• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E No Cantrips Module

Dausuul

Legend
Suppose 5E were to include a "no cantrips" module, which would replace at-will cantrips with (something). Casters who used this module would have no at-will spell options. All spells are per-day limited resources.

What do you think (something) should be?

(If you are deeply offended by the idea of at-will casting, you may suppose that Mike Mearls has decided he agrees with you, and the "No Cantrips Module" will be the default, while cantrips are relegated to the status of an optional module. The question still stands: What do casters get instead?)
 

log in or register to remove this ad



(from other thread)

I think if you want to add a limit on use of cantrips as follows, it would be fine, and wouldn't change their use overly much:

"You can cast cantrips a number of times equal to your [spellcasting ability score], until you are too mentally drained to cast a cantrip again without a short rest."

So most of the time, you can cast 16-18 cantrips until you need to rest an hour to be able to cast it anymore.

You can even add an optional grim and gritty version:

"You can cast cantrips a number of times equal to your [spellcasting modifier], until you are too mentally drained to cast a cantrip again without a short rest. You can cast more than that without a rest, but each cantrip you cast beyond your [spellcasting modifier] without a short rest, you must make a Constitution saving throw equal to your spellcasting DC for that spell, or else take 1 point of temporary Constitution damage."

That, or you can add a misfire chance to it after a certain point, or a fizzle chance after a certain point. I believe there is a spell misfire chart already in the DM's advice booklet.

Edit: Yup, here it is, just apply this to any cantrip cast after your [spellcasting modifier] without a rest, if you fail a Con saving throw:

MISHAP d6 Result

1 A surge of uncontrolled magical energy deals 1d6 psychic damage per level of the spell to the caster.

2 The spell affects the caster or an ally instead of the intended target, or affects a random target nearby if the caster was the intended target.

3 The spell takes effect at a random location within the spell’s range.

4 The spell’s effect is contrary to its normal effect, but is neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.

5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 2d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to pour from the caster’s ears for 2d10 minutes.

6 The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.
 
Last edited:

Maybe a couple of extra level one spells? With those and a dagger or crossbow they should be about on par with the ones using at-will pew-pew.
 

The camp who dislikes at-will attack cantrips I think earnestly believes poor Crossbow Archery and tossing flasks of lamp oil is good times.

However I think the survey data suggests at-will cantrips are favored by a majority - so I think they'll be the default.
 



However I think the survey data suggests at-will cantrips are favored by a majority - so I think they'll be the default.
Whether they are or not isn't really the topic of this thread. I'm asking how to go about creating a balanced alternative to at-will cantrips, so that the rules can support both approaches. The question of which approach should be the default and which is the module is a separate issue. There's already a nice flamefest going on that topic.

In the other thread, I suggested giving out bonus 1st-level slots to make up for the loss of cantrips: one bonus slot, plus one for every 2 wizard levels. After thinking about it a bit more, however, I'd retract that and put forward a different option--better crossbow skills! And better weapon skills generally. Allow a wizard to learn 2-3 martial weapons and perhaps wear leather armor. It makes sense that an adventuring wizard with sharply limited combat magic would put a little time into mastering the basics of weapon and armor use.
 

I say no need for a No Cantrip Module. Cantrip system sits nicely on top of Spellcasting and is seperate from the Spell slot system so it can easily be ignored by people not wanting at-will casting IMO while remaining part of the default otherwise for those that want one.
 

Into the Woods

Remove ads

Top