Dancing Lights:
  When casting Dancing Lights you can forego concentrating
  on the spell after you have placed as many lights as you have
  following the normal rules of the spell. You however lose the
  ability to move the lights as you normally would.
  Enticing light (A)
  You can manipulate the lights created by the spell in such a
  way to attract creatures towards them. As long as you are
  concentrating on the spell you can as an action gather all the
  lights into a single 5-foot cube and make them blink and
  move in an enticing way. This forces any creature within 20
  feet to make a wisdom save against your spell save dc or be
  charmed by the light if they fail their save, they must use their
  movement to move towards the light when they are close
  enough to touch the light or they cannot reach it within their
  movement (if the light is to high up or their speed is not
  enough) the charmed effect fades. While the charm persists
  the charmed has no regard for danger. If they succed on their
  check or after the effect fades they are immune to this effect
  for the next 24 hours.
  Druidcraft Empowerments
  Moved by the wind (A)
  You can add the following to the list of options to choose from
  when casting Druidcraft: You rustle a small tree or bush as if
  a light breeze was blowing.
  Entangle or detangle (A)
  You can add the following to the list of options to choose from
  when casting Druidcraft: You can target a 5-foot area of
  plants and manipulated them into entangle or detangle
  causing the area to become or stop being difficult terrain.
  This effect cannot take place if the plants are affected by
  magic above the power of a cantrip.
  Stronger Effects (C)
  All options in the Druidcraft cantrip are enhanced. The full
  effect of each option is written in the original order.
  You create a harmless sensory effect that predicts what
  the weather will be for the next 24 hours or any natural
  disaster that will strike the location of the effect in the
  next 24 hours. This effect lasts for 6 seconds, or 1 round.
  You can target a single one or a 5-foot area and make
  flowers blossom, seed pods open, or leaf buds bloom.
  You create a harmless nature-related sensory effect. The
  effect must fit in a 10-foot cube.
  You light or put out a small flame or any flames within a 5-
  foot cube.
  The next one is an enhancement of the “Moved by the
  wind” empowerment
  You rustle a large tree or bush as if a light breeze was
  blowing.
  The next one is an enhancement of the “Entangle or
  detangle” empowerment
  You can target a 10-foot area of plants and manipulated
  them into entangle or detangle causing the area to
  become or stop being difficult terrain. This effect cannot
  take place if the plants are affected by magic above the
  power of a cantrip.
  Friends Empowerments
  Refresh (A)
  You can attempt to prolong the effect of a Friends cantrip.
  When doing so target a creature already affected by the
  cantrip they make a charisma saving throw if they fail the
  save you successfully charm them again giving you another
  minute of the spell if they succeed, they instantly break the
  effect and are hostile to you. You can refresh the spell as
  many times as you want but each time you refresh the effect
  the affected adds a +1 to their charismacharm save for this
  spell.
  Subtle manipulation (C)
  You touch is so subtle that an affected creature does not
  realise it has been influenced. Therefore, when the spell ends
  naturally the target does not realise you have influenced it
  and thus will do whatever is natural to it.
  You’ve Got a Friend in Me (A)
  You attempt to make a foe that is hostile towards you friendly.
  They must make a charisma saving throw or be forced to
  regard you as friendly. Each time the affected creature takes
  damage you must make a concentration saving throw as if
  you had taken that damage. If you damage the affected the
  effect ends. When the effect ends the creature realises that
  you influenced its disposition towards you and acts with this
  knowledge. When the affected breaks free from the effect it is
  immune to it for a day.
  Guidance Empowerments
  Guiding words (C)
  You can target a creature within 30 feet instead of having to
  touch them.
  More targets (C)
  When casting guidance you can target a number of targets up
  to your proficiency modifier instead of the usual one.
  Minimum effect (C)
  When a character rolls their D4 treat a 1 as a 2.
  Gust Empowerments
  Increased range (C)
  The range of the spell is increased to 60 feet.
  
  Stronger effects (C)
  All options in the Gust cantrip are enhanced the full effect of
  each option is written in the original order.
