Thoughts on a Cantrip fo r Half-Elf Variant Paladin

Dax Doomslayer

Adventurer
Hi Folks,
I was just trying to pick a cantrip for my 1st lvl Half-Elf paladin. What are people's thoughts as to a good one that would synergize with an Oath of the Ancients vow. There's the old stand by Booming Blade or Green Flame Blade but I was trying to see if there was anything else (though my intelligence is only 9 so I'm assuming that's going to limit me fairly severely). Any thoughts of something effective beyond the two mentioned? Thanks!!
 

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My first thought was "druidcraft for the fey bit of the oath if ancients."

My second thought was "wait, half-elf paladins don't get cantrips; Where's this cantrip coming from?,
 

My third thought was "That's probably what the variant in the thread title is about."

My fourth thought was "I wonder if it's a variant half-elf, or a variant paladin."

And my fifth thought was "I'm giving this way more thought than I need to."


Druidcraft. Final answer.
 


GFB and BB are probably your best bets for damage with a 9 Int. However, there are lots of cantrips that give some decent versatility and don't require spell saves or attacks. Some examples: Minor illusion (albeit not very paladin-ly), mage hand, prestidigitation, control flames (PotA, XGtE), shape water (PotA, XGtE), maybe mending. You might try checking what the party casters have if you want to be unique. Otherwise....
 


Lol - Satyrn. The 'Studied' trait for the Half-Elf Variant grants the cantrip. Hmmm - Druidcraft is a good thought. Thanks for your input!!

I should maybe add that I suggested druidcraft because I think I'd find it more fun to take a non-combat cantrip of some sort, since a paladin is already great when it comes to dishing out damage.

(I had a blast with minor illusion on my gnome fighter, for example)
 

I'd stay away from any cantrip that has a saving throw, or for that matter [MENTION=6801204]Satyrn[/MENTION]. Well, for this thread anyway. :heh:

So unless I'm missing something you get a wizard cantrip of your choice? Which rules out Druidcraft?

Anyway, my thoughts

Booming Blade: obvious choice, but it requires an action to cast. At higher levels (5+) you have to forego your second melee attack which will do more damage. Does help to lock down opponents though.

Control Flames: could be fun and appropriate for Oath of the Ancients. I could see how this could play into some RP as you channel the will of the ancients to manipulate fire.

Dancing Lights: not sure I've ever seen anyone cast this. Could be handy to light the way or to create a distraction.

Friends: would play in to a charisma based character, with the penalty of pissing people off.

Green-Flame Blade: has same issues as Booming Blade, which is probably a better spell for you.

Light: being able to see is good.

Mage Hand: this can be very utilitarian, and I think it's overlooked for how useful it is to pull levers, set off traps, distractions, etc. Depends on if you think it fits your character.

Mending: umm ... you can ... umm ... I can't think of a reason you would take this.

Message: another underrated spell IMHO if your group does subterfuge and/or stealth at all.

Mold Earth: yippee! Finally you can ... umm .. see Mending.

Prestidigitation: lot of people like this, I guess its OK depending on if you're creative.

Shape Water: if you had this and mold earth you could make some awesome mud pies. If the mud pie breaks, maybe the wizard can mend it for you!

True Strike: never seen anyone use it. Sounds great, not worth an action.
 


Blade Ward is mathematically unsound and a direct trap option.

Choose another cantrip. Just take the Dodge action when subject to lots of attacks.


Same goes for True Strike. Don't take it. Just make an attack instead. The effect is equivalent to advantage, and you've saved yourself a trap cantrip choice.

Friends should have been called Insult or Make Foe. As long as you understand its true purpose it has its uses.
 
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