Between the two you listed, Mending. Alternatively, you might take something like Prestidigitation or Thaumaturgy for a bit of general magic flare. You don’t need a 4th attack cantrip.
Agreed you do not need another attack cantrip. Usually you take one with an attack roll and one with a save and call it good. Honestly, I’m not sure you’ll really use vicious mockery, but then I’m not you, so what do I know? If you really, really want another attack, I’d look at shocking grasp so you can try to get out of melee when needed.
It doesn't hurt to dip into a more esoteric attack option with Tome. Shocking Grasp is another good option in that case, especially while it still works especially well on metal armor.
If you have eldritch blast and the invocatoin that adds your charisma, the only time you will want to not use eldritch blast is if something is resistant or immune to force. Very few creatures are resistant or immune to force - a couple of Constructs, the Amethyst Dragons and a few others.
Of the creatures resistant or immune to force, none are immune or resistant to fire. Just pick a fire cantrip as an emergency back up. Once you have a Force cantrip and a Fire Cantrip, you do NOT need another attack cantrip.
I like to fill up with the M's (Mage Hand, Mending, Message, Minor Illusion)
I like to have a cantrip that is a ranged spell attack and another that requires a save, preferably INT, WIS or CHR, for those hard to hit opponents. Eldritch Blast and Toll the Dead covers you nicely. Minor Illusion is my number one utility cantrip. So much you can do with it.
Mending is not only useful to the character in day to day operations, it can be used to influence NPC reactions during RP.
Example: The caster or party shows up on a dock, hoping for passage. While the party or caster talks to the curmudgeonly captain, the caster casually mends a small spot of damage to the hull of the ship, or repairs a tear in a sail or fishnet. Small things, but highly beneficial to ship and crew. The captain's outlook on the adventurer(s) will likely shift in the party's favor. Same thing could be done at an inn or a keep. When also considering RP opportunities within the game, as cantrips go, mend can have a subtle but stronger impact on game play than most.
Tome Celestial warlock
book of ancient secrets
guidance, vicious mockery and what?
have eldritch blast and sacred fire. Need 3rd?
Between the two you listed, Mending. Alternatively, you might take something like Prestidigitation or Thaumaturgy for a bit of general magic flare. You don’t need a 4th attack cantrip.
Have prestidigitation naturally. Thought about Thaumaturgy but didn’t seem as useful to other websites. Thanks for your comment!
Agreed you do not need another attack cantrip. Usually you take one with an attack roll and one with a save and call it good. Honestly, I’m not sure you’ll really use vicious mockery, but then I’m not you, so what do I know?
If you really, really want another attack, I’d look at shocking grasp so you can try to get out of melee when needed.
It doesn't hurt to dip into a more esoteric attack option with Tome. Shocking Grasp is another good option in that case, especially while it still works especially well on metal armor.
Interesting. What would you recommend with a saving throw. Sorry to chance questions.
Of cantrips that use saving throws, Sacred Flame and Toll the Dead are generally considered to be the best two.
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.
Ok awesome. Already get sacred fire through the Celesteal pact and of course got eldritch blast so i guess my damage is covered, right?
Yeah, as was previously said you don't generally need more than two damaging cantrips.
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.
Great. Thanks a lot to everyone for their help!
For utility cantrips I would try to avoid redundancy. Mending is a good option unless someone else can cast it in which case it is almost useless.
If you have eldritch blast and the invocatoin that adds your charisma, the only time you will want to not use eldritch blast is if something is resistant or immune to force. Very few creatures are resistant or immune to force - a couple of Constructs, the Amethyst Dragons and a few others.
Of the creatures resistant or immune to force, none are immune or resistant to fire. Just pick a fire cantrip as an emergency back up. Once you have a Force cantrip and a Fire Cantrip, you do NOT need another attack cantrip.
I like to fill up with the M's (Mage Hand, Mending, Message, Minor Illusion)
I like to have a cantrip that is a ranged spell attack and another that requires a save, preferably INT, WIS or CHR, for those hard to hit opponents. Eldritch Blast and Toll the Dead covers you nicely. Minor Illusion is my number one utility cantrip. So much you can do with it.
Mending is not only useful to the character in day to day operations, it can be used to influence NPC reactions during RP.
Example: The caster or party shows up on a dock, hoping for passage. While the party or caster talks to the curmudgeonly captain, the caster casually mends a small spot of damage to the hull of the ship, or repairs a tear in a sail or fishnet. Small things, but highly beneficial to ship and crew. The captain's outlook on the adventurer(s) will likely shift in the party's favor. Same thing could be done at an inn or a keep. When also considering RP opportunities within the game, as cantrips go, mend can have a subtle but stronger impact on game play than most.
Ok cool. Thanks everyone!