So I'm looking at potential characters for a one shot and I was looking at the War Wizard arcane tradition, and the level 2 ability Tactical Wit starts that when you use it as a reaction, you can only cast cantrips until your next turn. That's fine. So I was thinking of good strategic cantrips you could still use in that situation and like, yeah you could always go for the 1d10 firebolt if you wanted, but what if you took advantage of that and used that cantrips turn to kind of prime your next big spell?
So I think I found a situation where True Strike is actually good. While you're recovering from tactical wit, use it to make sure that once you can cast leveled spells again, whoever made you use tactical wit to begin with will damn sure regret it.
Now i suppose there is a flaw here. Most big wizard spells rely on saves rather than spell attack rolls, so your big spell choice is fairly limited, but it could still be a creative way to find a use for a fairly useless cantrip. Thoughts?
Any sentence with 'True Strike' and 'Good' in the sentence is wrong unless there's a 'Not' before the 'Good'. That's my opinion though.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
It is a situation where true strike is less useless, but I think "good" is still a stretch. It is ok in this situation and that is also factoring in the war mage's durable magic.
Of course if you are already concentrating on a good spell or all your better leveled spells require saves instead of attacks, it quickly returns to it's base level of uselessness.
But as far as building a character around true strike goes, this might be among the best.
It's only helpful if your next big spell requires a spell attack (as opposed to saving throw). You probably have better uses for your concentration, too.
True strike is also good for situations where you know that combat is about to happen and you have a Dm who will allow you to bend the rules by casting it continually until combat starts.
So, True Strike specifies "on your next turn." Does that mean a sorcerer can't Quicken it and then let loose a bigger spell on the same turn?
You'd have to quicken the bigger spell instead, and the bigger spell wouldn't benefit from true strike, you would have the true strike bonus on the next turn though.
True strike is hands down the BEST npc cantrip specifically for how bad it is. Now, if you're making an NPC that chooses the optimal kit and build available then it's useless to have on you. But imagine a oathbreaker paladin enemy NPC that cast true strike planning on using his divine strike enhanced with a lvl 5 spellslot. He'll use it to "prepare" the strike but it's more or less a telegraph that let's your players choose to either run away from him before his turn or double down to make him drop concentration.
True strike is good for contests, archery being a personal favorite, and not much else.
An archery contest where you stand 30ft from the target?
Typically ends up being 90ft with shortbows provided, making it just outside normal range. The clever caster insists on inspecting the target before their shot, casts true strike on the way back at 30ft, moves 30, next turn moves the last 30, turn and fire.
In a low magic setting, it could be very useful if you give the bow fighter a monster-bane arrow that's intend to make the final boss easier. Like 10d6 on hit against the foe. Makes that shot important and true strike while not seen can make it easier to hit just in case.
True strike is good for contests, archery being a personal favorite, and not much else.
An archery contest where you stand 30ft from the target?
Typically ends up being 90ft with shortbows provided, making it just outside normal range. The clever caster insists on inspecting the target before their shot, casts true strike on the way back at 30ft, moves 30, next turn moves the last 30, turn and fire.
The spell does have noticeable components (which is why it's also pretty useless for ambushes and the like).
I'm sorry, I like your thinking but it's not going to be good for two main reasons, the first being that wizards just don't have access to the good spells and abilities for true strike (up-levelled inflict wounds, big sneak attacks). As far as I can tell you have ray of sickness and Melf's acid arrow as your best consistent shots which is quite an indictment.
The second is that, honestly, if you used arcane deflection last turn you have a good chance of using it again next turn. Better off just taking your firebolt, or disengaging/dashing away if the situation is dire (or you're <5th level).
Well for one, Rogues cant normally learn true strike and for two you can use the optional bonus action Steady Aim to give yourself advantage on your next attack at the cost of your movement.