  One Large or smaller creature that you choose must
  succeed on a Strength saving throw or be pushed up to 5
  feet away from you.
  You create a small blast of air capable of moving one
  object that is neither held nor carried and that weighs no
  more than 10 pounds. The object is pushed up to 10 feet
  away from you. It isn’t pushed with enough force to cause
  damage.
  You create a harmless sensory affect using air, such as
  causing leaves to rustle, wind to slam shutters shut, or
  your clothing to ripple in a breeze. You can make a single
  one of these effects last up to your proficiency modifier in
  rounds. You can only have one extended effect at a time
  and can replace your current one with another by casting
  Gust again.
  Deflecting wind (A)
  You can add the following to the list of options to choose from
  when casting Gust:
  You prepare a sudden gust of wind to try to deflect any
  incoming ranged attack and even strike them back with a
  gust of wind. The next time you are targeted by a ranged
  attack you can use your reaction to potentially reflect the
  attack away. Roll a d12 and add your spell attack modifier, the
  damage of the triggering ranged attack is reduced by this
  amount. If you roll a 12 on the dice and have exceeded the
  amount of damage from the triggering attack the amount you
  exceed with is reflected back at the attacker as force damage.
  Light Empowerments
  Twin lights (C)
  You can have a total of 2 objects under the effect of Light
  instead of the usual 1 object. When casting light you can
  target two objects and make them both glow, instead of
  casting Light two times. It is a free action to dispel one or
  both of the affected objects' light.
  A trick of the light (A)
  You gain a special way of using Light. Instead of targeting an
  object you target a surface. The light can at maximum occupy
  a 10-foot area, but it doesn’t need to. You can as an action on
  your turn manipulate the light, when you are within 120 feet
  and the space between is not shielded by anything that
  restricts magic. You can make details on the level of fine
  writing and tune the level of the light as low as 1-foot dim
  light and as bright as a normal casting of the spell.
  Blindness (A)
  You gain a special way of casting this cantrip. You can target a
  creature and attempt to blind them. The target must make a
  dexterity saving throw against your spell save DC or be
  blinded until they have taken any action (action, reaction or
  bonus action), attack or they end their turn.
  Mage Hand Empowerments
  Second nature (C)
  You and your spectral hand are now so entwined that it
  becomes easier to use. You can both cast and manipulate the
  hand with a bonus action.
  Whisper (A)
  You move your Mage hand to a creatures ear and cup it and
  when you finish the cup with a hand of your own, you can
  whisper a message through the hand as if you stood beside
  the creature whispering into their ear.
  An extension of you (A)
  You and your spectral hand are so coordinated that with
  some effort it can help you as if you had an extra hand.
  You can initiate this link with an action when the hand is
  within 10 feet of you. Once the link is made it gives you a set
  of advantages but also some limits. While the link persists
  you are concentrating as if on a spell and if your
  concentration is broken the spell fades. As long as the link is
  active the hand moves when you move.
  While the link persits the hand counts as one of your own
  but has all the limits of a normal Mage Hand. The hand could
  hold your spell casting focus, feed you a potion or touch a
  creature fulfiling the touch requirement of a spell. When
  using any spell you can freely move the hand in a 10 foot
  sphere around you making it possible to touch a creature or
  fire a spell from a distance.
  Mending Empowerments
  No material components (C)
  When casting this spell, you can forego any material
  components required by the spell.
  Gaseous collection (A)
  You channel the magic of the spell through a piece of a
  burned object. Any part that is completely burned will be
  magically collected as long as it is on the same plane of
  existence and the object was burned no more than 3 days
  ago. The consequence to this is if another piece is missing
  and not completely burned the spell cannot fetch that part. If
  any creature is in possession of a missing piece, they would
  feel the piece moving as the magic of the spell is trying to pull
  it towards you the caster.
