So I was looking at the new test materials, and is it me or did they eliminate some spells? Looking at the three categories of spell casters and what spells fall under those groupings shows a definite decrease in cantrips for sure. Divine casters have a listing of six total cantrips, that is it. What the hell. Arcane have 17 cantrips, but where is booming blade and green-flame blade? Under 5e, there are 31 cantrips for the wizard alone. Primal grouping shows only 10 cantrips in total, and 5e had 18 cantrips on the druid alone. This seems like a severe rollback on magic in general and to some degree the elimination of it from the updated version of the game. Unless some of the cantrips kept in the game are going to have better success at dealing damage consistently, I have to ask what is Wizards thinking here.
Sure they wanted to make melee the primary damage dealers with the changes they are making to the next version, but it seems like the none melee classes are being pigeon-holed to a specific role and relegated to a secondary status based on some of the changes (not set in stone) that they have made or are suggesting right now. Like only melee weapons can critically hit and nothing else. Sure this is an early look at proposed changes and they are not final, but to cut out nearly all cantrips from divine casters leaves me scratching my head at the decisions Wizards has proposed so far.
The 1D&D playtest is about revamping the Player's Handbook, and so it only concerns spells that were published in the PHB. You still have access to the spells published in other books, they just aren't getting changes that need testing.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Also they’ve implied (maybe even outright stated, I can’t remember for sure) that some spells will appear on individual class lists but not in the three umbrella groupings.
If you wanna pair your favorite 5e spells with the OneD&D playtest material, I see no reason why you can't. Just keep in mind which spells have been changed, and where they fit on which class's spell lists. Otherwise, if you try to keep both Spirit Guardians and Spiritual Weapon active at the same time, well... I got news for ya...
I understand that this is test material, just did not realize they were limiting it to the PHB book only at this time. I love the changes to spiritual weapon, hated the fact that you could not do anything about them as a DM. You have two spells in the weapon and guardians that are dealing constant damage and the majority of the time unless you do massive damage on the cleric or they roll really poorly, they usually make their concentration check on the spell. Aside from dispelling those spells, it just felt to me that they had an extra 2-3 party members on the map tearing your encounters apart with ease. Now that they are both concentration spells it helps level things off a bit.
So I was looking at the new test materials, and is it me or did they eliminate some spells? Looking at the three categories of spell casters and what spells fall under those groupings shows a definite decrease in cantrips for sure. Divine casters have a listing of six total cantrips, that is it. What the hell. Arcane have 17 cantrips, but where is booming blade and green-flame blade? Under 5e, there are 31 cantrips for the wizard alone. Primal grouping shows only 10 cantrips in total, and 5e had 18 cantrips on the druid alone. This seems like a severe rollback on magic in general and to some degree the elimination of it from the updated version of the game. Unless some of the cantrips kept in the game are going to have better success at dealing damage consistently, I have to ask what is Wizards thinking here.
Sure they wanted to make melee the primary damage dealers with the changes they are making to the next version, but it seems like the none melee classes are being pigeon-holed to a specific role and relegated to a secondary status based on some of the changes (not set in stone) that they have made or are suggesting right now. Like only melee weapons can critically hit and nothing else. Sure this is an early look at proposed changes and they are not final, but to cut out nearly all cantrips from divine casters leaves me scratching my head at the decisions Wizards has proposed so far.
The 1D&D playtest is about revamping the Player's Handbook, and so it only concerns spells that were published in the PHB. You still have access to the spells published in other books, they just aren't getting changes that need testing.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
And also it's playtest material which is often not comprehensive.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Yeah, they weren't cut, just aren't in the playtest for 1PHB (just like only 1 subclass is getting tested).
It would be nice if they sorted the existing supplemental spells onto lists though...
Also they’ve implied (maybe even outright stated, I can’t remember for sure) that some spells will appear on individual class lists but not in the three umbrella groupings.
If you wanna pair your favorite 5e spells with the OneD&D playtest material, I see no reason why you can't. Just keep in mind which spells have been changed, and where they fit on which class's spell lists. Otherwise, if you try to keep both Spirit Guardians and Spiritual Weapon active at the same time, well... I got news for ya...
I understand that this is test material, just did not realize they were limiting it to the PHB book only at this time. I love the changes to spiritual weapon, hated the fact that you could not do anything about them as a DM. You have two spells in the weapon and guardians that are dealing constant damage and the majority of the time unless you do massive damage on the cleric or they roll really poorly, they usually make their concentration check on the spell. Aside from dispelling those spells, it just felt to me that they had an extra 2-3 party members on the map tearing your encounters apart with ease. Now that they are both concentration spells it helps level things off a bit.
Also the PHB has more than 5 divine cantrips.