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Otherwise if the person who has blade ward isn't in range of anything, I have em use it for their next turn or two
ex: it *might* be useful if you're sorrcerer who has twin-cast a buff like Haste, and you want to reduce the chance of losing concentration due to a hit; but this is very much a "do the math" problem to figure out whether it makes sense (e.g. if enemies are often hitting for less than 10 per hit even without resistance, it won't help at all with that).
Or if you knew that next round you were going to have to move through an area where movement was the priority, not retaliation (e.g. moving across open ground exposed to a lot of enemy archers and expecting to draw fire; again, do the math, because maybe your action would be better dashing, etc).
But in a system where you can pretty much never have a lot of known cantrips unless you're gimping your leveled spell progression to do dips (e.g. OK, you could do wizard-1/sorceror-1/cleric-1 will know 3+4+3=10 cantrips... but now you've got a 1/1/1 split and you're slinging level 1 spells instead of level 2, and your spells are associated with three different ability scores).... it's really unlikely to be worth picking.
e.g. even a 20th-level sorcerer will know 6 cantrips.
* Chill Touch
* Fire Bolt
* Mage Hand
* Mending
* Mind Sliver
* Minor Illusion
would generally all be much more useful choices.
I think you have some weird expectations about how strong a cantrip should be.
As is, blade ward is almost a must have but it does assume you are capable of planning at least one round ahead.
If you're looking for crap cantrips, maybe start with true strike that's only theoretically useful on a rogue caught flat footed. That's about as niche as it gets.
In fact, Larian buffed blade ward from what it is in table top. It explicitly states it only works on weapon attacks, so it wouldn't work for non-weapon attacks such as natural bite attacks and the like.
If you're looking to get the most out of blade ward, pop it out of combat from stealth and it costs nothing but still lasts two rounds. I figured that didn't need to be said, but apparently it does.
As far as I can tell, Wizard's in BG3 have no apparent limit to how many cantrips they can know beyond the amount of cantrips that exist.
Limiting your example to casters that are purposefully limited in their choices is perhaps not the best way forward, especially since blade ward is objectively quite useful in any situation where you expect to take physical damage.
Since the AI in BG3 prefers attacking low AC targets, and casters (in general) are the low AC classes (especially at the start) I think it's pretty obviously value added past balanced difficulty.
Cantrips aren't supposed to be that good (except Eldritch Blast); they are your "filler attacks" for casters and real spells are supposed to be your big hitters and combat changers.
Or making it a bonus action.
Eldritch Knight, Heavy armor that reduces damage taken by 2, Heavy Armor Master reduces it by another 3. Running towards the enemy, being the main frontliner, but can't quite reach them for my powerful melee attacks. There's like 4-5 enemies as well. Blade ward instead.
They have to deal 12 damage minimum to even damage me. I can tank all of them without even thinking about it, and I can still trigger all of their opportunity attacks for fun.
That said, as mentioned earlier, its actually been buffed in BG3 compared to its Table Top original. In table top it only works against weapon attacks (instead of any bludgeoning, piercing, or slashing damage), and only lasts one round (instead of 2).