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 (...
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 ...
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 ...
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.
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. ...
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 (...
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 ...
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 ...
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, ...
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 ...
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 magic1 club deal 2d4 damage:
Attacks with this club deal 2d4 bludgeoning instead of the normal 1d4.
Such a wording ...
It makes time pressure more important
Unless the party has a Warlock who can cast Detect Magic at will, the party will have to make a choice. Do we use a ritual and take 10 minutes, or do we use a spell slot to know the answer right away?
I've had players who are absolutely paranoid and will try to keep Detect Magic active at all times, just in case some ...
Cantrips are not prepared like the rest of your leveled spells. From the Druid Spellcasting class feature section:
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and ...
The hostile creature’s movement doesn't provoke an opportunity attack from you, so your War Caster feat isn't triggered.
The War Caster feat (PHB 170) says:
When a hostile creature’s movement provokes an opportunity attack from
you, you can use your reaction to cast a spell at the creature, rather
than making an opportunity attack. The spell must ...
Mage Hand cannot directly trip a creature, but might be able to indirectly do so
Can't directly grab a creature
Spells do what they say they do and mage hand does not grab creatures as creatures are not objects in 5e.
Can lift 10 lbs of material in the path of a creature's path
An alternative attempt might be to use mage hand to lift a board, stick, or ...
Our Tiefling is a Warlock 2, Sorcerer 3, Trickery Cleric 2, and any class 4.
Warlock 2 gives us the Eldritch Spear invocation, setting the base range of Eldritch Blast to 300 feet. The Spell Sniper feat (from level 4 of any class) doubles that range, and the Distant Spell metamagic from Sorcerer 3 doubles it again, bringing the range to 1200 feet....
Under the usual proviso of "spells only do what they say they do", then there is no indication in the spell description that the mage hand is visibly connected to the caster.
As you quoted yourself:
A spectral, floating hand appears at a point you choose within range.
There is no reason to believe there is any other visual effect. (Though ...
Yes, because zephyr strike does not require the Attack action.
The Attack action is one type of action you can use in combat. There are other ways to make weapon attack rolls. For further explanation, see these related questions:
What does upper-case-A-Attack action vs. lower-case-a-attack mean?
What counts as an attack?
The cantrip green-flame blade is ...
If Your DM Says It Does, It Does
One of the advantages (haha) of Advantage is that it can be granted circumstantially, as per the rules on Advantage:
The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
So if the DM says that using Thaumaturgy grants Advantage ...
No, because timing is a harsh mistress
Action: I cast Prestidigitation to make trinket, this trinket is a glass.
Free action: I use the glass and fill it was swamp water.
Action: I cast Prestidigitation to instantaneously clean the object (water filled glass) and I have clean water.
And then... watch the glass disappear...
No, mage hand has no ability to feel.
Spells do what they say they do.
The description of the mage hand cantrip says:
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
No, for two different reasons.
Most classes cannot replace cantrips at all. Even warlocks and sorcerers can only replace spells of a level for which they have spell slots, which excludes Cantrips since you don't have any 0th level slots.
But even if you could replace cantrips, as the Unearthed Arcana Artificer can, you still can't replace racial cantrips, ...
I can only speculate as to designer intent, but the mentioned admonition from DMG is likely because healing should consume resources, putting a practical limit on the amount of healing that can be done each day. As such, there is unlikely to be any extenuating circumstance that might balance a cantrip (no resource use) that allows ...
Since you have a number of criteria, I had to go through each one by importance to find the best build (or builds in this case). You can find a TL;DR below with a description of my methods after.
The best build optimizing:
DPR using shillelagh
Uses for Wisdom
Race: Envoy Warforged (secondarily: Simic Hybrid or Hill Dwarf)
You don't need to be a Sorlock to create four eldritch blast beams in a round
Eldritch blast is a cantrip and all cantrips increase in damage as the PC levels. Eldritch blast, however, is pretty unique, in that rather than simply increasing in damage, at higher levels the caster instead fires additional beams, which all roll to hit and damage separately:
Cantrips don't use spell slots. Ever. The whole points of cantrips is that they are simple spells the caster has mastered and can cast repeatedly without expending any spell slots.
From the rules:
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the ...
The rules for damage state:
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but ...
Yes, this can be done.
One character, called Celine from here on, who can accomplish this is a level 20 character with the following classes:
Bard (College of Lore) 18 ---------------- (for Additional Magical Secrets, Magical Secrets, Magic Initiate feat, Spell Sniper feat, and spells)
Cleric (Nature Domain) 1 -------------------------- (for ...
Mage Hand should not be able to trip creatures
The description of mage hand specifies what it can be used for:
You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
Note that this does not include interacting with creatures.