prestidigitation: You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. im creating a kobold monk, and kobold in unearthed arcana canl have 1 cantrip from sorcerer. can i as monk throw darts infinit with this cantrip?
prestidigitation: You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. im creating a kobold monk, and kobold in unearthed arcana canl have 1 cantrip from sorcerer. can i as monk throw darts infinit with this cantrip?
A dart isn't a trinket, but your output would be so bad with this - 1 dart every 2 rounds - that I doubt any DM would care to object.
Nevermind that you would 1st have to use your action to create it by casting the spell... round 1.
Now that you have a dart you can attack with it... round 2.
Back to casting it to create a dart... round 3.
Most low level fights are over by now.
And you would have to get your DM to buy in to allow you to make weapons with the cantrip... since they can't last long and are bad action economy. Just be ready for any DM to change the rule if he feels it is too much.
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prestidigitation: You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. im creating a kobold monk, and kobold in unearthed arcana canl have 1 cantrip from sorcerer. can i as monk throw darts infinit with this cantrip?
A dart isn't a trinket, but your output would be so bad with this - 1 dart every 2 rounds - that I doubt any DM would care to object.
Basically this. Even if we say that you can make a trinket that could be argued to use the dart stats as an improvised weapon, it is so bad it isn't broken.
Also note that darts are not monk weapons and don't use martial Arts dice. I know right. TCoE sort of fixes this.
I agree that Mage Hand feels like the most thematically appropriate Cantrip for an Astral Self monk. It feels like a very natural extension of the theming for the subclass. Most combat cantrips are fairly useless for you... you'll almost always do more damage with Multi Attack, and with your Astral Self abilities you mostly have range covered, which is usually what cantrips can do for melee classes. But you'll get a lot more use out of an out-of-combat utility cantrip, and especially as a short creature there's a lot of little things that Mage Hand can do for you.
Ohh, thx guys, i was wondering over all :D. Wow im new on this web but its AMAZING. thx a lot.
1more question: Which cantrip of wizard (couse as kobold are the only ones i can take) would u take for a kobold monk way of the astral self?
This would probably be my short list (not in order, just examples):
Create Bonfire. Astral Self monks use their Wisdom to Shove - Create Bonfire lets you produce your own Shove hazard.
Minor Illusion is portable cover, and you're already the smallest or second smallest (I have no idea how small a playable Fairy can be) playable race - so that also seems reasonably fitting.
DJC's recommendation of Mage Hand is very reasonable. Related: you should ask your DM to rule on the limits of your Astral Hands' abilities to interact with objects, like whether or not you can pick something up 10 feet away.
Shape Water is fantastic on absolutely anyone. Have you settled on a color for your scales? Black and Copper dragons have a liquid breath weapon.
i thought the same, but i discard it since i can use the astral arms to do whatever i need, in 10 feets... i dont find uses for mage hands since it can only interacto with already open things, low weight... every one use the example "take the key on a jail" unles u areplaying skiyrim y doubt every guard let the key in front of the jail xD. maybe to activate traps?
fire bolt is cool idea but 1 minute to cast.... 1 minute is like A LOT isnt it? i mean, im relatively new but....
Shape Water lets you create frozen shapes out of water. Technically it takes one use to shape water into a liquid dagger/dart/etc, and then a second action to freeze it, so this isn’t necessarily useful IN combat. But if you’ve got time before initiative rolls or earlier in the day (it lasts one hour), no reason you can’t turn your gallon of water in your water skin into an (improvised, probably) ice sword or several daggers or darts.
i thought the same, but i discard it since i can use the astral arms to do whatever i need, in 10 feets... i dont find uses for mage hands since it can only interacto with already open things, low weight... every one use the example "take the key on a jail" unles u areplaying skiyrim y doubt every guard let the key in front of the jail xD. maybe to activate traps?
fire bolt is cool idea but 1 minute to cast.... 1 minute is like A LOT isnt it? i mean, im relatively new but....
What?
Fire Bolt is an action to cast.
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i thought the same, but i discard it since i can use the astral arms to do whatever i need, in 10 feets... i dont find uses for mage hands since it can only interacto with already open things, low weight... every one use the example "take the key on a jail" unles u areplaying skiyrim y doubt every guard let the key in front of the jail xD. maybe to activate traps?
fire bolt is cool idea but 1 minute to cast.... 1 minute is like A LOT isnt it? i mean, im relatively new but....
