Blade Ward -- It becomes a concentration cantrip that if it is up grants +3 AC against the first non-magic weapon attack made against the caster. It is dispelled regardless of whether the attack hits or misses. Takes an action to cast. I think this makes this a viable cantrip choice, sort of a "mage armor light" that gives the user an alternative to always having mage armor up (albeit dependent on not having anything better to concentrate on heading into combat and being willing to gamble on not getting attacked frequently during a combat - it's just a cantrip). Doesn't stack with mage armor or anything that mage armor wouldn't stack with.
True Strike - This becomes an indefinite length (i.e. not one turn) concentration cantrip that if still up grants a flat +2 to the first attack roll made by the caster. Needs to be recast to work again after that first attack roll, regardless of hit or miss, and still takes an action to cast. The idea is that it can now be cast ahead of combat and maintained until used (assuming there is nothing better to concentrate on), but obviously had to be depowered from an auto-hit in that case.
Guidance - Don't want to nerf this too much since it is already concentration, but thinking house rule would be that no person can benefit from this more than once per long rest.
Spare the Dying - Also adds +1d4 to the amount healed the next time the recipient is healed hit points (e.g. after a rest that grants a hit die healing, receiving a healing spell or potion, etc.). But the healing boon only works on someone that is at zero hp when it is cast (and multiple castings would not stack). WIthout a real benefit this seems a cantrip that nobody takes given the low DC of the skill check.
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