Green-flame blade and booming blade would still be better. The natural weapons don't grow in level, but both stacks of damage between GFB and booming blade do with your character level. These two would leave primal savagery behind in the dust in either case. I've compared them.
That's a real shame. I can imagine many DM's allowing it to augment, though. It's not nearly enough to break the game. That's why I'm glad the rulebooks are only suggestions outside of league play. Thanks for letting me know, in case I have a DM that's by the books.
Honestly I'd be surprised if you find any. It's a spell attack and you want to add melee effects to it?? Nah, that's clearly not what's intended with the spell
Really? You must be counting on getting that unreliable secondary damage then (0d8 seems a lot less than 1d10). Also, yes, those cantrips are out of whack too. No need to break the game more.
Edit: Also, GFB and BB require you to make a melee attack with a weapon, meaning you are generally using a secondary stat, rather than a spell attack using your spellcasting ability score. GFB and BB can be very good on specialized builds, but are both generally worse than just 2 attacks unless you can guarantee that secondary damage or can use a cantrip instead of one of those 2 attacks.
Alright, you guys are by the book. I respect that, but nobody's putting an ultimatum on the DM that's okay for setting aside their own rules and rewarding creativity. To each their own. Personally, I can take it or leave it. I'll abide any DM's rules, even rules lawyers. Personally, I only have one cardinal rule and that is to have fun. Everyone needs their reason to stay at the table, even the DM. If everyone concedes on this point, there shouldn't be too many issues. If anyone breaks this, I'm gone w/o any fuss. It's our right and our sane choice.
Please understand that I'm just entertaining some of my builds. I'm just testing my logic against people's opinions or known facts. I know that a great number of people on here have been playing D&D a lot longer than I have. I greatly appreciate your input, as I use some of it when considering my builds, as I'm sure a lot of us do. By my logic, I mean my opinions or what makes most sense to me.
That's a real shame. I can imagine many DM's allowing it to augment, though. It's not nearly enough to break the game. That's why I'm glad the rulebooks are only suggestions outside of league play. Thanks for letting me know, in case I have a DM that's by the books.
You'll likely find the opposite - players come up with builds like this all the time. For example, I've seen multiple threads posted by someone positing a monk build with a 1-dip in cleric for Inflict Wounds, trying to deliver a punch with the spell. They get universally shot down every time. Primal Savagery is a bad spell that could have been written to not be bad, but turning it into booming blade but better isn't an ideal solution.
There are a wide variety of approaches that could be taken to write a cantrip suitable for you, but this might be up your alley, I don't know.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using unarmed strikes and natural weapons, these attacks count as magical, and each of these attacks deals additional damage equal to one of your proficiency dice. When you cast the spell, you grow fangs, which are a natural weapon you can make unarmed strikes with that deal 1 piercing damage instead of the 1 bludgeoning damage normal for unarmed strikes, and claws on each hand, which are natural weapons you can make unarmed strikes with that deal 1 slashing damage instead of the 1 bludgeoning damage normal for unarmed strikes. The spell ends if you cast it again or if you dismiss it as an action.
Quindraco, I never talked about turning primal savagery into booming blade. I was just making a comparison between cantrips, where some of them seem a bit obsolete to me. I only thought that by sprucing them up a little bit through creativity, they would have that look of at least some appeal to me. I hate obsoletism. I'm a little frustrated that I've made so many builds, but I usually end up sticking w/ the same spells and cantrips that I have from the beginning of my character creating days. I have the personal experience that the rules just bore me. It's not that I'm trying to build characters that break a campaign. I'm trying to create characters who can use all of their options in battle, depending on the circumstance. I hear a lot of tribalistic red lines being drawn in the sand by people and I just want to have fun outside of peoples' legalistic rants. Ultimately, we make the game. Nobody should decide what your fun looks like, but you. Even D&D Beyond concedes to this by offering us the homebrew option, whether publicly approved or for private campaigns. The business of one's own fun is their own. It's just a matter of gauging other peoples' points of view. As for the spell you're showing me, I have never seen that one. Thanks! Letting me know my options is what I need for what I'm trying to achieve.
I'm a little frustrated that I've made so many builds, but I usually end up sticking w/ the same spells and cantrips that I have from the beginning of my character creating days.
I'm making some assumptions here, but the fact that you call them "builds" suggests you're looking to optimize what your characters can do in various situations, and it's true, there are certain spells, feats etc. you will land on every time if optimization is your goal.
