You create an acidic bubble and hurl it at a point within range, where it explodes in a 5- foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. This spell’s damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
A cantrip AOE seems like this is a better version of the original. Much easier to position.
Blade Ward:
BLADE WARD Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take in response to a visible creature targeting you with a melee attack Range: Self Components: V, S Duration: Instantaneous
You trace a sigil of warding, imposing Disadvantage on the creature’s attack roll against you.
You channel the chill of the grave toward one creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. This spell’s damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Wow, you actually have to touch now so the name isn't misleading, lol. And a damage boost, as well. Not bad.
Friends:
FRIENDS Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: S, M (some makeup) Duration: Concentration, up to 1 minute
You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
Might actually use this spell. Thank goodness the "makes hostile" issue is gone.
PRODUCE FLAME Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as a Bonus Action or if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
I use this cantrip on my Druid from time to time. Range was increased, which is nice, but the light it produces is still not big enough to see what you are attacking if you have no Darkvision and it's dark out.
Shillelagh:
SHILLELAGH Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a Club or Quarterstaff) Duration: 1 minute
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The weapon’s damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
No reactions is gone and now worded "can't make Opportunity Attacks". Not sure if this change was needed. But maybe all reactions was too much for a cantrip?
Spare the Dying:
SPARE THE DYING Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous
Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable. Cantrip Upgrade. The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Works on Undead and Constructs now and having range is nice.
True Strike:
TRUE STRIKE Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency) Duration: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)
So the worst cantrip in the game now actually worthwhile. Is it too much? Not enough? Not sure of all the interactions that this might benefit from or cause issues with. But at least it's better than it was.
wow, i never expected they might remove the "turns hostile" rider on Friends. however, more amazing perhaps is that they dropped the "not hostile to you" targeting condition! that's potentially amazing for fleeing a place or requesting an impromptu guided tour. interestingly, it doesn't say it takes them from hostile to friendly (like the name of the spell might suggest) but at least they won't grapple you anymore. and deceptions/distractions will be slightly easier (despite the higher hostile DC).
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tell them you don't like features disappeared quietly in the night: providefeedback!
The Shillelagh scaling is weird - not sure that going from 1d12 to 2d6 is an improvement. It's really a matter of personal preference whether you want wilder swings with the d12 or likely average damage with the 2d6. Was that supposed to be 3d6, do you think?
The Shillelagh scaling is weird - not sure that going from 1d12 to 2d6 is an improvement. It's really a matter of personal preference whether you want wilder swings with the d12 or likely average damage with the 2d6. Was that supposed to be 3d6, do you think?
It is only a 1/2 point of damage increase. I think at that point maybe 2d8 might be more reasonable.
The Shillelagh scaling is weird - not sure that going from 1d12 to 2d6 is an improvement. It's really a matter of personal preference whether you want wilder swings with the d12 or likely average damage with the 2d6. Was that supposed to be 3d6, do you think?
It is only a 1/2 point of damage increase. I think at that point maybe 2d8 might be more reasonable.
No, no... The 17th level upgrade ought to be that a pot of gold appears whenever you defeat a Fey creature using the Shillelagh. Like, 1 gp per hit dice. It's a small pot. Cuppa gold. :)
Acid Splash - I like this change. It's actually a very significant AoE depending on where you place the point. You are considered in a spells AoE if the area extends halfway or more into your occupied square. On the normal 5ft grid, if the point is centered in a square it's a 3x3 cross, at the corner of a square it's a 2x2 square, in the center of a side of a square it's a 2x3 rectangle. So there's a lot way to massage the placement to make sure you don't hit allies.
Blade Ward - I love that this is a reaction now. I'd prefer to keep the resistance to Bludgeoning, Slashing, and Piercing against a single melee attack but I admit that's probably to strong (basically Absorb Elements for physical damage). If they are going to maintain the disadvantage I'd like to see it extend to ranged weapon attacks, perhaps limited to 30ft.
Chill Touch - 0/10. If they're changing this to touch so that it makes sense with the name, then just change the name (BG3 already calls it Bonechill). This was lowkey one of the best damage cantrips. I'll take the d8 damage, and bring the range back.
Friends - This is a healthy change, I think. I'll be interested to see if they remove the change in temperament from other Charm spells, though I wouldn't expect so. But that fact I think really stopped a lot of players from ever wanting to interact with this spell.
Poison Spray - Great changes. Attack rolls scale better than saving throws, highest damage die is a welcome change to sort of dethrone Firebolt (though Poison Spray has limited range). How good this actually is will come down to how much they restructure the distribution of resistances and immunities on monsters. Poison is uniquely bad not because a lot of monsters are resistant to it (comparatively few are), but rather that many monsters are immune to it.
Produce Flame - Basically combines Light and Firebolt with slightly less damage and range. Bonus action is helpful, the fact the spell doesn't end when you attack with it is also helpful. The light radius doesn't need to be bigger. It's equivalent to the Light spell which is equivalent to a torch. We're lucky the radius isn't smaller considering everything this cantrip already does.
Shillelagh - Changing to force damage to continue to trend of getting rid of generic "magic" damage. Damage scaling is a welcome buff. I'd really like to see the duration increase to 10 minutes or even 1 hour. Any duration that effectively allows a player to reasonably say "I maintain this buff while exploring." I would really like to see Wisdom-based Rangers/Monks be functional with this spell, but to spend a whole bonus action at the start of every combat just to be functional in a world where there are so many good bonus actions is unwieldly.
Shocking Grasp - I'm not surprised by this change. I don't think I've ever used it to specifically lock a caster out of being able to Counterspell or anything like that even though I knew that was always technically possible, but I can understand that the initial design intent was for it to be an offensive disengage. However, I think a fair compromise might be that the creature can't take reactions until the end of the current turn provided it still has its reaction that round.
