So I've been learning how to make my own spells and I wanted to make something for the Warlock that fought Booming Blade and Green-flame blade for the melee cantrip spot. I wanted something that fit thematically with the gloom warlocks generally have, so I made Shadowfall. It's currently awaiting publication but I wanted to ask for feedback and see what people thought. Is it too weak? Too Strong? I'm not sure in the link will actually work since its still going through publishing but I wanted to try.
In case the link doesn't work. Shadowfall has a scaling damage roll depending on whether the target is in light, dim light, or darkness. At level the cantrip makes you do a melee attack. On a hit, you deal 1d6 bonus necrotic damage to the target, which increases to a 1d8 in dim light and 1d10 in darkness. At 5th level this increases to 2d6/2d8/2d10, then 4d6/4d8/4d10 at 11th level, and 6d6/6d8/6d10 at 17th level.
Rather than compete with green-flame blade and booming blade, I feel it generally outclasses them. It's almost always going to result in more damage, especially at early levels and late levels.
There are a few things worth considering.
In regards to comparing it to green-flame blade, one thing I would keep in mind is that higher single-target damage is worth more than split damage. If you kill a creature, that's one less enemy attacking you for the following rounds. If you damage two creatures, and neither die, that's two creatures that still have actions left to use against you for at least another round.
The damage between your spell and the existing spells aren't massively different overall, but what is different is that green-flame blade relies on two enemies being close together to get near to shadowfall's damage, and booming blade relies on the target actually moving. This makes shadowfall far more consistent, and so almost certainly makes it the better choice of cantrip to take on your character.
Necrotic damage is less resisted than fire damage, which also helps put it above green-flame blade. However, it's less resisted than thunder damage. I think the damage type is fine to use, but it's a factor I thought I'd point out.
That aside, I do think shadowfall is a very interesting spell! I like how the levels of darkness effect it, I've rarely ever seen mechanics that function that way. You may be better off waiting until it's published and everyone can see, as right now only moderators and developers can see it in its entirety, and I don't feel your summary of it really does it justice.
In addition to that feedback, I will make the suggestion to lower it to 3 dice at level 11, as opposed 4.
So instead 11th decrease the dive to 3d and at 17th it to 4d? What would be a good way to make it less co distant early levels but make it worth using over the two? I wanted the darkness factor to be what limits and empowers it.
Edit: so now I have it to deal an extra 1d6 in dim light and 1d8 in darkness and kept the scaling at 11th and 17th level. From 1-4 it'll deal 1d6 in dim light and qd8 in darkness. 5-10 it'll deal 2d6/2d8. 11-16 it'll deal 4d6/4d8, and 17-20 it'll deal 6d6/6d8.
You wreathe your weapon darkness and make a melee attack against a creature you can see. On a hit, the target suffers the attack's normal effects, plus an additional 1d6 necrotic damage if it's in dim light, or 1d8 necrotic damage in darkness.
This spell’s damage increases when you reach higher levels. At 5th level, increase the damage roll to 2d6 necrotic damage to the target. At 11th level increase the damage roll to 4d6, and at 17th level increase the damage roll to 6d6.
Restricting the bonus damage to dim light and darkness hopefully makes Shadowfall a choice, instead of a clear winner. Green flame blade is better against groups of smaller enemies and booming blade is usable no matter the light conditions. In dim light Shadowfall is a fair competitor and in darkness it keeps up quite well since it has no other requirements for the damage. I also had another idea, that I'll list below.
Shadowfall v2.
You wreathe your weapon shadow and make a melee attack against a creature you can see. On a hit, the target suffers the attack's normal effects, and must succeed on a dexterity saving throw or be grappled, as its own shadow seizes at its limbs. As long as its grappled, it has disadvantage on its attack rolls. The target can attempt to break free during its turn, with a spell save dc of the caster's proficiency mod plus its spellcasting modifier.
This spell gains damage when you reach higher levels. At 5th level, the melee attack deals an additional 1d8 necrotic damage. This damage increases to 2d8 at 11th level and 4d8 at 17th level.
Let me know what you think! I'll resubmit the spell once I get some input on what to do with my idea.
