ATHATH
2018-10-31, 05:57 PM
I recently realized that my viashino Moon Druid 1/Paladin 2/Moon Druid 3 (so 4 levels of Moon Druid and 2 levels of Paladin, with a level of Moon Druid being my first level) got an extra cantrip known this level, and am wondering what cantrip to select.
It's a CoS campaign (with some dungeons from TftYP thrown in), with the following party members (other than me):
Human Celestial Warlock 1/Abjuration Wizard 5 (dunno the order of those levels): Is near-suicidally reckless, running up to enemies and drawing aggro, touching weird things (before I can recklessly touch them first), jumping into raging whirlpools after enemies, etc. If not for the Cleric, they'd be dead several times over by now (literally; they have a justified "this new character is just like my old one" thing going that involves timelines and the Raven Queen). Generally just spams Eldritch Blast in battle, as they've taken almost no combat spells. Is quite creative with his utility spells, though, managing to (for example) kill (not just delay) 3 enemies that would have wiped the floor with the party with Arcane Lock. Always has a plan, although they won't always tell all of us of it. Consistently rolls incredibly poorly on/for initiative. Knows Shape Water and used to know Mending (but now does not).
Tabaxi Battlemaster Fighter 6: Is a recent addition to the campaign (and semi-new to 5e, I think); don't really know much about her. She generally uses her Maneuvers to trip enemies and move party members (the former more often than the latter).
Tiefling Assassin Rogue 6: Played by a new player; has a higher CHA than DEX. Has not had a single opportunity to sneak up on enemies and get a surprise round on them so far. Usually attacks with a bow, although they can fight in melee (and benefit from the flanking variant rule while doing so).
Forgot What Race Gunslinger 6: New player; used to be a Bear Totem Barbarian that hit stuff with a rifle (that he didn't know how to shoot); replaced his character with a Gunslinger (the homebrew class from Whatshisface). He has the subclass that lets him use a lot of different types of guns and switch between them at-will. Recently got all of his guns wet, making them inoperable until he takes a short rest per gun to fix them.
Forgot What Race Lore Bard 5/Alchemist Artificer (from UA) 1: New player; isn't able to attend the game half of the time due to college work and sleep issues.
Firbolg Grave Cleric 6: Arguably the most competent/useful member of the party; has saved all of us from death at least once each (I think). Is a Cleric of Khelemvor, god of the dead. Used to hand out Guidance a lot, but recently put into place a "you don't get Guidance unless it's an emergency or you haven't defiled a corpse within the past 24 hours". I'm basically permanently on his "no Guidance" list, as my character routinely loots skulls from humanoid foes/the environment (he's up to 26 of them now, and is saving up enough skulls for a skull throne). The DM has houseruled that he can use a bonus action cantrip and a leveled spell on/in the same turn.
My current cantrips known are Druidcraft and Produce Flame, and I think I've narrowed my options down to the following:
Mold Earth: A recent thread has warmed me up to this spell, and no one else in the party has it. It's a decent downtime cantrip, which means that it won't have much anti-synergy with Wild Shape.
Guidance: The Cleric in our party knows Guidance, but I'm on his "no Guidance ever, you corpse-defiler" list. The thing is, I'm gonna be spending most of my time adventuring/dungeoneering/not resting in Wild Shape, and those are the times/situations that I'd make the most skill checks in. It'd still be really handy for crafting and doing knowledge checks during downtime, though, so I'm still torn about it. Also, it might step on the Cleric's toes/gimmick a bit.
Mending: Our party's Wizard used to know this. It's a really nice utility spell, but I don't know if it's a better utility spell than Mold Earth.
So, which one should I pick?
It's a CoS campaign (with some dungeons from TftYP thrown in), with the following party members (other than me):
Human Celestial Warlock 1/Abjuration Wizard 5 (dunno the order of those levels): Is near-suicidally reckless, running up to enemies and drawing aggro, touching weird things (before I can recklessly touch them first), jumping into raging whirlpools after enemies, etc. If not for the Cleric, they'd be dead several times over by now (literally; they have a justified "this new character is just like my old one" thing going that involves timelines and the Raven Queen). Generally just spams Eldritch Blast in battle, as they've taken almost no combat spells. Is quite creative with his utility spells, though, managing to (for example) kill (not just delay) 3 enemies that would have wiped the floor with the party with Arcane Lock. Always has a plan, although they won't always tell all of us of it. Consistently rolls incredibly poorly on/for initiative. Knows Shape Water and used to know Mending (but now does not).
Tabaxi Battlemaster Fighter 6: Is a recent addition to the campaign (and semi-new to 5e, I think); don't really know much about her. She generally uses her Maneuvers to trip enemies and move party members (the former more often than the latter).
Tiefling Assassin Rogue 6: Played by a new player; has a higher CHA than DEX. Has not had a single opportunity to sneak up on enemies and get a surprise round on them so far. Usually attacks with a bow, although they can fight in melee (and benefit from the flanking variant rule while doing so).
Forgot What Race Gunslinger 6: New player; used to be a Bear Totem Barbarian that hit stuff with a rifle (that he didn't know how to shoot); replaced his character with a Gunslinger (the homebrew class from Whatshisface). He has the subclass that lets him use a lot of different types of guns and switch between them at-will. Recently got all of his guns wet, making them inoperable until he takes a short rest per gun to fix them.
Forgot What Race Lore Bard 5/Alchemist Artificer (from UA) 1: New player; isn't able to attend the game half of the time due to college work and sleep issues.
Firbolg Grave Cleric 6: Arguably the most competent/useful member of the party; has saved all of us from death at least once each (I think). Is a Cleric of Khelemvor, god of the dead. Used to hand out Guidance a lot, but recently put into place a "you don't get Guidance unless it's an emergency or you haven't defiled a corpse within the past 24 hours". I'm basically permanently on his "no Guidance" list, as my character routinely loots skulls from humanoid foes/the environment (he's up to 26 of them now, and is saving up enough skulls for a skull throne). The DM has houseruled that he can use a bonus action cantrip and a leveled spell on/in the same turn.
My current cantrips known are Druidcraft and Produce Flame, and I think I've narrowed my options down to the following:
Mold Earth: A recent thread has warmed me up to this spell, and no one else in the party has it. It's a decent downtime cantrip, which means that it won't have much anti-synergy with Wild Shape.
Guidance: The Cleric in our party knows Guidance, but I'm on his "no Guidance ever, you corpse-defiler" list. The thing is, I'm gonna be spending most of my time adventuring/dungeoneering/not resting in Wild Shape, and those are the times/situations that I'd make the most skill checks in. It'd still be really handy for crafting and doing knowledge checks during downtime, though, so I'm still torn about it. Also, it might step on the Cleric's toes/gimmick a bit.
Mending: Our party's Wizard used to know this. It's a really nice utility spell, but I don't know if it's a better utility spell than Mold Earth.
So, which one should I pick?