30 feet range and not needing Ki is pretty helpful. It has a lot of puzzle solving applications. Getting keys is one, and nothing is stopping it from getting practically anything else (money, documents, amulets, etc), it can also create distractions.
Mensing is the only cantrip with a casting time greater than 1 action. Fire bolt is 1 action, it is a combat spell.
Thx u all, thx a lot, about water shade,i almost nover gonna use weapons since im astral, but nice to know applications.
by the way what do u think about booming blade? i mean, it wont interfire in my actions, since i use it at the time u attack with a weapon, so i think i can just add it to the combo. AND, a question, astral arms, says it count as a weapon, could i use booming blade upon my astral arm?
srry for wasting ur time, but thx as i ssaid, i appreciate it so much.
If you'd prefer more of a combat-focused cantrip, I'd recommend a few other cantrips instead of Firebolt. Firebolt is useful in terms of just pure damage, since it deals a solid D10 of damage and has a very long range, but ultimately I feel like it's less useful than other combat cantrips that have additional battlefield control side effects.
First I'd say Frostbite is a great choice for a spell. For one, it's a Saving Throw cantrip instead of an Attack Roll, so it gives you an alternative way to deal damage if you find yourself fighting an enemy with really high AC. It does target Constitution, however, which is usually a fairly high stat for anything that has high AC. Anyway, Frostbite only deals a d6 damage, but if you hit an enemy with it they also get Disadvantage on their next attack they make, which means you can use it to provide a little extra defense for yourself or your allies.
Alternatively, you've got Mind Sliver. It's similar to Frostbite, except it targets INT instead of CON, and deals Psychic instead of Cold damage, but still deals d6 damage. However, the main feature of Mind Sliver is that, if you hit an enemy with it, they then have -1d4 to the first saving throw they make until the end of your next turn. This is great to combo with your allies... if, say, your party Wizard wants to turn that big Ogre into a frog with Polymorph, if you make sure to hit them with Mind Sliver you give a solid boost to their odds of landing that Polymorph. You can also combine it with your own abilities... if, say, you're charging across a large board to attack a distant target but can't quite get to them yet, you can Mind Sliver your target and make them more susceptible to a Stunning Strike when you finally get to punch them in the face.
Thx u all, thx a lot, about water shade,i almost nover gonna use weapons since im astral, but nice to know applications.
by the way what do u think about booming blade? i mean, it wont interfire in my actions, since i use it at the time u attack with a weapon, so i think i can just add it to the combo. AND, a question, astral arms, says it count as a weapon, could i use booming blade upon my astral arm?
srry for wasting ur time, but thx as i ssaid, i appreciate it so much.
Booming Blade doesn't combine with Extra Attack. It's still a full action just to cast the Cantrip, and it includes a single weapon attack as part of the spell, but is not the same as the Attack Action (confusing, I know). But no, it can't be used as part of the combo. Also, new errata changed Booming Blade to state that it can only be cast using a weapon that has cash value, which is basically a roundabout way of saying you can't combine it with magically conjured weapons or natural weapons.
i see, thx, but i think as u said guys before, ill take better a non fighting option, couse astral is already full fight xD. im still trying to choose betwen mage hand, prestidigitaion, minor ilusion... mage hand fits pretty good as said with the thematic, but i think minor ilusion or prestidigitation are way more usefull >.<", having hard time to choose.
Well, I don't know what your character is going to be like, but I can describe what it was like for me playing as a Goblin Bard for a long campaign who knew Prestidigitation, Minor Illusion, and Mage Hand.
The spell that I cast the most was Prestidigitation... this is mostly because it's a fairly open ended spell that can do a lot of little things. But I used it almost exclusively for roleplay purposes... like, what I used most was the option Prestidigitation has to clean things, and used it constantly for minor things like that, or just to light a torch or something. I only once ever solved a major problem using Prestidigitation that couldn't have been handled through other things I could do.
The spell I used almost as much as Prestidigitation was Minor Illusion. Mostly I used it as a Bard as a means to generate backup music when playing, but there were a few times where I used it to create something to hide myself in, or create distractions. There's a lot of really cool things you can do with Minor Illusion, just keep in mind that you can't create both sound and visual at the same time, and you also can't create a moving illusion.
Mage Hand was probably cast the least often, but it actively solved problems much more frequently than the other two spells. It let me secure ropes across dangerous gaps, to press down on pressure plates from a distance to avoid traps, or just open a door from across the room so I'm not standing too close in case there was someone hiding behind it. If I saw something that looked cursed I would pick it up with the Mage Hand and avoid whatever else could happen. It was a little hard to do much in roleplay with it, although I did manage to pull off the mythical Triple Deuce by flipping the bird with both real hands plus the Mage Hand.
