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<blockquote data-quote="AlmirEldignor" data-source="post: 6652440" data-attributes="member: 6795736"><p>Most cantrips, especially at 1st level, have a much lower damage output per round than regular ranged weapons (the only real exception to this is warlock with the agonising blast thing). Even a d10 cantrip is average of 6 on a hit, whereas a long bow averages 8 (as 1d8+3, assuming they dont have a higher mod for it). Most classes dont ever add their ability score to cantrip damages, except cleric and warlock, afaik. Cleric starts adding the damage at 8th level, by which time most classes have a +5 in their stat and are marking two attacks (or some other method of boosting damage output) If you optimise for it then you can get some pretty high numbers (read: warlock/sorc) but otherwise it's usually just slightly below the average for physical combatants. What it's really about is reliable damage output (meaning, if you hit with two short swords doing 1d6+4 each, you're more likely to get a decent result than 2d10's) Another thing to remember with cantrips is that you cant make reaction attacks with them unless you invest in the feat. Then you also have to consider magic items such as flametongue, which is a huge boost to dpr for characters who get multiple attacks/round.</p><p></p><p>I do get where you're coming from, with the average d6/d8, but thats simply because most of the cantrips have bonus effects, or use saving throws instead. The d10 ones i added are either re-flavourings of existing d10 cantrips made for other classes so that they have a thing they can do each round if they wanna go all casting stats (ice jet/lance of faith/concussive chord), or dont have any added bonuses (stonefist).</p><p></p><p></p><p>P.S: As for why the 1st level spells seems weaker than the cantrips, its cause you have to remember that by the time the cantrips reach 3d4/6/8/10, you've got 5th level slots to use, iirc. They made cantrips scale with level so that casters still do relevant amounts of damage with an attack that takes their entire action (as opposed to the two or three attacks/action a halfcaster or noncaster would have by then)</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6652440, member: 6795736"] Most cantrips, especially at 1st level, have a much lower damage output per round than regular ranged weapons (the only real exception to this is warlock with the agonising blast thing). Even a d10 cantrip is average of 6 on a hit, whereas a long bow averages 8 (as 1d8+3, assuming they dont have a higher mod for it). Most classes dont ever add their ability score to cantrip damages, except cleric and warlock, afaik. Cleric starts adding the damage at 8th level, by which time most classes have a +5 in their stat and are marking two attacks (or some other method of boosting damage output) If you optimise for it then you can get some pretty high numbers (read: warlock/sorc) but otherwise it's usually just slightly below the average for physical combatants. What it's really about is reliable damage output (meaning, if you hit with two short swords doing 1d6+4 each, you're more likely to get a decent result than 2d10's) Another thing to remember with cantrips is that you cant make reaction attacks with them unless you invest in the feat. Then you also have to consider magic items such as flametongue, which is a huge boost to dpr for characters who get multiple attacks/round. I do get where you're coming from, with the average d6/d8, but thats simply because most of the cantrips have bonus effects, or use saving throws instead. The d10 ones i added are either re-flavourings of existing d10 cantrips made for other classes so that they have a thing they can do each round if they wanna go all casting stats (ice jet/lance of faith/concussive chord), or dont have any added bonuses (stonefist). P.S: As for why the 1st level spells seems weaker than the cantrips, its cause you have to remember that by the time the cantrips reach 3d4/6/8/10, you've got 5th level slots to use, iirc. They made cantrips scale with level so that casters still do relevant amounts of damage with an attack that takes their entire action (as opposed to the two or three attacks/action a halfcaster or noncaster would have by then) [/QUOTE]
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