Mending. As a barbarian, you tend to smash things when you're upset. Now you can put them back together again later.
A single wizard cantrip that you won't want to cast in combat is going to be useless. Choose it based on flavour.
Tbh, I really like this concept. Really allows you to smash things like everyone would want to without worrying about the consequences.
Regardless, I don't think you should take GFB/BB. Before reaching level 5, they'll only add potential damage (meaning that the damage is not guaranteed even if the attack hits). It's not bad but not so great either. After level 5, you're better off just attacking twice.
Friends is also interesting. It will allow you to act as the party's face in some situations, and the side effects aren't so bad. You're a Barbarian, what will they do? Shouldn't be your go-to option but it might help in some situations.
Friends is useful if you want to intimidate people. That's what I like about it - you can be 'friends' while shouting at them tilll they turn into a weeping wreck.
Worth repeating, you cannot cast any spell while raging. Even a cantrip. This makes combat spells synergize very badly with a barbarian. At BEST you could take booming blade or greenfllame blade for combats between rages, but even that is a worse option than normal attacks once you reach level 5.
Which is why I suggest utility as well, but if you "HAVE" to go combat, choose mind Sliver for a ranged attack that targets a save that is weak more many opponents and will give you something to do besides dash should you need it, enables the higher damage on Toll the dead and makes it more likely to succeed for your cleric friend or anyone else that may have taken it, and also enables other save spells or abilities to succeed. If the lower chance to succeed doesn't look good to you on it, it's got a better chance to succeed than all other cantrips that aren't BB or GFB as far as attacks go, and Blade Ward or True Strike.
Of those 4, True Strike only helps if you don't want to allow creatures to have advantage on their attacks against you following your next turn provided that you can get within 30 ft of them this turn. Keep in mind that you can't rage the same turn as doing True Strike unless you've taken damage already in the round or since your last turn. Attacking with a javelin is superior in that regard since you can rage, attack with the javelin which will maintain rage, and benefit from the damage reduction. Blade Ward gives you the same resistances that you would have while raging, but there is no reason to take half damage if you can dodge to take no damage, unless you are going with a warlock/barbarian build that plans on using Armor of Agathys. The action economy isn't supportive of that, making Blade Ward less than ideal. GFB is great as a cleave through level 4, but two attacks at level five and beyond will be better, especially since the bonus damage keys off of your intelligence, which means that the cleave wouldn't be available unless you had at least a +1 intelligence modifier until after 5th level. Booming Blade at least has some possible crowd control involved, depending on whether the DM moves the creature afterwards.
Combat options that key off your intelligence are not a great fit for barbarians. You want strength and constitution to be high as your primary attack and defense stats (especially if you are using unarmored defense when con increases your HP and also increases your AC). You'll probably want your dex to be at least 13 or 14 and wisdom skills are usually a good choice for barbarians to give them reasonable perception and a social skill, plus better wisdom saves. If you've used your 15, 14, 13, and 12 for those skills, that means that the best your intelligence can be with a racial bonus is 12 and would be 11 for a high elf that isn't changing their stats via Tasha's. That's a +0 or a +1 mod giving a +2 or +3 to hit and a 10 or 11 save and likely only increasing with your proficiency bonus to a max of +6 or +7 and 14 or 15 at level 17. A 10 or 11 save is ok when it targets a weak area with a "bonus" of -1 or worse, which makes mind Sliver a decent option, but it's still not a great option. Booming Blade and Green Flame Blade will key off of strength to hit, but GFB does look at your intelligence for the damage on the second creature.
It's for this reason that many people are suggesting going with utility options. First, you can't cast spells while you rage as SeanJP mentioned. Second, you'll probably be raging a fair amount of time while in combat, since that's the basis of the class. I have gone long periods of time without raging in combat on my barbarian, but it wasn't the norm. This means that your opportunities to use your cantrip in combat will be limited without factoring in their effectiveness and very limited when effectiveness is factored in. Barbarians don't always have a lot of tools for out of combat participation, so picking something that can keep you engaged while you aren't in combat will keep it from sounding like grownups in Charlie Brown.
That said OP, you do you. Many of the utility cantrips do require a little more creativity to maximize the potential, and that may not be a strong part of your game at this point of your D&D career. If that's the case, you might get the same use out of combat cantrips as utility cantrips.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
Message is great for silent communication.
Friends is thematic and is a good way to get someone to swing at you first.
Mold Earth is nice for setting up traps as you can create a whole bunch of difficult terrain. It lasts for an hour so you could set up a choke point.
