I don’t understand - the target makes a wisdom save, it has nothing to do with the caster’s class, only your spell’s dc. So it works great on low wis targets with high ac.
ive been using ray of frost when I need an attack roll cantrip. Add create bonfire and I have 3 cantrips with different types of rolls.
I don’t understand - the target makes a wisdom save, it has nothing to do with the caster’s class, only your spell’s dc. So it works great on low wis targets with high ac.
ive been using ray of frost when I need an attack roll cantrip. Add create bonfire and I have 3 cantrips with different types of rolls.
Your spells DC save is depending on your own stats. So someone with a 12 Wisdom is going to have a lower spell save than someone with a 16 Wisdom
Technically speaking, this thread is about wizard cantrips. Wizards use the Intelligence ability score to calculate their spell DC and spell attack rolls.
Toll the Dead - you calculate the spell DC with your Intelligence ability score (8 + proficiency bonus + INT modifier), and the target of the spell must make the saving throw roll based on their Wisdom saving throw modifier.
In an ideal circumstance your wizard will have a high Intelligence score, and the target of your Toll the Dead spell will have a low Wisdom saving throw modifier.
Your spells DC save is depending on your own stats. So someone with a 12 Wisdom is going to have a lower spell save than someone with a 16 Wisdom
As VillainTheory explained - Your spell's save DC is dependent on *one* stat, your spellcasting ability. It's not like with a fireball you use your own dexterity to find the DC. As a wizard that number is always INT based. So what matters here is the stats of your opponents and matching up against that favorably.
Druids and Clerics would use Wisdom. Paladins, Sorcerers, and Bards use Charisma.
I like to have one damage cantrip and several utility cantrips.
Chill touch has excellent range, and although it uses an attack roll, I can imagine it doesn’t give away your position if you use it from a concealed position. Good against someone with a low AC, and good against someone who normally regenerates. What to do if in contact with necrotic immunity? First level spell time, chromatic orb...choose the right form of damage...
Minor illusion has an infinite number of creative uses for the images, and creating sounds creates distractions or confusions. You can simulate Initimidation or Persuasion using Minor Illusion to imitate a voice.
Prestidigitation can add some sparkle or smoke effects to your close range minor illusions. Now you are really the life of the party, and you can also keep your clothes perfectly clean, and warm your tea before you drink it. Puff of smoke? Nice distraction while I hide. Shower of sparks? Nice distraction while you attack.
Light is definitely fun when you start using it creatively. I would imagine you are more Persuasive and Intimidating when your clothes are glowing brightly. Even creatures with dark vision need some light to find traps without disadvantage. Glowing spear heads make impressive torches, and are also useful for searching and poking through stuff. Glowing arrows sent over to the enemy to light up their position can be helpful.
Mage Hand seems like a fundamental skill for a wizard, since it is important to be able to handle dangerous stuff safely. Often it is safer about 30 feet away from what you are handling. I actually prefer simulating this cantrip by using a ritual casting of unseen servant, which means I still have space to choose one more favorite...
Message is very useful in a tactical situation. The wizard can quickly relay information to party members based on the enhanced scouting knowledge provided by the bond to a familiar. Message can also be used to mess with people and possibly make them frightened.
I have soiled and unsoiled countless pairs of pants!
So much this! I used this in my first 5e game which was just last week. Skellingtons are scary to a gnome wizard! Un-soiling Thistlebritches' britches was very important!
My wacky choices were Ray of frost, mould earth and shape water.
For Ray of frost, the damage is decent and the speed reduction can be really useful early on, especially when you find a 'fight' involving someting far too big to kill and it keeps saying things like 'I'm eating the one in the dress first.'
Mould earth is effectively a way to destroy most buildings. If a five foot cube of earth just leaves from underneath a house, it will probably have a change of heart about being quite so vertical. Add in the ability to send messages across long distances with pictures, build earthworks and instantly make difficult terrain and you have a very good spell for use in sieges and demolition jobs.
Shape water is great too, I used it to sell icy pops in Waterdeep with that and prestidigitation. Made a fortune.
Every responsible Wizard needs Control Flames. A good DM will make you realize you can't just go muckin' about throwing Fire Bolts, Fireballs, and lightning spells every which way without making sure the the whole place doesn't go up in flames around you.
Wizard: "Well, I'm deep in an old, dry, tinder-like forest. I cast my Firebolt at the Goblin. Look, I rolled a 20!"
DM: "The Goblin falls over dead in a glorious blaze and you cheer at your success. Get out your marshmallows boys, you see the dry underbrush around the goblin's corpse instantly catch fire, and you realize you're a few short rounds away from being surrounded by flames if you don't do something to control the fire."
Are the four I picked, my character is a forest gnome so Minor Illusion is a freebie. I've found Mage Hands to be fun with a lot of uses. Haven't had the chance to use the others, except infestation in a battle.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Ah ok I misread the dates. Needs an update then :)
Toll the Dead is fantastic and one of my favourite overall cantrips, but it is more useful in classes with a high wisdom.
So Firebolt is properly going to do more damage as it will more likely hit the enemy
I don’t understand - the target makes a wisdom save, it has nothing to do with the caster’s class, only your spell’s dc. So it works great on low wis targets with high ac.
ive been using ray of frost when I need an attack roll cantrip. Add create bonfire and I have 3 cantrips with different types of rolls.
