Im playing with Matt Mercer’s gunslinger for fighter at at fourth level plan to take Magic Initiate. I have a warlock with find familiar already and want some useful spells. Thanks!
Sadly, as you have already played a warlock, the most useful to you would probably be warlock class spells, hex, for increased damage, and mending cantrip to repair your no doubt expensive and almost impossible to repair weapon.
If you go wizard, shocking grasp to help you get away from people who come to melee you. Shield is always helpful. maybe something like burning hands to give you a little AoE/ different damage type, though that won't be as useful at higher levels.
Cleric you could pick up guidance which is endlessly useful, maybe a healing word to help keep allies alive.
In either case, light can help if you're a race without darkvision.
Bane from the Cleric list isn't often highlighted, but it's great to set up for the party's save-or-sh**t-yourself spells. Faerie Fire from the Druid list is another very useful spell that your party will thank you for casting.
They all have to be from the same spell list, though, for magic initiate. So if you go for Hex, your best cantrips are probably Frostbite and either Blade Ward or Minor Illusion. Straight damage cantrips won't ever scale up, but resisting melee damage or a chance to hit someone with disadvantage on their next attack is nice.
Bard might be good - grab mending and message (or true strike and vicious mockery) plus one of Faerie Fire, Bane, or Disguise Self.
Actually, Cantrips scale with your overall level, just like with your proficiency bonus. It's a weird thing to scale up like that, but it does.
I'm thinking they meant that on a comparative level. Damage cantrips don't usually gain damage dice at the same rate as a leveled spell. Additionally, Blade Ward which was mentioned, for instance scales perfectly for all levels to take half damage for the damage types it affects.
No, rockstar is right - I was thinking cantrips were tied to *caster* level, not total level. So my thought was you take magic initiate and you're stuck with, like, 1d8 cantrips forever, so you're better off taking utility cantrips. So, I was totally wrong on that. (I've never played a non-caster taking that feat, so my bad...)
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Im playing with Matt Mercer’s gunslinger for fighter at at fourth level plan to take Magic Initiate. I have a warlock with find familiar already and want some useful spells. Thanks!
Sadly, as you have already played a warlock, the most useful to you would probably be warlock class spells, hex, for increased damage, and mending cantrip to repair your no doubt expensive and almost impossible to repair weapon.
Expeditious Retreat might be a good fit as well to maintain range.
If you go wizard, shocking grasp to help you get away from people who come to melee you. Shield is always helpful. maybe something like burning hands to give you a little AoE/ different damage type, though that won't be as useful at higher levels.
Cleric you could pick up guidance which is endlessly useful, maybe a healing word to help keep allies alive.
In either case, light can help if you're a race without darkvision.
Bane from the Cleric list isn't often highlighted, but it's great to set up for the party's save-or-sh**t-yourself spells. Faerie Fire from the Druid list is another very useful spell that your party will thank you for casting.
If you choose Cleric, take guidance and guiding bolt, two kinda OP spells/cantrips for their level
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
They all have to be from the same spell list, though, for magic initiate. So if you go for Hex, your best cantrips are probably Frostbite and either Blade Ward or Minor Illusion. Straight damage cantrips won't ever scale up, but resisting melee damage or a chance to hit someone with disadvantage on their next attack is nice.
Bard might be good - grab mending and message (or true strike and vicious mockery) plus one of Faerie Fire, Bane, or Disguise Self.
Actually, Cantrips scale with your overall level, just like with your proficiency bonus. It's a weird thing to scale up like that, but it does.
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
I'm thinking they meant that on a comparative level. Damage cantrips don't usually gain damage dice at the same rate as a leveled spell. Additionally, Blade Ward which was mentioned, for instance scales perfectly for all levels to take half damage for the damage types it affects.
No, rockstar is right - I was thinking cantrips were tied to *caster* level, not total level. So my thought was you take magic initiate and you're stuck with, like, 1d8 cantrips forever, so you're better off taking utility cantrips. So, I was totally wrong on that. (I've never played a non-caster taking that feat, so my bad...)