I saw a vote for the most popular cantrips in the wizard forum, and decided to put one up here. Clerics obviously choose from a much smaller list, but I'm interested in seeing which cantrips get the nod after the top two or three. And I guess most players will expect to get five cantrips eventually.
I'm relatively new to D&D, but I'm not looking for advice, I'm just interested in seeing what other people choose.
Assume that you're building a character for a fairly standard party in a non-specific campaign, with no need to be particularly optimized or specialized, starting at a level low enough for cantrips to be relevant, and planning to play for a long time.
Please feel free to post about your choices below.
Guidance is great, because you can try adding it to a lot of rolls. Granted you almost have to ask when you roll if it can be done with guidance, because the short duration makes it kind of an only way to use it when it is reasonable you would have time to cast it beforehand.
Light is amazing as not everyone runs around with darkvision. Plus it makes for a nice holy asthetic to make your holy symbol glow or someone elses.
Spare the dying is a big one because when you gotta do cleric things and need to save a life, an ability to stabilize when you are holding someone in your hands is lovely.
Sacred flame is a main attack cantrip and only one available unless you have another book or set of cards. Those physical things are handy to have in a binder and you can totally jazz hands cast it behind a shield.
Thaumaturgy is great when you need to open all the things. Can find locked doors or if any traps to set off when opening a window or door...you aren't in front of them to be hit by the effect. Just you ain't able to hide the fact you are there. Eye color change is useful. Sometimes a red dragonborn wants gold eyes to allow for a more 'good' appearance
Cleric cantrips are overall excellent, and often come down to the type of cleric you are playing. Spare the Dying is a standard for me if I'm playing a pure healing focused cleric, but for more offensive caster clerics I love Sacred Flame.
Spamming guidance is a time-honoured tradition at this point. I justify it by saying that my character is constantly mumbling prayers, psalms, etc. whenever travelling through a dangerous environment, and I'm fine—as a DM—with players who do that as well.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
If you aren't giving Guidance, you aren't playing your Cleric right. ;-)
Guidance is handy for pretty much any ability check your team is handling: Is your rogue rogue-ing? Guidance. Is your scout scouting? Guidance. Is your investigator investigating? Guidance. Is your charmer charming? Guidance (this one is a little harder to do around NPCs, but is possible if you are subtle).
im almost always a healing machine, but that saidm I have played a lootttt of clerics
My favorites / 3 "must haves"
Thaumaturgy: Can be used for wonderful rp elements- I used this a lot with my dwarf cleric of pelor to boost intimidation "YOU HAVE BROUGHT ON THE WRATH OF PELOR!" plus lightning crackles and ground shaking is pretty great
Sacred Flame: for some lovely ranged cantrip dps. Admittedly I have never used toll the dead as I only recently gained access to that book (via dnd beyond lol)
Spare the Dying: Fairly self explanatory, maybe your out of heal spells, or its some npc who you don't wanna waste them on, or you can't spend the spell slot despite a party member being down- bc you have to keep guiding bolt the enemy while crying
after that its variable depending on the party comp/the players you are with
i have personally never managed to get much use out of guidance despite the popularity as my party members tend to run in head first before i can say "-waittttt"
light is an ok choice, unless you have someone with dancing lights/a more versatile one, i like the idea of word of radiance but have never used it- the close range is scary but if im casting touch range spells anyways (inflict wounds) and in my current party im basically the mid-ranged dps/heal machine and ill probably take it when my guy levels again
If you aren't giving Guidance, you aren't playing your Cleric right. ;-)
Guidance is handy for pretty much any ability check your team is handling: Is your rogue rogue-ing? Guidance. Is your scout scouting? Guidance. Is your investigator investigating? Guidance. Is your charmer charming? Guidance (this one is a little harder to do around NPCs, but is possible if you are subtle).
Give all the Guidance!
If you mumble little prayers all the time and periodically weave a thaumaturgy in there just to get some effects going, then you can write it off as your god blessing you. Then when you want that subtle guidance to go off, people are more used to these prayers having periodic answers. But that only works if you player your spells as prayers and non clerics/priests and non arcanists are around.
I've never played a cleric, but I multiclass one level of cleric, JUST for thaumaturgy. It makes any character a million times more epic.
Plus martial weapons, heavy armour, a quick way to get guidance, sanctuary cure wounds, bless, and a few others to choose from. Great low level spells.
I've never played a cleric, but I multiclass one level of cleric, JUST for thaumaturgy. It makes any character a million times more epic.
Plus martial weapons, heavy armour, a quick way to get guidance, sanctuary cure wounds, bless, and a few others to choose from. Great low level spells.
I gotta be honest, practicality is always my #2 concern when I build a character. I literally forgot about the other spells I got from level one cleric.