So if you want to try other things... don't optimize.
Don't make a "build". Make a character, the wilder the better, and have their spell choices informed by their own personality quirks rather than which spells are "the best".
For example: I'm currently playing a tabaxi divination wizard archaeologist who has been borderline obsessed with the Thousand Year War (the one in Forgotten Realms lore between dragons and giants) since he was a kitten. He also grew up in Candlekeep. When I chose initial cantrips, I went Ray of Frost instead of Fire Bolt (the usual "optimal" choice), because practicing fire spells in a library was heavily discouraged. I also picked up Mold Earth and Mage Hand, cuz archaeologist. When I first got access to second-level spells, the two I grabbed without a moment's hesitation? Dragon's Breath and Enlarge/Reduce. Were they "optimal"? Heck if I know, but Chase wanted to be a giant and have a breath weapon, so those were the picks.
There's nothing wrong with optimizing, but if it's getting a bit stale for you, try another approach.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
As for the spell you're showing me, I have never seen that one. Thanks! Letting me know my options is what I need for what I'm trying to achieve.
Certainly you haven't - I just made it up. I was trying to help you come up with a cantrip that would serve your needs without being unbalanced. I don't know how I came off as being opposed to homebrew, but I'm not.
Hey Wolf, as a friendly reminder, I already know that 1d10 is more valuable than 1d8. Who doesn't? The problem as you should know is that primal savagery has only 1 stack of damage to 4d10 max. Booming blade has a versatile functionality where it can do 3d8 max initial damage and if the enemy moves, they take 4d8 damage. That's if they find taking the damage worth it. Otherwise, it can cuff a melee attacker on their turn if they choose not to move, effectively affecting action economy. GFB fits the situation where it targets two enemies 5 feet from each other. On a hit to the initial enemy, they take a max 3d8 damage. The second enemy then suffers 3d8+ spellcasting ability modifier damage. 3d8+4d8=7d8; otherwise 3d8 and potential loss of turn. 3d8+3d8+spellcasting ability modifier=6d8+sam. There, I did the math for you. Feel free to fact check me. Even if booming blade doesn't do its secondary damage (only because the enemy decides not to move, which is true to the point), the enemy can't take an action on anyone unless they have ranged weaponry and/or spellcasting or unless anyone is in their melee range. My point is that in the right situations, these cantrips work, even if you have eldritch blast or firebolt. However, I defy anyone to tell me that they prefer primal savagery over eldritch blast or firebolt in any given situation other than over the type of damage that primal savagery does.
Anton, that's all well and good if you're only looking for good role-play. I hear you and sometimes that's great, especially if you're mostly into that. I prefer versatility in my campaigns with just a few good flaws. I do bear both in mind, but I just can't neglect good options either. The DM's I've had have been very savage to ill-prepared characters. You may not know who you're gonna get out of a DM. We have fun either way, but I've definitely had regrets.
Quindraco, I never said that you specifically were opposed to homebrew. I apologize if it seems that I implied it. More people were involved in this talk about my issue than just between me and you. I don't know anyone here apart from a hill of beans. I'm just trying to sift out what I find useful, not offend anyone.
Hey Wolf, as a friendly reminder, I already know that 1d10 is more valuable than 1d8. Who doesn't? The problem as you should know is that primal savagery has only 1 stack of damage to 4d10 max. Booming blade has a versatile functionality where it can do 3d8 max initial damage and if the enemy moves, they take 4d8 damage. That's if they find taking the damage worth it. Otherwise, it can cuff a melee attacker on their turn if they choose not to move, effectively affecting action economy. GFB fits the situation where it targets two enemies 5 feet from each other. On a hit to the initial enemy, they take a max 3d8 damage. The second enemy then suffers 3d8+ spellcasting ability modifier damage. 3d8+4d8=7d8; otherwise 3d8 and potential loss of turn. 3d8+3d8+spellcasting ability modifier=6d8+sam. There, I did the math for you. Feel free to fact check me. Even if booming blade doesn't do its secondary damage (only because the enemy decides not to move, which is true to the point), the enemy can't take an action on anyone unless they have ranged weaponry and/or spellcasting or unless anyone is in their melee range. My point is that in the right situations, these cantrips work, even if you have eldritch blast or firebolt. However, I defy anyone to tell me that they prefer primal savagery over eldritch blast or firebolt in any given situation other than over the type of damage that primal savagery does.
I think you think I said something different than I did.
