anyway, as much as i'm okay with multi-effect roleplay-only cantrips, what i wanna know is why aren't there more produce flame type spells? like, more cantrips with an aspect of utility and combat both? why are produce flame and fire bolt separate spells? what's so uncantripy about wreathing your hand in fire to aid an intimidation check or to check the map by candle light? what's the reason druidcraft shouldn't facilitate a Shillelagh? or thaumaturgy a magic stone? you might convince me word of radiance & sacred flame or mage hand & prestidigitation is too much combinatorial bang for the buck; however, for the rest they don't seem to cross the "cantrips shouldn't replicate a leveled spell" taboo or violate DMG guidelines for creating a new spell.
i don't feel like i'm not asking for light plus eldritch blast plus move earth sort of power creep "so good that a caster would want to use it all the time". so, why not more simple produce flame type spells?
I like that idea of giving attack cantrips an additional out-of-combat utility feature, but I don't necessarily think that existing utility cantrips should necessarily also gain attack functions. There's already a LOT you can do with Druidcraft, so having it also be used to trigger Shillelagh, I feel, would be overkill. However, I think it would make sense to add to Shillelagh the ability to cause seeds to blossom or flowers to bloom... not the full suite of everything druidcraft gives you, but something so you can feel a bit more magical even outside of combat.
I know that I'm often trying to use cantrips in creative ways. Like trying to electrocute someone through a metal chain using Shocking Grasp... or even just sparking it up to provide light.
something like elemental/magic proficiency a cantrip that let u do more the higher the proficiency representing mastery on that particular element/magic something like shape water/mold earth/control flames/gust or we can scale higher with composite spells that while u concentrate on a particular one certain other spells u cast got additional effect to them.
You can make a flower, leaf, or shoot sprout from any plant or any wooden object. This change is purely cosmetic. You may dispel this effect, in which case the new growth falls from the target and rapidly disintegrates.
A tiny beast appears from a hiding spot on your person then scampers out of sight. This beast is actually a fey creature, and disappears instantly if physically interacted with.
You temporarily imbue a natural animal product (leather, taxidermy, cooked steak, etc.) with a semblance of it's former life (movement as if breathing, moving eyes, growth of fur.) The effect persists for 1 round.
When I read that the UA covered cantrips, I was hoping we'd get a revision on Druidcraft. That flower/pod/bud piece could really use some help.
Personally I think it's okay though some of the wordings could be tweaked; the main thing that cantrip needs is to be given to all druids by default, as it's a tough sell when you only have two cantrip choices.
the tough sell is how little it actually does: weak sensory effect, light/snuff a candle, sprout a seed, and "if this rock is wet, then it is raining. wow, magic." prestidigitation includes heat/chill drinks, clean/smudge a thing, mark an object for an hour, create a trinket (like a whistle, pencil sharpener, hand mirror, etc). great roleplay facilitation! i feel like druidcraft could do a lot more to be worth the slot:
your hair turns green for 1 hour and your mood is enhanced by sunlight.
while you concentrate on druidcraft, indifferent animals don't immediately flee your presence.
gain insight into the significance of the moon's current phase: harvest, tide, migration, proximity to seasonal equinox, etc.
scratch your back/etc against a stationary object, leaving a subtle musk for a day that druids who know you would recognize.
know if a plant you are touching might be effective against minor parasites or vitamin deficiency that you are experiencing.
make a small mark or symbol appear on an unpainted/unvarnished object or surface for one hour. it may fluoresce very faintly in the dark.
designate a minor sacrifice of food, drink, or craft item as a gift to local fey. beasts and plants will ignore the item for an hour or more.
Whoops -- meant to quote this post in the previous reply.
Acid Splash: This is always the way it should've worked and everybody knows it. Still has the issue of technically only affecting creatures, but that's been common houserule for a while now. When I'm running a game I let my players use Acid Splash on objects, but the object is affected the way it would be affected by six seconds of acid exposure - you don't get to melt a whole-ass door for free, and it's Acid Splash. No using Acid SPlash to try and gum up the inside of a lock, you get a five-foot kabloorp of acid whether that's what you wanted or not. Overall, good change, approve.