Toll the dead has become a personal favorite of mine, especially at higher levels and great for Grave domain clerics with Potent Spellcasting.
Thaumaturgy is just so versatile of a cantrip and can make people believe you are a chosen one, low magic settings are the best for peasant intimidation.
Spare the Dying is a must have for every cleric, for those prolonged fights where one runs of spells. You got this little thing to stabilize.
Very curios why Infestation was left out of the discussion, I really think that is a good cantrip and can sometimes disrupt the flow of battle even if by 1 square.
Light for the non darkvision races.
Sacred Flame for that sweet, sweet radiance damage.
And for the rest of them, they're very...unconventional and would see them being used in just certain scenarios.
I love me some Guidance. I flavor it as my Dwarven Cleric using an ancient Dwarven blessing by muttering a few words and giving the player a "fist bump" Toll the Dead is easily my second favorite as it's been a pretty reliable source of damage against enemies with low wis saves.
Actually, it would be possible to have some anonymous data analysis by the dndbeyond team, they did this for race / class combinations already - https://fivethirtyeight.com/features/is-your-dd-character-rare/ - but it would also be possible to list the most used spells by class.
Hope some admin reads that and takes that in account when posting new articles
Guidance is great, because you can try adding it to a lot of rolls. Granted you almost have to ask when you roll if it can be done with guidance, because the short duration makes it kind of an only way to use it when it is reasonable you would have time to cast it beforehand.
Light is amazing as not everyone runs around with darkvision. Plus it makes for a nice holy asthetic to make your holy symbol glow or someone elses.
Spare the dying is a big one because when you gotta do cleric things and need to save a life, an ability to stabilize when you are holding someone in your hands is lovely.
Sacred flame is a main attack cantrip and only one available unless you have another book or set of cards. Those physical things are handy to have in a binder and you can totally jazz hands cast it behind a shield.
Thaumaturgy is great when you need to open all the things. Can find locked doors or if any traps to set off when opening a window or door...you aren't in front of them to be hit by the effect. Just you ain't able to hide the fact you are there. Eye color change is useful. Sometimes a red dragonborn wants gold eyes to allow for a more 'good' appearance
Yes, Spare the Dying is great for when you are out of healing spells and someone is down. But all my characters just carry a Healer's Kit regardless of class. You don't even need to be a caster and Healer's Kit does the same thing as Spare the Dying. Best 5 gold you will ever spend. Then (if I am playing a cleric) I am free to pick another cantrip instead.
My cleric has guidance, sacred flame, and toll the dead, but I only use the first one...there just aren't great options for clerics. If This character was an autognome (like my druid), I would take mending for sure. Thaumaturgy is ok.
I saw a vote for the most popular cantrips in the wizard forum, and decided to put one up here. Clerics obviously choose from a much smaller list, but I'm interested in seeing which cantrips get the nod after the top two or three. And I guess most players will expect to get five cantrips eventually.
I'm relatively new to D&D, but I'm not looking for advice, I'm just interested in seeing what other people choose.
Assume that you're building a character for a fairly standard party in a non-specific campaign, with no need to be particularly optimized or specialized, starting at a level low enough for cantrips to be relevant, and planning to play for a long time.
Please feel free to post about your choices below.
Guidance is great, because you can try adding it to a lot of rolls. Granted you almost have to ask when you roll if it can be done with guidance, because the short duration makes it kind of an only way to use it when it is reasonable you would have time to cast it beforehand.
Light is amazing as not everyone runs around with darkvision. Plus it makes for a nice holy asthetic to make your holy symbol glow or someone elses.
Spare the dying is a big one because when you gotta do cleric things and need to save a life, an ability to stabilize when you are holding someone in your hands is lovely.
Sacred flame is a main attack cantrip and only one available unless you have another book or set of cards. Those physical things are handy to have in a binder and you can totally jazz hands cast it behind a shield.
Thaumaturgy is great when you need to open all the things. Can find locked doors or if any traps to set off when opening a window or door...you aren't in front of them to be hit by the effect. Just you ain't able to hide the fact you are there. Eye color change is useful. Sometimes a red dragonborn wants gold eyes to allow for a more 'good' appearance
Arcane Cleric: Booming Blade and Green-Flame Blade.
Cleric cantrips are overall excellent, and often come down to the type of cleric you are playing. Spare the Dying is a standard for me if I'm playing a pure healing focused cleric, but for more offensive caster clerics I love Sacred Flame.
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I've never seen the point in spare the dying, just casting a healing spell will bring them above 0 hp and make them conscious.
