Thorn whip similarly raises the question, "Why would I want that attacker closer?" :)
good point actually
I do wish it said "may pull"
It has the specific description of Pull Up To 10 feet... implying you can pull less, including 0-feet and 5-feet
could you pull negative feet and push the target away from you?
No because it says "towards you" as well
I've played in a couple of games where the DM allowed for a player to make an atheletic/acrobatic check to use Thorn Whip [and Lightning Lure] on an adjacent creature and pull them to the other side of you. Kind of pulling them into you follow by a hip toss or trip kind of manuever
100% not RAW, but a lot of DM's will go with it... but some DM's play loose with the rules
My Druid/Artificer almost managed to pull a hag into her own cauldron, which would have been awesome, if I hadn't been missing attacks for 3 rounds in a row. Additionally, if you haggle with your DM (despite the cantrip targeting creatures, and not objects), you can almost treat the cantrip like a regular whip and do Indiana Jones-style shenanigans around the dungeon.
Though my Ranger's (Druidic Warrior) favorite is certainly Primal Savagery for a complete switch to a wis-based build.
I put Guidance because it's probably the most generally useful as it gives you a boost to basically all out-of-combat rolls, and you can even use it to boost your Initiative if you're initiating or expecting combat (e.g- ambush, or enemies confronted you before the fight etc.).
That said, I also have a soft-spot for Druidcraft being the Druid version of Prestidigitation, since the latter is easily my favourite cantrip (possibly favourite spell) in the game. They are both perfect RP/micro-benefit spells that demand creativity and let you just go around doing druid/mage stuff; not really useful in combat but the RP value of being able to predict weather, make plants bloom etc. (ideally the plants that you definitely have growing in your hair) and so-on should never be underestimated, and I've never had a DM who didn't love (and reward) a bit of creativity with these cantrips.
Direct benefit cantrips are your bread and butter for the dice rolling parts of the game of course, but a caster should always have some RP magic as well. In an ideal world all Druids would have druidcraft for free, as all other casters (that can take it) would have Prestidigitation for free, but that doesn't mean I begrudge spending a pick on either of them; given the choice I always will, because shenanigans are the most important part of the game 😉
That said, Druidcraft does actually have one deceptively powerful effect for a cantrip, which is predicting the weather; not every campaign will fully take advantage of weather and its detrimental effects (which is a shame), but you can fish for it by using the cantrip regularly (or agreeing with your DM that it's an automatic part of any long rest). Being prepared for a sudden storm is no small thing.
I like magic stone because it is a trap spell. BUT it does allow you to use a short bow with wisdom (technically)
I do wish it said "may pull"
It has the specific description of Pull Up To 10 feet... implying you can pull less, including 0-feet and 5-feet
could you pull negative feet and push the target away from you?
No because it says "towards you" as well
I've played in a couple of games where the DM allowed for a player to make an atheletic/acrobatic check to use Thorn Whip [and Lightning Lure] on an adjacent creature and pull them to the other side of you. Kind of pulling them into you follow by a hip toss or trip kind of manuever
100% not RAW, but a lot of DM's will go with it... but some DM's play loose with the rules
but negative feet towards you is the same as positive feet away from you
Gluck convincing your DM that’s how it works...
“Negative” and “Up to” don’t work in conjuncture that way
Thorn Whip.
My Druid/Artificer almost managed to pull a hag into her own cauldron, which would have been awesome, if I hadn't been missing attacks for 3 rounds in a row. Additionally, if you haggle with your DM (despite the cantrip targeting creatures, and not objects), you can almost treat the cantrip like a regular whip and do Indiana Jones-style shenanigans around the dungeon.
Though my Ranger's (Druidic Warrior) favorite is certainly Primal Savagery for a complete switch to a wis-based build.
Art Portfolio
ah, okay then
My most used cantrip (Primal Savagery) wasn't listed, so I chose my fav roleplaying cantrip Shape Water.
So far I've used it to create a key to a locked box and to make our barbarian slip on a small pool of ice, to get him out of his rage hangover. xD
Yeah PS is the upgrade from magic stick, of you are playing a druid of course.
shillelagh is better at lower levels but PS scales better.
I put Guidance because it's probably the most generally useful as it gives you a boost to basically all out-of-combat rolls, and you can even use it to boost your Initiative if you're initiating or expecting combat (e.g- ambush, or enemies confronted you before the fight etc.).
That said, I also have a soft-spot for Druidcraft being the Druid version of Prestidigitation, since the latter is easily my favourite cantrip (possibly favourite spell) in the game. They are both perfect RP/micro-benefit spells that demand creativity and let you just go around doing druid/mage stuff; not really useful in combat but the RP value of being able to predict weather, make plants bloom etc. (ideally the plants that you definitely have growing in your hair) and so-on should never be underestimated, and I've never had a DM who didn't love (and reward) a bit of creativity with these cantrips.
Direct benefit cantrips are your bread and butter for the dice rolling parts of the game of course, but a caster should always have some RP magic as well. In an ideal world all Druids would have druidcraft for free, as all other casters (that can take it) would have Prestidigitation for free, but that doesn't mean I begrudge spending a pick on either of them; given the choice I always will, because shenanigans are the most important part of the game 😉
That said, Druidcraft does actually have one deceptively powerful effect for a cantrip, which is predicting the weather; not every campaign will fully take advantage of weather and its detrimental effects (which is a shame), but you can fish for it by using the cantrip regularly (or agreeing with your DM that it's an automatic part of any long rest). Being prepared for a sudden storm is no small thing.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Chill touch go brrrrrr
Chill Touch isn't on the Druid spell-list, and it isn't actually that cold (at least not cold enough to do cold damage, since it's necrotic).
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Maybe hes thinking about frostbite?
ever heard of circle of spores
In these types of discussions we don't talk about sub classe. Especially since spore is one of the weakest.
shrooms tho