Spare the Dying - I know the previous UAs of this spell had syntax issues and I haven't looked into that. But giving it scaling range is a welcome change.
True Strike - 15/10 Possibly the best offensive cantrip now not including Eldritch Blast. Unlike Booming Blade/Greenflame Blade, this spell can be used with ranged weapons. It uses your spellcasting ability mod for Attack AND Damage rolls. The only caveat is that, like Booming Blade and Greenflame Blade, it's a weapon attack and not a spell attack. So it scales with +1/2/3 weapon bonuses and not bonuses to your spell attack.
Remarkably good for ranged Rogues, especially Arcane Trickster who would have the option to just focus on INT over DEX. Bards finally get a good damage cantrip without needing to pick up any feats or multiclass. A Sorcerer or Wizard starting with a Light Crossbow or Shortbow can still be effective even while silenced. Just wear your arcane focus around your neck, or carry a component pouch so you can feasibly let go of the weapon with one hand to cast a leveled spell on turn you want to.
This is competitve with Firebolt on average damage up until level 11 (and even then it's close), simply because you can add your spellcasting mod to damage. And unlike Firebolt, this scales with whatever your weapon is, whereas other cantrips aren't affected by most gear other than flat bonuses to spell attack. My only concern here is that if True Strike becomes the "meta" cantrip this creates a weird amount of demand for ranged weapons that wasn't there before in campaigns where multiple characters have this spell.
I wouldn't be surprised to see this limited to melee range like the other weapon cantrips. I don't want to see that happen - True Strike deserves this glow up - but I wouldn't be surprised.
Acid Splash: love the mini-AoE. Makes it distinct.
Blade Ward: the fact that you have to use it before the attack makes it pretty balanced. An "oh shit please don't hurt me" button.
Friends: oh my dear Cthulhu, it's actually good and worth taking now! Just change the makeup requirement to verbal component (friendly words or threats). By the way, given that Charmed condition works on all Cha checks, it's good for intimidation or deception, too. So maybe change the name to Impress or Beguile?
Poison Spray: cool, but why necromancy?
Shillelagh vs True Strike: Shillelagh enchants your weapon, so it works with attacks of opportunity and extra attack. It's more of a ranger cantrip now, if a ranger favors Wis over Str/Dex. True Strike takes up an entire action. Not sure if Eldritch Knights will actively use this, since it would use Int over Str/Dex. If it targeted an enemy, not self, it could open up an opportunity for a fully Int-based Eldritch Knight with War Caster feat. Not sure about radiant damage type though, seems arbitrary. As noted above, True Strike is exceptionally good for Int-based Arcane Trickster. You can sacrifice Dex (skills, AC, and initiative) in favor of knowledge skills and magic save DC. The more I think about it, the more I like it.
Shocking Grasp: they probably thought that denying enemy defensive reactions and Shield spell would be overpowered, an automatic choice for EKs. Not sure about that.
So far all the cantrips look very good, making a number of them useful when they were very meh before. Haven't dug into the bastion rules but the concept is at least good to me.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I really like all these changes. I can see good value in all of them now.
My only issue is Shillelagh's weird scaling. It'd be good for a class with Extra Attack but the only class that can natively take it is Druid. It's still as good for druids as it ever was as an early game bonk option so that's not too big of an issue, but if its going to be optimized for rangers rather than druids... Shouldn't rangers get cantrip access? I know they can still access it with a feat but it seems weird to design a cantrip for a class that can't natively have it.
Blade Ward: It might be okay, but I think it is too potent. Reaction for casters is rarely contested. If shield is nerfed this will be spammed and that's an issue. Most reaction spells are tied to a resource (spell slot) for a reason. I think it should be a BONUS ACTION and either keep the original resistance effect or the new one. Using it means you can't use a leveled spell, so you have to actually play around it.
Chill Touch: The additional rider effect is not worth it alone to get into melee so it should ideally deal 1d12
Friends: Very cool and 24h lockout prevents cheese. 1 Minute is a bit short tho and not enough to last a conversation. I think it should be 10m.
Poison Spray: Poison is just an awful damage type, so it can never be your only damage cantrip. For that tax it needs to deal more damage. Overall, I still don't see a reason to ever pick it with a 1d12. It's just another straight damage cantrip we don't really need. It should have something unique to it. I'd like to see it being a 1d8 attack roll and on hit another 1d8 CON save. That way both dice increase by 1d8 at 5 / 11 / 17. If that's too strong, you could make it 1d8+1d6 or 1d10+1d4.
Produce Flame: It just feels like a cope out of Firebolt being not "druid enough". The spell is a mess, consuming both BA and Action. The Light cantrip should be a BA and this should stay as an action but with something unique attached to it. We don't need yet another straight ranged spell attack damage roll. Make it Produce a Flame, you can either hurl at an enemy for 1d8 ranged attack or explode in someone's face for 1d12 melee spell attack.
Shillelagh: Hexblade for everyone? I think this needs some actual playtesting to see how impactful it is. It might be okay or too good or not good enough depending on who takes and with which build. I can see some potential cheese, but is that cheese better than the alternatives? To be seen.
True Strike: Should have the ability to choose to use either the casting MOD or use the normal str/dex MOD for the attack. It's still way behind Booming Blade, but that might be because BB is just way too strong.
Friends: oh my dear Cthulhu, it's actually good and worth taking now! Just change the makeup requirement to verbal component (friendly words or threats). By the way, given that Charmed condition works on all Cha checks, it's good for intimidation or deception, too. So maybe change the name to Impress or Beguile?
i really like the idea of this spell having access to hostile targets, so yes keep it as Impress. a verbal shout to start things off might better sell the intimidation and distraction angle. also, would it seem fair to add an additional target at levels 5/11/17...? unless causing "unable to target with attacks" conditions in 2/3/4 targets begins sounding more like an invincibility bubble in cantrip form.
as for a spell called Friends, i'm hung up on the idea that the caster charms themself as well as the target. both caster and (non-hostile) target become friendly to each other, although the caster has initiative in the conversation to press their agenda first. i'm having fun imagining the spell wears off 6 seconds earlier for the caster who might find that they got the help the plan required but somehow they also dithered to take tea with their new friend. add a cumulative +2 to target's WIS save for each cast after the first within the same 24hrs. as much as i want additional targets, probably not (use Impress for multiples).