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So I've been learning how to make my own spells and I wanted to make something for the Warlock that fought Booming Blade and Green-flame blade for the melee cantrip spot. I wanted something that fit thematically with the gloom warlocks generally have, so I made Shadowfall. It's currently awaiting publication but I wanted to ask for feedback and see what people thought. Is it too weak? Too Strong? I'm not sure in the link will actually work since its still going through publishing but I wanted to try.
https://www.dndbeyond.com/spells/25739-shadowfall
In case the link doesn't work. Shadowfall has a scaling damage roll depending on whether the target is in light, dim light, or darkness. At level the cantrip makes you do a melee attack. On a hit, you deal 1d6 bonus necrotic damage to the target, which increases to a 1d8 in dim light and 1d10 in darkness. At 5th level this increases to 2d6/2d8/2d10, then 4d6/4d8/4d10 at 11th level, and 6d6/6d8/6d10 at 17th level.
Rather than compete with green-flame blade and booming blade, I feel it generally outclasses them. It's almost always going to result in more damage, especially at early levels and late levels.
There are a few things worth considering.
In regards to comparing it to green-flame blade, one thing I would keep in mind is that higher single-target damage is worth more than split damage. If you kill a creature, that's one less enemy attacking you for the following rounds. If you damage two creatures, and neither die, that's two creatures that still have actions left to use against you for at least another round.
The damage between your spell and the existing spells aren't massively different overall, but what is different is that green-flame blade relies on two enemies being close together to get near to shadowfall's damage, and booming blade relies on the target actually moving. This makes shadowfall far more consistent, and so almost certainly makes it the better choice of cantrip to take on your character.
Necrotic damage is less resisted than fire damage, which also helps put it above green-flame blade. However, it's less resisted than thunder damage. I think the damage type is fine to use, but it's a factor I thought I'd point out.
That aside, I do think shadowfall is a very interesting spell! I like how the levels of darkness effect it, I've rarely ever seen mechanics that function that way. You may be better off waiting until it's published and everyone can see, as right now only moderators and developers can see it in its entirety, and I don't feel your summary of it really does it justice.
In addition to that feedback, I will make the suggestion to lower it to 3 dice at level 11, as opposed 4.
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So instead 11th decrease the dive to 3d and at 17th it to 4d? What would be a good way to make it less co distant early levels but make it worth using over the two? I wanted the darkness factor to be what limits and empowers it.
Edit: so now I have it to deal an extra 1d6 in dim light and 1d8 in darkness and kept the scaling at 11th and 17th level. From 1-4 it'll deal 1d6 in dim light and qd8 in darkness. 5-10 it'll deal 2d6/2d8. 11-16 it'll deal 4d6/4d8, and 17-20 it'll deal 6d6/6d8.
So currently Shadowfall reads:
Shadowfall
You wreathe your weapon darkness and make a melee attack against a creature you can see. On a hit, the target suffers the attack's normal effects, plus an additional 1d6 necrotic damage if it's in dim light, or 1d8 necrotic damage in darkness.
This spell’s damage increases when you reach higher levels. At 5th level, increase the damage roll to 2d6 necrotic damage to the target. At 11th level increase the damage roll to 4d6, and at 17th level increase the damage roll to 6d6.
Restricting the bonus damage to dim light and darkness hopefully makes Shadowfall a choice, instead of a clear winner. Green flame blade is better against groups of smaller enemies and booming blade is usable no matter the light conditions. In dim light Shadowfall is a fair competitor and in darkness it keeps up quite well since it has no other requirements for the damage. I also had another idea, that I'll list below.
Shadowfall v2.
You wreathe your weapon shadow and make a melee attack against a creature you can see. On a hit, the target suffers the attack's normal effects, and must succeed on a dexterity saving throw or be grappled, as its own shadow seizes at its limbs. As long as its grappled, it has disadvantage on its attack rolls. The target can attempt to break free during its turn, with a spell save dc of the caster's proficiency mod plus its spellcasting modifier.
This spell gains damage when you reach higher levels. At 5th level, the melee attack deals an additional 1d8 necrotic damage. This damage increases to 2d8 at 11th level and 4d8 at 17th level.
Let me know what you think! I'll resubmit the spell once I get some input on what to do with my idea.