Worst cantrips in D&D 5E

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Wizard of the coast missed some game design here are the worst! They are at most situational.

#dnd #dungeonsanddragons #dnd5e
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How is spare the dying one of the worst cantrips?
1) A healer's kit has limited uses and requires a medicine check, something not all characters are good at considering how niche medicine checks are.
2) Cure wounds costs a spell slot, which might not be available at the point a player has gone down, and even if you had a spell slot available, healing word would be a much better spell since it's a bonus action cast and there wouldn't be much difference tactically if you're just trying to get them off the ground.
3) A healing potion is a 1 use consumable that costs a fair amount at lower levels when you're only getting between 50-100 GP per mission.

Sure, it could be better when levelling up, but it isn't the worst, nor useless, especially at lower levels

YaboiAware
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I’m doing a pirate campaign right now and the cleric is keeping the entire crew alive running around using spare the dying so that they live long enough for the carpenter/doctor can heal them. Incredible cantrip when dealing with large numbers of weak or unnamed NPCs like in a ship or battlefield type campaign. Stack that with goodberry for 1 healing and all the weaklings are ready for the next fight.

Daemonzword
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Cast Spare the Dying at range with a familiar, and it gains an edge over Helaers Kit

gurugru
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Yeah you need to think more creatively with magic stone. You give the stones to other creatures who don’t have good attacks, like an animated undead, tiny servant, homunculus, or anything else that doesn’t have a good chance to hit because it uses your spellcasting mod to hit rather than their stats. Also has great synergies with a sling and sharpshooter.

Eidolon
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Ya spare the dying is even worse considering anyone can just take an action for a dc10 medicine check

brandonpeterson
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True Strike is even worse given that you can't even use it on the same turn with quicken spell or action surge given the next turn clause.

renegadefoxfire
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True strike isn't even helped by quicken since it specifies that it helps with an attack on your next turn. Also its concentration so if you get hit in between turns you could lose concentration. Its basically an extremely limited help action that uses concentration.

benry
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excuse me, but Magic stone is actually really good. my druid uses it, and it does more damge at level 5 then thorn whip my other ranged damage cantrip. 1d6+5 60ft is almost always better then 2d6 30ft not to mention I can hand them out to npcs or other players that lack a ranged option.

chaossandrock