Produce Flame: It just feels like a cope out of Firebolt being not "druid enough". The spell is a mess, consuming both BA and Action. The Light cantrip should be a BA and this should stay as an action but with something unique attached to it. We don't need yet another straight ranged spell attack damage roll. Make it Produce a Flame, you can either hurl at an enemy for 1d8 ranged attack or explode in someone's face for 1d12 melee spell attack.
Produce Flame is great now with these quality of life changes! oh, and i guess it does more damage. all that's missing is verbiage in control flames to spell out that you could anchor a magical flame to a surface or flare it briefly (and then rest it a minute or so?) to gain additional bright light radius for a round.
speaking of Light cantrip, it needs an option to make a spell attack to attach the light to a creature's face, blinding them. feels like every player has themselves tried or knows someone who tried springing that on the dm at least once. save a dm from having to sigh and pull out google: just give it some dex save verbiage (maybe an arcana check to quench, if victim is proficient) and move on down the road.
speaking of Light cantrip, it needs an option to make a spell attack to attach the light to a creature's face, blinding them. feels like every player has themselves tried or knows someone who tried springing that on the dm at least once. save a dm from having to sigh and pull out google: just give it some dex save verbiage (maybe an arcana check to quench, if victim is proficient) and move on down the road.
I've literally never heard of anyone trying that, but:
1. Light can only target objects, not creatures. 2. There's already verbiage with Light for a hostile creature to make a DEX Save if you cast it on an object in their possession. 3. Light is a magical alternative to a torch. The light is no more blinding than torchlight, which is to say: It's not. 4. Blindness already exists as a 2nd-level spell that lasts a minute. Giving it to a cantrip that lasts an hour is absurd.
Acid Splash: This is always the way it should've worked and everybody knows it. Still has the issue of technically only affecting creatures, but that's been common houserule for a while now. When I'm running a game I let my players use Acid Splash on objects, but the object is affected the way it would be affected by six seconds of acid exposure - you don't get to melt a whole-ass door for free, and it's Acid Splash. No using Acid SPlash to try and gum up the inside of a lock, you get a five-foot kabloorp of acid whether that's what you wanted or not. Overall, good change, approve.
Blade Ward: Lot of hand-wringing over this one. Frankly, I don't see why. The original is dogshit and everybody knows it, it's only ever useful for Bladesingers or UA EKs that can BS attacking and casting Blade Ward into the same action. Letting it be a defensive magic parry is just more fun. And if the mage spams it every round, so what? Who cares. Reactions are resources meant to be used, giving a mage a way to use theirs to feel more magical by defending themselves with their magic is a good idea. There's a reason the War Wizard's arcane parry is such a well-loved feature. nuBlade Ward still costs a precious cantrip-known slot and doesn't do squat against multiple attackers or Multiattack, and it doesn't work at all on arrows. I think it's fine this way.
Chill Touch: I'm legit annoyed at the loss of the original. Yeah, the naming was weird, but I've often used 22014 Chill Touch as a Fire Bolt alternative for darker spellcasters. Oh well. Basically free to homebrew back in a Necrotic Dart or similar long-distance necrotic damage spell, and this version does present an alternative to Shocking Grasp at least. I don't think it's as useful, being able to stop health regen from a safe Magic Distance was an underrated utility for the 2014 version, but
Friends: Fascinating rework. Charmed available from a cantrip is certainly juicy, and I can imagine a lot of folk getting the vapors over a cantrip allowed to be useful in a way other than dealing a minor chunk of damage. But I think this version is hedged in enough to be valid, especially given the 24-hour limit on recasting. Given the Concentration requirement (i.e. breaking other 'Social' spells like Detect Thoughts) and the fact that the spell ends if you do any-damn-thing but talk to the target pre-empts most of the obvious shenanery. Spell is fine I think, and actually speaks to the use fantasy someone has in mind when they take Friends. This is a mostly-functional Jedi Mind Trick, which is what people are looking for our or Friends.
Poison Spray: I'm honestly of two minds about this redux. People like to shit on saving-throw cantrips, and yes, they're less accurate overall. But ranged-spell-attack Poison Spray can no longer be used as a close-defense, pseudomelee option. The extra reach is fine and dandy, but "five feet" is no longer a valid range for Poison Spray when it used to be. Yeah I know, people hate targeting Constitution because monsters usually have a ludicrously high Con mod, but still. I don't actually think this version is going to see any more play than the old one. The range is still booty compared to proper distance cantrips, Poison is still a sketchy damage type, and given how useful some of the utility cantrips are becoming I don't see a lot of people having room for an extra, redundant ranged-attack cantrip with terrible range whose entire thing is simply being one step higher on the damage die. Most typical spellcasters are going to have their Default Attack ranged spell, their Melee Stopgap if they decide to take one (Shocking Touch or Chilling Touch), and then utility. No room for a slightly-bigger ranged attack hedged in by shit range.
Produce Flame: Pretty much a straight upgrade to the original. Druidic Torch Replacement spell with the ability to chunk it at someone if you need to. Is it a primo attack cantrip? Nah, especially since it takes action and bonus both to chuck it in one turn. But it's a pretty druidic sort of thing to be able to do and druid cantrips almost universally suck anyways so eh.
Shillelagh: Also pretty much a straight upgrade. Option for Force damage (I kinda hate how easy it's getting to be to deal Force damage, but eh), improving weapon damage die. Your magic table leg hitting with the same impact as a greataxe or greatsword? Solid.
