Ever wanted an armory of very weak spells? Well, look no further, strange person! I have just the single-class build for you, right here! This build is for levels 16+
High Elf: 1 cantrip Warlock 16: 4 cantrips The Celestial: 2 cantrips Pact of the Tome: 3 cantrips Magic Initiate: Bard: 2 cantrips Artificer Initiate: 1 cantrip Telekinetic: 1 cantrip Spell Sniper: 1 cantrip
This will leave you with a total of 15 whole cantrips. Remember, this build has zero multiclassing, and is level 16. So, what do you think?
I think that you have imagined a character with a lot of feats and abilities that give it cantrips. I am not sure why, and it wouldn't be worth playing. A theoretical build only.
Looks like a neat idea. I love things that build strongly into one aspect, even if its not optimized per say. That being said, is there anything preventing you from taking magic initiate more than once and choosing other classes. I think Spell Sniper is a good choice if you are doing a cantrip-heavy build, but if possible I feel like Artificer Initiate and Telekinetic could be replaced with Magic Initiate (Wizard, Sorc) again to net 2 more cantrips.
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I played a Celestial Pact of the Tome Warlock once. I had a couple of cantrips that I never used and the campaign that he was in only lasted until 11th level. After a certain point cantrips stop being useful.
Looks like a neat idea. I love things that build strongly into one aspect, even if its not optimized per say. That being said, is there anything preventing you from taking magic initiate more than once and choosing other classes. I think Spell Sniper is a good choice if you are doing a cantrip-heavy build, but if possible I feel like Artificer Initiate and Telekinetic could be replaced with Magic Initiate (Wizard, Sorc) again to net 2 more cantrips.
Looks like a neat idea. I love things that build strongly into one aspect, even if its not optimized per say. That being said, is there anything preventing you from taking magic initiate more than once and choosing other classes. I think Spell Sniper is a good choice if you are doing a cantrip-heavy build, but if possible I feel like Artificer Initiate and Telekinetic could be replaced with Magic Initiate (Wizard, Sorc) again to net 2 more cantrips.
You can’t take magic initiate multiple times.
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That's 12 at level 2, and now you can have feats/ASI's. It's very nice to have a big toolbox, but from what I've seen in play these builds still tend to default to 2-3 cantrips 99% of the time.
I'd rather see a build (and more classes) that takes advantage of augmented cantrips to make them more effective, like combining Arcane Tricker's Mage Hand Legerdemain with Warlock's EB+Agonizing Blast, and Grave Cleric's Spare The Dying.
A true Cantrip Lord, rather than a cantrip buffet.
Ever wanted an armory of very weak spells? Well, look no further, strange person! I have just the single-class build for you, right here! This build is for levels 16+
High Elf: 1 cantrip
Warlock 16: 4 cantrips
The Celestial: 2 cantrips
Pact of the Tome: 3 cantrips
Magic Initiate: Bard: 2 cantrips
Artificer Initiate: 1 cantrip
Telekinetic: 1 cantrip
Spell Sniper: 1 cantrip
This will leave you with a total of 15 whole cantrips. Remember, this build has zero multiclassing, and is level 16. So, what do you think?
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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I think that you have imagined a character with a lot of feats and abilities that give it cantrips. I am not sure why, and it wouldn't be worth playing. A theoretical build only.
Looks like a neat idea. I love things that build strongly into one aspect, even if its not optimized per say. That being said, is there anything preventing you from taking magic initiate more than once and choosing other classes. I think Spell Sniper is a good choice if you are doing a cantrip-heavy build, but if possible I feel like Artificer Initiate and Telekinetic could be replaced with Magic Initiate (Wizard, Sorc) again to net 2 more cantrips.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I played a Celestial Pact of the Tome Warlock once. I had a couple of cantrips that I never used and the campaign that he was in only lasted until 11th level. After a certain point cantrips stop being useful.
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You can’t take magic initiate multiple times.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Shame
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
MC is just so much more efficient for this kind of thing:
High Elf: 1 cantrip
Sorcerer 1: 4 cantrips
Aberrant Mind: 1 cantrip
Cleric: 3 cantrips
Arcana Domain: 2 cantrips
That's 12 at level 2, and now you can have feats/ASI's. It's very nice to have a big toolbox, but from what I've seen in play these builds still tend to default to 2-3 cantrips 99% of the time.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'd rather see a build (and more classes) that takes advantage of augmented cantrips to make them more effective, like combining Arcane Tricker's Mage Hand Legerdemain with Warlock's EB+Agonizing Blast, and Grave Cleric's Spare The Dying.
A true Cantrip Lord, rather than a cantrip buffet.