This stems from threads discussing how cantrips easily bypass some challenges without much thought/effort. Utility cantrips specifically, not damage cantrips- how to limit them?
- Number of uses per short rest? Long rest? Say, PB cantrips casts/short rest? Now you have to think about whether you're casting Light or not, or if you really want to use Mage Hand to pull that lever. Oh hey, this also cuts down on Guidance spam. Cast light now, no guidance later, etc.
- Just make them all Concentration? OK now the caster's Light spell can be threatened... but it's not going to affect much else. This is definitely the "lite" version of the balance attempt.
- Both? Eh, probably not necessary to do both.
I don't like cantrips as they are now either. They aren't even cantrips anymore, they're unlimited 1st level spells. I preferred when players had to memorize read magic and actually had to identify magical items to figure out what they were. Cantrips used to be the very minimal basic of spells, used to light a pipe, clean up your clothes when they got dirty or spray some Febreze when the Barbarian took a wicked dump. IMO anything that deals damage should be a 1st level spell.
---I'm not even sure on this... thematically I agree, but from a gameplay standpoint if I were to choose unlimited utility or damage cantrips... limited utility cantrips seems to suggest make harder choices. limiting damage cantrips seems to just mean casters have to drop back to darts, slings, crossbows, etc. The utility cantrips are the ones that usually get around obstacles, like Light, Mage Hand, Message, Mending, etc.
Definitely a valid concern, but I think it'll be tough to find a slope more slippery than low level magical spells and cantrips that completely negate the need for just about any adventuring equipment to solve problems. Eliminating the need to track mundane items gives Martial characters a better shot at being useful outside combat but is still nowhere near a match for prevalent magic spells
Also in your examples, Antitoxin and Alchemist's Fire are on my list of Common magic items so I would require those to be tracked (I forget if that's RAW or my Homebrew ruling so your mileage may vary there).
Ha yeah, cantrips really screw the curve. That's a good point. However, I am also of the mind that utility cantrips should be limited to a certain number per rest.
Antitoxin, acid, alch fire etc. are standard equipment, not magic items, but yeah no worries.
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