Cantrips level with your character, not your class
While it never explicitly states this anywhere in basic or the PHB, it only states the level at which the cantrip increases in power. One of the design goals of 5e and one of the things it imported from 4e was that there should never be a time where a magic user is forced to resort to making a weapon attack ...
No, this makes the current system less balanced.
The current system for cantrips gaining damage at regular intervals is the magic users' equivalent of the "Extra Attack" feature that other classes get (rogues get increased Sneak Attack damage instead).
Consider the humble Path of the Zealot Barbarian. At level 5, they can do the following using a Greataxe (...
Mage hand can pour out a vial of acid.
Pouring a vial of acid in this way will (generally) not damage an enemy.
It's exactly as the rules you quoted say. You can pour out the contents of a vial. Per the description of Acid, simply pouring isn't enough to do someone--who likely doesn't want acid poured on them--damage.
If you start pouring acid on one who ...
About the Rules
You are correct that even if you can do something as much as you want, it still takes time to do. Something that takes your action in combat should not be do-able more frequently than once per 6 seconds outside of combat most of the time (there can be some exceptions, but spellcasting would not usually be considered a candidate for that). So ...
One Line of This Spell Makes These Ideas Difficult
There is an essential phrase you (originally) left out of your description of the Shape Water cantrip (Elemental Evil Player's Companion, p. 21, bold added).
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
All of your ...
Per Jeremy Crawford on Twitter (Designer/Editor of D&D 5e):
A multiclass character uses character level to determine the damage of a cantrip.
This was added to the Sage Advice Compendium.
If a character has levels in more than one class, do the character’s cantrips scale with character level or with the level in a spellcasting class? ...
The light spell casts shadows to the same degree that any light source does.
Technically speaking, nothing in the game rules ever says shadows exist whatsoever. The rules for light producing items just say they throw a radius of light, and that light level exists everywhere in the radius. Nothing in the rules says that physical objects like dense foliage ...
The Feature does not only apply to Evocation Spells
The feature you are talking about says the following:
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional ...
The Rogue and Monk would take half damage
Your argument seems sound. Since the Evasion feature specifies Dexterity saving throws, but Toll the Dead requires a Wisdom saving throw, Evasion simply doesn't apply here. So they would take full damage from Toll the Dead if they fail the Wisdom saving throw, or half the damage if they succeed due to the Potent ...
This answer was written assuming Encode Thoughts was on the Wizard Spell List. While DNDBeyond lists the spell as a Wizard Spell, the Guildmaster's Guide to Ravnica book doesn't actually specify that the spell has an associated class. If your table accepts DNDBeyond's wisdom that the spell is indeed a Wizard spell, then this answer is valid, but ...
For spellcasting, you use the listed spellcaster level as read on page 10 of the Monster's Manual:
The spellcasters level is also used for any cantrips included in the feature.
This means an archmage is treated as level 18 for the purposes of cantrips and Nezznar is treated as level 4 (despite his greater number of hit dice).
The Thaumaturgy cantrip allows you to alter the appearance of your eyes, though not your entire face.
One of the effects of Thaumaturgy is to
alter the appearance of your eyes for 1 minute.
You can dismiss the effect with an action if 1 minute is too long for you. If that's enough, it could work. Thaumaturgy is not a Warlock cantrip, but you can gain ...
Cantrips are spells.
A cantrip is a spell ... A cantrip’s spell level is 0. (PHB, p. 201)
There are certain class features that require a spell, or a spell slot, of level 1 or above (The Life Cleric's Blessed Healer feature for instance) and as such cantrips would not qualify for these. For all other spell casting features, they would qualify.
No, you cannot. Slots can only be used on Level 1+ spells.
like most spells can a known cantrip be cast at a higher spell slot lvl. Aka sacred flame lvl 1 for 2d8 radiant dmg
No, since cantrips don't use spell slots.