I would also suggest mage hand, alternatives would be something like message, minor illusion, or prestidigitation. You can almost always discover reasons to use a solid utility cantrip.
hmmmmmmmmmmmmm, thx again. im not sure if as a monk i wont find that usefull mage hand to ropes staff, couse i can jump from wherever or walk on walls xD, maybe for traps... minor ilusion seems usefull as prestidigitation. Thx as said, ill think a bit more about it. (and dunno what was tooltip not foud xD)
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prestidigitation: You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. im creating a kobold monk, and kobold in unearthed arcana canl have 1 cantrip from sorcerer. can i as monk throw darts infinit with this cantrip?
A dart isn't a trinket, but your output would be so bad with this - 1 dart every 2 rounds - that I doubt any DM would care to object.
Nevermind that you would 1st have to use your action to create it by casting the spell... round 1.
Now that you have a dart you can attack with it... round 2.
Back to casting it to create a dart... round 3.
Most low level fights are over by now.
And you would have to get your DM to buy in to allow you to make weapons with the cantrip... since they can't last long and are bad action economy. Just be ready for any DM to change the rule if he feels it is too much.
Basically this. Even if we say that you can make a trinket that could be argued to use the dart stats as an improvised weapon, it is so bad it isn't broken.
Also note that darts are not monk weapons and don't use martial Arts dice. I know right. TCoE sort of fixes this.
Ohh, thx guys, i was wondering over all :D. Wow im new on this web but its AMAZING. thx a lot.
1more question: Which cantrip of wizard (couse as kobold are the only ones i can take) would u take for a kobold monk way of the astral self?
You mean sorcerer spell list.
Maybe mage hand. You could treat it as a lesser expression of your astral arms.
You could also just do fire bolt as a pseudo fire breath (I do this with a kobold sorcerer).
I agree that Mage Hand feels like the most thematically appropriate Cantrip for an Astral Self monk. It feels like a very natural extension of the theming for the subclass. Most combat cantrips are fairly useless for you... you'll almost always do more damage with Multi Attack, and with your Astral Self abilities you mostly have range covered, which is usually what cantrips can do for melee classes. But you'll get a lot more use out of an out-of-combat utility cantrip, and especially as a short creature there's a lot of little things that Mage Hand can do for you.
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This would probably be my short list (not in order, just examples):
Create Bonfire. Astral Self monks use their Wisdom to Shove - Create Bonfire lets you produce your own Shove hazard.
Minor Illusion is portable cover, and you're already the smallest or second smallest (I have no idea how small a playable Fairy can be) playable race - so that also seems reasonably fitting.
DJC's recommendation of Mage Hand is very reasonable. Related: you should ask your DM to rule on the limits of your Astral Hands' abilities to interact with objects, like whether or not you can pick something up 10 feet away.
Shape Water is fantastic on absolutely anyone. Have you settled on a color for your scales? Black and Copper dragons have a liquid breath weapon.
i thought the same, but i discard it since i can use the astral arms to do whatever i need, in 10 feets... i dont find uses for mage hands since it can only interacto with already open things, low weight... every one use the example "take the key on a jail" unles u areplaying skiyrim y doubt every guard let the key in front of the jail xD. maybe to activate traps?
fire bolt is cool idea but 1 minute to cast.... 1 minute is like A LOT isnt it? i mean, im relatively new but....
pls could u explain a bit more of water shaper? i get a bit lost, im a kobold i dont have breath weapons, i guess xD.
Shape Water lets you create frozen shapes out of water. Technically it takes one use to shape water into a liquid dagger/dart/etc, and then a second action to freeze it, so this isn’t necessarily useful IN combat. But if you’ve got time before initiative rolls or earlier in the day (it lasts one hour), no reason you can’t turn your gallon of water in your water skin into an (improvised, probably) ice sword or several daggers or darts.
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I'm going to make this way harder than it needs to be.
What?
Fire Bolt is an action to cast.
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30 feet range and not needing Ki is pretty helpful. It has a lot of puzzle solving applications. Getting keys is one, and nothing is stopping it from getting practically anything else (money, documents, amulets, etc), it can also create distractions.
Mensing is the only cantrip with a casting time greater than 1 action. Fire bolt is 1 action, it is a combat spell.
