Working on a cantrip that needs to change the dice size used not the number of dice. I can’t figure out how to do this. Please, help, or let me know it’s not possible so I can’t stop hitting my head on this proverbial wall😅
I don’t believe that’s possible, no. It might be, but none of the official cantrips work that way, so that usually means the system isn’t designed to work that way at all.
Just FYI, this would be a much slower progression which would likely cause it to fall far behind in later levels. 1d6 to 2d6 is an average increase of 3.5 while 1d6 to 1d8 is an increase of 1. Unless you're advancing those dice very quickly and going up to d30 or so, this guy is going to fall behind.
The average difference to the roll with scaling dice size is +1 for each size. So you could just start with a -1d4 penalty and then simply increase it by a flat 1 at 5th, 11th, and 17th levels. It’s not quite the same as increasing to a d6, d8, d10; but the average result would still be the same.
Well, I thought about it, worked on it, and then out of left field I had a really different idea. Sort of a ticking penalty bomb. It let me use the existing mechanics. Apply the d4s as penalties to rolls made before target’s turn ends or else take it as damage.
Tell me if you think it is ready for the community at large?
You fixate your gaze on a creature within range, casting a malevolent curse upon it. Make a ranged spell attack roll to hit the target, and then roll damage, but set the dice aside before the target's turn.
The curse doesn't immediately affect the target. Instead, until the end of its turn, the creature must subtract one or more of the unspent d4s you rolled from the result whenever it makes an ability check, attack roll, or saving throw. The target chooses which d4s to spend before making the roll. This penalty is considered as if it were the natural roll of the d20, and any result of 1 or lower is an automatic failure, even if the total bonuses would usually indicate a success.
At the end of the target's turn the curse matures, and the creature takes necrotic damage equal to the value of all remaining d4s. If you scored a critical hit, the additional dice may be spent as separate penalties by the target or allowed to mature into necrotic damage in part or in whole.
The damage of this spell increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Well, it is not showing up on my screen so I’l try again with as little formatting as possible.
Olórin’s Evil Eye (concentration)
Level: Cantrip
Casting Time: 1 Action
Range/Area: 30 ft
Components: V, S, M* (A small vial of urine and vinegar)
Duration: Concentration, 1 Round
School: Necromancy
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
You fixate your gaze on a creature within 30 feet, casting a malevolent curse upon it. Make a ranged spell attack roll to hit the target, and then roll damage, but set the dice aside before the target's turn.
The curse doesn't immediately affect the target. Instead, until the end of its turn, the creature must subtract one or more of the unspent d4s you rolled from the result whenever it makes an ability check, attack roll, or saving throw. The target chooses which d4s to spend before making the roll. This penalty is considered as if it were the natural roll of the d20, and any result of 1 or lower is an automatic failure, even if the total bonuses would usually indicate a success.
At the end of the target's turn, the curse matures, and the creature takes necrotic damage equal to the value of all remaining d4s. If you scored a critical hit, the additional dice may be spent as separate penalties by the target or allowed to mature into necrotic damage in part or in whole.
The damage of this spell increases as follows: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You fixate your gaze on a creature, casting a malevolent curse upon it. Make a ranged spell attack against a creature you can see within range, on a hit the target takes no damage but instead gains a pool of one d4, or twice as many d4s on a critical hit. The next time the creature makes an ability check, attack roll, or saving throw before the end of its next turn, it removes one d4 from the pool and must subtract it from the result of the attack, check, or save, possibly causing it to fail. At the end of the creature’s next turn it takes an amount of necrotic damage equal to one roll of any unspent d4s from this pool.
The number of d4s added to the pool increases when you reach higher levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
I think that basically says the same thing, just a little cleaner. I will say however this feels more like a 1st-level spell than a cantrip.
Well, it is not showing up on my screen so I’l try again with as little formatting as possible.
Next time, don’t grab the name of the spell in the copy/paste, just everything between the big blue line and the spell tags. Like this:
LEVEL
1st
CASTING TIME
1 Reaction *
RANGE/AREA
Self
COMPONENTS
S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Acid (...)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
* - which you take when you take acid, cold, fire, lightning, or thunder damage
You fixate your gaze on a creature, casting a malevolent curse upon it. Make a ranged spell attack against a creature you can see within range, on a hit the target takes no damage but instead gains a pool of one d4, or twice as many d4s on a critical hit. The next time the creature makes an ability check, attack roll, or saving throw before the end of its next turn, it removes one d4 from the pool and must subtract it from the result of the attack, check, or save, possibly causing it to fail. At the end of the creature’s next turn it takes an amount of necrotic damage equal to one roll of any unspent d4s from this pool.
The number of d4s added to the pool increases when you reach higher levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
I think that basically says the same thing, just a little cleaner. I will say however this feels more like a 1st-level spell than a cantrip.
So you feel it should be something like this...
