If the Player had made a mistake in their initial selection of Cantrip ( e.g. they're a novice Player, or they've never played a Wizard before ), then I might be open to letting them change, on a level up, and I'd work with the Player to find a way to work an explanation for the change into the story line.
If they selected a Cantrip at first level, got use out of it, and later acquired new or different abilities which now render that Cantrip now less useful to them - then no, I likely wouldn't. That's just part of the story of the evolving Character abilities.
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Tasha's Cauldron allows replacing cantrips, usually at the same levels as you gain an ability score bump, though wizards are able to do it on a long rest.
Tasha's Cauldron allows replacing cantrips, usually at the same levels as you gain an ability score bump, though wizards are able to do it on a long rest.
Unless TCoE says wizards can change them on a long rest, they cannot.
Tasha's Cauldron allows replacing cantrips, usually at the same levels as you gain an ability score bump, though wizards are able to do it on a long rest.
Unless TCoE says wizards can change them on a long rest, they cannot.
Tasha's Cauldron allows replacing cantrips, usually at the same levels as you gain an ability score bump, though wizards are able to do it on a long rest.
REALLY?!!? Welp, lf l wasn't already planing on getting it asap, l would now!
Obviously there are different groups and players and DM's with different dynamics etc. but even if that wasn't in an officially published book (albeit optional), I would find it unfathomable to deny them to change a freaking cantrip.
I'm with SagaTympana with respect to swapping out one cantrip per level.
Change is good. Keeping a healthy line of continuity is good. A minor change per level is perfect.
Also, it's weird that Wizards can't just prepare cantrips from their Spellbook as it is. Cantrips represent "tricks" than any novice arcanist should have played with in their early studies. There was another thread earlier about giving Wizards more Cantrip flexibility and one option was to simply give wizards a few (4) 0th level spell slots and let them prepare 0th level spells like any other spell.
This lets them have a little more versatility on a day-to-day basis without letting them spam anything.
I might be tempted to do a mixture: reduce the base number of cantrips wizards get, but allow them to prepare additional cantrips as if they were regular spells.
I might be tempted to do a mixture: reduce the base number of cantrips wizards get, but allow them to prepare additional cantrips as if they were regular spells.
The idea was that 0th level spells could be prepared in addition to Cantrips Known, so that it would basically be a straight boost to the wizard. With only 3 Cantrips Known at first level, reducing the base number might be a little harsh.
However, giving Wizards the ability to spontaneously cast any Wizard cantrip a number of times equal to their proficiency bonus, rather than giving them spell slots might be an easier option. This would be like giving them a free, boosted Hat of Wizardry as a class feature.
I've usually allowed it, but the situation in which players have asked has been "hmm, I took this cantrip, but I have literally never used it and I've had it for two levels, can I retcon it to something I'd actually use"? Or "oh, i just took this, played one session with it, and realized it's not what I thought it was, can I change my mind?" And sure, why not, in those cases. Not requiring any particular RP about it.
I probably wouldn't allow it in the case of "I've been using this a lot for three levels, but now it's obsolete because of something else I took, can I swap it out now?" In that case, no, that's covered by the regular rules about getting new cantrips.
I have a general houserule that from 1st-3th levels, any player can approach me to change anything they like about their character including Race, Class, and Ability Scores. I’ll even accept an entire new Character. But it must happen between sessions. From the time I wrap a session, up until they hear me ask the question I always ask to officially signify the session has begun: “So, who remembers were we left off when last we left left our heroes?” I don’t base it on the XP, since while the may have technically become a 4th level character, they still haven’t made any character choices yet. But as soon as I see a character sheet updated to include HP and that ASI/Feat, I consider their choices locked in moving forward.
I try to pace the early game so that they’ll all be 3rd level in 3-4 seasons as I want everyone to have a subclass no later than that. IMO, if you haven’t got a subclass, you haven’t gotten a whole character yet. As long as you’re character sheet is still a generic outline of your character with an attached backstory. It just doesn’t really represent the character you’ve envisioned without at least having gained the mechanical features by officially having chosen its subclass and nobody can refute you. So I know everyone will have finally gotten something resembling “their character” by then, and then they still need a chance to second guess their life choices once they finally have received their subclass which means that at least some of them will like not have had that opportunity before having played through 3rd level at the very least. So, that means the earliest potential cutoff is between 3rd and 4th levels.
I Often read comments from folks saying that they start every campaign at a higher level (usually 5th), because anything earlier than that is for noobs to learn what a d8 is, etc.. I wholeheartedly disagree with that option. IMHO, those first few levels are not only for newer players to learn the rules, they are also for any player of any experience level to have a chance to personally get to know their PC as a person. It seems to me that there is a certain similarity between a character sheet and a matchmaking website. One can read the bio and look at the pics, even have a conversation with them. But won’t know if you really like the person, or if you made a bad decision until you really meet them and get to know them a little bit.
Let the player have fun. It is a game. If need to, add it to the plot on how they acquired it. Have it come back to haunt him later in the campaign. But all in all let them have fun with their character. If they keep wanting to change then address it.
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For example, a human wizard who takes dancing lights at 1st level to see, but finds it redundant as a level 6 Scribe or Transmuter.