Technically speaking, this thread is about wizard cantrips. Wizards use the Intelligence ability score to calculate their spell DC and spell attack rolls.
Toll the Dead - you calculate the spell DC with your Intelligence ability score (8 + proficiency bonus + INT modifier), and the target of the spell must make the saving throw roll based on their Wisdom saving throw modifier.
In an ideal circumstance your wizard will have a high Intelligence score, and the target of your Toll the Dead spell will have a low Wisdom saving throw modifier.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
As VillainTheory explained - Your spell's save DC is dependent on *one* stat, your spellcasting ability. It's not like with a fireball you use your own dexterity to find the DC. As a wizard that number is always INT based. So what matters here is the stats of your opponents and matching up against that favorably.
Druids and Clerics would use Wisdom. Paladins, Sorcerers, and Bards use Charisma.
I like to have one damage cantrip and several utility cantrips.
Chill touch has excellent range, and although it uses an attack roll, I can imagine it doesn’t give away your position if you use it from a concealed position. Good against someone with a low AC, and good against someone who normally regenerates. What to do if in contact with necrotic immunity? First level spell time, chromatic orb...choose the right form of damage...
Minor illusion has an infinite number of creative uses for the images, and creating sounds creates distractions or confusions. You can simulate Initimidation or Persuasion using Minor Illusion to imitate a voice.
Prestidigitation can add some sparkle or smoke effects to your close range minor illusions. Now you are really the life of the party, and you can also keep your clothes perfectly clean, and warm your tea before you drink it. Puff of smoke? Nice distraction while I hide. Shower of sparks? Nice distraction while you attack.
Light is definitely fun when you start using it creatively. I would imagine you are more Persuasive and Intimidating when your clothes are glowing brightly. Even creatures with dark vision need some light to find traps without disadvantage. Glowing spear heads make impressive torches, and are also useful for searching and poking through stuff. Glowing arrows sent over to the enemy to light up their position can be helpful.
Mage Hand seems like a fundamental skill for a wizard, since it is important to be able to handle dangerous stuff safely. Often it is safer about 30 feet away from what you are handling. I actually prefer simulating this cantrip by using a ritual casting of unseen servant, which means I still have space to choose one more favorite...
Message is very useful in a tactical situation. The wizard can quickly relay information to party members based on the enhanced scouting knowledge provided by the bond to a familiar. Message can also be used to mess with people and possibly make them frightened.
“Surviving Port Nyanzaru” - Dungeon Master Tier 1
So much this! I used this in my first 5e game which was just last week. Skellingtons are scary to a gnome wizard! Un-soiling Thistlebritches' britches was very important!
My wacky choices were Ray of frost, mould earth and shape water.
For Ray of frost, the damage is decent and the speed reduction can be really useful early on, especially when you find a 'fight' involving someting far too big to kill and it keeps saying things like 'I'm eating the one in the dress first.'
Mould earth is effectively a way to destroy most buildings. If a five foot cube of earth just leaves from underneath a house, it will probably have a change of heart about being quite so vertical. Add in the ability to send messages across long distances with pictures, build earthworks and instantly make difficult terrain and you have a very good spell for use in sieges and demolition jobs.
Shape water is great too, I used it to sell icy pops in Waterdeep with that and prestidigitation. Made a fortune.
I want to put a shout out to my underloved cantrip Move Earth.
When you're out in the wilderness you're one action away from a foxhole granting 3/4 cover!
Agreed. I take it and Chill Touch, even if I am not playing a necromancer. They are just too good.
Every responsible Wizard needs Control Flames. A good DM will make you realize you can't just go muckin' about throwing Fire Bolts, Fireballs, and lightning spells every which way without making sure the the whole place doesn't go up in flames around you.
Wizard: "Well, I'm deep in an old, dry, tinder-like forest. I cast my Firebolt at the Goblin. Look, I rolled a 20!"
DM: "The Goblin falls over dead in a glorious blaze and you cheer at your success. Get out your marshmallows boys, you see the dry underbrush around the goblin's corpse instantly catch fire, and you realize you're a few short rounds away from being surrounded by flames if you don't do something to control the fire."
Guide to the Five Factions (PWYW)
Deck of Decks
good for traps too...throw a minor illusion on top of the hole.
Guide to the Five Factions (PWYW)
Deck of Decks
yALl hEaRD oF crEAte boNfiRE
elDridTCh bLasT 2.0 yOU faKe gaMerS
heheh get rickrolled xdddddd
Minor Illusion
Toll the Dead
Mage Hand
Firebolt
Light
You certainly dont know the concept of "Concentration", right?
Minor Illusion
Mage Hands
Infestation
Prestidigitation
Are the four I picked, my character is a forest gnome so Minor Illusion is a freebie. I've found Mage Hands to be fun with a lot of uses. Haven't had the chance to use the others, except infestation in a battle.
Change 1 vote for Dancing Lights to Toll The Dead, which is missing from this list.Edit: Just read that this poll was created pre: Xanathar's...
I feel ray of frost because it does damage with the added effect of reduced speed by 10 until start of next turn