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General Tabletop Discussion
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removing cantrips: what to give instead?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7912286" data-attributes="member: 6871653"><p>More specific:</p><p></p><p><strong>New level 1 spells:</strong></p><p><em>Spare the Dying</em>: Ally stabilize, regain consciousness after 10 minutes.</p><p><em>Light</em>: As the cantrip, +10 ft per slot</p><p><em>Mage Hand:</em> as the cantrip, 15 lbs instead</p><p><em>Shillelagh</em>: as the cantrip, +1d8 per 2 slots</p><p><em>Shocking grasp</em>: as the cantrip, 2d8 damage +1d8 per slot</p><p><em>Chill touch</em>: as the cantrip, 2d8 damage +1d8 per slot</p><p><em>True Strike</em>: +10 to hit on next attack next turn, +1d6 force damage on a hit, +1d6 per slot</p><p><em>Vicious Mockery</em>: 15 ft cone, 2d4 damage + disadvantage on next attack, +1d4 per slot</p><p><em>Ray of Frost</em>: 2d8, half on save, +1d8 per slot</p><p></p><p></p><p><u>Clerics</u></p><p><strong>Nature</strong>: level 1, gain 2 druid spell of its choice that can be prepared as normal cleric spell</p><p><strong>Arcane</strong>: level 1, can scribe wizard rituals a prepare them as cleric spell</p><p><strong>Light</strong>: gain the spell light, can cast it for free Wis mod times per long rest without spell slots</p><p><strong>Grave</strong>: gain the spell spare the dying, can cast it for free Wis mod times per long rest without spell slots at 30' as a bonus action.</p><p></p><p>Cleric that gain Potent Spellcasting gain Divine Strike.</p><p></p><p><u>Druid</u></p><p><strong>Land</strong>: Can spend wildshape to regain a 1st level spell.</p><p></p><p><u>Wizard</u></p><p><strong>Evocation</strong>: A creature that save against your evocation spell or that you miss with a spell attack take damage equal to your Int mod from the same type as the spell.</p><p><strong>War Wizard</strong>: After using Arcane Deflection, you can only use spell at their lower level until the end on your next turn.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7912286, member: 6871653"] More specific: [B]New level 1 spells:[/B] [I]Spare the Dying[/I]: Ally stabilize, regain consciousness after 10 minutes. [I]Light[/I]: As the cantrip, +10 ft per slot [I]Mage Hand:[/I] as the cantrip, 15 lbs instead [I]Shillelagh[/I]: as the cantrip, +1d8 per 2 slots [I]Shocking grasp[/I]: as the cantrip, 2d8 damage +1d8 per slot [I]Chill touch[/I]: as the cantrip, 2d8 damage +1d8 per slot [I]True Strike[/I]: +10 to hit on next attack next turn, +1d6 force damage on a hit, +1d6 per slot [I]Vicious Mockery[/I]: 15 ft cone, 2d4 damage + disadvantage on next attack, +1d4 per slot [I]Ray of Frost[/I]: 2d8, half on save, +1d8 per slot [U]Clerics[/U] [B]Nature[/B]: level 1, gain 2 druid spell of its choice that can be prepared as normal cleric spell [B]Arcane[/B]: level 1, can scribe wizard rituals a prepare them as cleric spell [B]Light[/B]: gain the spell light, can cast it for free Wis mod times per long rest without spell slots [B]Grave[/B]: gain the spell spare the dying, can cast it for free Wis mod times per long rest without spell slots at 30' as a bonus action. Cleric that gain Potent Spellcasting gain Divine Strike. [U]Druid[/U] [B]Land[/B]: Can spend wildshape to regain a 1st level spell. [U]Wizard[/U] [B]Evocation[/B]: A creature that save against your evocation spell or that you miss with a spell attack take damage equal to your Int mod from the same type as the spell. [B]War Wizard[/B]: After using Arcane Deflection, you can only use spell at their lower level until the end on your next turn. [/QUOTE]
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