Spamming guidance is a time-honoured tradition at this point. I justify it by saying that my character is constantly mumbling prayers, psalms, etc. whenever travelling through a dangerous environment, and I'm fine—as a DM—with players who do that as well.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
If you aren't giving Guidance, you aren't playing your Cleric right. ;-)
Guidance is handy for pretty much any ability check your team is handling: Is your rogue rogue-ing? Guidance. Is your scout scouting? Guidance. Is your investigator investigating? Guidance. Is your charmer charming? Guidance (this one is a little harder to do around NPCs, but is possible if you are subtle).
Give all the Guidance!
im almost always a healing machine, but that saidm I have played a lootttt of clerics
My favorites / 3 "must haves"
Thaumaturgy: Can be used for wonderful rp elements- I used this a lot with my dwarf cleric of pelor to boost intimidation "YOU HAVE BROUGHT ON THE WRATH OF PELOR!" plus lightning crackles and ground shaking is pretty great
Sacred Flame: for some lovely ranged cantrip dps. Admittedly I have never used toll the dead as I only recently gained access to that book (via dnd beyond lol)
Spare the Dying: Fairly self explanatory, maybe your out of heal spells, or its some npc who you don't wanna waste them on, or you can't spend the spell slot despite a party member being down- bc you have to keep guiding bolt the enemy while crying
after that its variable depending on the party comp/the players you are with
i have personally never managed to get much use out of guidance despite the popularity as my party members tend to run in head first before i can say "-waittttt"
light is an ok choice, unless you have someone with dancing lights/a more versatile one, i like the idea of word of radiance but have never used it- the close range is scary but if im casting touch range spells anyways (inflict wounds) and in my current party im basically the mid-ranged dps/heal machine and ill probably take it when my guy levels again
If you mumble little prayers all the time and periodically weave a thaumaturgy in there just to get some effects going, then you can write it off as your god blessing you. Then when you want that subtle guidance to go off, people are more used to these prayers having periodic answers. But that only works if you player your spells as prayers and non clerics/priests and non arcanists are around.
I've never played a cleric, but I multiclass one level of cleric, JUST for thaumaturgy. It makes any character a million times more epic.
Plus martial weapons, heavy armour, a quick way to get guidance, sanctuary cure wounds, bless, and a few others to choose from. Great low level spells.
Martial weapons and heavy armor are dependent on the subclass, but yes.
I gotta be honest, practicality is always my #2 concern when I build a character. I literally forgot about the other spells I got from level one cleric.
Thaumaturgy is that broad, utility cantrip that can really define the moment...
Intimidate a bad guy by freaking them out with demonic voices or your creepy eyes?
Distract a group with their bonfire changing colors, or making things move around?
Make a miniature earthquake? "Thaumaturgy" is the way forward.
Aside from that, "Sacred Flame" and "Toll the Dead" are perfect damage cantrips for a cleric, covering the good and the bad alignments.
"Mending" is useful, although general and bland...and "Light" is for those situations when dealing with players or NPC''s without darkvision.
Toll the dead has become a personal favorite of mine, especially at higher levels and great for Grave domain clerics with Potent Spellcasting.
Thaumaturgy is just so versatile of a cantrip and can make people believe you are a chosen one, low magic settings are the best for peasant intimidation.
Spare the Dying is a must have for every cleric, for those prolonged fights where one runs of spells. You got this little thing to stabilize.
Very curios why Infestation was left out of the discussion, I really think that is a good cantrip and can sometimes disrupt the flow of battle even if by 1 square.
Light for the non darkvision races.
Sacred Flame for that sweet, sweet radiance damage.
And for the rest of them, they're very...unconventional and would see them being used in just certain scenarios.
I love me some Guidance. I flavor it as my Dwarven Cleric using an ancient Dwarven blessing by muttering a few words and giving the player a "fist bump" Toll the Dead is easily my second favorite as it's been a pretty reliable source of damage against enemies with low wis saves.
Actually, it would be possible to have some anonymous data analysis by the dndbeyond team, they did this for race / class combinations already - https://fivethirtyeight.com/features/is-your-dd-character-rare/ - but it would also be possible to list the most used spells by class.
Hope some admin reads that and takes that in account when posting new articles
Yes, Spare the Dying is great for when you are out of healing spells and someone is down. But all my characters just carry a Healer's Kit regardless of class. You don't even need to be a caster and Healer's Kit does the same thing as Spare the Dying. Best 5 gold you will ever spend. Then (if I am playing a cleric) I am free to pick another cantrip instead.
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My cleric has guidance, sacred flame, and toll the dead, but I only use the first one...there just aren't great options for clerics. If This character was an autognome (like my druid), I would take mending for sure. Thaumaturgy is ok.
Spare the dying is useless. Carry healer's kits.
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"Spare the dying is useless. Carry healer's kits. "
Doesn’t casting any sort of heal at all do the same thing plus provide a little bit of health points?