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Thoughts on a Cantrip fo r Half-Elf Variant Paladin
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<blockquote data-quote="Oofta" data-source="post: 7414485" data-attributes="member: 6801845"><p>I'd stay away from any cantrip that has a saving throw, or for that matter [MENTION=6801204]Satyrn[/MENTION]. Well, for this thread anyway. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p></p><p>So unless I'm missing something you get a wizard cantrip of your choice? Which rules out Druidcraft?</p><p></p><p>Anyway, my thoughts</p><p></p><p>Booming Blade: obvious choice, but it requires an action to cast. At higher levels (5+) you have to forego your second melee attack which will do more damage. Does help to lock down opponents though.</p><p></p><p>Control Flames: could be fun and appropriate for Oath of the Ancients. I could see how this could play into some RP as you channel the will of the ancients to manipulate fire.</p><p></p><p>Dancing Lights: not sure I've ever seen anyone cast this. Could be handy to light the way or to create a distraction.</p><p></p><p>Friends: would play in to a charisma based character, with the penalty of pissing people off.</p><p></p><p>Green-Flame Blade: has same issues as Booming Blade, which is probably a better spell for you.</p><p></p><p>Light: being able to see is good.</p><p></p><p>Mage Hand: this can be very utilitarian, and I think it's overlooked for how useful it is to pull levers, set off traps, distractions, etc. Depends on if you think it fits your character.</p><p></p><p>Mending: umm ... you can ... umm ... I can't think of a reason you would take this.</p><p></p><p>Message: another underrated spell IMHO if your group does subterfuge and/or stealth at all.</p><p></p><p>Mold Earth: yippee! Finally you can ... umm .. see Mending.</p><p></p><p>Prestidigitation: lot of people like this, I guess its OK depending on if you're creative.</p><p></p><p>Shape Water: if you had this <em>and</em> mold earth you could make some awesome mud pies. If the mud pie breaks, maybe the wizard can mend it for you!</p><p></p><p>True Strike: never seen anyone use it. Sounds great, not worth an action.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7414485, member: 6801845"] I'd stay away from any cantrip that has a saving throw, or for that matter [MENTION=6801204]Satyrn[/MENTION]. Well, for this thread anyway. :heh: So unless I'm missing something you get a wizard cantrip of your choice? Which rules out Druidcraft? Anyway, my thoughts Booming Blade: obvious choice, but it requires an action to cast. At higher levels (5+) you have to forego your second melee attack which will do more damage. Does help to lock down opponents though. Control Flames: could be fun and appropriate for Oath of the Ancients. I could see how this could play into some RP as you channel the will of the ancients to manipulate fire. Dancing Lights: not sure I've ever seen anyone cast this. Could be handy to light the way or to create a distraction. Friends: would play in to a charisma based character, with the penalty of pissing people off. Green-Flame Blade: has same issues as Booming Blade, which is probably a better spell for you. Light: being able to see is good. Mage Hand: this can be very utilitarian, and I think it's overlooked for how useful it is to pull levers, set off traps, distractions, etc. Depends on if you think it fits your character. Mending: umm ... you can ... umm ... I can't think of a reason you would take this. Message: another underrated spell IMHO if your group does subterfuge and/or stealth at all. Mold Earth: yippee! Finally you can ... umm .. see Mending. Prestidigitation: lot of people like this, I guess its OK depending on if you're creative. Shape Water: if you had this [I]and[/I] mold earth you could make some awesome mud pies. If the mud pie breaks, maybe the wizard can mend it for you! True Strike: never seen anyone use it. Sounds great, not worth an action. [/QUOTE]
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