The problem with Minor Illusion is that it has a DC that would be based off of intelligence. It's not guaranteed that someone would try to figure out that the illusion isn't real, but if they did, a DC of 9-11 isn't likely to hold up long and a successful creature could communicate the illusion to the others somehow. It's still worth inclusion to a list of consideration, but not the near auto include that it is on a caster. It probably ranks tops for "combat" cantrips and does have out of combat utility to boot. I had misread it when doing my list earlier and that was why it wasn't on the list.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
Message is great for silent communication.
Friends is thematic and is a good way to get someone to swing at you first.
Mold Earth is nice for setting up traps as you can create a whole bunch of difficult terrain. It lasts for an hour so you could set up a choke point.
The problem with Minor Illusion is that it has a DC that would be based off of intelligence. It's not guaranteed that someone would try to figure out that the illusion isn't real, but if they did, a DC of 9-11 isn't likely to hold up long and a successful creature could communicate the illusion to the others somehow. It's still worth inclusion to a list of consideration, but not the near auto include that it is on a caster. It probably ranks tops for "combat" cantrips and does have out of combat utility to boot. I had misread it when doing my list earlier and that was why it wasn't on the list.
They have to use an action to investigate your illusion so they would be giving up a full action to do so:
"If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
Your points still hold of course, but if the creature decides to use a full action to see through your illusion you have won a battle for action economy at least as that is one less action to harm you or your friends.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
Message is great for silent communication.
Friends is thematic and is a good way to get someone to swing at you first.
Mold Earth is nice for setting up traps as you can create a whole bunch of difficult terrain. It lasts for an hour so you could set up a choke point.
The problem with Minor Illusion is that it has a DC that would be based off of intelligence. It's not guaranteed that someone would try to figure out that the illusion isn't real, but if they did, a DC of 9-11 isn't likely to hold up long and a successful creature could communicate the illusion to the others somehow. It's still worth inclusion to a list of consideration, but not the near auto include that it is on a caster. It probably ranks tops for "combat" cantrips and does have out of combat utility to boot. I had misread it when doing my list earlier and that was why it wasn't on the list.
They have to use an action to investigate your illusion so they would be giving up a full action to do so:
"If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
Your points still hold of course, but if the creature decides to use a full action to see through your illusion you have won a battle for action economy at least as that is one less action to harm you or your friends.
Right, that's why I upgraded it after I reread it. It's certainly better if you can create the illusion before combat, that way your not trading one of your actions for one of theirs for a zero sum that likely favors the opponent slightly unless their damage exceeds yours. Of course, that's not factoring in any additional attempts that fail or other attacks that are prevented or rerouted to better targets for the party (like away from the wizard and onto the barbarian). That's why I decided it's actually the best "combat" cantrip.
As for Dancing Lights, I like the spell generally and it's not a bad spell to take for some misdirection, but I did downgrade it slightly because of the concentration. That won't matter for out of combat, but it does lose out on some of the applications that make it fun for combat unless you are holding concentration and not raging. Basically, I'm hoping this gets taken by someone else.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
" You create a sound or an image of an object within range that lasts for the duration."
Correct me if I'm wrong, but darkness is not an object, so that wouldn't work
The image of a wall. Now you can obscure vision between sides for the same effects (almost).
And if the wall happens to be matte black then visually it's the same as darkness, especially in dim light. Minor illusion has lots of wiggle room for creative minds. If you have someone sell it by walking through the illusion and acting like they couldn't see and now they can, only to "realize" that the enemy can see them now, that matte black wall now appears to be a minor pocket of darkness. Attacks may be launched into it, but at least the lack of an arrow reflecting off it and onto the ground won't dispel the illusion. But that's getting into elaborate ruses and borders on the Mr Charles tactic from Inception.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
" You create a sound or an image of an object within range that lasts for the duration."
Correct me if I'm wrong, but darkness is not an object, so that wouldn't work
The image of a wall. Now you can obscure vision between sides for the same effects (almost).
And if the wall happens to be matte black then visually it's the same as darkness, especially in dim light. Minor illusion has lots of wiggle room for creative minds. If you have someone sell it by walking through the illusion and acting like they couldn't see and now they can, only to "realize" that the enemy can see them now, that matte black wall now appears to be a minor pocket of darkness. Attacks may be launched into it, but at least the lack of an arrow reflecting off it and onto the ground won't dispel the illusion. But that's getting into elaborate ruses and borders on the Mr Charles tactic from Inception.
Yeah it offers a lot of options thats mostly limited to your DM's kindness and your imagination lol
Mold Earth. Only activate it by stomping a foot angrily. You are literally causing holes to appear in the ground/walls to suddenly shoot up by stomping your foot. Use as an intimidation tactic out of combat.
I recommend to go with prestidigitation. It have insane utility and is great for ropeplaying. You may be a raging monster in a fight but when the red haze clears you clean the bloodstains off your clothes, sprinkle magical perfumes to get rid of the scent of death and heat up your rations like a civilized elf should.
Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
yeah True strike is literally never a good spell...especially with Aim added for Cunning Action
Focused Aim means the rogue cannot move. That's not always preferable. Especially if their attacks would normally be made with disadvantage, which prevents Sneak Attack from applying.
D&D is a game build on exceptions. Never say never.
Focused Aim means the rogue cannot move. That's not always preferable. Especially if their attacks would normally be made with disadvantage, which prevents Sneak Attack from applying.
D&D is a game build on exceptions. Never say never.
This is the rare case in which "Never" is actually correct.
True Strike is literally "never" a good option....especially since its rare use is so niche that the opportunity cost of not picking another cantrip FAR outweighs any benefit that you gain from it.
Also Aim was mostly invalidating the Rouge argument I have heard for True Strike where its "good for a rogue that needs to make sure they hit with sneak attack"
Now that you have another option (that is free) that offers it it further invalidates True Strike as an option. There are already enough reasons to never ever take it...but that just dog piles on to the list and crushes it.
Overall they need to fix it at this point and no amount of validation on its current form will ever make it a good choice.
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Tbh, I really like this concept. Really allows you to smash things like everyone would want to without worrying about the consequences.
Regardless, I don't think you should take GFB/BB. Before reaching level 5, they'll only add potential damage (meaning that the damage is not guaranteed even if the attack hits). It's not bad but not so great either. After level 5, you're better off just attacking twice.
Friends is also interesting. It will allow you to act as the party's face in some situations, and the side effects aren't so bad. You're a Barbarian, what will they do? Shouldn't be your go-to option but it might help in some situations.
Varielky
Friends is useful if you want to intimidate people. That's what I like about it - you can be 'friends' while shouting at them tilll they turn into a weeping wreck.
Chilling kinda vibe.
Which is why I suggest utility as well, but if you "HAVE" to go combat, choose mind Sliver for a ranged attack that targets a save that is weak more many opponents and will give you something to do besides dash should you need it, enables the higher damage on Toll the dead and makes it more likely to succeed for your cleric friend or anyone else that may have taken it, and also enables other save spells or abilities to succeed. If the lower chance to succeed doesn't look good to you on it, it's got a better chance to succeed than all other cantrips that aren't BB or GFB as far as attacks go, and Blade Ward or True Strike.
Of those 4, True Strike only helps if you don't want to allow creatures to have advantage on their attacks against you following your next turn provided that you can get within 30 ft of them this turn. Keep in mind that you can't rage the same turn as doing True Strike unless you've taken damage already in the round or since your last turn. Attacking with a javelin is superior in that regard since you can rage, attack with the javelin which will maintain rage, and benefit from the damage reduction. Blade Ward gives you the same resistances that you would have while raging, but there is no reason to take half damage if you can dodge to take no damage, unless you are going with a warlock/barbarian build that plans on using Armor of Agathys. The action economy isn't supportive of that, making Blade Ward less than ideal. GFB is great as a cleave through level 4, but two attacks at level five and beyond will be better, especially since the bonus damage keys off of your intelligence, which means that the cleave wouldn't be available unless you had at least a +1 intelligence modifier until after 5th level. Booming Blade at least has some possible crowd control involved, depending on whether the DM moves the creature afterwards.
Combat options that key off your intelligence are not a great fit for barbarians. You want strength and constitution to be high as your primary attack and defense stats (especially if you are using unarmored defense when con increases your HP and also increases your AC). You'll probably want your dex to be at least 13 or 14 and wisdom skills are usually a good choice for barbarians to give them reasonable perception and a social skill, plus better wisdom saves. If you've used your 15, 14, 13, and 12 for those skills, that means that the best your intelligence can be with a racial bonus is 12 and would be 11 for a high elf that isn't changing their stats via Tasha's. That's a +0 or a +1 mod giving a +2 or +3 to hit and a 10 or 11 save and likely only increasing with your proficiency bonus to a max of +6 or +7 and 14 or 15 at level 17. A 10 or 11 save is ok when it targets a weak area with a "bonus" of -1 or worse, which makes mind Sliver a decent option, but it's still not a great option. Booming Blade and Green Flame Blade will key off of strength to hit, but GFB does look at your intelligence for the damage on the second creature.
It's for this reason that many people are suggesting going with utility options. First, you can't cast spells while you rage as SeanJP mentioned. Second, you'll probably be raging a fair amount of time while in combat, since that's the basis of the class. I have gone long periods of time without raging in combat on my barbarian, but it wasn't the norm. This means that your opportunities to use your cantrip in combat will be limited without factoring in their effectiveness and very limited when effectiveness is factored in. Barbarians don't always have a lot of tools for out of combat participation, so picking something that can keep you engaged while you aren't in combat will keep it from sounding like grownups in Charlie Brown.