Thx u all, thx a lot, about water shade,i almost nover gonna use weapons since im astral, but nice to know applications.
by the way what do u think about booming blade? i mean, it wont interfire in my actions, since i use it at the time u attack with a weapon, so i think i can just add it to the combo. AND, a question, astral arms, says it count as a weapon, could i use booming blade upon my astral arm?
srry for wasting ur time, but thx as i ssaid, i appreciate it so much.
If you'd prefer more of a combat-focused cantrip, I'd recommend a few other cantrips instead of Firebolt. Firebolt is useful in terms of just pure damage, since it deals a solid D10 of damage and has a very long range, but ultimately I feel like it's less useful than other combat cantrips that have additional battlefield control side effects.
First I'd say Frostbite is a great choice for a spell. For one, it's a Saving Throw cantrip instead of an Attack Roll, so it gives you an alternative way to deal damage if you find yourself fighting an enemy with really high AC. It does target Constitution, however, which is usually a fairly high stat for anything that has high AC. Anyway, Frostbite only deals a d6 damage, but if you hit an enemy with it they also get Disadvantage on their next attack they make, which means you can use it to provide a little extra defense for yourself or your allies.
Alternatively, you've got Mind Sliver. It's similar to Frostbite, except it targets INT instead of CON, and deals Psychic instead of Cold damage, but still deals d6 damage. However, the main feature of Mind Sliver is that, if you hit an enemy with it, they then have -1d4 to the first saving throw they make until the end of your next turn. This is great to combo with your allies... if, say, your party Wizard wants to turn that big Ogre into a frog with Polymorph, if you make sure to hit them with Mind Sliver you give a solid boost to their odds of landing that Polymorph. You can also combine it with your own abilities... if, say, you're charging across a large board to attack a distant target but can't quite get to them yet, you can Mind Sliver your target and make them more susceptible to a Stunning Strike when you finally get to punch them in the face.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
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Booming Blade doesn't combine with Extra Attack. It's still a full action just to cast the Cantrip, and it includes a single weapon attack as part of the spell, but is not the same as the Attack Action (confusing, I know). But no, it can't be used as part of the combo. Also, new errata changed Booming Blade to state that it can only be cast using a weapon that has cash value, which is basically a roundabout way of saying you can't combine it with magically conjured weapons or natural weapons.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
i see, thx, but i think as u said guys before, ill take better a non fighting option, couse astral is already full fight xD. im still trying to choose betwen mage hand, prestidigitaion, minor ilusion... mage hand fits pretty good as said with the thematic, but i think minor ilusion or prestidigitation are way more usefull >.<", having hard time to choose.
Well, I don't know what your character is going to be like, but I can describe what it was like for me playing as a Goblin Bard for a long campaign who knew Prestidigitation, Minor Illusion, and Mage Hand.
The spell that I cast the most was Prestidigitation... this is mostly because it's a fairly open ended spell that can do a lot of little things. But I used it almost exclusively for roleplay purposes... like, what I used most was the option Prestidigitation has to clean things, and used it constantly for minor things like that, or just to light a torch or something. I only once ever solved a major problem using Prestidigitation that couldn't have been handled through other things I could do.
The spell I used almost as much as Prestidigitation was Minor Illusion. Mostly I used it as a Bard as a means to generate backup music when playing, but there were a few times where I used it to create something to hide myself in, or create distractions. There's a lot of really cool things you can do with Minor Illusion, just keep in mind that you can't create both sound and visual at the same time, and you also can't create a moving illusion.
Mage Hand was probably cast the least often, but it actively solved problems much more frequently than the other two spells. It let me secure ropes across dangerous gaps, to press down on pressure plates from a distance to avoid traps, or just open a door from across the room so I'm not standing too close in case there was someone hiding behind it. If I saw something that looked cursed I would pick it up with the Mage Hand and avoid whatever else could happen. It was a little hard to do much in roleplay with it, although I did manage to pull off the mythical Triple Deuce by flipping the bird with both real hands plus the Mage Hand.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I would also suggest mage hand, alternatives would be something like message, minor illusion, or prestidigitation. You can almost always discover reasons to use a solid utility cantrip.
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hmmmmmmmmmmmmm, thx again. im not sure if as a monk i wont find that usefull mage hand to ropes staff, couse i can jump from wherever or walk on walls xD, maybe for traps... minor ilusion seems usefull as prestidigitation. Thx as said, ill think a bit more about it. (and dunno what was tooltip not foud xD)