Dash Cantrip, in Four Game Systems

Cantrips are interesting, in all 4 of the d20 game systems I work in regularly (PF1, PF2, StF, and 5e). You get unlimited uses of them, so they need to be useful enough to be worth tracking (even at mid- to high-levels), but can’t be so good that casting them endlessly can ruin a game.


And almost none of them impact movement.


Which lead me to wonder, CAN I design a cantrip that impacts movement? Something to give you a little edge when what you need to do is reposition yourself and just a double move (or dash, or triple move, or whatever the game’s equivalent is) won’t do.


Can I do in in four game systems?


Behold, the dash cantrip.


Pathfinder, 1e

Dash

School transmutation; Level Bard 0, Cleric 0, Druid 0, Inquisitor 0, Magus 0, Mesmerist 0, Psychic 0, Shaman 0, Witch 0, Sorcerer/Wizard 0]

Casting Time 1 standard action

Range personal

Target you

Duration 1 round


Your movement rate increases by an enhancement bonus equal to your current movement rate, +20 feet.


Pathfinder, 2e

Dash [Cantrip 1]

Traditions Arcane, Divine, Primal

Cast [three actions] Verbal

Duration until the start of your next turn


You move a distance equal to triple your speed +30 feet.


Starfinder

Dash  [Mystic 0, Witchwarper 0]

School transmutation

Casting Time 1 standard action

Range personal

Duration 1 round


You gain a +10 foot increase to your land speed until the beginning of your next turn. As part of casting this spell, you can move up to your land speed.


5e

Dash

Transmutation cantrip

Casting Time: 1 action

Range: Self

Components: V

Duration: 1 round


You can move a number of feet this round equal to double your move, +20 feet.


Want More in Four?


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Published on March 17, 2020 12:39
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