Shocking Grasp: Let's be real, this isn't really a nerf. Nobody used/remembered the metal armor thing (even if it was a really cool idea), and slicing off reactions other than Opportunity attacks was a rare use case. Yes, spell is technically a lot weaker, but it still does the thing people take it to do - give their mage a close-quarters fallback that affords them a chance to bail from close quarters. Good enough.
Spare the Dying: Significantly improved. Still kind of a waste of a cantrip slot. People pick this because it fits their character concept, not because it's good. At least they no longer have to engage the Ancient Dragon in melee combat to try and save their buddy.
True Strike: Of course this is the way to fix True Strike. It's so obvious in hindsight. Everybody who tried to fix it kept trying to retain the advantage mechanic because "that's what True Strike does!" and forgetting what J-Craw said in his video - the essence of True Strike is using your magic to guide your blow. Duh making an attack with your spellcasting mod is the answer. it's so simple, so elegant, so easy. I'm honestly upset with myself I never thought of it. Spellcasters with True Strike can actually live out the use fantasy of defending themselves with their shining blade sparking with arcane power, using magical wiles to assail their foes. A wizard Gandalfing with sword and staff can totally be a thing (provided they somehow get sword proficiency from somewhere).
Also neatly sidesteps a lot of folks' complaints about the SCAG blade cantrips, i.e. neither of them really giving a fat frog **** about the caster's casting ability. They enhance STR or DEX-based attacks and provide tons of 'free' damage to characters like rogues that don't get a multiattack anyways, or to Bladesingers/nu-EKs that can cast and swing in the same action. Well, this version of True Strike runs off your casting stat - if you're an 8-Int Trickster or EK, your True Strike's gonna super suck. Gotta have a casting stat worth fighting with before True Strike is any real benefit. Well done. Heartily approve. Am annoyed homebrew tools don't allow me to replicate it right now (you can make a spell that uses a melee spell attack, you can make a spell that augments a weapon attack - you cannot make a spell that does both).
At first I was a bit underwhelmed by new truestrike. Dont get me wrong, its absolutely superior to the one we have atm.. But I guess I couldnt really see the character who would use this cantrip a ton... But yea after having gone over the math in my head( which probably isnt super accurate) I can see the benefits, especially for bards who are probably the most weapon appropriate full casters.
Arcane trickster is something I see come up a lot which initially makes a lot of sense... But then again, are you really gonna make a low dex arcane tricksters because your attack can now rely on int? Dex will still need to be high for hiding and whatever other rogueish stuff youll be doing.. I guess the argument is a slightly higher int than dex but at that point you arent really taking great advantage of cantrip
What Id love to see it for true strike to enable an int based eldritch knight, but sadly truestrike doesnt really work with extra attack.
I dunno, I feel like its a great direction but there is something just slightly off with the UA version.
Shillelagh: Hexblade for everyone? I think this needs some actual playtesting to see how impactful it is. It might be okay or too good or not good enough depending on who takes and with which build. I can see some potential cheese, but is that cheese better than the alternatives? To be seen.
Shillelagh, at least currently, is actually kind of tricky to get since it's only on the Druid spell list. I suppose with OneD&D anyone could choose Magic Initiate: Druid as their 1st-level feat to get it.
It only lasts a minute, so you'll have to use your first bonus action every fight to cast it, which is a significant opportunity cost when there are so many better things someone could be doing with their bonus action. I've tried a lot to make Shillelagh builds work in the past, but the optimizer in me can't get over effectively losing my bonus action on the first round just to be functional. All the classes/subclasses that could use Shillelagh the best already have good bonus actions they'd want to use instead.
Also worth noting that it only works with Club and Quarterstaff, and can only be on one weapon at a time (so no dual-wielding). The Playtest 2 version of Polearm Master doesn't include the Quarterstaff, and we haven't seen any updates about those feats since.
I really wouldn't mind if they limited Shillelagh to Wisdom only and increased the duration so it's easier to maintain.
True Strike: Should have the ability to choose to use either the casting MOD or use the normal str/dex MOD for the attack. It's still way behind Booming Blade, but that might be because BB is just way too strong.
It's better than Booming Blade in the sense that True Strike, as written in the UA, can be used with ranged weapon attacks whereas the 'blade' cantrips can't. Because you can add your ability modifier to the damage, this is the best ranged damage cantrip for most casters that can use it; only being out-shined by Eldritch Blast+Agonizing Blast. Even by level 11 when Fire Bolt is 3d10, this cantrip is still just as good on average. By level 17 Fire Bolt is only marginally better (on average, and even then True Strike's floor is higher), and this assumes you don't have a better weapon to scale the damage of True Strike further.
True Strike being narrower in scope and doing a little less damage because it can be used from the safety of range makes sense to me.
The point behind the new True Strike isn't to try and mesh seamlessly with hybrid classes like Eldritch Knight or Arcane Trickster. it's to give straight-up spellcasters a way to defend themselves in melee combat. True Strike is an alternative to Shocking Grasp or Chill touch, allowing the team's squishy wizard to clonk aggressors on the head with a magic-imbued staff or a spellflame-glittering athame.
Is it a phenomenal use of a spellcaster's turn? Maybe not, but cantrips aren't supposed to be 'phenomenal'. They're supposed to be your utility toolbelt full of fallbacks and stopgaps, and True Strike lets your spellcaster engage in some of the aesthetic of weapon/martial combat. It lets casters actually benefit from items like the Staff of Striking or other 'hitty' Spellcaster Weapons, and opens up character concepts that're otherwise annoying to nail.
Yea I can see that, I guess I dont personally find particular niche exciting.. But yea, its fine.. I just think theres a very similar, slightly tweaked version out there that is more interesting. Wont mind if this is the version we end up seeing in the players handbook, just wont ever be using it myself.
