I have a bit of a stretch in terms of a character concept (wasn't entirely sure if this was the space for it but here goes).
First things first I am going to lay the ground rules that will need to be established in order to make this work and I understand not everyone would agree with this, but consider it a thought experiment. I know we can achieve some of the feel of this idea without resorting to more drastic and fringe ideas but lets go a little mad for a minute.
In looking at 2 unearthed arcana classes the Lore Mastery wizard and the Order of Scribes wizard. A common theme is that they both get options to mess with the magical properties of their spells, largely the ability to change damage types of their spells. Personally I believe that this is something wizards should be encouraged to do and able to do early on and I think this ability should extend to cantrips (as experimenting with magic should be a large part of being a wizard and messing with low grade magical tricks seems like the safest option). I know this is argued to be too broken before even looping in the ability to mess with cantrips (and coming from unearthed arcana doesn't help my case. I believe Order of Scribes is coming in Tasha's but I have not seen it in that form yet so I do not know what officially that ability will look like or if it has been changed). But for this build for now lets assume that this ability to change damage types of cantrips stands, How do we get the most out of our cantrips?
My first concept focused on a level 2 druid(circle of stars)/level 2 wizard(lore or order of scribes) Aarakocra (either planned to start at 4th lvl or aim to work up to this point) as this multiclass would give access to both wizard and druid cantrips and a cosmic bird wizard felt pretty rad. Taking magic initiate for either cleric cantrip access or additional druid goodies. The end product would be a spell caster who losses higher grade spells but makes up for it in versatility in terms of both damage types as well as cantrip versatility, flavor in terms of a mystical character that understands how to reshape/change minor magical effects, and role play opportunities that play up an experimental wizard with druid ties to more "earthly" magic. The idea of using produce flame to form a mini lightening bolt, using green flame blade to coat a weapon in frost, or maybe using druidcraft to display the positions of the stars instead of just the weather are just some opportunities that I think open up when we start considering how we fully utilize cantrips as meddlers in magic.
So my question is: Does this seem viable? How can we further get more out of cantrips? Would you DMs allow something like this at your table? Or is it too strong? Elf and Human are strong racial options for a build like this, but the goal isn't to mid/max exactly, its to create a viable yet grounded build with an emphasis on feeling like a master of minor magic. So thoughts?
obviously, the ultimate is a high elf multiclassed to every caster class. It would have access to almost every cantrip and a good chunk of first level spells.
the only tweak I might add may be 2 lvls of fighter for action surge. Most cantrips (with the exception of magic stone) have a casting time of 1 action, so you will have trouble with dealing with so many cantrips, or even dealing more than one. I have a handbrew class with a subclass that allows for cantrips to be used a 1 bonus action (at will of course; you choose whether or not to do so), and cantrips as opportunity attacks, so 3, maybe 4 cantrips in 1 round
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Action surge would be very useful for the build and fighter does open up options for Eldritch Knight. That sounds like an interesting subclass you got there.
I have a bit of a stretch in terms of a character concept (wasn't entirely sure if this was the space for it but here goes).
First things first I am going to lay the ground rules that will need to be established in order to make this work and I understand not everyone would agree with this, but consider it a thought experiment. I know we can achieve some of the feel of this idea without resorting to more drastic and fringe ideas but lets go a little mad for a minute.
In looking at 2 unearthed arcana classes the Lore Mastery wizard and the Order of Scribes wizard. A common theme is that they both get options to mess with the magical properties of their spells, largely the ability to change damage types of their spells. Personally I believe that this is something wizards should be encouraged to do and able to do early on and I think this ability should extend to cantrips (as experimenting with magic should be a large part of being a wizard and messing with low grade magical tricks seems like the safest option). I know this is argued to be too broken before even looping in the ability to mess with cantrips (and coming from unearthed arcana doesn't help my case. I believe Order of Scribes is coming in Tasha's but I have not seen it in that form yet so I do not know what officially that ability will look like or if it has been changed). But for this build for now lets assume that this ability to change damage types of cantrips stands, How do we get the most out of our cantrips?
My first concept focused on a level 2 druid(circle of stars)/level 2 wizard(lore or order of scribes) Aarakocra (either planned to start at 4th lvl or aim to work up to this point) as this multiclass would give access to both wizard and druid cantrips and a cosmic bird wizard felt pretty rad. Taking magic initiate for either cleric cantrip access or additional druid goodies. The end product would be a spell caster who losses higher grade spells but makes up for it in versatility in terms of both damage types as well as cantrip versatility, flavor in terms of a mystical character that understands how to reshape/change minor magical effects, and role play opportunities that play up an experimental wizard with druid ties to more "earthly" magic. The idea of using produce flame to form a mini lightening bolt, using green flame blade to coat a weapon in frost, or maybe using druidcraft to display the positions of the stars instead of just the weather are just some opportunities that I think open up when we start considering how we fully utilize cantrips as meddlers in magic.
So my question is: Does this seem viable? How can we further get more out of cantrips? Would you DMs allow something like this at your table? Or is it too strong? Elf and Human are strong racial options for a build like this, but the goal isn't to mid/max exactly, its to create a viable yet grounded build with an emphasis on feeling like a master of minor magic. So thoughts?
obviously, the ultimate is a high elf multiclassed to every caster class. It would have access to almost every cantrip and a good chunk of first level spells.
I call this build "abserdly magical"
Proud poster on the Create a World thread
the only tweak I might add may be 2 lvls of fighter for action surge. Most cantrips (with the exception of magic stone) have a casting time of 1 action, so you will have trouble with dealing with so many cantrips, or even dealing more than one. I have a handbrew class with a subclass that allows for cantrips to be used a 1 bonus action (at will of course; you choose whether or not to do so), and cantrips as opportunity attacks, so 3, maybe 4 cantrips in 1 round
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Action surge would be very useful for the build and fighter does open up options for Eldritch Knight. That sounds like an interesting subclass you got there.
Thanks
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Here is the thread where the battlecaster class and eventually the Class 101 subclasses reside, should you or anyone else be interested.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/85722-homebrew-battlecaster-101
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Thanks!