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<blockquote data-quote="pukunui" data-source="post: 7019290" data-attributes="member: 54629"><p>You're probably right. I just like having options. I'd take *all* the cantrips if I could!</p><p></p><p>For the record, I took <em>guidance</em>, <em>light</em>, and <em>thaumaturgy</em> as my other cleric cantrips. If I were to MC into wizard, I'd probably take <em>mage hand</em>, <em>mending</em>, and <em>prestidigitation</em> (and maybe swap out <em>thaumaturgy</em> for <em>spare the dying</em>).</p><p></p><p>There isn't really a viable way for me to get more attack cantrips except via the two wizard spells I get through the Arcana Domain, though. I have to take either Magic Initiate (Druid) or Spell Sniper with a druid cantrip, since my Int is only +1 and my Cha is +0, and any attack cantrips I take through those feats will be ineligible for Potent Cantrips, since that only applies to cleric cantrips. <em>Magic stone</em> works at first, since it lets you add your Wis mod to damage already, but it falls behind as early as 5th level, when <em>ray of frost</em> starts doing 9 damage on average, while each <em>magic stone</em> would still only be doing 6 or 7 damage on average (depending on my Wis score). It kinda sucks that clerics only get one combat cantrip.</p><p></p><p>I'll stick with <em>ray of frost</em> as my main ranged attack, and I'll pick up <em>sacred flame</em> for when cover becomes an issue. So I really just have to decide what to do about <em>acid splash</em>. <em>Shocking grasp</em> would be nice for when I find myself in melee, but I could always just rely on the <em>+2 dagger</em> for that, if I have to. I suppose if I were to swap out <em>acid splash</em> for a non-attack cantrip, I might take either <em>mage hand</em> or <em>prestidigitation</em> (and then replace <em>thaumaturgy</em> with <em>mending</em>).</p></blockquote><p></p>
[QUOTE="pukunui, post: 7019290, member: 54629"] You're probably right. I just like having options. I'd take *all* the cantrips if I could! For the record, I took [I]guidance[/I], [I]light[/I], and [I]thaumaturgy[/I] as my other cleric cantrips. If I were to MC into wizard, I'd probably take [I]mage hand[/I], [I]mending[/I], and [I]prestidigitation[/I] (and maybe swap out [I]thaumaturgy[/I] for [I]spare the dying[/I]). There isn't really a viable way for me to get more attack cantrips except via the two wizard spells I get through the Arcana Domain, though. I have to take either Magic Initiate (Druid) or Spell Sniper with a druid cantrip, since my Int is only +1 and my Cha is +0, and any attack cantrips I take through those feats will be ineligible for Potent Cantrips, since that only applies to cleric cantrips. [I]Magic stone[/I] works at first, since it lets you add your Wis mod to damage already, but it falls behind as early as 5th level, when [I]ray of frost[/I] starts doing 9 damage on average, while each [I]magic stone[/I] would still only be doing 6 or 7 damage on average (depending on my Wis score). It kinda sucks that clerics only get one combat cantrip. I'll stick with [I]ray of frost[/I] as my main ranged attack, and I'll pick up [I]sacred flame[/I] for when cover becomes an issue. So I really just have to decide what to do about [I]acid splash[/I]. [I]Shocking grasp[/I] would be nice for when I find myself in melee, but I could always just rely on the [I]+2 dagger[/I] for that, if I have to. I suppose if I were to swap out [I]acid splash[/I] for a non-attack cantrip, I might take either [I]mage hand[/I] or [I]prestidigitation[/I] (and then replace [I]thaumaturgy[/I] with [I]mending[/I]). [/QUOTE]
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