Blade Ward: Lot of hand-wringing over this one. Frankly, I don't see why. The original is dogshit and everybody knows it, it's only ever useful for Bladesingers or UA EKs that can BS attacking and casting Blade Ward into the same action. Letting it be a defensive magic parry is just more fun. And if the mage spams it every round, so what? Who cares. Reactions are resources meant to be used, giving a mage a way to use theirs to feel more magical by defending themselves with their magic is a good idea. There's a reason the War Wizard's arcane parry is such a well-loved feature. nuBlade Ward still costs a precious cantrip-known slot and doesn't do squat against multiple attackers or Multiattack, and it doesn't work at all on arrows. I think it's fine this way.
Chill Touch: I'm legit annoyed at the loss of the original. Yeah, the naming was weird, but I've often used 22014 Chill Touch as a Fire Bolt alternative for darker spellcasters. Oh well. Basically free to homebrew back in a Necrotic Dart or similar long-distance necrotic damage spell, and this version does present an alternative to Shocking Grasp at least. I don't think it's as useful, being able to stop health regen from a safe Magic Distance was an underrated utility for the 2014 version, but
Friends: Fascinating rework. Charmed available from a cantrip is certainly juicy, and I can imagine a lot of folk getting the vapors over a cantrip allowed to be useful in a way other than dealing a minor chunk of damage. But I think this version is hedged in enough to be valid, especially given the 24-hour limit on recasting. Given the Concentration requirement (i.e. breaking other 'Social' spells like Detect Thoughts) and the fact that the spell ends if you do any-damn-thing but talk to the target pre-empts most of the obvious shenanery. Spell is fine I think, and actually speaks to the use fantasy someone has in mind when they take Friends. This is a mostly-functional Jedi Mind Trick, which is what people are looking for our or Friends.
Poison Spray: I'm honestly of two minds about this redux. People like to shit on saving-throw cantrips, and yes, they're less accurate overall. But ranged-spell-attack Poison Spray can no longer be used as a close-defense, pseudomelee option. The extra reach is fine and dandy, but "five feet" is no longer a valid range for Poison Spray when it used to be. Yeah I know, people hate targeting Constitution because monsters usually have a ludicrously high Con mod, but still. I don't actually think this version is going to see any more play than the old one. The range is still booty compared to proper distance cantrips, Poison is still a sketchy damage type, and given how useful some of the utility cantrips are becoming I don't see a lot of people having room for an extra, redundant ranged-attack cantrip with terrible range whose entire thing is simply being one step higher on the damage die. Most typical spellcasters are going to have their Default Attack ranged spell, their Melee Stopgap if they decide to take one (Shocking Touch or Chilling Touch), and then utility. No room for a slightly-bigger ranged attack hedged in by shit range.
Produce Flame: Pretty much a straight upgrade to the original. Druidic Torch Replacement spell with the ability to chunk it at someone if you need to. Is it a primo attack cantrip? Nah, especially since it takes action and bonus both to chuck it in one turn. But it's a pretty druidic sort of thing to be able to do and druid cantrips almost universally suck anyways so eh.
Shillelagh: Also pretty much a straight upgrade. Option for Force damage (I kinda hate how easy it's getting to be to deal Force damage, but eh), improving weapon damage die. Your magic table leg hitting with the same impact as a greataxe or greatsword? Solid.
Shocking Grasp: Let's be real, this isn't really a nerf. Nobody used/remembered the metal armor thing (even if it was a really cool idea), and slicing off reactions other than Opportunity attacks was a rare use case. Yes, spell is technically a lot weaker, but it still does the thing people take it to do - give their mage a close-quarters fallback that affords them a chance to bail from close quarters. Good enough.
Spare the Dying: Significantly improved. Still kind of a waste of a cantrip slot. People pick this because it fits their character concept, not because it's good. At least they no longer have to engage the Ancient Dragon in melee combat to try and save their buddy.
