D&D 5E Obvious Attack Cantrips That Should Exist

For spells that can be cast at will I think there's some glaring omissions among them, with certain damage types not having a cantrip yet for the classes that'll use them. Now while I know that things like elemental mages are niche enough to be pushed into splatbooks, there certainly could be a few more to pick.

The most obvious one is fire, as there's no attack cantrip for Mages that does fire damage. It's probably where I'd advocate Melf's Minute Meteors coming back as the fire cantrip, even if the namesake of Melf is too campaign specific. I'd see many wanting a fire slinging mage.
Acid Splash was another one that should come back as a cantrip.
Some would argue the need for a ranged lightning or necrotic cantrip (like black bolt) rather than a close or touch one. Also clerics probably should have one too.
There's no force cantrip, even though Eldritch Blast might sort of be one, there still wouldn't be one for Mages.
Thunder is sort of niche so there might not be the need for one.
There probably should be a poison one even if it's more niche in theme, though that's one I'd advocate as only being touch.
A psychic damage cantrip is something I feel they could withhold till there's actually psionic material.

I know conceivably many of these would probably have the effect of only damage, but there might be room for some creative minor effect in addition to damage.
 

log in or register to remove this ad

Dannyalcatraz

Schmoderator
Staff member
Supporter
Given how it operates in D&D, I would say that a Force attack cantrip isn't really needed. It would probsbly be too good, too useful. Ditto Thunder/Sonic.

I do, however, lament the loss of the old summoning cantrip, Bee.
 

For spells that can be cast at will I think there's some glaring omissions among them, with certain damage types not having a cantrip yet for the classes that'll use them. Now while I know that things like elemental mages are niche enough to be pushed into splatbooks, there certainly could be a few more to pick.

The most obvious one is fire, as there's no attack cantrip for Mages that does fire damage. It's probably where I'd advocate Melf's Minute Meteors coming back as the fire cantrip, even if the namesake of Melf is too campaign specific. I'd see many wanting a fire slinging mage.

I'd like to see that back too. Pyromaniacs are a common wizard type.

Acid Splash was another one that should come back as a cantrip.

On the other hand, I don't get the point of this. I only saw it as a way to bypass spell resistance in 3rd Edition, and a way of making Conjurers slightly better than Evokers.

Some would argue the need for a ranged lightning or necrotic cantrip (like black bolt) rather than a close or touch one. Also clerics probably should have one too.

For a "black bolt" I would hope it has some effect other than damage. Some sort of draining effect for wizards and a "micro-buff" for clerics (something like 4e's Lance of Faith).

I don't know what to say about ligyhtning.

There's no force cantrip, even though Eldritch Blast might sort of be one, there still wouldn't be one for Mages.

Isn't that stepping on Magic Missile's toes?

Thunder is sort of niche so there might not be the need for one.
There probably should be a poison one even if it's more niche in theme, though that's one I'd advocate as only being touch.

I don't think wizards have ever been big on poisons. Unless you're talking gas clouds. Thunder seems more like a bard thing, and bards haven't ever been big on damage, so I would expect lower damage in return for some other effect.

A psychic damage cantrip is something I feel they could withhold till there's actually psionic material.

I agree. I would call it Psychic Crush. (That's what I used for a lot of psionic NPCs in my 4e campaign. Psionic "artillery" often used this, if they weren't trying to bean you with thrown rocks.)
 

MJS

First Post
Its a fundamental misunderstanding of what cantrips are. They're parlor tricks, not lethal spells at-will. Yet another dumb move in this "5E" game. Mages should have to earn their power.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I don't have a problem with attack cantrips per se- even if theyre at will- but they should only be minimally effective. Death by cantrip should a long and arguably torturous process or a coup de grace.
 

I'd like to see some kind of combat useful cantrip for every school, so that all specialist can have a goto spell from their own expertise. Like a "true aim" cantrip for diviners that turns a small handheld weapon into a dex save attack. Also good for old-schoolers who want to throw darts and daggers after they blow through their spell slots. :)
 



Falling Icicle

Adventurer
Its a fundamental misunderstanding of what cantrips are. They're parlor tricks, not lethal spells at-will. Yet another dumb move in this "5E" game. Mages should have to earn their power.

Not everyone likes playing a wizard that has to resort to using a crossbow. I, for one, love the attack cantrips in 5e.

I don't have a problem with attack cantrips per se- even if theyre at will- but they should only be minimally effective. Death by cantrip should a long and arguably torturous process or a coup de grace.

I couldn't disagree more, and I think people are greatly overestimating the power that attack cantrips in 5e actually have. At 1st level, they're like a light crossbow, except with much worse range and without an ability score bonus to damage. Whoopee. And even at higher levels, they can't keep up with the DPR that other classes are capable of, not even close (unless you use haste, but that's an entirely separate issue). The ability to inflict 22 average damage at level 20 at-will is far from overwhelming. It just gives mages a somewhat meaningful thing to do when they're out of daily spells or want to conserve them. I don't know about you, but I don't find sitting there with nothing to contribute to be fun at all.

Speaking of conserving spells, I think the conservation aspect is an important side benefit of the attack cantrips. Before, mages were under a lot of pressure to use their spells early, and often. Who wants to sit there and do nothing, turn after turn? But by giving mages an at-will basic attack, they can now use their daily spells more conservatively while still getting to do something. This subtly encourages mages to play smarter by giving them more incentive to conserve their powerful spells rather than blowing them all at the first opportunity. It also allows the adventuring day to continue longer, even after a mage's daily spells are exhausted. Mages are going to need to take long rests less often, putting less pressure on the party. Attack cantrips are an ingenious solution to old-fashioned Vancian casting's worst problems. They also allow caster classes to be designed with fewer daily spells, especially at higher levels, making caster classes more balanced overall. So, in short, I think attack cantrips have an enormous positive influence on the game.
 


Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top