  
  Object Memory (A)
  An object remembers it shape and you have learned to use
  this to temporarily subsitude a missing pieces of an object
  that is no larger than 10 feet in any direction with a piece that
  closely resembels the missing piece. The effect lasts for 1
  minutes and requires concentration.
  The material you temporarily add to a broken object is not
  changed in any way and has to be of the same material as the
  piece it is replacing. If an object is made in pieces this spell
  cannot substitude an absent piece. You can even make a
  magic item whole again as long as some magic is left in the
  object and make it remember its former power and for the
  duration act as if it was whole. When the effect ends the
  magic item with the added piece crubles into nothingness as
  all traces of it disappears.
  Message Empowerments
  Multiple targets (A)
  You gain a special way of casting Message.
  Instead of the usual 1 target you can now choose up to
  your proficiency modifier in targets. This way of casting is
  limited because the targets cannot talk back.
  Increased range (C)
  The range of the spell is 240 feet.
  Deafening (A)
  You gain a special way of casting Message.
  You whisper arcane words through the spell that scatters
  any noise that said creature would hear. You can target any
  creature within range forcing them to make a constitution
  saving throw against your spell save DC or be deafened until
  the end of their next turn. When they recover said creature
  cannot be targeted by Message for the next 24 hours.
  Minor Illusion Empowerments
  Smells (A)
  In addition to sounds and visuals you can create smells that
  emanate form a point of your choosing within the spells
  range. The smell emanates from the targeted point in a
  radius of 30 feet. The smell is magical and goes through
  anything unless it blocks magic. You can only recreate smells
  accurately that you have smelled but others can help you by
  explaining to the best of their ability the way something
  smells.
  Multiple effects
  With a single casting of this spell you can up to your
  proficiency modifier activate multiple effects as if casting the
  spell multiple times.
  Animation
  When casting this spell and creating an image you can
  specify a single round of animation. The animation loops
  after 6 seconds or around this loop starts at end of your turn.
  The animation stays within the bounds of the spell.
  Mold Earth Empowerments
  Increased deposit range (A)
  When moving earth with this spell you can move it 15 feet
  instead of the usual 5 feet.
  Cube of dirt (A)
  You can instead of letting the magic go after moving a 5 feet
  cube of dirt keep it magically cubed for a total of 1 minute or
  until you create another magical cube of dirt. The cube obeys
  gravity and any damage taken by the cube destroys the spell.
  The cube's AC is 10.
  Earthen shield (A)
  Add this to the list of options to choose from when casting
  Mold earth: You prepare to pull the earth around you up to
  protect you from the next melee attack. The next time you are
  targeted by a melee attack you can use your reaction to
  potentially reflect the attack away. Roll a d12 and add your
  spell attack modifier, the damage of the triggering ranged
  attack is reduced by this amount. If you roll a 12 on the dice
  and have exceeded the amount of damage from the triggering
  attack the amount you exceed with is reflected back at the
  attacker as force damage.
  Prestidigitation Empowerments
  Noise canceller (A)
  You can add the following to the list of options to choose from
  when casting Prestidigitation:
  You target an object no larger than 1 foot in any direction
  all sounds the object would produce is magically silenced.
  This enchantment last for 1 minute.
  Increased range (C)
  The range of the spell is increased to 30 feet.
  
  Stronger effects (C)
  All options in the Prestitigitation cantrip are enhanced. The
  full effect of each option is written in the original order.
  You create an instantaneous, harmless sensory effect,
  such as a shower of sparks, a puff of wind, faint musical
  notes or an odd odour. You can choose to make the effect
  remain up to your proficiency modifier in rounds if this is
  chosen it now counts as a non-instantaneous effect.
  You instantaneously light or snuff out up to your
  proficiency modifier in Candles, torches, or small
  campfires.
  You instantaneously clean or soil an object no larger than
  2 cubic feet.
  You chill, warm, or flavour up to 2 cubic feet of non-living
  material for 1 hour.
  You make a colour, a small mark, or a Symbol appear on
  an object or a surface for up to your proficiency modifier
  in hours.