After doing a second pass on the cantrips Blade ward is making me wonder if it's ever worth while using shield instead. Certain circumstances blade ward would be far superior giving you a chance to dodge a high hit attack where shield would not. Whereas shield can potentially protect you from multiple attacks consuming a spell slot. An interesting dichotomy.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
A bit of a corner case, but the new Blade Ward would be able to situationally prevent you from being Sneak Attacked, right? By cancelling out an opponent's advantage to hit you? That would make it very competitive with Shield (in that specific instance, at least).
EDIT: Looks like crayonshinchuck had already draw the same conclusion way before me. I'll credit you for being quicker on the uptake than I, Chuckies! That's what I get for not reading all the threads :P
Also, my brain is trying to hammer the oddly shaped puzzle piece of new True Strike into an Eldritch Knight DEX-dumped build where she dual-wields a melee weapon and a hand crossbow, using True Strike to make INT attacks with the boltpistol crossbow while also taking STR swings with the off-hand chainsword. (Just... let me make my Adepta Sororitas in D&D already!)
The point behind the new True Strike isn't to try and mesh seamlessly with hybrid classes like Eldritch Knight or Arcane Trickster. it's to give straight-up spellcasters a way to defend themselves in melee combat. True Strike is an alternative to Shocking Grasp or Chill touch, allowing the team's squishy wizard to clonk aggressors on the head with a magic-imbued staff or a spellflame-glittering athame.
However, it does make an Int-based Arcane Trickster with a ranged weapon into an actually viable choice. And I like that a lot. This is exactly how I would like MAD to work, letting you choose between martial build or magic build. I don't know if it was intended synergy, but in this particular case, it does a great job. An Int EK is less likely, because it would still need physical stats for AoO and second attack. With a minor tweak, it could work with War Caster (needs to target enemy, not self).
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So we have several cantrips in this UA. What do you all think?
Acid Splash
ACID SPLASH Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous
You create an acidic bubble and hurl it at a point within range, where it explodes in a 5- foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. This spell’s damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
A cantrip AOE seems like this is a better version of the original. Much easier to position.
Blade Ward:
BLADE WARD Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take in response to a visible creature targeting you with a melee attack Range: Self Components: V, S Duration: Instantaneous
You trace a sigil of warding, imposing Disadvantage on the creature’s attack roll against you.
Another thread here if you are interested.
Seems like it might be OK.
Chill Touch:
CHILL TOUCH Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous
You channel the chill of the grave toward one creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. This spell’s damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Wow, you actually have to touch now so the name isn't misleading, lol. And a damage boost, as well. Not bad.
Friends:
FRIENDS Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: S, M (some makeup) Duration: Concentration, up to 1 minute
You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
Might actually use this spell. Thank goodness the "makes hostile" issue is gone.
Poison Spray:
POISON SPRAY Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous
You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against ©2023 Wizards of the Coast LLC 23 the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. This spell’s damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
No saving throw! Nice.
Produce Flame:
PRODUCE FLAME Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as a Bonus Action or if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
I use this cantrip on my Druid from time to time. Range was increased, which is nice, but the light it produces is still not big enough to see what you are attacking if you have no Darkvision and it's dark out.
Shillelagh:
SHILLELAGH Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a Club or Quarterstaff) Duration: 1 minute
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The weapon’s damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Finally, scaling damage on this.
Shocking Grasp:
SHOCKING GRASP Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
No reactions is gone and now worded "can't make Opportunity Attacks". Not sure if this change was needed. But maybe all reactions was too much for a cantrip?
Spare the Dying:
SPARE THE DYING Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous
Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable. Cantrip Upgrade. The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Works on Undead and Constructs now and having range is nice.
True Strike:
TRUE STRIKE Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency) Duration: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)
So the worst cantrip in the game now actually worthwhile. Is it too much? Not enough? Not sure of all the interactions that this might benefit from or cause issues with. But at least it's better than it was.
Discuss what you think.
EZD6 by DM Scotty
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wow, i never expected they might remove the "turns hostile" rider on Friends. however, more amazing perhaps is that they dropped the "not hostile to you" targeting condition! that's potentially amazing for fleeing a place or requesting an impromptu guided tour. interestingly, it doesn't say it takes them from hostile to friendly (like the name of the spell might suggest) but at least they won't grapple you anymore. and deceptions/distractions will be slightly easier (despite the higher hostile DC).
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The Shillelagh scaling is weird - not sure that going from 1d12 to 2d6 is an improvement. It's really a matter of personal preference whether you want wilder swings with the d12 or likely average damage with the 2d6. Was that supposed to be 3d6, do you think?
It is only a 1/2 point of damage increase. I think at that point maybe 2d8 might be more reasonable.
No, no... The 17th level upgrade ought to be that a pot of gold appears whenever you defeat a Fey creature using the Shillelagh. Like, 1 gp per hit dice. It's a small pot. Cuppa gold. :)
Acid Splash - I like this change. It's actually a very significant AoE depending on where you place the point. You are considered in a spells AoE if the area extends halfway or more into your occupied square. On the normal 5ft grid, if the point is centered in a square it's a 3x3 cross, at the corner of a square it's a 2x2 square, in the center of a side of a square it's a 2x3 rectangle. So there's a lot way to massage the placement to make sure you don't hit allies.
Blade Ward - I love that this is a reaction now. I'd prefer to keep the resistance to Bludgeoning, Slashing, and Piercing against a single melee attack but I admit that's probably to strong (basically Absorb Elements for physical damage). If they are going to maintain the disadvantage I'd like to see it extend to ranged weapon attacks, perhaps limited to 30ft.
Chill Touch - 0/10. If they're changing this to touch so that it makes sense with the name, then just change the name (BG3 already calls it Bonechill). This was lowkey one of the best damage cantrips. I'll take the d8 damage, and bring the range back.