That said OP, you do you. Many of the utility cantrips do require a little more creativity to maximize the potential, and that may not be a strong part of your game at this point of your D&D career. If that's the case, you might get the same use out of combat cantrips as utility cantrips.
Minor Illusion is decent as well as you can create total cover with a 5ft cube of darkness.
Message is great for silent communication.
Friends is thematic and is a good way to get someone to swing at you first.
Mold Earth is nice for setting up traps as you can create a whole bunch of difficult terrain. It lasts for an hour so you could set up a choke point.
With a decent Constitution score and proficiency in saves, you can afford something that requires Concentration. I nominate dancing lights.
" You create a sound or an image of an object within range that lasts for the duration."
Correct me if I'm wrong, but darkness is not an object, so that wouldn't work
I will protect those I hate. Even ... even if the one I hate most ... is ... myself.
The image of a wall. Now you can obscure vision between sides for the same effects (almost).
Chilling kinda vibe.
The problem with Minor Illusion is that it has a DC that would be based off of intelligence. It's not guaranteed that someone would try to figure out that the illusion isn't real, but if they did, a DC of 9-11 isn't likely to hold up long and a successful creature could communicate the illusion to the others somehow. It's still worth inclusion to a list of consideration, but not the near auto include that it is on a caster. It probably ranks tops for "combat" cantrips and does have out of combat utility to boot. I had misread it when doing my list earlier and that was why it wasn't on the list.
They have to use an action to investigate your illusion so they would be giving up a full action to do so:
"If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
Your points still hold of course, but if the creature decides to use a full action to see through your illusion you have won a battle for action economy at least as that is one less action to harm you or your friends.
Right, that's why I upgraded it after I reread it. It's certainly better if you can create the illusion before combat, that way your not trading one of your actions for one of theirs for a zero sum that likely favors the opponent slightly unless their damage exceeds yours. Of course, that's not factoring in any additional attempts that fail or other attacks that are prevented or rerouted to better targets for the party (like away from the wizard and onto the barbarian). That's why I decided it's actually the best "combat" cantrip.
As for Dancing Lights, I like the spell generally and it's not a bad spell to take for some misdirection, but I did downgrade it slightly because of the concentration. That won't matter for out of combat, but it does lose out on some of the applications that make it fun for combat unless you are holding concentration and not raging. Basically, I'm hoping this gets taken by someone else.
And if the wall happens to be matte black then visually it's the same as darkness, especially in dim light. Minor illusion has lots of wiggle room for creative minds. If you have someone sell it by walking through the illusion and acting like they couldn't see and now they can, only to "realize" that the enemy can see them now, that matte black wall now appears to be a minor pocket of darkness. Attacks may be launched into it, but at least the lack of an arrow reflecting off it and onto the ground won't dispel the illusion. But that's getting into elaborate ruses and borders on the Mr Charles tactic from Inception.
Yeah it offers a lot of options thats mostly limited to your DM's kindness and your imagination lol
Mold Earth. Only activate it by stomping a foot angrily. You are literally causing holes to appear in the ground/walls to suddenly shoot up by stomping your foot. Use as an intimidation tactic out of combat.
I recommend to go with prestidigitation. It have insane utility and is great for ropeplaying. You may be a raging monster in a fight but when the red haze clears you clean the bloodstains off your clothes, sprinkle magical perfumes to get rid of the scent of death and heat up your rations like a civilized elf should.
Civilised elf? The appeal of the barbarian is to crush skulls, eat human flesh (in a campaign of a darker bent) and be uncivilised.
That's why I love playing a civilised barbarian.
Chilling kinda vibe.
HOW BAD IS TRUE STRIKE?
With True Strike:
Round 1: Cast True Strike
Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
"If agreeable to all I would prefer to Rage"
yeah True strike is literally never a good spell...especially with Aim added for Cunning Action
Focused Aim means the rogue cannot move. That's not always preferable. Especially if their attacks would normally be made with disadvantage, which prevents Sneak Attack from applying.
D&D is a game build on exceptions. Never say never.
This is the rare case in which "Never" is actually correct.
True Strike is literally "never" a good option....especially since its rare use is so niche that the opportunity cost of not picking another cantrip FAR outweighs any benefit that you gain from it.
Also Aim was mostly invalidating the Rouge argument I have heard for True Strike where its "good for a rogue that needs to make sure they hit with sneak attack"
Now that you have another option (that is free) that offers it it further invalidates True Strike as an option. There are already enough reasons to never ever take it...but that just dog piles on to the list and crushes it.
Overall they need to fix it at this point and no amount of validation on its current form will ever make it a good choice.