So I'm looking at potential characters for a one shot and I was looking at the War Wizard arcane tradition, and the level 2 ability Tactical Wit starts that when you use it as a reaction, you can only cast cantrips until your next turn. That's fine. So I was thinking of good strategic cantrips you could still use in that situation and like, yeah you could always go for the 1d10 firebolt if you wanted, but what if you took advantage of that and used that cantrips turn to kind of prime your next big spell?
So I think I found a situation where True Strike is actually good. While you're recovering from tactical wit, use it to make sure that once you can cast leveled spells again, whoever made you use tactical wit to begin with will damn sure regret it.
Now i suppose there is a flaw here. Most big wizard spells rely on saves rather than spell attack rolls, so your big spell choice is fairly limited, but it could still be a creative way to find a use for a fairly useless cantrip. Thoughts?
Any sentence with 'True Strike' and 'Good' in the sentence is wrong unless there's a 'Not' before the 'Good'. That's my opinion though.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
It is a situation where true strike is less useless, but I think "good" is still a stretch. It is ok in this situation and that is also factoring in the war mage's durable magic.
Of course if you are already concentrating on a good spell or all your better leveled spells require saves instead of attacks, it quickly returns to it's base level of uselessness.
But as far as building a character around true strike goes, this might be among the best.
It's only helpful if your next big spell requires a spell attack (as opposed to saving throw). You probably have better uses for your concentration, too.
Even a blind squirrel finds a nut once in awhile.
True strike is good for contests, archery being a personal favorite, and not much else.
True strike is also good for situations where you know that combat is about to happen and you have a Dm who will allow you to bend the rules by casting it continually until combat starts.
Professional computer geek
So, True Strike specifies "on your next turn." Does that mean a sorcerer can't Quicken it and then let loose a bigger spell on the same turn?
Correct.
You'd have to quicken the bigger spell instead, and the bigger spell wouldn't benefit from true strike, you would have the true strike bonus on the next turn though.
True strike is hands down the BEST npc cantrip specifically for how bad it is. Now, if you're making an NPC that chooses the optimal kit and build available then it's useless to have on you. But imagine a oathbreaker paladin enemy NPC that cast true strike planning on using his divine strike enhanced with a lvl 5 spellslot. He'll use it to "prepare" the strike but it's more or less a telegraph that let's your players choose to either run away from him before his turn or double down to make him drop concentration.
True strike is good for an ambush or infiltration, where characters might have one shot to silently take out the guards. It's okay in stealthy games.
Wizard (Gandalf) of the Tolkien Club
True strike is good for contests, archery being a personal favorite, and not much else.
An archery contest where you stand 30ft from the target?
Or you know... like an actual archery contests at a town or castle for a prize or bragging rights or etc....
Typically ends up being 90ft with shortbows provided, making it just outside normal range. The clever caster insists on inspecting the target before their shot, casts true strike on the way back at 30ft, moves 30, next turn moves the last 30, turn and fire.
In a low magic setting, it could be very useful if you give the bow fighter a monster-bane arrow that's intend to make the final boss easier. Like 10d6 on hit against the foe. Makes that shot important and true strike while not seen can make it easier to hit just in case.
The spell does have noticeable components (which is why it's also pretty useless for ambushes and the like).
I'm sorry, I like your thinking but it's not going to be good for two main reasons, the first being that wizards just don't have access to the good spells and abilities for true strike (up-levelled inflict wounds, big sneak attacks). As far as I can tell you have ray of sickness and Melf's acid arrow as your best consistent shots which is quite an indictment.
The second is that, honestly, if you used arcane deflection last turn you have a good chance of using it again next turn. Better off just taking your firebolt, or disengaging/dashing away if the situation is dire (or you're <5th level).
But then... you should still be hidden or have surprise, so you'd still have advantage.
So True Strike is still pointless.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
What about when a rogue can't hide (ie open area) and wants advantage for the sneak attack bonus?
Well for one, Rogues cant normally learn true strike and for two you can use the optional bonus action Steady Aim to give yourself advantage on your next attack at the cost of your movement.
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