If so, how would you do it?
Swap 1 or 2 on level up? (like a warlock who can change a spell or invocation upon level up)
A magic item\quest reward?
If the Player had made a mistake in their initial selection of Cantrip ( e.g. they're a novice Player, or they've never played a Wizard before ), then I might be open to letting them change, on a level up, and I'd work with the Player to find a way to work an explanation for the change into the story line.
If they selected a Cantrip at first level, got use out of it, and later acquired new or different abilities which now render that Cantrip now less useful to them - then no, I likely wouldn't. That's just part of the story of the evolving Character abilities.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
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Tasha's Cauldron allows replacing cantrips, usually at the same levels as you gain an ability score bump, though wizards are able to do it on a long rest.
I would let the PC's switch one cantrip instead of a spell when they gain a level.
Unless TCoE says wizards can change them on a long rest, they cannot.
Not all those who wander are lost.
Check out my Monsters, Magic Items, and Spells. (These are all links.)
Wizard->Optional Class Features->Cantrip Formulas. Optional feature, of course.
REALLY?!!? Welp, lf l wasn't already planing on getting it asap, l would now!
Obviously there are different groups and players and DM's with different dynamics etc. but even if that wasn't in an officially published book (albeit optional), I would find it unfathomable to deny them to change a freaking cantrip.
Yes, I’ve always told my players they’re welcome to swap out a cantrip whenever they level up. I’m not allowing the long rest wizard thing though.
I'm with SagaTympana with respect to swapping out one cantrip per level.
Change is good. Keeping a healthy line of continuity is good. A minor change per level is perfect.
Also, it's weird that Wizards can't just prepare cantrips from their Spellbook as it is. Cantrips represent "tricks" than any novice arcanist should have played with in their early studies. There was another thread earlier about giving Wizards more Cantrip flexibility and one option was to simply give wizards a few (4) 0th level spell slots and let them prepare 0th level spells like any other spell.
This lets them have a little more versatility on a day-to-day basis without letting them spam anything.
I might be tempted to do a mixture: reduce the base number of cantrips wizards get, but allow them to prepare additional cantrips as if they were regular spells.
The idea was that 0th level spells could be prepared in addition to Cantrips Known, so that it would basically be a straight boost to the wizard. With only 3 Cantrips Known at first level, reducing the base number might be a little harsh.
However, giving Wizards the ability to spontaneously cast any Wizard cantrip a number of times equal to their proficiency bonus, rather than giving them spell slots might be an easier option. This would be like giving them a free, boosted Hat of Wizardry as a class feature.
I've usually allowed it, but the situation in which players have asked has been "hmm, I took this cantrip, but I have literally never used it and I've had it for two levels, can I retcon it to something I'd actually use"? Or "oh, i just took this, played one session with it, and realized it's not what I thought it was, can I change my mind?" And sure, why not, in those cases. Not requiring any particular RP about it.
I probably wouldn't allow it in the case of "I've been using this a lot for three levels, but now it's obsolete because of something else I took, can I swap it out now?" In that case, no, that's covered by the regular rules about getting new cantrips.
In the middle of a session? Never.
When the character gains a level? Certainly.
At lower levels, when the player is still working out their character, yes, probably only on a level up. 5th level or higher, probably not.
Wizard (Gandalf) of the Tolkien Club
I have a general houserule that from 1st-3th levels, any player can approach me to change anything they like about their character including Race, Class, and Ability Scores. I’ll even accept an entire new Character. But it must happen between sessions. From the time I wrap a session, up until they hear me ask the question I always ask to officially signify the session has begun: “So, who remembers were we left off when last we left left our heroes?” I don’t base it on the XP, since while the may have technically become a 4th level character, they still haven’t made any character choices yet. But as soon as I see a character sheet updated to include HP and that ASI/Feat, I consider their choices locked in moving forward.
I try to pace the early game so that they’ll all be 3rd level in 3-4 seasons as I want everyone to have a subclass no later than that. IMO, if you haven’t got a subclass, you haven’t gotten a whole character yet. As long as you’re character sheet is still a generic outline of your character with an attached backstory. It just doesn’t really represent the character you’ve envisioned without at least having gained the mechanical features by officially having chosen its subclass and nobody can refute you. So I know everyone will have finally gotten something resembling “their character” by then, and then they still need a chance to second guess their life choices once they finally have received their subclass which means that at least some of them will like not have had that opportunity before having played through 3rd level at the very least. So, that means the earliest potential cutoff is between 3rd and 4th levels.
I Often read comments from folks saying that they start every campaign at a higher level (usually 5th), because anything earlier than that is for noobs to learn what a d8 is, etc.. I wholeheartedly disagree with that option. IMHO, those first few levels are not only for newer players to learn the rules, they are also for any player of any experience level to have a chance to personally get to know their PC as a person. It seems to me that there is a certain similarity between a character sheet and a matchmaking website. One can read the bio and look at the pics, even have a conversation with them. But won’t know if you really like the person, or if you made a bad decision until you really meet them and get to know them a little bit.
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Let the player have fun. It is a game. If need to, add it to the plot on how they acquired it. Have it come back to haunt him later in the campaign. But all in all let them have fun with their character. If they keep wanting to change then address it.