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<blockquote data-quote="Ashrym" data-source="post: 7838947" data-attributes="member: 6750235"><p>He includes human variant feats in his builds. It's 2 by feat (not directly related to class), 2 for warlock, 2 for celestial, 3 for tome to get 9 cantrips by 3rd level. Wizard could do the same thing for 5 cantrips at 3rd level.</p><p></p><p>You are right. By class it's 7 vs 3 and that does matter at lower levels, although damage spells of a different flavor are situational in their usefulness. Guidance is a typical given.</p><p></p><p>This is my typical layout by 3rd on tome. I usually go fey for the flavor, although I think fiend or celestial are better.</p><p></p><p>cantrips -- <em>prestidigitation, light, guidance, resistance, friends</em></p><p>1 -- <em>armor of agathys, witch bolt, unseen servant</em> </p><p>2 -- <em>shatter</em></p><p></p><p>invocations -- <em>misty visions, book of ancient secrets</em></p><p>rituals -- <em>find familiar, speak with animals, unseen servant </em>(known spell)</p><p> plus any other rituals I might have stored up</p><p></p><p>I don't bother with a damage cantrip at all at those levels. I'll have +3 from DEX anyway (half-elf) so a d8+3 works close enough to a d10+3 requiring an invocation, and better than most cantrips, and frees up that invocation. I'll wait for 4th level to grab <em>eldritch blast</em>, and 5th level for <em>agonizing blast.</em></p><p></p><p>I don't bother with <em>hex </em>because of the concentration restriction and small damage bonus it grants on so few attacks at those levels.</p><p></p><p>The build relies on at-will abilities and typical weapon damage. One spell slot goes to <em>armor of agathys,</em> and one spell slot goes to <em>witch bolt</em> or <em>shatter </em>as often as I can short rest. It's got many elements a person would see a less than the best following the guides, and works.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7838947, member: 6750235"] He includes human variant feats in his builds. It's 2 by feat (not directly related to class), 2 for warlock, 2 for celestial, 3 for tome to get 9 cantrips by 3rd level. Wizard could do the same thing for 5 cantrips at 3rd level. You are right. By class it's 7 vs 3 and that does matter at lower levels, although damage spells of a different flavor are situational in their usefulness. Guidance is a typical given. This is my typical layout by 3rd on tome. I usually go fey for the flavor, although I think fiend or celestial are better. cantrips -- [I]prestidigitation, light, guidance, resistance, friends[/I] 1 -- [I]armor of agathys, witch bolt, unseen servant[/I] 2 -- [I]shatter[/I] invocations -- [I]misty visions, book of ancient secrets[/I] rituals -- [I]find familiar, speak with animals, unseen servant [/I](known spell) plus any other rituals I might have stored up I don't bother with a damage cantrip at all at those levels. I'll have +3 from DEX anyway (half-elf) so a d8+3 works close enough to a d10+3 requiring an invocation, and better than most cantrips, and frees up that invocation. I'll wait for 4th level to grab [I]eldritch blast[/I], and 5th level for [I]agonizing blast.[/I] I don't bother with [I]hex [/I]because of the concentration restriction and small damage bonus it grants on so few attacks at those levels. The build relies on at-will abilities and typical weapon damage. One spell slot goes to [I]armor of agathys,[/I] and one spell slot goes to [I]witch bolt[/I] or [I]shatter [/I]as often as I can short rest. It's got many elements a person would see a less than the best following the guides, and works. [/QUOTE]
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