Spellcasters such as the Wizard in Dungeons & Dragons rely on their wealth of Spells to aid them inside and outside of combat. Moreover, these Spells grow in intensity and magnitude as these Spellcasters grow in power as well. Technically, D&D Spellcasters who rely on higher-level Spells expend more Spell Slots to pull off these incredible magical feats.
However, Spellcasters new and old will almost always rely on a handful of Cantrips to get the job done. After all, these Spells don’t cost Spell Slots, and Spellcasters can cast them whenever they wish. However, just which Cantrips prove more useful than others?
10 Get This: Guidance
Even the tiniest of divine providence can turn ordinary people into geniuses. Thanks to Guidance (Divination), Spellcasters can give that necessary “push” to motivate their companions to excel in an activity. Essentially, Guidance (Touch, Verbal, Somatic) bestows a 1d4 to a willing creature. They can then roll the Guidance die before or after they make an Ability check of the caster’s choosing.
Interestingly, the 1d4 boost can make the difference between life and death, especially when it comes to traps. As such, Spellcasters should be using Guidance as much as possible, especially on allies such as the versatile Ranger or the stealthy Rogue that frequently have to make skill checks outside battle.
9 Just Skip: Gust
Need to push a pesky guardian blocking the path to an ancient artifact? Gust (Transmutation) might do just the trick. Essentially, Gust (30ft., Verbal, Somatic) compels the air to make a harmless effect or impact to a creature or object of the Spellcaster’s choice. On the one hand, this Cantrip can push a 5-pound object (not held nor carried) up to 10ft away. Alternatively, this Cantrip forces a Medium or smaller creature to make a Strength Save and be pushed up to 5ft away on a fail.
Unfortunately, players who want to push a target may as well just use the Shove action. Other than that, Gust doesn’t have a lot of practical uses compared to most other Cantrips.
8 Get This: Minor Illusion
Minor Illusion (Illusion) can serve as a Spellcaster’s handy Spell for distractions in times of need. This Cantrip (30ft, Somatic, Material) enables Spellcasters to create an object’s image or a sound that can last for up until a minute. Sounds with Minor Illusion can range from anything within the user’s imagination. Meanwhile, images should fit a 5-foot cube and can create non-physical sensory effects. Touching the object or succeeding an Intelligence (Investigation) check against the object reveals the illusion.
Interestingly, creative Spellcasters can do wonders with a 5-foot square. As such, Minor Illusion can pave way for hiding spaces or even helpful distractions against opponents. Spellcasters among any Class should consider getting this Cantrip for handy illusions.
7 Just Skip: Mending
Things break all the time, and Mending (Transmutation) serves as D&D‘s version of duct tape. This Cantrip (Touch, Verbal, Somatic, Material) can repair a single tear or break on any object, provided it’s not larger than a foot across any dimension. Repairing objects with Mending leaves no trace of the previous damage.
Moreover, Mending can repair constructs or magic items such as Cleric weapons to their former appearance – albeit lacking their former magic. Unfortunately, Mending is one of the most situational Cantrips out there. Moreover, almost any type of equipment that can get damage can easily be replaced.
6 Get This: Mind Sliver
The slightest disorientation can put anyone out of focus – sometimes, to lethal consequences. Mind Sliver (Enchantment) transforms this into a disastrous psychic attack. This Cantrip (60ft, Verbal) enables casters to drive a spike that can disorient the mind of a creature within their range, in the form of an Intelligence Saving Throw. If the creature fails the Save, they not only get 1d6 Psychic damage, but also gets a -1d4 penalty on their next Saving Throw before the end of the caster’s next turn.
Interestingly, Mild Sliver can easily become a powerful Cantrip in any Spellcaster’s repertoire. Remember, immunity and resistance to Psychic damage is considered rare – and Intelligence usually becomes the dump stat of a lot of creatures. Moreover, the Save penalty can lead to more devastating effects caused by other members of the party.
5 Just Skip: Mold Earth
With the right hands, even a portion of dirt can become extremely useful. Thanks to Mold Earth (Transmutation), this Cantrip (Somatic) simply needs a portion of dirt and manipulate it in a myriad of ways. Casters can excavate, move, and redeposit the loose area to another area 5ft away. They can also cause shapes to appear that lasts for an hour. Likewise, casters can mold that area into becoming difficult terrain (or vice versa) for an hour.
However, players interested in getting Mold Earth can find more use with a shovel or a stick. Granted, players might want to create different terrain. However, Mold Earth can only have two effects that affect 5-foot squares – meaning, they may as well make room for a more useful Cantrip.
4 Get This: Mage Hand
Spellcasters who need helping hands can just use their arcane magic to summon a Mage Hand (Conjuration). This Cantrip (30ft, Verbal, Somatic) summons a spectral hand that floats at a point within range. With an action, the caster can manipulate an object up to 30ft away. However, casters can’t use Mage Hand to activate magical items, make attacks, or carry a weight of more than 10 pounds.
Thankfully, players can find all sorts of reasons to be able to move things at a distance. In most instances, Mage Hand becomes a godsend for players who want to do tasks that hold a considerable amount of risk. These include trying to steal relics from powerful NPCs, or simply doing things from a distance without being noticed.
3 Just Skip: Poison Spray
Poison can be bad, whatever the form, and Spellcasters can project puffs of poisonous gas through Poison Spray (Conjuration). This Cantrip (10ft, Verbal, Somatic) forces the target creature to make a Constitution Save and succeed, lest it takes 1d12 Poison damage. The damage from Poison Spray increases over time, enabling the Caster to summon more potent forms of poison gas.
However, despite its damage potential, Poison Spray doesn’t become practical in the long run. For instance, its range limit essential makes Poison Spray a melee Spell – making it impractical for most glass cannon Spellcasters. Moreover, a lot of creatures resist Poison damage, and higher-HP creatures can resist Poison Spray’s Constitution Save requirement.
2 Get This: Shape Water
With Shape Water (Transmutation), casters can do a ton of things with just an area of water that fits a 5-foot cube. For instance, this Cantrip (30ft, Somatic) lets casters change the flow or even move the target water up to 5ft in any direction. Moreover, such water can create shapes and become frozen or animated in a certain direction within an hour.
Interestingly, Shape Water serves as perhaps the most practical Spell out of the four element-moving Cantrips. For instance, Shape Water can move boiling water, redirect water, or create visual cues for communication. Shape Water can also reduce opacity to search in muddy water or vice versa to hide objects. Lastly, freezing water can create bridges or block paths.
1 Just Skip: Resistance
Even the mightiest of warriors can die with the wrong move. With Resistance (Abjuration), Spellcasters can empower their allies whenever they have to make decisions that take survival into account. This Cantrip (Touch, Verbal, Somatic, Material) endows a willing creature with a 1d4 roll. They can add the result of the roll before or after making a Save of their choice.
Unfortunately, unlike Guidance, Spellcasters consider Resistance much harder to cast on a practical level. For starters, players can’t participate when enemies might throw a Spell or effect that requires a Save. Moreover, if players want to cast this before battle, they should probably use a more useful Spell that relies on Concentration, or just use a more potent healing Spell.
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