If you like minor but imaginative spells, you really can't go wrong with getting, what, 90 new cantrips for just $7? They've got everything from spells that summarize books for you and post infinite flyers on walls to ones that let you control the elements and slow down time so you can better defend yourself. There's a couple typos, and I'm a little confused about what they meant by "preparing cantrips," but none of that actually causes problems. This is the sort of bonus material D&D should be getting.
I seriously cannot wait to try these tiny magic tricks out in my next game. Oh, and at the end is a neat new bard subclass for the minstrel living on the open road. That could be fun.
On the other hand, a few of these spells, while having been converted mechanically to 5e, haven't quite been updated to account for the increase in cantrip power since 3.5e. That time-distorting defensive spell I mentioned could be used pretty much every round and the only thing it would cost you is your reaction. That's a little strong when 0-level spells no longer cost spell slots to cast. I recommend reviewing any spells you plan to add to the game carefully if they give mechanical benefits. You might need to adjust them a little. Most of them should fit in just fine, however; the number of problematic spells I've found I can count on my fingers. Also, it would be nice if the PDF were bookmarked; being locked I can't just add bookmarks myself and locating the description for any one cantrip is a bit tedious.
It's unfortunate that with a little more work this could have been a near-perfect supplement, but for so much imagination on one document I really don't regret buying it.
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