D&D General Limiting Utility Cantrips

How to limit utility cantrips?

  • Number of uses per short rest

    Votes: 8 9.3%
  • Number of uses per long rest

    Votes: 9 10.5%
  • Make them Concentration

    Votes: 3 3.5%
  • Other (Comment below)

    Votes: 12 14.0%
  • Leave the poor casters' cantrips alone

    Votes: 56 65.1%
  • Make cantrips into/use level 1 spells

    Votes: 3 3.5%

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?
i haven't really noticed those discussions much, what kinds of challenges are we talking about here? i mean, i know about Light removing the need for torches and Mage Hand being able to mess with traps but none of the other cantrips jump out at me as a huge issue for 'bypassing challenges'

personally i'm more on the side that it's the damage cantrips that need to be toned down.
 

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I wouldn't limit the number of times a utility cantrip can be cast, just as I wouldn't limit the number of times a non-caster could use a shovel or swing a hammer for blacksmithing. Any prolonged activity, whether mundane or magical, can be limited by calling on an ability check to determine either the effectiveness of the attempt or capacity to endure the exertion required.
 

I could see tying it to a short rest with number of times being 1+ability modifier. Starting out would tend to give 4 per rest which would be enough to cast some and refresh when you rest 1-2 times per day and not so few that you never cast them.

I just do not want to track them like when playing Magic TG and right before your turn, you do all sorts of instants that happen just before you go, on in this case just before you rest.

Also, would there be any problem with what is a utility and what is a combat cantrip?
 

Mage Hand being able to mess with traps but none of the other cantrips jump out at me as a huge issue for 'bypassing challenges'
since Mage hand is a thing in a setting all traps have minimum of 11lb of trigger weight/pull/push.

also mage hand has always been replaced by goblin-on-a-rope for traps.

personally i'm more on the side that it's the damage cantrips that need to be toned down.
damage cantrips are mostly trash tier. at 5rth level they become decent, but then you have better usage of your Action in combat and not hope to deal 10ish damage, maybe.
true strike helped a little with this in 2024 for low levels

I'm not counting warlocks in here as that is their thing to have good cantrip(s)
 

damage cantrips are mostly trash tier. at 5rth level they become decent, but then you have better usage of your Action in combat and not hope to deal 10ish damage, maybe.
true strike helped a little with this in 2024 for low levels

I'm not counting warlocks in here as that is their thing to have good cantrip(s)
I don't really have an issue with cantrip-spam, but I can see where others might. So instead of adding rules restrictions like uses per day or concentration, how about an anti-cantrip? I posted this in another (and probably unrelated) thread, so I'll copy it here.

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips. It wouldn't take much more elbow grease to create a version that would dispel cantrips that have already been cast.
 

How about an anti-cantrip? I posted this in another (and probably unrelated) thread, so I'll copy it here.

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips. It wouldn't take much more elbow grease to create a version that would dispel cantrips that have already been cast.
You aren't likely to see a Counterspell against a utility cantrip as those are not typically used during combat.
 



How about an anti-cantrip? I posted this in another (and probably unrelated) thread, so I'll copy it here.

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips. It wouldn't take much more elbow grease to create a version that would dispel cantrips that have already been cast.
it's a good idea, but I would never take it.
in reality you have little cantrip slots at early levels. 3-5 maybe.
why take one of those in hope that you will be able to prevent someone to do 4 damage on average?

and it cost a reaction, a reaction that can be used on shield, absorb elements, silvery barbs? the reaction that can prevent real amount of damage.

and you will be able to pull this trick once if you arent know as spellcaster before, then the caster will just be 61ft away from you, sure some battle will be impossible to move away, then caster will just use a crossbow to shoot you.
 


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