True Strike: Of course this is the way to fix True Strike. It's so obvious in hindsight. Everybody who tried to fix it kept trying to retain the advantage mechanic because "that's what True Strike does!" and forgetting what J-Craw said in his video - the essence of True Strike is using your magic to guide your blow. Duh making an attack with your spellcasting mod is the answer. it's so simple, so elegant, so easy. I'm honestly upset with myself I never thought of it. Spellcasters with True Strike can actually live out the use fantasy of defending themselves with their shining blade sparking with arcane power, using magical wiles to assail their foes. A wizard Gandalfing with sword and staff can totally be a thing (provided they somehow get sword proficiency from somewhere).
Also neatly sidesteps a lot of folks' complaints about the SCAG blade cantrips, i.e. neither of them really giving a fat frog **** about the caster's casting ability. They enhance STR or DEX-based attacks and provide tons of 'free' damage to characters like rogues that don't get a multiattack anyways, or to Bladesingers/nu-EKs that can cast and swing in the same action. Well, this version of True Strike runs off your casting stat - if you're an 8-Int Trickster or EK, your True Strike's gonna super suck. Gotta have a casting stat worth fighting with before True Strike is any real benefit. Well done. Heartily approve. Am annoyed homebrew tools don't allow me to replicate it right now (you can make a spell that uses a melee spell attack, you can make a spell that augments a weapon attack - you cannot make a spell that does both).
I pretty much agree with this 100%, particularly chill touch. In general, chill touch was one of my favorite ranged attack cantrips. I generally put it behind ray of frost, but more interesting than firebolt. it was redeeming the neutral tiefling option as being "well, it's not as good as the lawful (infernal) tiefling, but more useful than the chaotic (abyssal) tiefling." Now? I mean the change makes sense based on the name, but I'd not take this over my other melee options. True Strike and Shocking Grasp are probably going to be my go-tos as melee spells (or just mind sliver), so I went from having a spell I would use, to a spell I will likely not use. Stole the "necrotic dart" and already saved that out as homebrew.
Produce flame? I liked it before. I don't care for the bonus action interaction. Meh, whatever. I'll use it if I create a fire genasi, but I doubt I will ever pick it deliberately when better options are on the table. I'd use it over chill touch on my neutral tiefling if that was an option.
Poison Spray? Still not going to use it.
Acid Splash? Love this. I finally get my ranged AOE cantrip. I'm not fond of acid, will likely homebrew this to copy the ranged 4e aoe cantrip who's name escapes me atm.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Just echoing what others have said. I hadn't appreciated some of the improvements to the cantrips at first read-through but upon review there are a number of positive changes.
For those wondering who True Strike is for, with it (and feats at character creation in 1DD) it now looks possible to do a wizard-first swordmage that has the armour and weapon needed to look the part and act the part. Filling in that 'low HP & physical attributes high magic' slot above a bladesinger but below a hexblade who is outweighed by the paladin who comes in below an Eldritch Knight. (Play styles may vary; just referring roughly to how much armour / magic / weapon attack damage they do.)
I'm really liking the potential of True Strike now that I'm looking at it again. Same for the other cantrips others have analyzed better already.
True strike will be pretty solid for people who don't multi-attack. It's not going to blow anyone's mind, but if something gets in your face and you have no other options, true strike isn't a bad fall back.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Yes. You're not a fighter (multiple attacks) but if something tries to cut you down to size you can cut back with relative efficiency. Its different, and different can be fun.
Yes. Not having played a bard before I had not appreciated that unless playing a [1DD College of Valor] you did not get multi-attack or equivalent. Enter the new True Strike and my glamorous shyster can present a more competent appearance in battle. (He'll never be front line but if his back is to the wall he can stand his ground and deliver for a round or two.) Also its one cantrip for ranged and melee fighting instead of two - as long as your character concept doesn't mind using weapons - so helps with cantrip economy, especially for bards who only get 2. (Starting Cantrips: Bard 2, Warlock 2 (but its a warlock so odd caster already), cleric & wizard 3, sorcerer 4!)
Though he is quite miffed that short swords are not simple weapons. <falsetto voce> Oh DM, can I reskin this mace to something more elegant looking?
