I’m a lvl10 sorcerer: should I plan for Spell Sniper + Eldritch Adept to get a powerful cantrip?

I’m currently a level 10 Tiefling Sorcerer, playing my first game of D&D (5e). I’m mostly selecting spells for boon’ing party members, with a couple of save-or-suck spells in reserve + simple damage output (e.g. Chaos Bolt + Fire Bolt). I’d quite like to have a more chunky Cantrip, e.g. Eldritch Blast, but I’d also like to hit level 20 Sorcerer, too. I already have the Observant and Ritual Caster feats, and 20 Charisma as a luck did have it when we rolled our characters, too.

Draft plan: Level 12 Spell Sniper (Eldritch Blast) + level 16 Eldritch Adept (Agonising Blast)

An artificer in our group is providing me with a Mind Sharpener set of robes, so I don’t think Warcaster is necessary until potentially late game.

Thoughts, comments, shaming, critique?

Is the effect of a mending cantrip a continuous spell?

Suppose I have split a stone brick in two, hollowed it out, packed it full of contraband, and then sealed it shut with a Mending cantrip. How does the spell effect work? Is it a one-and-done, ending when the affected object is repaired, or does it continuously keeping the object’s pieces together?

Will Detect Magic pick up the brick?

Could the brick be opened by a Dispel Magic?

Would the effect cease inside an Antimagic Field? Will it resume once the brick is out of the field?

How much force can the Shape Water cantrip exert?

The Shape Water cantrip never mentions the force it can produce. The only limit I can see is the line:

[…] doesn’t have enough force to cause damage.

Otherwise there is no limit to the force. Hence, I would assume that it can exert an amount of force not more than to cause damage to the object it will be interacting with.

So, by RAW as I see it, one can move water up to 5ft per casting with unlimited force as long as it isn’t causing damage. Technically this cantrip may move a massive boulder at the incredible speed of 0.254km/h (5ft/6s) with no regard to the boulder’s weight, as long as the boulder doesn’t take damage.

I understand that this is a pretty specific thing, but it would seem that this spell can be pretty useful in certain cases if it indeed works this way. Am I assuming the rules correctly?

Is this alteration to the Evocation Wizard’s Potent Cantrip balanced?

The Potent Cantrip ability states:

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 effect from the cantrip.

This seems to limit the wizards choices, as there is no benefit of this feature to cantrips like Firebolt or ray of frost. My alternative proposal is this:

Starting at 6th level, you add your Intelligence modifier to the damage you deal with any wizard cantrip that does not already add an ability modifier.

There is precedent to adding an ability modifier to a cantrip, as seen in the Cleric’s Potent Spellcasting or the Warlock’s Agonizing Blast. The additional "…that does not already add an ability modifier" is to account for spells like Magic Stone or Booming Blade, so these cantrips would not stack modifiers. The main reason I feel this may not be balanced is that this ability is given at 6th level, as opposed to the Cleric receiving it at 8th level.

Does “Spare the Dying” eat up a Warlock cantrip slot?

The Sword Coast Adventurer’s Guide, for the Undying Otherworldly (Warlock) Patron, on page 139 explicitly says

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a Warlock cantrip for you.

Does that mean you’re now forced to take this cantrip and use up one of your cantrip “slots”, or does it mean you now have access to learn it if you choose to?

Does it actually mean that you get Spare the Dying in addition to the 2 cantrips you already get?

counts as a warlock cantrip for you

could be read with the context: “as opposed to counting as a Cleric cantrip”… so that’s why I’m finding it confusing.

Casting Guidance cantrip for every roll?

What prevents a cleric from casting the Guidance spell every single turn and having everyone have 1D4 extra for their rolls, especially since you can combo it with this:

It seems like every skill check should always be made with advantage due to the 'Working Together' rules. Is this accurate?

This can end with almost all the checks being a D20+1D4 plus advantage. Seems a bit broken mechanic without some houseruling that prevents the same spell on the same target for some time, or I am missing some rule that prevents this?

The same would affect Resistance, but since you probably are in the middle of a combat, the Touch range could prevent it effectively, but for normal skill rolls where the touch of the cleric is possible and the situation is not stressing?

How does the Detect Magic spell see any creature that knows at least one cantrip? [duplicate]

The detect magic spell states (emphasis mine):

you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic

And the definition of a cantrip in the PH is (emphasis mine):

A cantrip i s a spell that can be cast at will […]. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over.

