I have seen this Cantrip touted as the greatest thing since air in Youtube videos and on Forums over and over and I just don't get why. Sure, you get +1D4 on one check within one minute after you stroll into a shop or a council chamber, but that's it. The Cantrip is V/S so unless you have a Warlock buddy who can recast this on the sly, everyone will see or hear it being cast again. Yes, a free 1D4 on a check is nice, but how many times are you going to know for sure that you're going to make the check so you can cast the spell?
Because it is a cantrip you can cast it whenever you want, so if you are entering a situation where there is even the slightest chance you or someone else in the party is going to make a check then you cast it. Because it costs you essentially nothing. Also 90% of checks you know they are happening ahead of time so can precast it:
trying to lift a heavy thing
trying to sneak
trying to climb a steep cliff
trying to swim against a current across a river
trying to balance along a narrow cliff edge
trying to pick a lock
trying to follow tracks of a monster
searching for hidden doors / traps
searching for loot in a enemy lair
trying to decipher worn writing in a dungeon
trying to figure out the cause of death on a body
etc... etc...
Basically every skill check you make that isn't mid-conversation or during combat you can use Guidance on.
This feels like something where the DM should just award a free +1D4 to anything the party is doing as long as A) Nobody is watching, B) Only a single check is being made at a time, C) The check is being made in the first minute of an encounter (haggling with a merchant or trying to make a good first impression in the council chamber). IMHO this would be better than having one player repeat 'Guidance' a dozen times a session.
Now I can see the benefit. It's sort of like Bless but for out of combat situations.
You can, but ability checks aren't super common in combat. Bless covers attacks and saving throws and it lasts a full minute/concentration, while Guidance is only once and is for straight ability checks, and since it takes an action to cast, probably not your best option when in combat compared to some other action. (Like, even the Help action, if available, probably would work as well or better in combat.)
Bless takes a first level spell slot but Guidance uses a known cantrip slot; the relative expense of each of those depends on your build. If you want a combat cantrip, there are probably others to consider. Guidance can be very helpful in AVOIDING combat.
As foolishmortal said, they aren’t super-common in combat, grapple-related checks are about the only thing I can think of that might come up.
Also, it’s got a range of touch, and it uses your action, so if your ally is grappled and you’re standing next to them already, you’re probably better off hitting the enemy then helping your make their next grapple check. And that’s assuming you don’t already have another concentration spell going.
As the above said, Guidance is pretty limited in combat, it takes a full action lasts for one one check and requires touch & concentration. I've seen in used in preparation for a fight - either to buff a grappler or to buff a counterspeller - but never cast in combat itself.
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This is a simple question: What's the big deal?
I have seen this Cantrip touted as the greatest thing since air in Youtube videos and on Forums over and over and I just don't get why. Sure, you get +1D4 on one check within one minute after you stroll into a shop or a council chamber, but that's it. The Cantrip is V/S so unless you have a Warlock buddy who can recast this on the sly, everyone will see or hear it being cast again. Yes, a free 1D4 on a check is nice, but how many times are you going to know for sure that you're going to make the check so you can cast the spell?
I seek understanding. Thanks in advance.
Because it is a cantrip you can cast it whenever you want, so if you are entering a situation where there is even the slightest chance you or someone else in the party is going to make a check then you cast it. Because it costs you essentially nothing. Also 90% of checks you know they are happening ahead of time so can precast it:
Basically every skill check you make that isn't mid-conversation or during combat you can use Guidance on.
This feels like something where the DM should just award a free +1D4 to anything the party is doing as long as A) Nobody is watching, B) Only a single check is being made at a time, C) The check is being made in the first minute of an encounter (haggling with a merchant or trying to make a good first impression in the council chamber). IMHO this would be better than having one player repeat 'Guidance' a dozen times a session.
Now I can see the benefit. It's sort of like Bless but for out of combat situations.
You can, but ability checks aren't super common in combat. Bless covers attacks and saving throws and it lasts a full minute/concentration, while Guidance is only once and is for straight ability checks, and since it takes an action to cast, probably not your best option when in combat compared to some other action. (Like, even the Help action, if available, probably would work as well or better in combat.)
Bless takes a first level spell slot but Guidance uses a known cantrip slot; the relative expense of each of those depends on your build. If you want a combat cantrip, there are probably others to consider. Guidance can be very helpful in AVOIDING combat.
As foolishmortal said, they aren’t super-common in combat, grapple-related checks are about the only thing I can think of that might come up.
Also, it’s got a range of touch, and it uses your action, so if your ally is grappled and you’re standing next to them already, you’re probably better off hitting the enemy then helping your make their next grapple check. And that’s assuming you don’t already have another concentration spell going.
As the above said, Guidance is pretty limited in combat, it takes a full action lasts for one one check and requires touch & concentration. I've seen in used in preparation for a fight - either to buff a grappler or to buff a counterspeller - but never cast in combat itself.