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A cantrip that does magical piercing, bludgeoning, or slashing goes through most resistances and immunities. So I wouldn't allow that as a variant of a d8 damage cantrip.
Produce Acid, Cold, or Lightning do seem appropriate as rare cantrip variants of Produce Flame. Your best option from those...
My character has the Vestigialist archetype for Warlock. I selected the Mobility expanded spell list specifically for Freedom of Movement and Greater Invisibility at 4th spell level. The Bewilderment, Fire, and Stars expanded spells list also have good choices for spells. However in each case, I...
I think that you're basically limited by the rules as written to a Warlock expanded spell list specified in the Adventurer's Guide, or if there's one listed in your Warlock archetype you could take that instead.
The limited number of spells known really restricts what spells a Warlock should...
IMHO, the simplest approach is to just swap in some similar racial or heritage ability of equivalent value. I've seen analysis of this for both 5E D&D and A5E, just not finding a link with a quick search at the moment.
It has been a problem for quite a few editions that racial abilities in...
That long jump may be low and the high jump distance is too high, if you want to be real world accurate. Red kangaroos can jump about 6 foot high from a standing jump, or up to 10 foot high with a running start. They can also long jump up to about 40 foot with a running start. I'm not sure how...
Sorry, my bad. It was my assumption based on Cultural Weapons on page 314 being next to Rare Weapons on page 315. As a DM, I'd be inclined to make weapons with additional non-standard properties be rare, hence requiring training, for game-balance reasons.
A couple of things to note:
A weapon with the vicious property is a rare weapon, and takes training to become proficient in.
"If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20)" per LUA5E page 313.
The Blazing Pursuit maneuver is detailed here: Blazing Pursuit | Level Up
It is really strange that it does both fire damage and the original type. Usually it would be something like +d6 fire damage. It is unclear as written whether the intent is that creatures that have resistance/immunity to...
For rare spells, they do count against the limited number of spells known for spellcaster classes with that restriction. In which case, you have both the standard and rare variant available. End result is that my Warlock has not learned any rare spells as yet.
Writing this up as a culture, I would make it similar to Shadow Elf:
Aquatic Elf
Superior Darkvision: The range of your darkvision increases to 120'; or if you didn't already have darkvision, you gain 60' darkvision. This functions underwater, including in murky water albeit with half this...
To be effective underwater, they need three to five things:
Darkvision. Elves get this already.
Swim speed. I cost this at 1/4 of a feat.
Water breathing, or holding breath for an extended duration. This is a fairly weak ability, I cost it at 1/10 of a feat, about half the cost of a cantrip...
"Feature: Secret Ways. When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace."
I have assumed that traveling stealthily applies to the group, not just you. Otherwise it has limited benefit, as...
Casting the Vicious Mockery cantrip as a reaction when an attack misses is really good. I'd suggest limiting its uses to your proficiency bonus per long rest.
One more thing to add, from page 324 of the LUA5E Adventurer's Guide:
Hands-Free Shield (+25 gp cost): "This shield mounts to your arm, leaving your hand free." Only hand-mounted weapons (brass knuckles and punching dagger) can be wielded in that hand, but it does leave the hand free to cast...