With the new 2024 artificier rules Rock Gnomes are learning twice the Mending cantrip, meaning that you are losing one innitial free cantrip since not the specie or the class specify that if you already know the cantrip, you learn a new different one. Considering that with the rules of 2014 one the gnome or the artificier was granting that Mending Cantrip, it looks like as this is a non intentional overlap. May this be something to be corrected later in sage advice & errata?
My DM gave me a free cantrip from Artificer to make up for it. I'm sure that would happen on a lot of tables. Generally when Background, Class, Species duplicate a spell or skill I think players should be able to replace it within reason.
I do too. The only caveat I typically put in place is that it should be on the class list whenever possible, rather than grabbing anything available. Exceptions for it fitting a theme that the player was already leaning heavily into are fine, with permission (Which would typically be granted provided it isn't dipping into stuff exclusive to a specific class someone else is playing in the campaign).
A bunch of instance of Mage Hand related feats and features let you double the range or make it invisible if you somehow double up on it. So see if your DM is the goat and let you cast it as 1 action, instead of 1 minute. Become a carton blur, as you rapidly fix up damaged doors, close holes in a wall, or reseal packs of Pokemon cards.
A bunch of instance of Mage Hand related feats and features let you double the range or make it invisible if you somehow double up on it. So see if your DM is the goat and let you cast it as 1 action, instead of 1 minute. Become a carton blur, as you rapidly fix up damaged doors, close holes in a wall, or reseal packs of Pokemon cards.
Can you give an example? Arcane Trickster gives you an invisible Mage Hand, but it is not from doubling up. The same thing with the Telekinetic feat; the extra range and invisibility have nothing to do with doubling up on Mage Hand.
A bunch of instance of Mage Hand related feats and features let you double the range or make it invisible if you somehow double up on it. So see if your DM is the goat and let you cast it as 1 action, instead of 1 minute. Become a carton blur, as you rapidly fix up damaged doors, close holes in a wall, or reseal packs of Pokemon cards.
Can you give an example? Arcane Trickster gives you an invisible Mage Hand, but it is not from doubling up. The same thing with the Telekinetic feat; the extra range and invisibility have nothing to do with doubling up on Mage Hand.
If you double up with Telekinetic, it does extend the range:
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
You get invisibility for it regardless. If you already knew it, you get a 60' range, and if you didn't, you get 30.'
Arcane Trickster does not have this text about increasing the range or changing it if you already know the cantrip.
If you double up with Telekinetic, it does extend the range:
I must have been hasty in my reading. Still, one is far from "a bunch" and I would say that enhanced effect when you "double up" on something is an extremely rare oddity.
With the new 2024 artificier rules Rock Gnomes are learning twice the Mending cantrip, meaning that you are losing one innitial free cantrip since not the specie or the class specify that if you already know the cantrip, you learn a new different one.
Considering that with the rules of 2014 one the gnome or the artificier was granting that Mending Cantrip, it looks like as this is a non intentional overlap.
May this be something to be corrected later in sage advice & errata?
It's possible, but I doubt it. Other cases where this kind of thing happens with specifically granted cantrips typically haven't had any exceptions.
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My DM gave me a free cantrip from Artificer to make up for it. I'm sure that would happen on a lot of tables. Generally when Background, Class, Species duplicate a spell or skill I think players should be able to replace it within reason.
I do too. The only caveat I typically put in place is that it should be on the class list whenever possible, rather than grabbing anything available. Exceptions for it fitting a theme that the player was already leaning heavily into are fine, with permission (Which would typically be granted provided it isn't dipping into stuff exclusive to a specific class someone else is playing in the campaign).
I chose from the classlist, I might have been able to get away with something else, but I like to try to fit the theme of the class...
A bunch of instance of Mage Hand related feats and features let you double the range or make it invisible if you somehow double up on it. So see if your DM is the goat and let you cast it as 1 action, instead of 1 minute. Become a carton blur, as you rapidly fix up damaged doors, close holes in a wall, or reseal packs of Pokemon cards.
Can you give an example? Arcane Trickster gives you an invisible Mage Hand, but it is not from doubling up. The same thing with the Telekinetic feat; the extra range and invisibility have nothing to do with doubling up on Mage Hand.
How to add Tooltips.
My houserulings.
If you double up with Telekinetic, it does extend the range:
You get invisibility for it regardless. If you already knew it, you get a 60' range, and if you didn't, you get 30.'
Arcane Trickster does not have this text about increasing the range or changing it if you already know the cantrip.
I must have been hasty in my reading. Still, one is far from "a bunch" and I would say that enhanced effect when you "double up" on something is an extremely rare oddity.
How to add Tooltips.
My houserulings.