  You create a nonmagical trinket or an illusory image that
  can fit within a 2-feet cube and that lasts until the end of
  your next turn.
  This last change is to the “Noise canceller” enhancement
  You target an object no larger than 2 foot in any direction
  all sounds the object would produce is magically silenced.
  This enchantment last for 1 minute.
  Resistance Empowerments
  Sounds of Resistance (C)
  You can target a creature within 30 feet instead of having to
  touch them.
  More targets (C)
  When casting resistance you can target a number of
  creatures up to your proficiency modifier instead of the usual
  one target.
  Minimum effect (C)
  When a character rolls their D4 treat a 1 as a 2.
  Shape Water Empowerments
  Water casting (A)
  You can add the following to the list of options when casting
  Shape Water: You form the mental image of a weapon that
  does not deal bludgeoning damage in your mind and snap
  freeze water into that shape. The weapon last for 1 minute
  but a casting of the spell can extend the duration up to a
  minute from the moment of casting. When the time is up the
  weapon shatters into a thousand pieces.
  Larger area (C)
  You can target an area of 10 cubic feet instead of the normal
  5 cubic feet.
  Shape ice (C)
  You can now manipulate both ice and water. Everything that
  specifies moving or manipulating water in the spells options
  now also include ice.
  Spare the dying Empowerments
  Hidden recovery (A)
  You attempt to hide that you have stabilized the targeted
  creature. Make a medicine check DC of 10 plus the total
  number of death saves made by the target that encounter. If
  the roll is successful you put the target in suspended
  animation until they regain hitpoints. The target appears
  dead unless an inspector succeeds on an
  investigation/medicine check with the DC equal to your
  passive medicine check (10 + medicine modifier).
  Helped recovery (A)
  Instead of stabilizing the target you give it advantage on their
  next death save. If the roll is a success or a critical success
  different hit points get awarded:
  Success: The target regains 1 hit point
  Critical success: The target regains 1 hp + their con
  modifier (minimum of 1)
  Helped recovery can only be used once pr. target and resets
  after the targets next long rest.
  Better recovery (C)
  A change to the “Helped recovery” empowerment. Better
  recovery has no effect if you don’t have the “Helped recovery”
  but will be in effect the moment when you gain “Helped
  recovery”.
  Success: The target regains 1 hp + their con modifier
  (minimum of 1)
  Critical success: The target regains 1 hp + con score
  (minimum of 1)
  Thaumaturgy Empowerments
  Liquid manipulation (A)
  You can add the following to list of options when casting
  Thaumaturgy: You can change the taste, colour or viscosity of
  liquids for 1 minute.
  Increased duration (C)
  All durations of 1 minute are increased to 10 minutes. You
  can still only have three of the now 10-minute effects active at
  a time.
  Sharing is caring (A)
  You can alter a creatures’ eyes or make their voice 3 times as
  loud for 1 minute (10 if you have the “Increased duration”
  empowerment). If the creature is not willing it must succeed
  on a wisdom saving throw against your spell save DC or be
  magically affected by whichever of the effects you choose.
  
  True Strike Empowerments
  Guiding mark (A)
  When casting True Strike you can as a free action choose a
  number allies up to your proficiency modifier to gain the
  effects of the spell against the target you chose. When you
  use this ability the target is then immune to being targeted by
  you when casting True Strike for the next 24 hours.
  Guided strike (A)
  You gain a special way of using True Strike: Choose a target
  within range. The next ally that attempts to hit the target you
  specified gets advantage and if they hit add your proficiency
  modifier to the damage as you guide the strike to hit just
  right. The effect ends at the start of your next turn or when
  the extra damage is appliede to a strike. An ally can only
  benefit from this Guided Strike ability once every 24 hours. If
  an ally has already had their strike guided but is still the first
  to strike a target affected by this ability the effect ends and
  grants no benefit.
  Quicker casting (C)
  You can cast True Strike as a bonus action instead of the
  normal action. If you do this, you cannot also cast it as an
  action on the same turn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Expanded Cantrips.pdf