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 ...
It is cantrips that can not keep up, if you get Extra Attack
Weapon attacks alone are not competitive, a 14th level Wizard does more damage with a cantrip than with a dagger1. Class features like Fighting Style and Extra Attack make weapon attacks superior.
First I will measure the Wizard against the Fighter, and later show how other classes compare. For ...
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 ...
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 ...
No, you can't cast light on it.
If the spell intended to say "an object that fits within a 10-foot cube", it would say that, or something like it. The phrase "no larger than 10 feet in any dimension" is very clear: the object can't be more than 10 feet in its longest possible measure. You don't get to pick an arbitrary X-, Y-, and Z-axis ...
Per a Twitter post by Jeremy Crawford (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 (page 4) as of its initial release in 2015:
If a character has levels in more than one class, do the character’s cantrips scale with character level or with ...
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 ...
There is no concept of below 0 Hit Points in 5e. You are either above 0 or at 0.
If you read through the Damage and Healing section in the PHB you will note that it constantly refers to creatures dropping to 0HP but never below.
As such, Spare the Dying works exactly as stated:
You touch a living creature that has 0 hit points.
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 ...
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 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 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).
Cover is concerned with what is between you and your target, nothing more, so it doesn't matter if eldritch blast shoots straight or wibbly wobbly.
The rules for cover state:
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other ...
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.
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 ...
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 Cast ...
No - it would make the issue(s) worse.
The problem with True Strike is its horrendous use of action economy, not that it requires a "cantrip slot", so-to-speak. On top of that, it requires concentration, which is a scarce resource already, at least for full-casters.
The few use cases where it's somewhat worthwhile, i.e. Rogues trying to get a sneak ...
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.
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
PHB Support: "The ...
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.
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 (...
It depends on the actual wording of the Unusual Club
The magic items in the DMG (and elsewhere) have effects described by rule sentences, rather than simple shorthand (as is given in the example). Now, there are different ways to have a magic† club deal 2d4 damage:
Attacks with this club deal 2d4 bludgeoning instead of the normal 1d4.
Such a wording would ...
Cantrips do not count against the two spells you learn when you level up
The Wizard's Spellcasting feature states:
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free [...]
However, it is important to note that this is under the section "Learning Spells of 1st Level and Higher", which tells us that ...
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 ...
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 &...
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 be ...