As of now, The Cleric spell list is blessed with 5 Cantrips.
- Cure Minor Wounds
- Lance of Faith
If I'm not mistaken Clerics can only choose 1 cantrip, and they get another one from their deity.
But you will probably find that most clerics are choosing Lance of Faith and Cure Minor Wounds, and it doesn't take a genius to know why.
Some might argue that Lance of Faith is overpowered, but if you were to reduce it to 1d10 or 2d4, or even all the way down to 1d6, it would likely still be the Clerics favorite cantrip. Personally, I don't think Lance of Faith is overpowered, I think that the rest of the Clerics cantrips are severely lacking.
Let's take a look at the offenders.
Effect: Choose an ability score, and touch one creature. For the next minute, or until you cast this spell again, that creature gains a +1 bonus to checks using the chosen ability.Problem:
Guidance isn't really a bad spell, for a cantrip it gives a solid benefit. The problem with Guidance is that it suffers from not being all that useful in combat, a +1 bonus is nice to have but it's hardly improvement enough to forfeit an attack, and with only getting to choose 1 cantrip, you probably want a combat cantrip.How to Fix it:
Give Guidance a more evident combat effect, not all clases can benefit that much from a +1 on skill checks during combat. Allow guidance to give a +1 bonus to attacks aswell. Even with that change, I feel as Guidance wouldn't still get passed over for Lance of Faith, maybe make it a word of power to seal the deal.LightEffect:
You touch an object. It sheds bright light in a 20-‐foot-‐radius sphere and dim light for an additional 20 feet. The light may be colored as you choose. The light lasts for 1 hour or until you cast this spell again. Covering the object with a solid object, such as a bowl or a helm, blocks the glow. Problem:
Light is a cool spell, light is a useful spell, light is a spell I hate my cleric doesn't have. Again, the main problem is that light is not that useful inside combat, sure...It might be a life saver if your fighting creatures that see in the dark and they manage to blow your torches off. But your party's wizard probably has light, he gets to choose 4 cantrips so he will most likely have light.How to Fix it:
Light is probably fine, this is something that I would rather fix by giving Clerics more cantrips. But it would also be cool for a low level character to have more combat actions. Maybe allow casting Light in an opponents eyes to give him a -1 penalty on his next attack.ResistanceEffect:
You touch one creature. Until the start of your next turn, that creature gains a +1 bonus to all saving throws. Problem:
You only affect one creature and it lasts only 1 round, you don't know if that creature is even going to make a saving throw and 5% is not that much anyway, also it has no range.How to Fix it:
Make it a word of power and add range to it, I would even test making it a +2 bonus as it might be hard to predict when a saving throw is coming before next turn.Cure Minor Wounds
(word of power)Effect:
Choose a living creature within 50 feet of you that has 3 hit points or fewer. It regains 1 hit point. Problem:
It only heals 1 hit point, still it's useful as it allows someone to get back to combat.How to Fix it:
Make it set the target's life to 3 hit points instead of regaining 1hp, maybe even set their current HP to 3+their CON mod.
Also add more cantrips.
A Spell Similar to Resistance that gives AC instead would be a sweet option, specially if it is a word of power. Only +1 bonus though.
What about?Blessed Swing.
(word of power)Effect:
You Touch a weapon (choose a weapon within 30feet of you), the next attack with that weapon deals an additional 1d4 radiant damage.Minor Damage AbsorptionEffect:
Choose a creature with at least 1 hit point within 50 feet of you. If you can sense the presence of an hostile creature in a 100 feet radius centered in the chesen creature, you grant that creature 2d4 (1d6/1d8?) temporal hit points for a minute, only one Minor Damage Abosorption effect can be present on each creature at time.Minor Reactive Healing.Effect:
Until the start of your next turn, each time a creature within 50 feet of you is damaged, as a reaction you can make that creature regain up to 1d10 (2d4/1d8?) hit points, this creature cannot regain more hit points than the damage he took to trigger this effect.