D&D General In defense of Shocking Grasp

It has its uses: decent damage for a cantrip and a panic button to get out of melee. But: a wizard (at least in 5.0) starts with 3 cantrips, gets a 4th at level 4, and a 5th doesn't show up until level 10. Sorcerers have one more, and Artificers have 2 all the way up until level 10 when they get a third. So: do you want to spend one of 3-5 choices on a cantrip you will (hopefully) rarely use? And by the time you have enough cantrip choices to maybe use one on a cantrip you hopefully won't need, you're also high enough level to have other options – a 5th level wizard, for example, has about 9 spells prepared, and dedicating one of those to some kind of panic button is a much lower cost than one of 4 cantrips..
 

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It has its uses: decent damage for a cantrip and a panic button to get out of melee. But: a wizard (at least in 5.0) starts with 3 cantrips, gets a 4th at level 4, and a 5th doesn't show up until level 10. Sorcerers have one more, and Artificers have 2 all the way up until level 10 when they get a third. So: do you want to spend one of 3-5 choices on a cantrip you will (hopefully) rarely use? And by the time you have enough cantrip choices to maybe use one on a cantrip you hopefully won't need, you're also high enough level to have other options – a 5th level wizard, for example, has about 9 spells prepared, and dedicating one of those to some kind of panic button is a much lower cost than one of 4 cantrips..

Valid points, though 3 is not bad. One melee, one ranged, one utility would be a decent split. You won’t have Spell Sniper at 1st level so having a melee option is pretty much mandatory, IMHO. If you pick True Strike, it can serve as both ranged and melee, but otherwise the rest are one or the other…

Also, you could get double this amount of cantrip as a High Elf with the Sage background (Magic Initiate Wizard). Not everyone will pick that, but it’s not a bad choice.

Finally, it’s important not to forget that both the Wizard and the High Elf cantrips can be swapped on a daily basis. This is a lot more flexible than other classes, which let you swap at level up only. You can always switch it up if you have buyer’s remorse…
 




Its because of two reasons.

1. True strike now exists. Better melee and ranged. Always useful

2. Sorcererous Burst now exists. Shocking grasp was the only lightning cantrip. Almost always useful and versatile.

Shocking grasp got nerfed and its situationally useful. That means C tier. Ranged it would be B tier or d10 damage. Both would make it A tier.
 

Valid points, though 3 is not bad. One melee, one ranged, one utility would be a decent split. You won’t have Spell Sniper at 1st level so having a melee option is pretty much mandatory, IMHO. If you pick True Strike, it can serve as both ranged and melee, but otherwise the rest are one or the other…
I generally prefer more utility in my cantrips. My current wizard that I play like once a month has mending, minor illusion, prestidigitation, and toll the dead. Notably, toll the dead is a save rather than an attack and thus works equally well in melee as it does at range.
Finally, it’s important not to forget that both the Wizard and the High Elf cantrips can be swapped on a daily basis. This is a lot more flexible than other classes, which let you swap at level up only. You can always switch it up if you have buyer’s remorse…
Not in core 5.0 you can't. Tasha's allowed it starting at 3rd level, but using just the PHB your cantrip choices are set in stone.
 


Its because of two reasons.

1. True strike now exists. Better melee and ranged. Always useful

2. Sorcererous Burst now exists. Shocking grasp was the only lightning cantrip. Almost always useful and versatile.

Shocking grasp got nerfed and its situationally useful. That means C tier. Ranged it would be B tier or d10 damage. Both would make it A tier.
As an example, my current character is a Sea Druid (magic initiate wizard), I had intended to take true strike, but I decided to focus more on cantrips targeting different saves and having different effects. So I have mind sliver, frost bite, ray of frost, rolls the dead. I’m finding having the effect based cantrips has been extremely useful, more so in my estimation than true stoke would have been.

The bigger setback with shocking grasp is that it’s not both melee and ranged applicable.
 

As an example, my current character is a Sea Druid (magic initiate wizard), I had intended to take true strike, but I decided to focus more on cantrips targeting different saves and having different effects. So I have mind sliver, frost bite, ray of frost, rolls the dead. I’m finding having the effect based cantrips has been extremely useful, more so in my estimation than true stoke would have been.

The bigger setback with shocking grasp is that it’s not both melee and ranged applicable.

Yeah he ce why I like toll the dead or true strike as an offensive cantrip.

Artificer im taking true strike plus guidance.

Generally I only want 1 or 2 maximum offensive cantrips.

One advantage of saves vs attack is auto success occasionally (eg paralyzed vs sacred flame).

Shocking grasp is also elemental damage as well not one of the better types. Psychic, necrotic, radiant, force.
 

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