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Cantrips and Wizard Multiclassing
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<blockquote data-quote="Zinovia" data-source="post: 4535373" data-attributes="member: 57373"><p>I allowed my players the option to either learn the Wizard at-will as a 1/encounter spell, as per the RAW, or to choose to learn all 4 cantrips as at-wills. The warlord who took Arcane Initiate opted for the cantrips right away, and has already used a couple of them outside of combat. Perhaps that was too generous on my part, but I happen to like the flavor of it, as does the warlord's player. </p><p></p><p>I agree that it seems counterintuitive that you can use a power-swap feat to learn higher level spells, but never the cantrips. I feel that wizards have enough special class features as it is, even if allow the use of cantrips by those who select the Arcane Initiate feat (in place of the 1/encounter power). Wizards are still the only ones who specialize in a given implement, can use the spellbook feature to have a variety of spells to choose from, and get new rituals automatically. </p><p></p><p>With the other multiclass options, it seems that you often get a small taste of the main feature of the class you multi into - Sneak Attack 1/encounter instead of 1/round, same with Hunter's Quarry, or Combat Challenge. On the one hand, the Arcane Initiate RAW preserves the guidelines they seem to be using of doing 1 multiclass type ability per encounter. On the other, the cantrips are not directly useful in combat, and are much weaker than the other spells. I don't see their use as being unbalanced - they are situational at best in any case. </p><p></p><p>I'm satisfied with how I'm running things, and I don't foresee the rest of the group running off to multiclass Wizard to get the awesome might of the wizard cantrips. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So it works for us.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4535373, member: 57373"] I allowed my players the option to either learn the Wizard at-will as a 1/encounter spell, as per the RAW, or to choose to learn all 4 cantrips as at-wills. The warlord who took Arcane Initiate opted for the cantrips right away, and has already used a couple of them outside of combat. Perhaps that was too generous on my part, but I happen to like the flavor of it, as does the warlord's player. I agree that it seems counterintuitive that you can use a power-swap feat to learn higher level spells, but never the cantrips. I feel that wizards have enough special class features as it is, even if allow the use of cantrips by those who select the Arcane Initiate feat (in place of the 1/encounter power). Wizards are still the only ones who specialize in a given implement, can use the spellbook feature to have a variety of spells to choose from, and get new rituals automatically. With the other multiclass options, it seems that you often get a small taste of the main feature of the class you multi into - Sneak Attack 1/encounter instead of 1/round, same with Hunter's Quarry, or Combat Challenge. On the one hand, the Arcane Initiate RAW preserves the guidelines they seem to be using of doing 1 multiclass type ability per encounter. On the other, the cantrips are not directly useful in combat, and are much weaker than the other spells. I don't see their use as being unbalanced - they are situational at best in any case. I'm satisfied with how I'm running things, and I don't foresee the rest of the group running off to multiclass Wizard to get the awesome might of the wizard cantrips. :) So it works for us. [/QUOTE]
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