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*Dungeons & Dragons
Level 2 Cantrip Master.
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<blockquote data-quote="kigmatzomat" data-source="post: 9602480" data-attributes="member: 9254"><p>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.</p><p></p><p></p><p>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. </p><p></p><p>Magic initiate wizard</p><p>Shield - a reaction and useful at all levels. </p><p>Alternate - Hideous Laughter - a good save or suck for all levels</p><p>Alternate 2 - Dissonant whispers - damage plus uses target's reaction so it isn't forced movement and can trigger AoOs.</p><p></p><p>Magic initiate cleric</p><p>Bless -combo group offensive/defense, useful at all levels</p><p>Alternate - Sanctuary - highly effective defense, also useful all the time.</p><p></p><p></p><p>Tome</p><p>Rituals- Find Familiar and either Comprehend Languages or Identify (depends on rest of party)</p><p></p><p></p><p>Magic initiate Druid</p><p>* 1st level - entangle (good AoE debuff) or goodberry (distributable healing + food)</p><p></p><p>Cantrips</p><p>Thorn whip (forced movement) and Mold Earth</p><p></p><p>Mold Earth is highly under rated. In one action you can </p><ul> <li data-xf-list-type="ul">make 1 square with partial/full cover and an adjacent square be difficult terrain (5ft hole + 5ft dirt pile).</li> <li data-xf-list-type="ul">Make a dropped item take a full action (or more) to recover</li> <li data-xf-list-type="ul">trap an incapacitated/immobilized enemy waste deep in dirt</li> </ul><p></p><p>In 2 actions you can</p><ul> <li data-xf-list-type="ul">Tunnel under a Wall of X spell (or 1 action for small characters)</li> <li data-xf-list-type="ul">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.</li> </ul><p>.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9602480, member: 9254"] 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 [LIST] [*]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 [/LIST] In 2 actions you can [LIST] [*]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. [/LIST] . [/QUOTE]
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