Friends - This is a healthy change, I think. I'll be interested to see if they remove the change in temperament from other Charm spells, though I wouldn't expect so. But that fact I think really stopped a lot of players from ever wanting to interact with this spell.
Poison Spray - Great changes. Attack rolls scale better than saving throws, highest damage die is a welcome change to sort of dethrone Firebolt (though Poison Spray has limited range). How good this actually is will come down to how much they restructure the distribution of resistances and immunities on monsters. Poison is uniquely bad not because a lot of monsters are resistant to it (comparatively few are), but rather that many monsters are immune to it.
Produce Flame - Basically combines Light and Firebolt with slightly less damage and range. Bonus action is helpful, the fact the spell doesn't end when you attack with it is also helpful. The light radius doesn't need to be bigger. It's equivalent to the Light spell which is equivalent to a torch. We're lucky the radius isn't smaller considering everything this cantrip already does.
Shillelagh - Changing to force damage to continue to trend of getting rid of generic "magic" damage. Damage scaling is a welcome buff. I'd really like to see the duration increase to 10 minutes or even 1 hour. Any duration that effectively allows a player to reasonably say "I maintain this buff while exploring." I would really like to see Wisdom-based Rangers/Monks be functional with this spell, but to spend a whole bonus action at the start of every combat just to be functional in a world where there are so many good bonus actions is unwieldly.
Shocking Grasp - I'm not surprised by this change. I don't think I've ever used it to specifically lock a caster out of being able to Counterspell or anything like that even though I knew that was always technically possible, but I can understand that the initial design intent was for it to be an offensive disengage. However, I think a fair compromise might be that the creature can't take reactions until the end of the current turn provided it still has its reaction that round.
Spare the Dying - I know the previous UAs of this spell had syntax issues and I haven't looked into that. But giving it scaling range is a welcome change.
True Strike - 15/10 Possibly the best offensive cantrip now not including Eldritch Blast. Unlike Booming Blade/Greenflame Blade, this spell can be used with ranged weapons. It uses your spellcasting ability mod for Attack AND Damage rolls. The only caveat is that, like Booming Blade and Greenflame Blade, it's a weapon attack and not a spell attack. So it scales with +1/2/3 weapon bonuses and not bonuses to your spell attack.
Remarkably good for ranged Rogues, especially Arcane Trickster who would have the option to just focus on INT over DEX. Bards finally get a good damage cantrip without needing to pick up any feats or multiclass. A Sorcerer or Wizard starting with a Light Crossbow or Shortbow can still be effective even while silenced. Just wear your arcane focus around your neck, or carry a component pouch so you can feasibly let go of the weapon with one hand to cast a leveled spell on turn you want to.
This is competitve with Firebolt on average damage up until level 11 (and even then it's close), simply because you can add your spellcasting mod to damage. And unlike Firebolt, this scales with whatever your weapon is, whereas other cantrips aren't affected by most gear other than flat bonuses to spell attack. My only concern here is that if True Strike becomes the "meta" cantrip this creates a weird amount of demand for ranged weapons that wasn't there before in campaigns where multiple characters have this spell.
I wouldn't be surprised to see this limited to melee range like the other weapon cantrips. I don't want to see that happen - True Strike deserves this glow up - but I wouldn't be surprised.
Acid Splash: love the mini-AoE. Makes it distinct.
Blade Ward: the fact that you have to use it before the attack makes it pretty balanced. An "oh shit please don't hurt me" button.
Friends: oh my dear Cthulhu, it's actually good and worth taking now! Just change the makeup requirement to verbal component (friendly words or threats). By the way, given that Charmed condition works on all Cha checks, it's good for intimidation or deception, too. So maybe change the name to Impress or Beguile?
Poison Spray: cool, but why necromancy?
Shillelagh vs True Strike: Shillelagh enchants your weapon, so it works with attacks of opportunity and extra attack. It's more of a ranger cantrip now, if a ranger favors Wis over Str/Dex. True Strike takes up an entire action. Not sure if Eldritch Knights will actively use this, since it would use Int over Str/Dex. If it targeted an enemy, not self, it could open up an opportunity for a fully Int-based Eldritch Knight with War Caster feat. Not sure about radiant damage type though, seems arbitrary. As noted above, True Strike is exceptionally good for Int-based Arcane Trickster. You can sacrifice Dex (skills, AC, and initiative) in favor of knowledge skills and magic save DC. The more I think about it, the more I like it.
Shocking Grasp: they probably thought that denying enemy defensive reactions and Shield spell would be overpowered, an automatic choice for EKs. Not sure about that.
So far all the cantrips look very good, making a number of them useful when they were very meh before. Haven't dug into the bastion rules but the concept is at least good to me.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I really like all these changes. I can see good value in all of them now.
My only issue is Shillelagh's weird scaling. It'd be good for a class with Extra Attack but the only class that can natively take it is Druid. It's still as good for druids as it ever was as an early game bonk option so that's not too big of an issue, but if its going to be optimized for rangers rather than druids... Shouldn't rangers get cantrip access? I know they can still access it with a feat but it seems weird to design a cantrip for a class that can't natively have it.
i really like the idea of this spell having access to hostile targets, so yes keep it as Impress. a verbal shout to start things off might better sell the intimidation and distraction angle. also, would it seem fair to add an additional target at levels 5/11/17...? unless causing "unable to target with attacks" conditions in 2/3/4 targets begins sounding more like an invincibility bubble in cantrip form.
as for a spell called Friends, i'm hung up on the idea that the caster charms themself as well as the target. both caster and (non-hostile) target become friendly to each other, although the caster has initiative in the conversation to press their agenda first. i'm having fun imagining the spell wears off 6 seconds earlier for the caster who might find that they got the help the plan required but somehow they also dithered to take tea with their new friend. add a cumulative +2 to target's WIS save for each cast after the first within the same 24hrs. as much as i want additional targets, probably not (use Impress for multiples).