I said that you had to rely on unreliable damage for GFB or BB to be better. Also, without that bonus damage you get 1 less d8 than d10s at each scaling, so you compare 1d10 to 0d8s, or 2d10s to 1d8, etc.
Anton, that's all well and good if you're only looking for good role-play. I hear you and sometimes that's great, especially if you're mostly into that. I prefer versatility in my campaigns with just a few good flaws. I do bear both in mind, but I just can't neglect good options either. The DM's I've had have been very savage to ill-prepared characters. You may not know who you're gonna get out of a DM. We have fun either way, but I've definitely had regrets.
If you have a DM that's willing to dive into the numbers of cantrip damage, that would be ideal for concocting good homebrew. Usually, genuinely bad spells like Primal Savagery are due to WOTC doing no analysis whatsoever of how much damage their new damage cantrip deals relative to damage cantrips already available. PS amounts to Eldritch Blast with a triple nerf: radically less range, dealing the damage in one attack instead of multiple attacks, and employing an inferior damage type. You can tell WOTC put minimum effort into it before shipping it.
1)You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.
2) Make a melee spell attack against one creature within 5 feet of you.
3) On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal
Spell casting rules
1 A you meet target self meet requirements Of a action Somatic Materials and you meet duration (INSTANTANEOUS)
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant
so ITS CASTED AND YOU BEGIN TRANSMUTATION TEETH And NAILS SHARPEN AND LOOK ACIDIC
TRANSMUTATION IS DONE
2 MAKE A MELEE SPELL ATTACK AGAINST ONE CREATURE WITH IN 5 FEET OF YOU. This Is not a casting requirement nor spells range SO EVEN WITH SPELL SNIPER WARCASTER OR TWIN SPELL the target must be 5 feet from every instance of this cantrip THATS WIERD CAN YOU FLURRY or ACTION SURGE thus get More than 2 creatures but if you do YOU DONT MEET THE REQUIREMENTS TO HIT WITH THE SPELL.
and 3 After you make the attack, your teeth or fingernails return to normal THIS IS WIERD AGAIN
Whether you miss or hit the melee spell attack on 1 creature that MUST BE with in 5ft THE SPELL ENDS, but THEN THAT MEANS THE SPELL DOESNT END IF YOU MOVE AWAY OR HIT A OBJECT OR STRIKE 2 or MORE CREATURES.
you DIDNT resolve the requirement To HIT WITH SPELL REQUIRED TO END THE SPELL so it Remains till You hit 1 creature WITH MELEE SPELL ATTACK within 5 feet .
SO IF YOU DO FLURRY YOU CAN USE MONKS WISDOM MODIFIER SINCE A SPELL ABILITY MOD OF DRUID, YOU HIT WITH CLAWS OR TEETH SO SLASHING DAMAGE BUT YOU DONT ADD ACID JUST YOUR STANDARD UNARMED DAMAGE BUT SLASHING SINCE YOU GAINED NATURAL WEAPONS
I GUESS YOU COULD ADD A DIE IF YOUR RACE OR CLASS ALREADY GAVE YOU TEETH OR CLAWS SINCE IT MAKES YOUR ALREADY THERE CLAWS AND TEETH SHARPER.
IF SPELL SNIPER YOU DEAL YOUR UNARMED STRIKES AT 30 ft but with Slashing damage instead of blunt fists.
if ACTION SURGE THEN YOU WOULD DO YOUR UNARMED DAMAGE.
its interesting The SHARP TEETH AND SHARP NAILS DONT END if you hit more than 1 creature or you attack at range further than 5 ft or you hit a object.
Lol 😂🤣😂 you could use sharp nails to try to lockpick
Amazing The spell doesnt need a target to be casted but needs specific target in specific range to end the spell SO on a BUGBEAR THE SPELL NEVER ENDS cause it has +5ft REACH
You are incorrect. The spell needs a target to be casted, as all spells with targets do. If there is no target, the spell cannot be casted, and none of its effects take place. If you make more than one attack with the spell, as with Twinned Spell metamagic, the spell still ends after the attack. There is no reason to believe otherwise. I can't decipher all the wacky stuff you said about Monks and Action Surge and Druids, but I can say for certain that none of it is accurate.
Also, for the love of God, turn off Caps Lock.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
1)You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.
2) Make a melee spell attack against one creature within 5 feet of you.