— Jeremy Crawford, Lead Rules Designer D&D
The rules do not indicate that the thorn whip spell uses a grapple (which the weird would be immune to). The water weird has no immunity to the effect of thorn whip. Very clever use of a spell to defeat a creature.
The paragraph about spell levels states that:
Cantrips [..] are level 0. (PHB 201)
The wish spell does not state an exception to this rule (like, eg. the sorcerer metamagic twinned spell does) and so the general rule is applied. 0d10 damage is 0.
This is merely giving an unwilling creature a chance to not be affected by a spell.
It does not do anything special by default.
However, for some creatures, it may end up providing disadvantage. Many creatures who are native to dark areas do have disadvantage when they are in bright light.
It may also help if you are trying to remain hidden. If you are in ...
There currently is no method for this
While the Unearthed Arcana Lore Wizard created a method to change spell damage types, it only included spells that cost a spell slot, so cantrips like Eldritch Blast were not included.
In terms of changing a damage type for any spell, that was your only option.
However, even if you did utilize that, you really have to ...
Mending doesn't create new bond; it restores a broken one
The answer by Medix2 already covers the basics: Mending repairs a single break in a single object, not multiple breaks in multiple objects. However, I want to answer the part of your question about affixing two objects together by first gluing them, then breaking the joint and fixing it with Mending. ...
No, You cannot combine attacks with booming blade.
Both Booming Blade and Green Flame Blade say the following:
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range
This means that these cantrips do not require you to take the Attack action, they require you to take the ...
Potent Cantrip makes a cantrip exactly the kind of effect that Evasion works against. Evasion causes "an effect that allows you to make a Dexterity saving throw to take only half damage" to instead deal no damage. Potent Cantrip means that your cantrips deal half damage on a successful saving throw. Which is to say, the target gets to make a saving throw to ...
It's very reliable. According to the description, it "predicts what the weather will be". No ifs, ands, or buts. This suggests perfect accuracy.
That said, it's not very precise. (Precision is not the same as accuracy.)
The description isn't clear whether it shows a single effect that predicts the weather over 24 hours, or if it changes in appearance over ...
Without multiclassing but with feats, a Level 3 Celestial Warlock with Pact of the Tome can have nine cantrips:
Two - Variant Human with Magic Initiate, choices depend on class selected for the feat. Consider Sorcerer or Bard to keep them all CHA-based.
Two - Warlock 3, choosing from the normal Warlock list.
Two - Celestial Patron grants Light ...
It's probably unbalanced.
Let's take a look at what other things allow you to gain hit points at first level:
Cure Wounds (requires a spell slot and action, restores 1d8 + change).
Healing Potion (costs 50 gp, requires an action, restores 2d4+2).
Goodberry (requires a spell slot and action, restores 1 hp per action for 10 additional actions).
Healing Word (...
This is not a good way to solve the problem you're trying to solve.
What you're effectively moving towards is a "fun tax." You're balancing X% of gameplay at an overpowered level against Y% of effective non-participation in gameplay. Game designers talk about this from time to time, and the outcome is almost always negative.
My problem is not just the ...
No, this will not work RAW*
It's not water
Shape Water specifically states it only works with water (emphasis mine):
You choose an area of water that you can see within range and that fits within a 5-foot cube.
Had they wanted it to work with any other liquid, it wouldn't have used the term "water". Things that contain water are not the same thing, ...
It's significantly more powerful than other AOE cantrips, but wouldn't be gamebreaking if balanced as part of a specific race
One spell you could compare it to another cantrip that does AOE damage: Thunderclap (Elemental Evil Player's Companion, pg. 168):
Range 5 ft
You create a burst of thunderous sound that can be heard up to 100 feet away. Each ...
Any carried object will be visible
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible
"You can make the spectral hand invisible" does not mean "you can cast the Invisibility spell on it". It does what it says — you make the hand invisible, and only the hand, not the item it is carrying.
However, D&D 5th edition ...