Olórin’s Evil Eye
Level
1st
Casting Time
1 Action
Range/Area
30 ft
Components
V, S, M *
Duration
Concentration 1 Round
School
Necromancy
Attack/Save
Ranged
Damage/Effect
Necrotic
You cast a malevolent curse upon a creature within 30 feet, attempting to disrupt its fortune. The creature must make a wisdom saving throw or be cursed. If the target fails it takes no damage but instead gains a pool of four d4s. Each time the creature makes an ability check, attack roll, or saving throw before the end of its next turn, it removes one d4 from the pool and must subtract it from the result of the attack, check, or save, possibly causing it to fail. At the end of the creature’s next turn it takes an amount of necrotic damage equal to one roll of any unspent d4s from this pool.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of d4s in the pool increases by 1d4 for each slot level above 1st.
Working on a cantrip that needs to change the dice size used not the number of dice. I can’t figure out how to do this. Please, help, or let me know it’s not possible so I can’t stop hitting my head on this proverbial wall😅
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
I don’t believe that’s possible, no. It might be, but none of the official cantrips work that way, so that usually means the system isn’t designed to work that way at all.
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Thanks. Free of the head banging at least.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Sorry I couldn’t give you better news.
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What do you mean by dice size?
They mean changing 1d4 to 1d6 (instead of 2d4).
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Just FYI, this would be a much slower progression which would likely cause it to fall far behind in later levels. 1d6 to 2d6 is an average increase of 3.5 while 1d6 to 1d8 is an increase of 1. Unless you're advancing those dice very quickly and going up to d30 or so, this guy is going to fall behind.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Yeah, doing a cantrip for a witchy build The Evil Eye that puts a penalty on next d20 roll and even at d4s 4d4 is a bit much 😅
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
I really like that idea. Like the inverse of guidance, but scaling. I really wish the system would let you build that, I’d use it myself.
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The average difference to the roll with scaling dice size is +1 for each size. So you could just start with a -1d4 penalty and then simply increase it by a flat 1 at 5th, 11th, and 17th levels. It’s not quite the same as increasing to a d6, d8, d10; but the average result would still be the same.
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I might do that, although the ability to still get a 1 but to get possibly get an 8 is certainly part of the fun. I’ll have to consider it.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Well, I thought about it, worked on it, and then out of left field I had a really different idea. Sort of a ticking penalty bomb. It let me use the existing mechanics. Apply the d4s as penalties to rolls made before target’s turn ends or else take it as damage.
Tell me if you think it is ready for the community at large?
https://www.dndbeyond.com/spells/2041879-olorins-evil-eye
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
We won’t be able to see it because it’s not published yet. You’ll have to copy/paste it into this thread so we can see it.
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Olórin’s Evil Eye
You fixate your gaze on a creature within range, casting a malevolent curse upon it. Make a ranged spell attack roll to hit the target, and then roll damage, but set the dice aside before the target's turn.
The curse doesn't immediately affect the target. Instead, until the end of its turn, the creature must subtract one or more of the unspent d4s you rolled from the result whenever it makes an ability check, attack roll, or saving throw. The target chooses which d4s to spend before making the roll. This penalty is considered as if it were the natural roll of the d20, and any result of 1 or lower is an automatic failure, even if the total bonuses would usually indicate a success.
At the end of the target's turn the curse matures, and the creature takes necrotic damage equal to the value of all remaining d4s. If you scored a critical hit, the additional dice may be spent as separate penalties by the target or allowed to mature into necrotic damage in part or in whole.
The damage of this spell increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
* - (A small vial of urine and vinegar)My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Well, it is not showing up on my screen so I’l try again with as little formatting as possible.
Olórin’s Evil Eye (concentration)
Level: Cantrip
Casting Time: 1 Action
Range/Area: 30 ft
Components: V, S, M* (A small vial of urine and vinegar)
Duration: Concentration, 1 Round
School: Necromancy
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
You fixate your gaze on a creature within 30 feet, casting a malevolent curse upon it. Make a ranged spell attack roll to hit the target, and then roll damage, but set the dice aside before the target's turn.
The curse doesn't immediately affect the target. Instead, until the end of its turn, the creature must subtract one or more of the unspent d4s you rolled from the result whenever it makes an ability check, attack roll, or saving throw. The target chooses which d4s to spend before making the roll. This penalty is considered as if it were the natural roll of the d20, and any result of 1 or lower is an automatic failure, even if the total bonuses would usually indicate a success.
At the end of the target's turn, the curse matures, and the creature takes necrotic damage equal to the value of all remaining d4s. If you scored a critical hit, the additional dice may be spent as separate penalties by the target or allowed to mature into necrotic damage in part or in whole.
The damage of this spell increases as follows: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spell Tags: DAMAGE, DEBUFF
Available For: Druid, Sorcerer, Warlock, Wizard
Posted by MaesterOlorin
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Try this instead:
I think that basically says the same thing, just a little cleaner. I will say however this feels more like a 1st-level spell than a cantrip.
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Next time, don’t grab the name of the spell in the copy/paste, just everything between the big blue line and the spell tags. Like this:
You can always add the name back in manually.
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So you feel it should be something like this...
Olórin’s Evil Eye
Spell Tags: Damage Debuff
Available For: Druid Sorcerer Warlock Wizard
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
More or less.
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Still feels a bit in-between power levels to me. I'd say this is weaker than Bane, but better than Mind Sliver.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm