Originally Posted by RagnarokCzD
Originally Posted by ArvGuy
Guidance is a great choice, obviously.
Is it tho?
When you have Friends you can only concentrate on one of them ... its good tohave options ofc ... its just not as good as it may seem.

Originally Posted by ArvGuy
But I would also consider acid splash for the surface effects.
Im affraid cantrips dont make surface effects on their own ... they only react to whatever target is standing in.

Originally Posted by ArvGuy
Then there's shocking grasp. It's not that great but it does offer lightning damage, which synergizes with water, and it provides safe disengagement on top, in case you can't EB punt a target away.
IMHO Shockung Grasp is best meele cantrip ...
It gives fair dmg, advantage on metal-armoured targets, and it disable reaction!!!
That mean much more than safe disengage ... you can for example disable counterspell to enemy Wizard!
It would be much more appealing if you could deliver it trough your companion tho. frown

Originally Posted by ArvGuy
And then there's thaumaturgy for the dramatically inclined. It might seem like overkill but if you really want to make your intimidation checks then 20 cha, guidance, proficiency, and thaumaturgy all combined really ought to do it.
Dont Thaumaturgy also require concentration?

Originally Posted by ArvGuy
And then of course there's light, in case you just like to be able to see in the dark without darkvision.
Indeed.

//Edit:
Anyway ... since Ritual casting seems to be missing, i think pact of the Tome loose lots of its appeal.
Guidance: Requires concentration, breaks Hex, awful for warlocks. I messed up. Horrible choice.

Acid Splah: I think cantrips made surface effects in EA initial release but everybody haded the surface mess and found it wildly overpowered, so Larian changed it (and firebolt). In other words,
you are right, which means Acid Splash is mainly interesting for its small AoE and not much else, which is a bit underwhelming.

Shocking Grasp: Great cantrip, but it is not high damage and it is melee. Melee + warlock = not good. I agree that the utility factor here is very neat, which is why I think it would be a good candidate for a pact of the tome warlock.

Thaumaturgy: This is an action with a set duration of 10 turns. It does not require concentration, at least not according to spell description ingame. I don't think I have tried it yet.

Light: Indeed.