3) On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal
Spell casting rules
1 A you meet target self meet requirements Of a action Somatic Materials and you meet duration (INSTANTANEOUS)
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant
so ITS CASTED AND YOU BEGIN TRANSMUTATION TEETH And NAILS SHARPEN AND LOOK ACIDIC
TRANSMUTATION IS DONE
2 MAKE A MELEE SPELL ATTACK AGAINST ONE CREATURE WITH IN 5 FEET OF YOU. This Is not a casting requirement nor spells range SO EVEN WITH SPELL SNIPER WARCASTER OR TWIN SPELL the target must be 5 feet from every instance of this cantrip THATS WIERD CAN YOU FLURRY or ACTION SURGE thus get More than 2 creatures but if you do YOU DONT MEET THE REQUIREMENTS TO HIT WITH THE SPELL.
and 3 After you make the attack, your teeth or fingernails return to normal THIS IS WIERD AGAIN
Whether you miss or hit the melee spell attack on 1 creature that MUST BE with in 5ft THE SPELL ENDS, but THEN THAT MEANS THE SPELL DOESNT END IF YOU MOVE AWAY OR HIT A OBJECT OR STRIKE 2 or MORE CREATURES.
you DIDNT resolve the requirement To HIT WITH SPELL REQUIRED TO END THE SPELL so it Remains till You hit 1 creature WITH MELEE SPELL ATTACK within 5 feet .
SO IF YOU DO FLURRY YOU CAN USE MONKS WISDOM MODIFIER SINCE A SPELL ABILITY MOD OF DRUID, YOU HIT WITH CLAWS OR TEETH SO SLASHING DAMAGE BUT YOU DONT ADD ACID JUST YOUR STANDARD UNARMED DAMAGE BUT SLASHING SINCE YOU GAINED NATURAL WEAPONS
I GUESS YOU COULD ADD A DIE IF YOUR RACE OR CLASS ALREADY GAVE YOU TEETH OR CLAWS SINCE IT MAKES YOUR ALREADY THERE CLAWS AND TEETH SHARPER.
IF SPELL SNIPER YOU DEAL YOUR UNARMED STRIKES AT 30 ft but with Slashing damage instead of blunt fists.
if ACTION SURGE THEN YOU WOULD DO YOUR UNARMED DAMAGE.
its interesting The SHARP TEETH AND SHARP NAILS DONT END if you hit more than 1 creature or you attack at range further than 5 ft or you hit a object.
Lol 😂🤣😂 you could use sharp nails to try to lockpick
Amazing The spell doesnt need a target to be casted but needs specific target in specific range to end the spell SO on a BUGBEAR THE SPELL NEVER ENDS cause it has +5ft REACH
This is absolute nonsense. It is cast and lasts for a single attack. It doesn’t stay on, it doesn’t get used for multiple attacks. Flurry of blows requires you to take the attack action not the cast a spell action. Your understanding of the rules is extremely rudimentary. Go read the players handbook again. Also. Enough of the capital letters already.
conpare PS to spells like Booming Blade and Flame Blade. These have you cast your spell on your weapon and then make a melee attack in one round... PS has you cast your spell on yourself as the weapon, then seperately attack... Theoretically it could be hours later, which personally I think is pushing the intent, but if it can be 1 or more rounds later, why not an hour or more? I guess I'd have to have acid dripping the entire time, just to have something for a consequence of that choice.
conpare PS to spells like Booming Blade and Flame Blade. These have you cast your spell on your weapon and then make a melee attack in one round... PS has you cast your spell on yourself as the weapon, then seperately attack... Theoretically it could be hours later, which personally I think is pushing the intent, but if it can be 1 or more rounds later, why not an hour or more? I guess I'd have to have acid dripping the entire time, just to have something for a consequence of that choice.
No, it couldn’t be hours later, or a round later. The spell directs you to make the attack at the moment of casting. If you can’t do that, you can’t cast the spell to begin with.
The "Boom" of Booming Blade is what lasts 1 round. The attack is immediate.
If you do not make the attack WHEN you cast it, then you do not get to do so at some later point. Not unless you cast it again and make the attack as part of casting it.
They're both like that. Cast spell, spell says make attack, so you roll immediately.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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Green-flame blade and booming blade would still be better. The natural weapons don't grow in level, but both stacks of damage between GFB and booming blade do with your character level. These two would leave primal savagery behind in the dust in either case. I've compared them.
Honestly I'd be surprised if you find any. It's a spell attack and you want to add melee effects to it?? Nah, that's clearly not what's intended with the spell
Really? You must be counting on getting that unreliable secondary damage then (0d8 seems a lot less than 1d10). Also, yes, those cantrips are out of whack too. No need to break the game more.