Yes. Not having played a bard before I had not appreciated that unless playing a [1DD College of Valor] you did not get multi-attack or equivalent. Enter the new True Strike and my glamorous shyster can present a more competent appearance in battle. (He'll never be front line but if his back is to the wall he can stand his ground and deliver for a round or two.) Also its one cantrip for ranged and melee fighting instead of two - as long as your character concept doesn't mind using weapons - so helps with cantrip economy, especially for bards who only get 2. (Starting Cantrips: Bard 2, Warlock 2 (but its a warlock so odd caster already), cleric & wizard 3, sorcerer 4!)
Though he is quite miffed that short swords are not simple weapons. <falsetto voce> Oh DM, can I reskin this mace to something more elegant looking?
I hadn't noticed that bard lost their sword proficiences out of the box. That's no good.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Yes. Not having played a bard before I had not appreciated that unless playing a [1DD College of Valor] you did not get multi-attack or equivalent. Enter the new True Strike and my glamorous shyster can present a more competent appearance in battle. (He'll never be front line but if his back is to the wall he can stand his ground and deliver for a round or two.) Also its one cantrip for ranged and melee fighting instead of two - as long as your character concept doesn't mind using weapons - so helps with cantrip economy, especially for bards who only get 2. (Starting Cantrips: Bard 2, Warlock 2 (but its a warlock so odd caster already), cleric & wizard 3, sorcerer 4!)
Though he is quite miffed that short swords are not simple weapons. <falsetto voce> Oh DM, can I reskin this mace to something more elegant looking?
For me that might be another knock against true strike. Getting a 2nd attack is a big feature for classes and sub classes. In cases where its a class like barbarian and paladin they usually have other features that up their damage as they level. but for say the valor bard you mention what does the 2nd attack really give them past true strike. is 1d8+3 twice really that much better than 1d8+1d6+5 once and then at 11 1d8+2d6+5 once.
Maybe true strike is in the right place but the 2nd attack feature needs to be looked at. And sure valor bard gets armor proficiency, martial weapons and that's nice, but their level 6 sub class feature kind of feels like a dud since true strike does 90% of the work for them. Not sure, can take a different cantrip really is covering it here.
Yes. Not having played a bard before I had not appreciated that unless playing a [1DD College of Valor] you did not get multi-attack or equivalent. Enter the new True Strike and my glamorous shyster can present a more competent appearance in battle. (He'll never be front line but if his back is to the wall he can stand his ground and deliver for a round or two.) Also its one cantrip for ranged and melee fighting instead of two - as long as your character concept doesn't mind using weapons - so helps with cantrip economy, especially for bards who only get 2. (Starting Cantrips: Bard 2, Warlock 2 (but its a warlock so odd caster already), cleric & wizard 3, sorcerer 4!)
Though he is quite miffed that short swords are not simple weapons. <falsetto voce> Oh DM, can I reskin this mace to something more elegant looking?
I hadn't noticed that bard lost their sword proficiences out of the box. That's no good.
Yeah seems weird to me, but I think them being a full caster is weird even if they have been for 2-3 editions. But thematically nothing screams master of magic when I think bards in any genre, even D&D. But I do think competent with blades. I always felt they fit the 1/2 caster mold better where all bards would get a 2nd attack, like rangers/paladins but bardic inspiration would be more robust and be their paladin aura game changer. Something like all allies within 30feet have x benefit as long as they can see or hear the bard. But I guess that is hard to swing in a bounded accuracy world. Though instead of +d6 to things it could have been other features like adv/disadv, extra damage to attacks, maybe extra reaction attacks etc.
My guess is that it's an oversight. In the original playtest, shortswords were simple weapons. They were reverted to martial, but that removed the last sword option available to bards. Swords seem a very bard weapon. Mace, handaxe and staff much less so. Spear's probably be best melee weapon left to bards, and I don't really associate that with bard either.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I mean, if you just want flavor you can just call your dagger a shortsword; the 1 damage on average difference by rolling is not a significant change in your DPR. Not that I'm opposed to them having shortsword or rapier prof either.
I imagine that swords will be returned for the final product.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Yeah its pretty much a flavor difference, they have d6 weapon choices there only finesse one is a dagger which can be thrown so its pretty balanced with the short sword. But it is thematic I think for bards to use swords. But really you can get by with low damage weapons I did a d4 barbarian build and while not optimized it worked.
"thematically nothing screams master of magic when I think bards in any genre, even D&D. But I do think competent with blades. I always felt they fit the 1/2 caster mold better where all bards would get a 2nd attack, like rangers/paladins but bardic inspiration would be more robust and be their paladin aura game changer. Something like all allies within 30feet have x benefit as long as they can see or hear the bard. But I guess that is hard to swing in a bounded accuracy world. Though instead of +d6 to things it could have been other features like adv/disadv, extra damage to attacks, maybe extra reaction attacks etc." - MyDudeicus
- Completely agree with the thematic appearance of Bards, and the 1/2 caster being where they could fit. (But I'm biased to gith build thematics)
- Agree that it is odd that, with the 1DD Bard Lvl 10 ability "Magical Secrets" whereby "your Bard spell list now includes the Arcane, Divine, and Primal spell lists", and of course Lvl 1 Spellcasting ability "Charisma is your Spellcasting Ability for your Bard spells", Bards are in fact THE masters of magic in 1DD. (From a certain point of view.)
- I also really like that application of Bardic Inspiration as an aura, which makes it more like a bard's song. W times per Long Rest up to X number of Allies within Y feet of you get Z bonus to any d20 check for the duration of you bardic inspiration (an encounter, as long as you can maintain concentration). With the various parameters increasing as the bard goes up in levels. (With that many parameters something could increase every level without getting too overpowered, maybe.)
Sorry this cantrips thread has been somewhat derailed into a Bardic discourse. By someone who plays Bards as Warlords (4th edition) trying to find an 'all rounder' 'martial & magics' character.
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something like elemental/magic proficiency a cantrip that let u do more the higher the proficiency representing mastery on that particular element/magic something like shape water/mold earth/control flames/gust or we can scale higher with composite spells that while u concentrate on a particular one certain other spells u cast got additional effect to them.
Cool suggestions! My thoughts:
Whoops -- meant to quote this post in the previous reply.
I pretty much agree with this 100%, particularly chill touch. In general, chill touch was one of my favorite ranged attack cantrips. I generally put it behind ray of frost, but more interesting than firebolt. it was redeeming the neutral tiefling option as being "well, it's not as good as the lawful (infernal) tiefling, but more useful than the chaotic (abyssal) tiefling." Now? I mean the change makes sense based on the name, but I'd not take this over my other melee options. True Strike and Shocking Grasp are probably going to be my go-tos as melee spells (or just mind sliver), so I went from having a spell I would use, to a spell I will likely not use. Stole the "necrotic dart" and already saved that out as homebrew.
Produce flame? I liked it before. I don't care for the bonus action interaction. Meh, whatever. I'll use it if I create a fire genasi, but I doubt I will ever pick it deliberately when better options are on the table. I'd use it over chill touch on my neutral tiefling if that was an option.
Poison Spray? Still not going to use it.
Acid Splash? Love this. I finally get my ranged AOE cantrip. I'm not fond of acid, will likely homebrew this to copy the ranged 4e aoe cantrip who's name escapes me atm.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Just echoing what others have said. I hadn't appreciated some of the improvements to the cantrips at first read-through but upon review there are a number of positive changes.
For those wondering who True Strike is for, with it (and feats at character creation in 1DD) it now looks possible to do a wizard-first swordmage that has the armour and weapon needed to look the part and act the part. Filling in that 'low HP & physical attributes high magic' slot above a bladesinger but below a hexblade who is outweighed by the paladin who comes in below an Eldritch Knight. (Play styles may vary; just referring roughly to how much armour / magic / weapon attack damage they do.)
I'm really liking the potential of True Strike now that I'm looking at it again. Same for the other cantrips others have analyzed better already.
True strike will be pretty solid for people who don't multi-attack. It's not going to blow anyone's mind, but if something gets in your face and you have no other options, true strike isn't a bad fall back.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Yes. You're not a fighter (multiple attacks) but if something tries to cut you down to size you can cut back with relative efficiency. Its different, and different can be fun.
