All valid points, although they vary with playstyle.Yes, Inflict Wounds is great with distant spell or with a familiar/homunculus. It's damage also scales better when upcast than any other 1st level spell, making it great for sorcerers, who with a limited spell selection don't always have a higher level spell. It also benefits from alchemist bonus damage. And it's not on the sorcerer/artificer spell list by default.
If you want False Life you can cast it as often as you like for free with the Eldritch Adept Feat.
Caustic Brew is rubbish. It's AoE is small, it's damage is trivial, and worst of all it does nothing at all on a successful save. And double worst of all it requires concentration. An Alchemist, Artillerist or black draconic bloodline sorcerer can improve the damage, but it's on their spell lists anyway so the don't need to use a feat to pick it up.
Thing about catapult is very few enemies are resistant to magical bludgeoning damage. It should also be pretty much always possible to hit at least two targets. On it's own the Magic Stone cantrip scales very poorly with level, however once you start loading it into a sling you can do things like sneak attack with it. You can also give them to the dumb-ass barbarian with no decent ranged attacks. I find faerie fire one of the most used spells in our game. Open with it on a group and give everyone advantage against at least some of them.
Absorb Elements is a class spell for pretty much anyone who would want it. And only sorcerers benefit much from having more spells available. I can't see a fighter wanting to burn a feat for a situational once per day ability, and most EKs pick it up as one of their "must be abjuration or evocation" spells. It is good for ATs though, especially since it comes bundled with magic stone. On the whole I think ATs benefit most from Artificer Initiate.
Comparing inflict wounds to caustic brew - inflict wounds requires a hit roll, which means in general it will land less than caustic brew, obviously that depends on the enemy, his AC, saves, stats, your condition and his condition. If it was an automatic hit like magic missile I would agree with you. As far as DPR If you can catch 3 enemies in caustic brew it will do as much damage as inflict wounds on round 1 and then do additional every round thereafter unless scraped off. Being ranged on top of this makes it a better spell IMO in general except for some corner cases like those you mentioned. The only time inflict wounds is strictly better is if you have a concentration spell already running that you don't want to break.
Magic stone could be great for someone with a sling and the sharpshooter feat, but other than that there is not much damage to get out of it. You would need to think of this ahead of time too as the sharpshooter is probably not using a sling as her regular missile weapon. It is a bonus action to make the stones so that is a plus, but you can only launch 1 per turn so your other cantrips will generally outpace this one at higher levels.
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