Edit: Also, GFB and BB require you to make a melee attack with a weapon, meaning you are generally using a secondary stat, rather than a spell attack using your spellcasting ability score. GFB and BB can be very good on specialized builds, but are both generally worse than just 2 attacks unless you can guarantee that secondary damage or can use a cantrip instead of one of those 2 attacks.
Alright, you guys are by the book. I respect that, but nobody's putting an ultimatum on the DM that's okay for setting aside their own rules and rewarding creativity. To each their own. Personally, I can take it or leave it. I'll abide any DM's rules, even rules lawyers. Personally, I only have one cardinal rule and that is to have fun. Everyone needs their reason to stay at the table, even the DM. If everyone concedes on this point, there shouldn't be too many issues. If anyone breaks this, I'm gone w/o any fuss. It's our right and our sane choice.
Please understand that I'm just entertaining some of my builds. I'm just testing my logic against people's opinions or known facts. I know that a great number of people on here have been playing D&D a lot longer than I have. I greatly appreciate your input, as I use some of it when considering my builds, as I'm sure a lot of us do. By my logic, I mean my opinions or what makes most sense to me.
You'll likely find the opposite - players come up with builds like this all the time. For example, I've seen multiple threads posted by someone positing a monk build with a 1-dip in cleric for Inflict Wounds, trying to deliver a punch with the spell. They get universally shot down every time. Primal Savagery is a bad spell that could have been written to not be bad, but turning it into booming blade but better isn't an ideal solution.
There are a wide variety of approaches that could be taken to write a cantrip suitable for you, but this might be up your alley, I don't know.
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 minute
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using unarmed strikes and natural weapons, these attacks count as magical, and each of these attacks deals additional damage equal to one of your proficiency dice. When you cast the spell, you grow fangs, which are a natural weapon you can make unarmed strikes with that deal 1 piercing damage instead of the 1 bludgeoning damage normal for unarmed strikes, and claws on each hand, which are natural weapons you can make unarmed strikes with that deal 1 slashing damage instead of the 1 bludgeoning damage normal for unarmed strikes. The spell ends if you cast it again or if you dismiss it as an action.
Spell Lists. Druid
Quindraco, I never talked about turning primal savagery into booming blade. I was just making a comparison between cantrips, where some of them seem a bit obsolete to me. I only thought that by sprucing them up a little bit through creativity, they would have that look of at least some appeal to me. I hate obsoletism. I'm a little frustrated that I've made so many builds, but I usually end up sticking w/ the same spells and cantrips that I have from the beginning of my character creating days. I have the personal experience that the rules just bore me. It's not that I'm trying to build characters that break a campaign. I'm trying to create characters who can use all of their options in battle, depending on the circumstance. I hear a lot of tribalistic red lines being drawn in the sand by people and I just want to have fun outside of peoples' legalistic rants. Ultimately, we make the game. Nobody should decide what your fun looks like, but you. Even D&D Beyond concedes to this by offering us the homebrew option, whether publicly approved or for private campaigns. The business of one's own fun is their own. It's just a matter of gauging other peoples' points of view. As for the spell you're showing me, I have never seen that one. Thanks! Letting me know my options is what I need for what I'm trying to achieve.
I'm making some assumptions here, but the fact that you call them "builds" suggests you're looking to optimize what your characters can do in various situations, and it's true, there are certain spells, feats etc. you will land on every time if optimization is your goal.
So if you want to try other things... don't optimize.
Don't make a "build". Make a character, the wilder the better, and have their spell choices informed by their own personality quirks rather than which spells are "the best".
For example: I'm currently playing a tabaxi divination wizard archaeologist who has been borderline obsessed with the Thousand Year War (the one in Forgotten Realms lore between dragons and giants) since he was a kitten. He also grew up in Candlekeep. When I chose initial cantrips, I went Ray of Frost instead of Fire Bolt (the usual "optimal" choice), because practicing fire spells in a library was heavily discouraged. I also picked up Mold Earth and Mage Hand, cuz archaeologist. When I first got access to second-level spells, the two I grabbed without a moment's hesitation? Dragon's Breath and Enlarge/Reduce. Were they "optimal"? Heck if I know, but Chase wanted to be a giant and have a breath weapon, so those were the picks.
