Im thinking about creating a save based lightining damage cantrip, simple damage only, 60 foot range, im thinking with no riders a d12 (based on the creating a spell section in the DMG) since cantrips traditionally don't deal half damage on a save. As for the save im thinking a dex or con save? Im thinking of calling it "Static Discharge" or "Electric Arc".
Thoughts?
On a sidenote, how broken is it to have a half damage on a save cantrip? Maybe it gains it an upper tier? Or is that still too much?
Im thinking about creating a save based lightining damage cantrip, simple damage only, 60 foot range, im thinking with no riders a d12 (based on the creating a spell section in the DMG) since cantrips traditionally don't deal half damage on a save. As for the save im thinking a dex or con save? Im thinking of calling it "Static Discharge" or "Electric Arc".
I'd still put the at d10 simply because there are very few cantrips that can deal more than d10. Even fire bolt, a cantrip that ONLY does damage AND with a fairly common resisted damage type on a single target is still is a d10. If you want it to have an addition effect like toll the dead where base damage is d8 but does d12 if they were lets say wearing metal armor then I'd be down for a cantrip like that.
As for what Save you want, that'll depend on how you want to spell to interact with the target. Are they dodging? Is it an effect that just occurs on target that they have to resist?
On a sidenote, how broken is it to have a half damage on a save cantrip? Maybe it gains it an upper tier? Or is that still too much?
Just don't do this, first off it makes the Evocation Wizard's 6th level feature worthless. Also I've had a couple a discussions regarding a similar topic (magic missile cantrip), and it usually ends up being it's a bad idea. Did I go through with it sure, because it's an interesting idea and a good practice in theory crafting on what should and shouldn't be allowed in your group's games.
I imagined it being something that like an arc of electricity between them and maybe the ground? Im not wanting an arc of lightning to originate at the caster. But the more and more I think about it I may do that.
The only d12 damage can trips either are highly resisted/immune damage types (poison spray) or come with conditions that would reduce damage (toll the dead). I’d use a d10 with nothing on a successful save, or a d8/d12 combo with a caveat (I like the metal armor suggestion above)
Im thinking about creating a save based lightining damage cantrip, simple damage only, 60 foot range, im thinking with no riders a d12 (based on the creating a spell section in the DMG) since cantrips traditionally don't deal half damage on a save. As for the save im thinking a dex or con save? Im thinking of calling it "Static Discharge" or "Electric Arc".
Thoughts?
On a sidenote, how broken is it to have a half damage on a save cantrip? Maybe it gains it an upper tier? Or is that still too much?
I'd still put the at d10 simply because there are very few cantrips that can deal more than d10. Even fire bolt, a cantrip that ONLY does damage AND with a fairly common resisted damage type on a single target is still is a d10. If you want it to have an addition effect like toll the dead where base damage is d8 but does d12 if they were lets say wearing metal armor then I'd be down for a cantrip like that.
As for what Save you want, that'll depend on how you want to spell to interact with the target. Are they dodging? Is it an effect that just occurs on target that they have to resist?
Just don't do this, first off it makes the Evocation Wizard's 6th level feature worthless. Also I've had a couple a discussions regarding a similar topic (magic missile cantrip), and it usually ends up being it's a bad idea. Did I go through with it sure, because it's an interesting idea and a good practice in theory crafting on what should and shouldn't be allowed in your group's games.
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I imagined it being something that like an arc of electricity between them and maybe the ground? Im not wanting an arc of lightning to originate at the caster. But the more and more I think about it I may do that.
I would say CON then.
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The only d12 damage can trips either are highly resisted/immune damage types (poison spray) or come with conditions that would reduce damage (toll the dead). I’d use a d10 with nothing on a successful save, or a d8/d12 combo with a caveat (I like the metal armor suggestion above)
I went with d10 and a dex save.
https://www.dndbeyond.com/spells/639982-electric-arc