I'm currently playing a variant Feral Tiefling wizard necromancer. I was wondering if it's worth putting a single level in Death Domain cleric to get Reaper to hit an additional target with a necromancy cantrip within 5' of the original target in exchange for 7th level spell slot and Signature Spells.
Honestly, it really depends if you want lower damage spells(cantrips) but more targets or stronger combat, utility spells and spell slot conservation. I would put a level in the Death Domain as a Cleric so you can spread damage across multiple enemies. It also really depends on how long you are going to stick with this character.
My interpretation of Reaper is it only works when casting a spell as a Cleric not as another class. Under that interpretation you would only benefit from Reaper when casting with WIS instead of INT, which then makes you dependent on a high Wisdom on a Wizard.
My interpretation of Reaper is it only works when casting a spell as a Cleric not as another class. Under that interpretation you would only benefit from Reaper when casting with WIS instead of INT, which then makes you dependent on a high Wisdom on a Wizard.
"When [you cast] a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other." No mention of class restrictions.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
It says when "When the cleric casts" To me I was interpreting that as a requirement for it only works when casting the spell as a Cleric spell... but I admit it's shaky ground and wouldn't bet heavily on it being the "correct" interpretation.
If I am incorrect, I would put Reaper as a "icing on the cake" benefit.
Especially if you take your 1st level in Cleric and the rest in Wizard you get: +2hp from starting with a 1d8 instead of 1d6 hit die. Proficiency in Simple and Martial Weapons Proficiency in Light and Medium Armor and Shields. Saving Throws in Wisdom/Charisma instead of Intelligence/Wisdom Better starting gear! (warhammer, scale mail, light crossbow, and shield) You'll need to put 25 gold aside for a Component Pouch before level 2.
Delaying spell progression to have a better cantrip is a bad idea. That's one more fireball you can cast which would more than make up for that damage.
In the short term, it might give you a nice boost, but personal experience has found that, over time, you're relying less and less on cantrips (unless you're a warlock). You get magical staves that shoot fireballs, or whatever, and you get more low-level spell slots you could be casting damage spells with as well.
In the short term, it might give you a nice boost, but personal experience has found that, over time, you're relying less and less on cantrips (unless you're a warlock). You get magical staves that shoot fireballs, or whatever, and you get more low-level spell slots you could be casting damage spells with as well.
Whenever I play a wizard it seems like I consistently use Cantrips as my bonus action though, even at higher levels.
page 203 of the player's handbook states
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Whenever I play a wizard it seems like I consistently use Cantrips as my bonus action though, even at higher levels.
I presume you mean use Cantrips with your bonus action spell? There's only two bonus action cantrips (Magic Stone and Shillelagh, neither of which are wizard spells.
I'm not aware of a large number of bonus action spells for the wizard - there's only six of them as far as I can tell, three of which are from Xanathar's. Dragon's Breath, Expeditious Retreat, Far Step, Magic Weapon, Misty Step, and Shadow Blade. Two of those are for weapons, and tend to be used in place of cantrips if you cast them. Three of them are for movement, which, while handy, is perhaps one per battle in my opinion, and two of which are long term spells. Dragon's Breath takes an action to use, which doesn't stack with cantrip usage.
What are you doing that its taking up your bonus action as a spell, if I might ask? Sorcerers can do lots of bonus action spells with metamagic, healers like the bard, cleric and druid have Healing Word as a bonus action that's pretty common to use. Necromancers tend to use their bonus action to be ordering around their skeletons, but that's not a spell. Perhaps are you thinking of Reaction instead of bonus action? Counterspell, Shield and Absorb Elements are commonly used spells as reactions, but they don't impact what you're doing during your turn (reactions happen in the same round, but on different turns from your action).
I think you are reading that wrong. It’s not saying you can cast cantrips as bonus actions, it’s saying if you cast a spell as a bonus action that you can only cast a cantrip as an action and not another spell that uses a slot. Only one spell that uses a slot per turn.
Also consider that you get armor as well which is much more useful than a 20th level capstone over the course of the game and you don't need to dedicate a slot for mage armor.
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I'm currently playing a variant Feral Tiefling wizard necromancer. I was wondering if it's worth putting a single level in Death Domain cleric to get Reaper to hit an additional target with a necromancy cantrip within 5' of the original target in exchange for 7th level spell slot and Signature Spells.
What do you think is better?
Honestly, it really depends if you want lower damage spells(cantrips) but more targets or stronger combat, utility spells and spell slot conservation. I would put a level in the Death Domain as a Cleric so you can spread damage across multiple enemies. It also really depends on how long you are going to stick with this character.
My interpretation of Reaper is it only works when casting a spell as a Cleric not as another class.
Under that interpretation you would only benefit from Reaper when casting with WIS instead of INT, which then makes you dependent on a high Wisdom on a Wizard.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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It says when "When the cleric casts"
To me I was interpreting that as a requirement for it only works when casting the spell as a Cleric spell...
but I admit it's shaky ground and wouldn't bet heavily on it being the "correct" interpretation.
If I am incorrect, I would put Reaper as a "icing on the cake" benefit.
Especially if you take your 1st level in Cleric and the rest in Wizard you get:
+2hp from starting with a 1d8 instead of 1d6 hit die.
Proficiency in Simple and Martial Weapons
Proficiency in Light and Medium Armor and Shields.
Saving Throws in Wisdom/Charisma instead of Intelligence/Wisdom
Better starting gear! (warhammer, scale mail, light crossbow, and shield)
You'll need to put 25 gold aside for a Component Pouch before level 2.
Delaying spell progression to have a better cantrip is a bad idea. That's one more fireball you can cast which would more than make up for that damage.
In the short term, it might give you a nice boost, but personal experience has found that, over time, you're relying less and less on cantrips (unless you're a warlock). You get magical staves that shoot fireballs, or whatever, and you get more low-level spell slots you could be casting damage spells with as well.
Whenever I play a wizard it seems like I consistently use Cantrips as my bonus action though, even at higher levels.
page 203 of the player's handbook states
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
I think you are reading that wrong. It’s not saying you can cast cantrips as bonus actions, it’s saying if you cast a spell as a bonus action that you can only cast a cantrip as an action and not another spell that uses a slot. Only one spell that uses a slot per turn.
Also consider that you get armor as well which is much more useful than a 20th level capstone over the course of the game and you don't need to dedicate a slot for mage armor.