Produce Flame is great now with these quality of life changes! oh, and i guess it does more damage. all that's missing is verbiage in control flames to spell out that you could anchor a magical flame to a surface or flare it briefly (and then rest it a minute or so?) to gain additional bright light radius for a round.
speaking of Light cantrip, it needs an option to make a spell attack to attach the light to a creature's face, blinding them. feels like every player has themselves tried or knows someone who tried springing that on the dm at least once. save a dm from having to sigh and pull out google: just give it some dex save verbiage (maybe an arcana check to quench, if victim is proficient) and move on down the road.
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I've literally never heard of anyone trying that, but:
1. Light can only target objects, not creatures.
2. There's already verbiage with Light for a hostile creature to make a DEX Save if you cast it on an object in their possession.
3. Light is a magical alternative to a torch. The light is no more blinding than torchlight, which is to say: It's not.
4. Blindness already exists as a 2nd-level spell that lasts a minute. Giving it to a cantrip that lasts an hour is absurd.
Acid Splash: This is always the way it should've worked and everybody knows it. Still has the issue of technically only affecting creatures, but that's been common houserule for a while now. When I'm running a game I let my players use Acid Splash on objects, but the object is affected the way it would be affected by six seconds of acid exposure - you don't get to melt a whole-ass door for free, and it's Acid Splash. No using Acid SPlash to try and gum up the inside of a lock, you get a five-foot kabloorp of acid whether that's what you wanted or not. Overall, good change, approve.
Blade Ward: Lot of hand-wringing over this one. Frankly, I don't see why. The original is dogshit and everybody knows it, it's only ever useful for Bladesingers or UA EKs that can BS attacking and casting Blade Ward into the same action. Letting it be a defensive magic parry is just more fun. And if the mage spams it every round, so what? Who cares. Reactions are resources meant to be used, giving a mage a way to use theirs to feel more magical by defending themselves with their magic is a good idea. There's a reason the War Wizard's arcane parry is such a well-loved feature. nuBlade Ward still costs a precious cantrip-known slot and doesn't do squat against multiple attackers or Multiattack, and it doesn't work at all on arrows. I think it's fine this way.
Chill Touch: I'm legit annoyed at the loss of the original. Yeah, the naming was weird, but I've often used 22014 Chill Touch as a Fire Bolt alternative for darker spellcasters. Oh well. Basically free to homebrew back in a Necrotic Dart or similar long-distance necrotic damage spell, and this version does present an alternative to Shocking Grasp at least. I don't think it's as useful, being able to stop health regen from a safe Magic Distance was an underrated utility for the 2014 version, but
Friends: Fascinating rework. Charmed available from a cantrip is certainly juicy, and I can imagine a lot of folk getting the vapors over a cantrip allowed to be useful in a way other than dealing a minor chunk of damage. But I think this version is hedged in enough to be valid, especially given the 24-hour limit on recasting. Given the Concentration requirement (i.e. breaking other 'Social' spells like Detect Thoughts) and the fact that the spell ends if you do any-damn-thing but talk to the target pre-empts most of the obvious shenanery. Spell is fine I think, and actually speaks to the use fantasy someone has in mind when they take Friends. This is a mostly-functional Jedi Mind Trick, which is what people are looking for our or Friends.
Poison Spray: I'm honestly of two minds about this redux. People like to shit on saving-throw cantrips, and yes, they're less accurate overall. But ranged-spell-attack Poison Spray can no longer be used as a close-defense, pseudomelee option. The extra reach is fine and dandy, but "five feet" is no longer a valid range for Poison Spray when it used to be. Yeah I know, people hate targeting Constitution because monsters usually have a ludicrously high Con mod, but still. I don't actually think this version is going to see any more play than the old one. The range is still booty compared to proper distance cantrips, Poison is still a sketchy damage type, and given how useful some of the utility cantrips are becoming I don't see a lot of people having room for an extra, redundant ranged-attack cantrip with terrible range whose entire thing is simply being one step higher on the damage die. Most typical spellcasters are going to have their Default Attack ranged spell, their Melee Stopgap if they decide to take one (Shocking Touch or Chilling Touch), and then utility. No room for a slightly-bigger ranged attack hedged in by shit range.
Produce Flame: Pretty much a straight upgrade to the original. Druidic Torch Replacement spell with the ability to chunk it at someone if you need to. Is it a primo attack cantrip? Nah, especially since it takes action and bonus both to chuck it in one turn. But it's a pretty druidic sort of thing to be able to do and druid cantrips almost universally suck anyways so eh.
Shillelagh: Also pretty much a straight upgrade. Option for Force damage (I kinda hate how easy it's getting to be to deal Force damage, but eh), improving weapon damage die. Your magic table leg hitting with the same impact as a greataxe or greatsword? Solid.
Shocking Grasp: Let's be real, this isn't really a nerf. Nobody used/remembered the metal armor thing (even if it was a really cool idea), and slicing off reactions other than Opportunity attacks was a rare use case. Yes, spell is technically a lot weaker, but it still does the thing people take it to do - give their mage a close-quarters fallback that affords them a chance to bail from close quarters. Good enough.
Spare the Dying: Significantly improved. Still kind of a waste of a cantrip slot. People pick this because it fits their character concept, not because it's good. At least they no longer have to engage the Ancient Dragon in melee combat to try and save their buddy.
True Strike: Of course this is the way to fix True Strike. It's so obvious in hindsight. Everybody who tried to fix it kept trying to retain the advantage mechanic because "that's what True Strike does!" and forgetting what J-Craw said in his video - the essence of True Strike is using your magic to guide your blow. Duh making an attack with your spellcasting mod is the answer. it's so simple, so elegant, so easy. I'm honestly upset with myself I never thought of it. Spellcasters with True Strike can actually live out the use fantasy of defending themselves with their shining blade sparking with arcane power, using magical wiles to assail their foes. A wizard Gandalfing with sword and staff can totally be a thing (provided they somehow get sword proficiency from somewhere).