There's nothing wrong with optimizing, but if it's getting a bit stale for you, try another approach.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Certainly you haven't - I just made it up. I was trying to help you come up with a cantrip that would serve your needs without being unbalanced. I don't know how I came off as being opposed to homebrew, but I'm not.
Hey Wolf, as a friendly reminder, I already know that 1d10 is more valuable than 1d8. Who doesn't? The problem as you should know is that primal savagery has only 1 stack of damage to 4d10 max. Booming blade has a versatile functionality where it can do 3d8 max initial damage and if the enemy moves, they take 4d8 damage. That's if they find taking the damage worth it. Otherwise, it can cuff a melee attacker on their turn if they choose not to move, effectively affecting action economy. GFB fits the situation where it targets two enemies 5 feet from each other. On a hit to the initial enemy, they take a max 3d8 damage. The second enemy then suffers 3d8+ spellcasting ability modifier damage. 3d8+4d8=7d8; otherwise 3d8 and potential loss of turn. 3d8+3d8+spellcasting ability modifier=6d8+sam. There, I did the math for you. Feel free to fact check me. Even if booming blade doesn't do its secondary damage (only because the enemy decides not to move, which is true to the point), the enemy can't take an action on anyone unless they have ranged weaponry and/or spellcasting or unless anyone is in their melee range. My point is that in the right situations, these cantrips work, even if you have eldritch blast or firebolt. However, I defy anyone to tell me that they prefer primal savagery over eldritch blast or firebolt in any given situation other than over the type of damage that primal savagery does.
Anton, that's all well and good if you're only looking for good role-play. I hear you and sometimes that's great, especially if you're mostly into that. I prefer versatility in my campaigns with just a few good flaws. I do bear both in mind, but I just can't neglect good options either. The DM's I've had have been very savage to ill-prepared characters. You may not know who you're gonna get out of a DM. We have fun either way, but I've definitely had regrets.
Quindraco, I never said that you specifically were opposed to homebrew. I apologize if it seems that I implied it. More people were involved in this talk about my issue than just between me and you. I don't know anyone here apart from a hill of beans. I'm just trying to sift out what I find useful, not offend anyone.
There's usually one person that instigates me into looking like I got a problem with everyone, not to name names.
I think you think I said something different than I did.
I said that you had to rely on unreliable damage for GFB or BB to be better. Also, without that bonus damage you get 1 less d8 than d10s at each scaling, so you compare 1d10 to 0d8s, or 2d10s to 1d8, etc.
If you have a DM that's willing to dive into the numbers of cantrip damage, that would be ideal for concocting good homebrew. Usually, genuinely bad spells like Primal Savagery are due to WOTC doing no analysis whatsoever of how much damage their new damage cantrip deals relative to damage cantrips already available. PS amounts to Eldritch Blast with a triple nerf: radically less range, dealing the damage in one attack instead of multiple attacks, and employing an inferior damage type. You can tell WOTC put minimum effort into it before shipping it.
You are incorrect. The spell needs a target to be casted, as all spells with targets do. If there is no target, the spell cannot be casted, and none of its effects take place. If you make more than one attack with the spell, as with Twinned Spell metamagic, the spell still ends after the attack. There is no reason to believe otherwise. I can't decipher all the wacky stuff you said about Monks and Action Surge and Druids, but I can say for certain that none of it is accurate.
Also, for the love of God, turn off Caps Lock.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
This is absolute nonsense. It is cast and lasts for a single attack. It doesn’t stay on, it doesn’t get used for multiple attacks. Flurry of blows requires you to take the attack action not the cast a spell action. Your understanding of the rules is extremely rudimentary. Go read the players handbook again. Also. Enough of the capital letters already.
conpare PS to spells like Booming Blade and Flame Blade. These have you cast your spell on your weapon and then make a melee attack in one round... PS has you cast your spell on yourself as the weapon, then seperately attack... Theoretically it could be hours later, which personally I think is pushing the intent, but if it can be 1 or more rounds later, why not an hour or more? I guess I'd have to have acid dripping the entire time, just to have something for a consequence of that choice.
No, it couldn’t be hours later, or a round later. The spell directs you to make the attack at the moment of casting. If you can’t do that, you can’t cast the spell to begin with.
The "Boom" of Booming Blade is what lasts 1 round. The attack is immediate.
If you do not make the attack WHEN you cast it, then you do not get to do so at some later point. Not unless you cast it again and make the attack as part of casting it.
They're both like that. Cast spell, spell says make attack, so you roll immediately.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.