Overriding the to hit seems to work fine. Modifying the damage seems to not be working.
Which part of modifying damage? If it's the +CASTING_MOD then we should be able to help.
If it's an issue of changing the b/p/s to radiant or trying to add the +1/2/3d6 radiant at higher levels, then that can't really be automated. Though you can homebrew a magic item and add a little note with the extra d6s of radiant damage. (Use a flametongue as your base for inspiration.)
Sorry if I was confusing before. (Hadn't thought about that part of true strike.)
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Combined with
Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Say using the classic Rapier 1d8
Using Agonizing Blast with True Strike with pact weapon.
say you have 20 chr, so +5
Rapier 1d8 + (True Strike/Agonizing Blast 5 +5 ) does the Pact Weapon replacement still remain? Because true strike only removes Str or Dex. or do you remove the Pact Blade replacement as well?
Either way, I think just the interaction of True Strike with Agonizing Blast will make this probably the best spell for melee warlocks. Also if you start with 1 level of warrior to get dueling, and weapon properties, and better armor, I think this build can become beastly.
Since Pact of the Blade is already replacing which stat to use for attack/damage I don't think that would stack.
And for True Strike + Agonizing Blast, hmmm.... I think technically no too. Since it's the weapon used in the casting, not the spell itself, doing the damage. Similar to how it wouldn't stack with Shillelagh because it's the club/staff not spell doing damage.
I could definitely be wrong. (And it's an intriguing idea for sure.) But my first thought is that it doesn't stack RAW.
Since Pact of the Blade is already replacing which stat to use for attack/damage I don't think that would stack.
And for True Strike + Agonizing Blast, hmmm.... I think technically no too. Since it's the weapon used in the casting, not the spell itself, doing the damage. Similar to how it wouldn't stack with Shillelagh because it's the club/staff not spell doing damage.
I could definitely be wrong. (And it's an intriguing idea for sure.) But my first thought is that it doesn't stack RAW.
If True Strike only did what Shillelagh did, I would agree, but a part of the spell specifies it does additional damage after level 5. So based on RAW true strike after level 5 does 1d6, and at level 11 2d6, and 17 3d6.
edit: also because it changes the damage type of the weapon to spell damage, I would say it counts if you convert the weapon damage.
Since Pact of the Blade is already replacing which stat to use for attack/damage I don't think that would stack.
And for True Strike + Agonizing Blast, hmmm.... I think technically no too. Since it's the weapon used in the casting, not the spell itself, doing the damage. Similar to how it wouldn't stack with Shillelagh because it's the club/staff not spell doing damage.
I could definitely be wrong. (And it's an intriguing idea for sure.) But my first thought is that it doesn't stack RAW.
If True Strike only did what Shillelagh did, I would agree, but a part of the spell specifies it does additional damage after level 5. So based on RAW true strike after level 5 does 1d6, and at level 11 2d6, and 17 3d6.
edit: also because it changes the damage type of the weapon to spell damage, I would say it counts if you convert the weapon damage.
You make a good point there. I guess the last thing to think of is if it could be thought of as turning the weapon into a radiant flametongue of sorts semi-similar to Magic Weapon modifying the weapon to have a beneficial property. (Kind of makes me interested in the (I assume) eventual Sage Advice.)
But like I said, that's a great point you made. And definitely gets the mind racing about Bladelocks. Great in lv1-4 and allows your lv5 Invocation to be freed up (in exchange for having the TS+AB combo earlier) with not needing to take the invocation that allows extra attack. I feel like if I start doing Adventurer's League that I'd want my first 5.5 character to be an Orc Celestial Warlock with this combo.
You make a good point there. I guess the last thing to think of is if it could be thought of as turning the weapon into a radiant flametongue of sorts semi-similar to Magic Weapon modifying the weapon to have a beneficial property. (Kind of makes me interested in the (I assume) eventual Sage Advice.)
But like I said, that's a great point you made. And definitely gets the mind racing about Bladelocks. Great in lv1-4 and allows your lv5 Invocation to be freed up (in exchange for having the TS+AB combo earlier) with not needing to take the invocation that allows extra attack. I feel like if I start doing Adventurer's League that I'd want my first 5.5 character to be an Orc Celestial Warlock with this combo.
Just made a test character 4 psi warrior, 16 Celestial Warlock. My math came out over 100pts of single target damage per turn. This included 3 attacks per turn, using a Rapier with weapon mastery, and the new improved "thirsting blade" and it's upgrade. Note bonus damage from smites, and abilities double, and warlock smites do not count as a spell even if they burn a pact slot. So unloading psi dice, smite, true strike on a crit is massive. Vex basically means 2 out of the three attacks are at advantage, which increases crit chance like crazy.
The cantrip is not doing damage; the attack with the weapon used as a spellcasting focus is doing damage. This is true even if it does extra damage or has its damage type changed.
I can't find an answer so asking here: If I have a character with a Flametongue Dagger (1d4 piercing + 1d4 fire) and I use True Strike with it do I still get the 1d4 fire or do I no longer get it?
Does True Strike benefit from a +1 weapon or +1 focus spell attack rolls.
It benefits from the weapon, does not benefit from bonuses to spell attack rolls as it is not a spell attack, it is a weapon attack using your spellcasting ability score.
If I hit with the dagger using 2024 True strike which options do I have :
1d4+3 physical
1d6+3 radiant
1d4+3 physical + 1d6 radiant (extra 1d6 at 5+)
2d6+3 radiant (extra 1d6 from being level 5+)
I'm confused because my character on D&D beyond shows "The damage can be Radiant damage (1d6+3) or the normal damage type (1d4+3) - your choice"
In addition - next to the spell "True Strike" it shows 1d6+3 (not 2d6+3)
That description on D&D Beyond appears to be incorrect. The way the spell is actually worded, the damage in this case would be 1d6 radiant damage, plus 1d4 + 3 damage that you can choose to either be piercing or radiant. (In practice you would probably always choose radiant unless you had the Piercer feat or you're fighting one of the extremely rare creatures that resists radiant damage.)
Basically, the extra damage gained at higher levels is always radiant, while you can choose whether the weapon's main damage is radiant or its normal damage type. The extra damage is always 1d6 (or 2d6 at level 11) but the weapon's damage is always the same amount it normally does.
Basically, the extra damage gained at higher levels is always radiant, while you can choose whether the weapon's main damage is radiant or its normal damage type. The extra damage is always 1d6 (or 2d6 at level 11) but the weapon's damage is always the same amount it normally does.
Thanks, however that makes it impossible to setup the damage in D&D beyond for the weapon attack which allows one dice type (d6) and a count (e.g. 2) and an add (e.g. CHA).
I am a bit late too the dicsussion, but does anyone know how true strike interacts with ammunition?
I am currently playing a wizard who primarily uses a crossbow for dealing damage in combination with true strike. I however also have ammunition that deals an additional die of necrotic damage and the spell specifies that you can choose between dealing the weapon's normal damage or dealing radiant damage. However I don't know if the ammunition can be considered part of the weapon or if it is a seperate entity. Does true strike override the necrotic damage die and turn it into radiant damage or will it always remain necrotic damage?
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Looking for some assistance on how to get DnD beyond to apply True Strike Damage to weapon attacks using the character sheet. Thanks!
DDB will not do that to weapons automatically. You'll want to customize the weapon.
Click on the weapon and a box should appear. Then you'll customize it by overriding the to-hit bonus and modifying the damage bonus.
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Overriding the to hit seems to work fine. Modifying the damage seems to not be working.
Which part of modifying damage? If it's the +CASTING_MOD then we should be able to help.
If it's an issue of changing the b/p/s to radiant or trying to add the +1/2/3d6 radiant at higher levels, then that can't really be automated. Though you can homebrew a magic item and add a little note with the extra d6s of radiant damage. (Use a flametongue as your base for inspiration.)
Sorry if I was confusing before. (Hadn't thought about that part of true strike.)
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so this is bugging me... so others who are reading notice something?
And the most improved spell of the day:
Combined with
Say using the classic Rapier 1d8
Using Agonizing Blast with True Strike with pact weapon.
say you have 20 chr, so +5
Rapier 1d8 + (True Strike/Agonizing Blast 5 +5 ) does the Pact Weapon replacement still remain? Because true strike only removes Str or Dex. or do you remove the Pact Blade replacement as well?
Either way, I think just the interaction of True Strike with Agonizing Blast will make this probably the best spell for melee warlocks. Also if you start with 1 level of warrior to get dueling, and weapon properties, and better armor, I think this build can become beastly.
Since Pact of the Blade is already replacing which stat to use for attack/damage I don't think that would stack.
And for True Strike + Agonizing Blast, hmmm.... I think technically no too. Since it's the weapon used in the casting, not the spell itself, doing the damage. Similar to how it wouldn't stack with Shillelagh because it's the club/staff not spell doing damage.
I could definitely be wrong. (And it's an intriguing idea for sure.) But my first thought is that it doesn't stack RAW.
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If True Strike only did what Shillelagh did, I would agree, but a part of the spell specifies it does additional damage after level 5. So based on RAW true strike after level 5 does 1d6, and at level 11 2d6, and 17 3d6.
edit: also because it changes the damage type of the weapon to spell damage, I would say it counts if you convert the weapon damage.
You make a good point there. I guess the last thing to think of is if it could be thought of as turning the weapon into a radiant flametongue of sorts semi-similar to Magic Weapon modifying the weapon to have a beneficial property. (Kind of makes me interested in the (I assume) eventual Sage Advice.)
But like I said, that's a great point you made. And definitely gets the mind racing about Bladelocks. Great in lv1-4 and allows your lv5 Invocation to be freed up (in exchange for having the TS+AB combo earlier) with not needing to take the invocation that allows extra attack. I feel like if I start doing Adventurer's League that I'd want my first 5.5 character to be an Orc Celestial Warlock with this combo.
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We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Use the Beyond20 extension to add extra damage on your attack in the Custom Damage Dice Formula box.
Just made a test character 4 psi warrior, 16 Celestial Warlock. My math came out over 100pts of single target damage per turn. This included 3 attacks per turn, using a Rapier with weapon mastery, and the new improved "thirsting blade" and it's upgrade. Note bonus damage from smites, and abilities double, and warlock smites do not count as a spell even if they burn a pact slot. So unloading psi dice, smite, true strike on a crit is massive. Vex basically means 2 out of the three attacks are at advantage, which increases crit chance like crazy.
Here is the idea... note I made it max per rules at the end... as every 30k xp after 20 is an epic boon. https://www.dndbeyond.com/characters/132094390
The cantrip is not doing damage; the attack with the weapon used as a spellcasting focus is doing damage. This is true even if it does extra damage or has its damage type changed.
I can't find an answer so asking here: If I have a character with a Flametongue Dagger (1d4 piercing + 1d4 fire) and I use True Strike with it do I still get the 1d4 fire or do I no longer get it?
You get it. The spell doesn't override the damage dealt by the weapon itself.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Does True Strike benefit from a +1 weapon or +1 focus spell attack rolls.
My understanding is that it benefits from everything a weapon attack normally benefits from, but I could be wrong.
She/Her Player and Dungeon Master
It benefits from the weapon, does not benefit from bonuses to spell attack rolls as it is not a spell attack, it is a weapon attack using your spellcasting ability score.
I have a dagger which normally does 1d4+3.
My dex and cha are both +3.
I'm level 7.
If I hit with the dagger using 2024 True strike which options do I have :
I'm confused because my character on D&D beyond shows "The damage can be Radiant damage (1d6+3) or the normal damage type (1d4+3) - your choice"
In addition - next to the spell "True Strike" it shows 1d6+3 (not 2d6+3)
That description on D&D Beyond appears to be incorrect. The way the spell is actually worded, the damage in this case would be 1d6 radiant damage, plus 1d4 + 3 damage that you can choose to either be piercing or radiant. (In practice you would probably always choose radiant unless you had the Piercer feat or you're fighting one of the extremely rare creatures that resists radiant damage.)
Basically, the extra damage gained at higher levels is always radiant, while you can choose whether the weapon's main damage is radiant or its normal damage type. The extra damage is always 1d6 (or 2d6 at level 11) but the weapon's damage is always the same amount it normally does.
pronouns: he/she/they
Thanks, however that makes it impossible to setup the damage in D&D beyond for the weapon attack which allows one dice type (d6) and a count (e.g. 2) and an add (e.g. CHA).
I am a bit late too the dicsussion, but does anyone know how true strike interacts with ammunition?
I am currently playing a wizard who primarily uses a crossbow for dealing damage in combination with true strike. I however also have ammunition that deals an additional die of necrotic damage and the spell specifies that you can choose between dealing the weapon's normal damage or dealing radiant damage. However I don't know if the ammunition can be considered part of the weapon or if it is a seperate entity. Does true strike override the necrotic damage die and turn it into radiant damage or will it always remain necrotic damage?
Game: D&D 5e
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Experience: Forever DM
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Game style: Need to relearn being a player, as such IDK, love rp'ing and lore, I can adapt to most party compositions