One of my players chose to be a Bladesinger Wizard fro the Sword Coast Adventures Guide. They really liked the idea of not just being forced to sit behind the battle and cast Fireball/etc over and over. After 7 levels and an entire year playing, that is still mainly the play style he is forced in to. It feels like there just isn't much advantage for him to stay in melee because even with the AC boost he gets from Blade Song, he still has much lower HP then the rest of the group. Also the cantrips that use his sword (Booming Blade) are not near as valuable as other spells. So in an attempt to come up with some form of spell that isn't just a cantrip that requires him to make a melee attack with a sword, I came up with the following. It gives some extra damage to his hit (which would be a 1d6+3), but also some damage mitigation that would allow him to either risk moving away and taking an attack of opportunity, or make him more willing to stay engaged in melee.
Thoughts on it?
Sizzling Strike
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Lightning
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and lightning strikes forth from the weapon causing an additional 2d6 lightning damage which weakens it. Until the start of your next turn the target deals half damage on it's next melee attack that hits.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Since I already have a Paladin in the group I was attempting to make something unique. I did use some of these spells as a reference for balance. My main difference was making it not a concentration spell since the Wizard almost always has another one of those in effect. So if they use the attack and miss nothing happens, where with this one if it doesn't work it is just over and you gain 0 benefits obviously.
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One of my players chose to be a Bladesinger Wizard fro the Sword Coast Adventures Guide. They really liked the idea of not just being forced to sit behind the battle and cast Fireball/etc over and over. After 7 levels and an entire year playing, that is still mainly the play style he is forced in to. It feels like there just isn't much advantage for him to stay in melee because even with the AC boost he gets from Blade Song, he still has much lower HP then the rest of the group. Also the cantrips that use his sword (Booming Blade) are not near as valuable as other spells. So in an attempt to come up with some form of spell that isn't just a cantrip that requires him to make a melee attack with a sword, I came up with the following. It gives some extra damage to his hit (which would be a 1d6+3), but also some damage mitigation that would allow him to either risk moving away and taking an attack of opportunity, or make him more willing to stay engaged in melee.
Thoughts on it?
Sizzling Strike
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and lightning strikes forth from the weapon causing an additional 2d6 lightning damage which weakens it. Until the start of your next turn the target deals half damage on it's next melee attack that hits.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
(* a sword)
Thanks for the help!
An easier way would be to let him learn the various paladin "smite" spells.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Since I already have a Paladin in the group I was attempting to make something unique. I did use some of these spells as a reference for balance. My main difference was making it not a concentration spell since the Wizard almost always has another one of those in effect. So if they use the attack and miss nothing happens, where with this one if it doesn't work it is just over and you gain 0 benefits obviously.