D&D (2024) Playtest 8: Cantrips

What weapon is the 1d8 which 1) doesn't have the two handed property issue, 2) which the wizard is proficient with? This is why I said give me a real example.
While you might be right about the hand problem (haven’t dug in too deep), candidly I have never met a table that strictly enforced that kind of thing, same with shields and casting.

So if that’s the guardian of balance here, than it’s a failure
 

log in or register to remove this ad


I don't understand how stuff like Thaurmgy, Presidigation, and Druidcraft didn't get a fit, they are almost pure ribbon abilities with next to no practical use, BG3 did them better, advantage on a skill a related check.
 

I don't understand how stuff like Thaurmgy, Presidigation, and Druidcraft didn't get a fit, they are almost pure ribbon abilities with next to no practical use, BG3 did them better, advantage on a skill a related check.
Prestidigitation is one of my most chosen spells in the game. The only reason BG3 needs to do them better is that you don't get the minor bonuses in a computer game. Now druidcraft I agree with you about.
 

I don't understand how stuff like Thaurmgy, Presidigation, and Druidcraft didn't get a fit, they are almost pure ribbon abilities with next to no practical use, BG3 did them better, advantage on a skill a related check.
These are probably the three strongest cantrips for Story. They don't need mechanics. They fuel the story at the table for the classes that get them.
 



Acid Splash: (y) Making it a 5' radius rather than 1-2 targets just makes intuitive sense, and the swap to evocation is a minor improvement that also makes sense.

Blade Ward (y)Making it a reaction but also making it (arguably) less strong, especially at higher levels, means that this will actually get used, unlike the current version. Possibly a little too good; we'll see.

Chill Touch (n)This has always been an underrated cantrip that is situationally very useful, but making it a touch attack means that the types of characters likely to want it will seldom want to be in a position to use it. I think it it still needs to be at range.

Friends (y)It no longer sucks. It's still heavily dependent on the situation and DM discretion, but I can see this version coming into play, unlike the current version, which is basically like cursing yourself.

Poison Spray (y)The current version isn't terrible, so the increased range and switching to an attack rather than a constitution saving throw are all the minor upgrades it needed to be a competitive option.

Produce Flame :unsure:I'm trying to figure out when this being a bonus action might be useful, but it still takes an action to attack with it so...I don't know. The increased area of the lighting aspect is a slight upgrade but it remains a niche cantrip. It would be way better if it only did 1d4 damage but you could cast and attack with it as a bonus action.

Shillelagh (y)I guess it's a bit better? I've always thought this was an uninteresting spell, and it remains an uninteresting spell.

Shocking Grasp :poop:Nerfed hard! The current version is great - a spellcaster doesn't want to be in melee, but the advantage on attacks against metal armour and target losing its reactions were a potent enough combination that in some situations it would be worth getting in there to try to taze a troublesome enemy. It doesn't get used a ton, but is usually fun when it works.

I am 100% sure that this change is specifically to prevent Shocking Grasp being abused because WotC is also going to turn legendary actions into reactions. But the result is that this cantrip is now worthless, so it needs another pass.

Spare the Dying (y)Giving it range makes it possibly worth taking if you have a spare slot, but the range should start at 30 feet.

True Strike (y) Huh, total redesign. The current version is worthless, so this is an improvement, but it adds a lot of potential complications so is difficult to assess without play testing and a lot of math. May have balance issues.
 
Last edited:



Remove ads

Top