any good reason for this

Post/Author/DateTimePost
#1

drizzt_zylo

Mar 19, 2015 15:25:59
Why is it 1/3 casters such as arcane trickster n eldritch knight get cantrips but 1/2 casters such as paladin and ranger get no such thing. Also who wants a divine 1/3 caster archetype
#2

AaronOfBarbaria

Mar 19, 2015 15:42:28

I think that it has something to do with what else the classes/subclasses in question get, or are giving up their chance to get in order to take that subclass.

 

For example, a fighter not being a battlemaster is giving up quite a lot of nifty options and thus needs equally nifty options gained by being an eldritch knight, which spells alone might not be but spells + cantrips seems to be.

 

While paladins and rangers always have spells so they aren't sacrificing some other option to take them, and so forth.

#3

Razintarr

Mar 19, 2015 16:25:10

drizzt_zylo wrote:
#4

Illithidbix

Mar 19, 2015 18:13:37

I have wondered about this myself.

 

I believe part of the reason is the the 1/3rd spellcasters are the Arcane Trickster and Eldritch Knight, which are really "Rogue and Fighter with some wizard stuff mixed in"

They both use INT as spellcasting ability and use the Wizard's spelllist, although they have spells known rather than prepared.

 

The sorta little magical tricks that cantrips play into kinda fit the Wizard archetype rather than the Paladin and Ranger.

 

The Arcane Trickster particually is all about the Mage Hand!

#5

jaelis

Mar 19, 2015 18:38:58

Like others are suggesting, I don't think it's the half caster mechanic, it's more the nature of paladin and ranger classes. While EK and AT are (in my mind) supposed to really use spells as part of their core concept, pallys and rangers use spells as more of a supplement. An important supplement for sure, but I wouldn't expect to see a pally or ranger go through a fight without using a weapon. While EK and AT might well do that in some situations.

 

That said, you could give pally and ranger some cantrips, but shy away from attack ones. Things like resistance, guidance, mending, light, spare the dying all seem like they would fit the theme. If I had a player who really wanted something like, I'd probably allow it.

 

If they had set it up like that in the rules, it might have been nice because then if they want to introduce a half-caster class that does thematically use cantrips, then they could keep the same format. But it's hardly any big deal.

#6

Coredump00

Mar 20, 2015 10:32:53

I am currently playing a Paladin and a Ranger.  Neither one is missing having cantrips. (not saying I would turn them down if offered....)  The Ranger, however, needs to have more 'known spells' if no cantrips.... (but thats a different discussion.)

#7

Illithidbix

Mar 21, 2015 13:42:56

Coredump00 wrote:
#8

slumgum

Mar 21, 2015 14:33:49

Paladin and ranger have unique spells, the 1/3rd casters do not. 

#9

FighterFan

Mar 25, 2015 1:05:24

slumgum wrote: