Toll the Dead is a very high damage cantrip for a class that is more of a support, If it did the 1d12 output after a number of failed saves it could add more gravitas to the imagery of bells tolling and the slow pull of death growing stronger. You'd have to resist it the same way you do Con saves when you are downed to stabilize. So along that same line I feel like 3 failed saves would mesh well and support the 1d12 damage- instead of just giving 1d12 for anyone who just happens to be missing any amount of health. It could even be 3 failed saves per combat, just so it wouldn't be as much of a timesink.
Edit would read:
Toll the dead
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. After three failed saves in combat, any (1) target creature instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
This would keep Sacred Flame as a viable cast as Toll the Dead would require a timesink for payoff... thoughts?
Toll the Dead is a very high damage cantrip for a class that is more of a support, If it did the 1d12 output after a number of failed saves it could add more gravitas to the imagery of bells tolling and the slow pull of death growing stronger. You'd have to resist it the same way you do Con saves when you are downed to stabilize. So along that same line I feel like 3 failed saves would mesh well and support the 1d12 damage- instead of just giving 1d12 for anyone who just happens to be missing any amount of health. It could even be 3 failed saves per combat, just so it wouldn't be as much of a timesink.
Edit would read:
Toll the dead
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. After three failed saves in combat, any (1) target creature instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
This would keep Sacred Flame as a viable cast as Toll the Dead would require a timesink for payoff... thoughts?
The base damaging cantrip is a d10 that requires either an attack roll or a saving throw, does no damage on a miss/successful save, and has no noteworthy side effects (fire bolt). Most damaging cantrips, however, have side effects--and a smaller damage die to keep them balanced. Sacred flame's side effect is that it ignores cover, which is minor enough to put it at a d8 damage die. Toll the dead's side effect is that it does extra damage against an already-damaged creature; obviously, that means that its base damage has to be less than a d10 and its damage against an already-damaged target has to be more than a d10.
Come on man . Wisdom based casters are in dire need for some Heavy damaging cantrips. Hopefully the druid would get some good one. Hopefully they get more attack roll spells too.
Toll the Dead is a very high damage cantrip for a class that is more of a support, If it did the 1d12 output after a number of failed saves it could add more gravitas to the imagery of bells tolling and the slow pull of death growing stronger. You'd have to resist it the same way you do Con saves when you are downed to stabilize. So along that same line I feel like 3 failed saves would mesh well and support the 1d12 damage- instead of just giving 1d12 for anyone who just happens to be missing any amount of health. It could even be 3 failed saves per combat, just so it wouldn't be as much of a timesink.
Edit would read:
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. After three failed saves in combat, any (1) target creature instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
This would keep Sacred Flame as a viable cast as Toll the Dead would require a timesink for payoff... thoughts?
The base damaging cantrip is a d10 that requires either an attack roll or a saving throw, does no damage on a miss/successful save, and has no noteworthy side effects (fire bolt). Most damaging cantrips, however, have side effects--and a smaller damage die to keep them balanced.
Sacred flame's side effect is that it ignores cover, which is minor enough to put it at a d8 damage die.
Toll the dead's side effect is that it does extra damage against an already-damaged creature; obviously, that means that its base damage has to be less than a d10 and its damage against an already-damaged target has to be more than a d10.
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Come on man . Wisdom based casters are in dire need for some Heavy damaging cantrips.
Hopefully the druid would get some good one. Hopefully they get more attack roll spells too.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).