Yes. Not having played a bard before I had not appreciated that unless playing a [1DD College of Valor] you did not get multi-attack or equivalent. Enter the new True Strike and my glamorous shyster can present a more competent appearance in battle. (He'll never be front line but if his back is to the wall he can stand his ground and deliver for a round or two.) Also its one cantrip for ranged and melee fighting instead of two - as long as your character concept doesn't mind using weapons - so helps with cantrip economy, especially for bards who only get 2. (Starting Cantrips: Bard 2, Warlock 2 (but its a warlock so odd caster already), cleric & wizard 3, sorcerer 4!)
Though he is quite miffed that short swords are not simple weapons. <falsetto voce> Oh DM, can I reskin this mace to something more elegant looking?
I hadn't noticed that bard lost their sword proficiences out of the box. That's no good.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
For me that might be another knock against true strike. Getting a 2nd attack is a big feature for classes and sub classes. In cases where its a class like barbarian and paladin they usually have other features that up their damage as they level. but for say the valor bard you mention what does the 2nd attack really give them past true strike. is 1d8+3 twice really that much better than 1d8+1d6+5 once and then at 11 1d8+2d6+5 once.
Maybe true strike is in the right place but the 2nd attack feature needs to be looked at. And sure valor bard gets armor proficiency, martial weapons and that's nice, but their level 6 sub class feature kind of feels like a dud since true strike does 90% of the work for them. Not sure, can take a different cantrip really is covering it here.
Yeah seems weird to me, but I think them being a full caster is weird even if they have been for 2-3 editions. But thematically nothing screams master of magic when I think bards in any genre, even D&D. But I do think competent with blades. I always felt they fit the 1/2 caster mold better where all bards would get a 2nd attack, like rangers/paladins but bardic inspiration would be more robust and be their paladin aura game changer. Something like all allies within 30feet have x benefit as long as they can see or hear the bard. But I guess that is hard to swing in a bounded accuracy world. Though instead of +d6 to things it could have been other features like adv/disadv, extra damage to attacks, maybe extra reaction attacks etc.
My guess is that it's an oversight. In the original playtest, shortswords were simple weapons. They were reverted to martial, but that removed the last sword option available to bards. Swords seem a very bard weapon. Mace, handaxe and staff much less so. Spear's probably be best melee weapon left to bards, and I don't really associate that with bard either.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I mean, if you just want flavor you can just call your dagger a shortsword; the 1 damage on average difference by rolling is not a significant change in your DPR. Not that I'm opposed to them having shortsword or rapier prof either.
I imagine that swords will be returned for the final product.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Yeah its pretty much a flavor difference, they have d6 weapon choices there only finesse one is a dagger which can be thrown so its pretty balanced with the short sword. But it is thematic I think for bards to use swords. But really you can get by with low damage weapons I did a d4 barbarian build and while not optimized it worked.
"thematically nothing screams master of magic when I think bards in any genre, even D&D. But I do think competent with blades. I always felt they fit the 1/2 caster mold better where all bards would get a 2nd attack, like rangers/paladins but bardic inspiration would be more robust and be their paladin aura game changer. Something like all allies within 30feet have x benefit as long as they can see or hear the bard. But I guess that is hard to swing in a bounded accuracy world. Though instead of +d6 to things it could have been other features like adv/disadv, extra damage to attacks, maybe extra reaction attacks etc." - MyDudeicus
- Completely agree with the thematic appearance of Bards, and the 1/2 caster being where they could fit. (But I'm biased to gith build thematics)
- Agree that it is odd that, with the 1DD Bard Lvl 10 ability "Magical Secrets" whereby "your Bard spell list now includes the Arcane, Divine, and Primal spell lists", and of course Lvl 1 Spellcasting ability "Charisma is your Spellcasting Ability for your Bard spells", Bards are in fact THE masters of magic in 1DD. (From a certain point of view.)
- I also really like that application of Bardic Inspiration as an aura, which makes it more like a bard's song. W times per Long Rest up to X number of Allies within Y feet of you get Z bonus to any d20 check for the duration of you bardic inspiration (an encounter, as long as you can maintain concentration). With the various parameters increasing as the bard goes up in levels. (With that many parameters something could increase every level without getting too overpowered, maybe.)
Sorry this cantrips thread has been somewhat derailed into a Bardic discourse. By someone who plays Bards as Warlords (4th edition) trying to find an 'all rounder' 'martial & magics' character.