D&D (2024) Level 2 Cantrip Master.

Zardnaar

Legend
So I've built a variation of this before. One of my newer players in group 1 has decided she wants to play more. She's decided to join group 3 as well. Level 2 Sunless Citadel.

She choose a Warlock. Aasimar. Chatted for a bit and basically she tells me what she wants to do and I build it for her. She can change everything if she likes. Often the wife build the PC as well.

Recently I run level 1-3 newbie games. If they lije playing they vote on what to do. Start new game level 1, proper campaign starting level 3 (rebuild completely). No idea what subclass she will pick. Her other PC is a glamour bard.

Anyway.
Magic Initate: Wizard feart level 1.
Level 2 Agonizing Blast, tomelock, ancient secrets magic initiate cleric.

Cantrips 2 base
4 magic initiate
3 any class tome lock.

Light cantrip aasimar

As human she could have got to 11 as magic initiate Druid.

Lots of utility anyway.
What do you think of this type of idea. Took photos and sent them she's happy.

What 2-3 level 1 spells would you pick and 2 rituals would you take with all of the initiate feats?

This character has

Bless (or command??)
Tashas hideous laughter
Comprehend Languages
Find Familiar

If Magic Initiate Druid was in there???
 

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I thought part of 2024 was moving the Magic Initiate feats to the Origin category and only allowing them to be taken at first level in conjunction with a background. We aren't using 2024 so I may be mis-remembering the UA.


Magic initiate spells are things you will want to cast most adventuring days and will be effective a long time but will only be able to cast 1/day.

Magic initiate wizard
Shield - a reaction and useful at all levels.
Alternate - Hideous Laughter - a good save or suck for all levels
Alternate 2 - Dissonant whispers - damage plus uses target's reaction so it isn't forced movement and can trigger AoOs.

Magic initiate cleric
Bless -combo group offensive/defense, useful at all levels
Alternate - Sanctuary - highly effective defense, also useful all the time.


Tome
Rituals- Find Familiar and either Comprehend Languages or Identify (depends on rest of party)


Magic initiate Druid
* 1st level - entangle (good AoE debuff) or goodberry (distributable healing + food)

Cantrips
Thorn whip (forced movement) and Mold Earth

Mold Earth is highly under rated. In one action you can
  • make 1 square with partial/full cover and an adjacent square be difficult terrain (5ft hole + 5ft dirt pile).
  • Make a dropped item take a full action (or more) to recover
  • trap an incapacitated/immobilized enemy waste deep in dirt

In 2 actions you can
  • Tunnel under a Wall of X spell (or 1 action for small characters)
  • bury a body or dropped/stolen item 5ft deep. Even if they stop to retrieve it, it takes hours to excavate a 5ft hole if you don't have this spell.
.
 
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I thought part of 2024 was moving the Magic Initiate feats to the Origin category and only allowing them to be taken at first level in conjunction with a background. We aren't using 2024 so I may be mis-remembering the UA.


Magic initiate spells are things you will want to cast most adventuring days and will be effective a long time but will only be able to cast 1/day.

Magic initiate wizard
Shield - a reaction and useful at all levels.
Alternate - Hideous Laughter - a good save or suck for all levels
Alternate 2 - Dissonant whispers - damage plus uses target's reaction so it isn't forced movement and can trigger AoOs.

Magic initiate cleric
Bless -combo group offensive/defense, useful at all levels
Alternate - Sanctuary - highly effective defense, also useful all the time.


Tome
Rituals- Find Familiar and either Comprehend Languages or Identify (depends on rest of party)


Magic initiate Druid
* 1st level - entangle (good AoE debuff) or goodberry (distributable healing + food)

Cantrips
Thorn whip (forced movement) and Mold Earth

Mold Earth is highly under rated. In one action you can
  • make 1 square with partial/full cover and an adjacent square be difficult terrain (5ft hole + 5ft dirt pile).
  • Make a dropped item take a full action (or more) to recover
  • trap an incapacitated/immobilized enemy waste deep in dirt

In 2 actions you can
  • Tunnel under a Wall of X spell (or 1 action for small characters)
  • bury a body or dropped/stolen item 5ft deep. Even if they stop to retrieve it, it takes hours to excavate a 5ft hole if you don't have this spell.
.

You can take an origin feat any time you can choose a feat, they aren't exclusive to Backgrounds or the human species.
 


I thought part of 2024 was moving the Magic Initiate feats to the Origin category and only allowing them to be taken at first level in conjunction with a background. We aren't using 2024 so I may be mis-remembering the UA.
Origin Feats can be taken whenever you get a feat.
 



Now I want to make a Warlock with all 13 dragon marks...
Except Dragon Marks were deliberately a separate category from Origin Feats and carry a prerequisite of not already having a Dragon Mark Feat.

They seem a bit OP as a replacement for an Origin Feat to me.

@Zardnaar I've tried the route of excessive cantrips on a warlock before and I always found there were more cantrips than I needed or used. Base plus tome pact and one feat was enough. I'd use an origin feat and the tome pact, and at 2nd level pickup agonizing blast and fiendish vigor. Fiendish vigor is fantastic at low levels to help survivability.

I also think speak with animals is underrated. I have a lot of fun with that one.
 


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