Also neatly sidesteps a lot of folks' complaints about the SCAG blade cantrips, i.e. neither of them really giving a fat frog **** about the caster's casting ability. They enhance STR or DEX-based attacks and provide tons of 'free' damage to characters like rogues that don't get a multiattack anyways, or to Bladesingers/nu-EKs that can cast and swing in the same action. Well, this version of True Strike runs off your casting stat - if you're an 8-Int Trickster or EK, your True Strike's gonna super suck. Gotta have a casting stat worth fighting with before True Strike is any real benefit. Well done. Heartily approve. Am annoyed homebrew tools don't allow me to replicate it right now (you can make a spell that uses a melee spell attack, you can make a spell that augments a weapon attack - you cannot make a spell that does both).
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At first I was a bit underwhelmed by new truestrike. Dont get me wrong, its absolutely superior to the one we have atm.. But I guess I couldnt really see the character who would use this cantrip a ton... But yea after having gone over the math in my head( which probably isnt super accurate) I can see the benefits, especially for bards who are probably the most weapon appropriate full casters.
Arcane trickster is something I see come up a lot which initially makes a lot of sense... But then again, are you really gonna make a low dex arcane tricksters because your attack can now rely on int? Dex will still need to be high for hiding and whatever other rogueish stuff youll be doing.. I guess the argument is a slightly higher int than dex but at that point you arent really taking great advantage of cantrip
What Id love to see it for true strike to enable an int based eldritch knight, but sadly truestrike doesnt really work with extra attack.
I dunno, I feel like its a great direction but there is something just slightly off with the UA version.
Shillelagh, at least currently, is actually kind of tricky to get since it's only on the Druid spell list. I suppose with OneD&D anyone could choose Magic Initiate: Druid as their 1st-level feat to get it.
It only lasts a minute, so you'll have to use your first bonus action every fight to cast it, which is a significant opportunity cost when there are so many better things someone could be doing with their bonus action. I've tried a lot to make Shillelagh builds work in the past, but the optimizer in me can't get over effectively losing my bonus action on the first round just to be functional. All the classes/subclasses that could use Shillelagh the best already have good bonus actions they'd want to use instead.
Also worth noting that it only works with Club and Quarterstaff, and can only be on one weapon at a time (so no dual-wielding). The Playtest 2 version of Polearm Master doesn't include the Quarterstaff, and we haven't seen any updates about those feats since.
I really wouldn't mind if they limited Shillelagh to Wisdom only and increased the duration so it's easier to maintain.
It's better than Booming Blade in the sense that True Strike, as written in the UA, can be used with ranged weapon attacks whereas the 'blade' cantrips can't. Because you can add your ability modifier to the damage, this is the best ranged damage cantrip for most casters that can use it; only being out-shined by Eldritch Blast+Agonizing Blast. Even by level 11 when Fire Bolt is 3d10, this cantrip is still just as good on average. By level 17 Fire Bolt is only marginally better (on average, and even then True Strike's floor is higher), and this assumes you don't have a better weapon to scale the damage of True Strike further.
True Strike being narrower in scope and doing a little less damage because it can be used from the safety of range makes sense to me.
The point behind the new True Strike isn't to try and mesh seamlessly with hybrid classes like Eldritch Knight or Arcane Trickster. it's to give straight-up spellcasters a way to defend themselves in melee combat. True Strike is an alternative to Shocking Grasp or Chill touch, allowing the team's squishy wizard to clonk aggressors on the head with a magic-imbued staff or a spellflame-glittering athame.
Is it a phenomenal use of a spellcaster's turn? Maybe not, but cantrips aren't supposed to be 'phenomenal'. They're supposed to be your utility toolbelt full of fallbacks and stopgaps, and True Strike lets your spellcaster engage in some of the aesthetic of weapon/martial combat. It lets casters actually benefit from items like the Staff of Striking or other 'hitty' Spellcaster Weapons, and opens up character concepts that're otherwise annoying to nail.
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Yea I can see that, I guess I dont personally find particular niche exciting.. But yea, its fine.. I just think theres a very similar, slightly tweaked version out there that is more interesting. Wont mind if this is the version we end up seeing in the players handbook, just wont ever be using it myself.
After doing a second pass on the cantrips Blade ward is making me wonder if it's ever worth while using shield instead. Certain circumstances blade ward would be far superior giving you a chance to dodge a high hit attack where shield would not. Whereas shield can potentially protect you from multiple attacks consuming a spell slot. An interesting dichotomy.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
A bit of a corner case, but the new Blade Ward would be able to situationally prevent you from being Sneak Attacked, right? By cancelling out an opponent's advantage to hit you? That would make it very competitive with Shield (in that specific instance, at least).
EDIT: Looks like crayonshinchuck had already draw the same conclusion way before me. I'll credit you for being quicker on the uptake than I, Chuckies! That's what I get for not reading all the threads :P
Also, my brain is trying to hammer the oddly shaped puzzle piece of new True Strike into an Eldritch Knight DEX-dumped build where she dual-wields a melee weapon and a hand crossbow, using True Strike to make INT attacks with the
boltpistolcrossbow while also taking STR swings with the off-handchainsword. (Just... let me make my Adepta Sororitas in D&D already!)However, it does make an Int-based Arcane Trickster with a ranged weapon into an actually viable choice. And I like that a lot. This is exactly how I would like MAD to work, letting you choose between martial build or magic build. I don't know if it was intended synergy, but in this particular case, it does a great job. An Int EK is less likely, because it would still need physical stats for AoO and second attack. With a minor tweak, it could work with War Caster (needs to target enemy, not self).