Is a visible creature that knows and can cast at least one cantrip detected as "bearing magic" by the spell detect magic?

Is my homebrew melee Eldritch Blast cantrip balanced?


A complaint I often hear about Warlocks is that, unless they choose Pact of the Blade/Hexblade, they are effectively pidgeon-holed into playing a caster that sits in the back, blasting foes from afar.

This homebrew cantrip attempts to remedy that by providing an alternative to Eldritch Blast that is nonetheless compatible with Eldritch Invocations, such that the fantasy of a magical melee warrior is attainable while being usable with a variety of Patrons and Pact Boons, all the while utilizing the full breadth of customization that Eldritch Invocations provide.

Variant: Eldritch Blade

Warlock 1st level feature.

Whenever you learn Eldritch Blast, you can choose to instead learn Eldritch Blade. This cantrip is considered the same cantrip as Eldritch Blast, with the modifications listed below.

Eldritch Blade

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: S, M (a hilt or hilt-like rod worth at least 1 GP)
Duration: 1 minute

You create a blade of crackling magical energy in your hand that lasts for the duration or until the spell is cast again. As part of casting this spell, and as an action for the remaining duration, you can strike at a creature or object within range. Perform a melee spell attack against the target. On a hit, the target takes 1d10 force damage, or 2d6 force damage if you hold the blade in both hands while making the attack.

The magical blade emanates from the hilt used to cast this spell, or wraps around an existing blade if it is attached to the hilt. Using an existing blade confers no additional benefits to the attacks made with this spell. If you release the hilt, the spell ends.

This spell magically amplifies the fervor of your attacks, such that you can attack more than once with this spell when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attack at the same target or at different ones. Make a separate attack roll for each attack.

Eldritch Invocations

Any Eldritch Invocation with a prerequisite of Eldritch Blast affects Eldritch Blade as if it were the same cantrip. The following Eldritch Invocations have their effects replaced:

Eldritch Spear: when you cast Eldritch Blade, its range is 10 feet.

Grasp of Hadar: Once on each of your turns before attacking with Eldritch Blade, you can magically teleport to an unoccupied space within 5 feet of the target of your attack, provided you can see the creature, and the creature is within 15 feet of you.


The characteristics and usage of Eldritch Blade closely follow those of Eldritch Blast, except that the spell can only be cast at melee range.

Components: the hilt component is given a gold cost so that the component cannot be replaced with a spellcasting focus. This is mainly to evoke imagery of a fantasy lightsaber blade that is emitted from the hilt. Additionally, the spell’s wording allows the user to use an existing weapon as the spellcasting component, as if using magic to fuel their attacks. The magical blade cannot be given to an ally, so there’s no room for cheesing the system by giving your allies magically creating blades.

Damage: in order to compensate for the significant reduction of power associated with Eldritch Blade’s reduced range, I’ve given it the option to be wielded with two hands for moderately increased damage. This increase is deliberately similar to the increase in damage from a longsword to a greatsword.

Eldritch Invocations: Eldritch Spear normally provides an ~2x improvement to the range of Eldritch Blast, so I’ve followed the same logic. Grasp of Hadar is more tricky; within 5 feet, you cannot pull a target any closer to yourself, so instead I’ve changed the wording such that a user can move themselves closer to a distant target. The increased utility of teleportation for escaping grapples comes at the cost of reduced safety, as the ability can only be used to teleport next to the target.

How is this different from Pact of the Blade/Hexblade? For starters, this option allows Warlocks to choose a different Pact Boon. This cantrip uses the Warlock’s spellcasting ability, meaning that it uses Charisma for attack rolls. This cantrip is still a spell, so it has none of the benefits of magic weapons (i.e. bonuses on attack and damage rolls, additional effects on hit, etc.), and none of the benefits of Pact of the Blade like its associated Eldritch Invocations.


Is this homebrew spell balanced? I’ve combed through the list of Eldritch Invocations and I’m confident that I’ve identified any potentially strange interactions. Thank you for reading.

Can the Light cantrip create effective darkness?

The Light cantrip allows for adjustments in the color of the light it produces.

"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light…"

Black is a color. In fact, there are different shades of black. If I choose black as the intended color while casting this cantrip, would I be creating an area of magical darkness?