The same principle holds true for clerics, who would be well advised to steer clear of Sacred Flame (which only does 1d8 damage) and focus on a melee weapon (probably a mace) or a ranged weapon (hello again light crossbow), depending on their ability scores and preference.Īll this becomes moot at 5th level, when cantrips do 2X damage dice and melee and ranged weapons see no change for Wizards. The cantrips, while situationally useful, just don’t pack enough of a punch to justify their use during the majority of combat. In short, because crossbows add your ability bonus to damage, they tend to do a lot more damage than similar cantrips, which use a bare damage die. In contrast, in 3.5, a light crossbow required a move action to load, which could be a real pain. Since wizards almost never get more than one attack per action, this tag is no real impediment. What is surprising is that all the loading quality does is restrict you to one attack per action, bonus action, or reaction. Crossbow is better than ever!: The light crossbow has the loading quality, which is no surprise. And of course, both Ray of Frost and Shocking Grasp only do 1d8 damage, which puts them even further behind the crossbow in the damage department. Shocking Grasp is arguably the most useful, but it’s melee only it’s really best as a way to do some damage and still withdraw (presumably to pull out your trusty crossbow). Ray of Frost has some use in the first round of combat or when an enemy if fleeing, interfering with their ability to approach and escape effectively, but its utility is limited during the bulk of combat when significant movement across the battlefield tends to become less important. Fire Bolt is good for environmental effects, like setting an oil slick on fire or lighting a torch, but has no direct effect when used against a target. In short, the effects of these spells are very situational.
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