What is wrong with it? It has always been a wasted action spell that I have no idea why anyone would want, You use your action to cast it next round you attack with advantage. It was made this way to make you not want to use it for every attack.
Yeah, the action casting time is already prohibitive enough that the concentration requirement is overkill. Even so, it still has niche uses at low levels when spell slots are scarce and you're less likely to be concentrating on something worthwhile.
Witch Bolt on the other hand is pretty much always a waste compared to just using a more damaging instantaneous spell.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
I think it would be overpowered in that case, especially since it is a wizard spell which an Arcane Trickster could pick up. That said, one compromise could be making it like that but also having a cool down between uses, like a recharge on a 5 or 6 as some NPCs have on their abilities.
I mean, Rogues having True Strike isn't exceptionally overpowered. Yes they could do it every turn to enable Sneak Attack, but the Rogue's action economy relies heavily on Bonus Actions with Cunning Actions as well as well as with two weapon fighting, so is balanced out in that regard.
Honestly True Strike would have been better as a Bonus Action, and I am not entirely sure it would be broken, either.
No way. That's just permanent advantage on your fire bolt/ray of frost/whatever. Which is basically the same as giving a fighter advantage on all of their attacks every turn.
Dropping the concentration requirement would've been good enough.
Making it a bonus action might justify True Strike becoming a 1st level spell. I think removing the concentration component is sufficient to make it competitive, rather than ignorable.
Yeah, as a bonus action, it would be roughly on par with Guiding Bolt, making it a 1st level spell.
If it didn't require concentration, it would probably still be cantrip-grade, but potentially useful.
Or, as a third option, if it allowed you to grant another character (within 5 feet) Advantage on their next attack, but still required concentration to maintain it, it'd still be situational, but much more useful. It'd be the sort of spell you'd use in a sustained battle, to make your archers more effective before the enemy closed with them. Less useful in small skirmishes, like an adventuring party, but imagine a line of archers supplemented by hedge wizards who know that spell (a requirement, like longbow training was for the English peasant so they could be levied for armies).
Or, as a third option, if it allowed you to grant another character (within 5 feet) Advantage on their next attack, but still required concentration to maintain it, it'd still be situational, but much more useful. It'd be the sort of spell you'd use in a sustained battle, to make your archers more effective before the enemy closed with them. Less useful in small skirmishes, like an adventuring party, but imagine a line of archers supplemented by hedge wizards who know that spell (a requirement, like longbow training was for the English peasant so they could be levied for armies).
The biggest balance problem with True Strike is the requirement that the attack must be on your next turn. If not for that, it would be useable. Who the heck knows where or in what condition an enemy will be on the next turn?
It's tricky to tweak True Strike; if you bring it closer to the goal of "making it do what you think it should" it often either exceeds cantrip power level, or evolves into something else entirely.
IF, (and it's a big if,) the goal was to trade an action for a better chance at hitting, then I think you can do this if you just let go of it granting advantage.
3 potential options are:
True Strike B Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round. On your next turn, the targets AC becomes equal to your attack roll for the duration of your first attack. You still miss on a roll of a 1, and a critical still results on a roll of a 20.
or
True Strike C Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round. On your next turn, the targets AC becomes 5 for the duration of your first attack.
or
True Strike D Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round. On your next turn, the targets AC is halved for the duration of your first attack.
The design of B trades an action for an automatic hit, but, like "True Strike Classic" it can be disrupted by breaking concentration. B also forfeits advantage, meaning its less useful for other classes that combo'd with that, but the upside is it feels more unique to wizards who want to do something others can't do... and it can still be a great add on to combos that grant advantage. The that remains is: is that to much power for a cantrip? I feel the cost of an action + the chance it gets disrupted = something that gives you an interesting option but not something you'll always be using... ie what you want out of a cantrip.
That said, if it is Option B is too wild, design C steps in to fill that gap. C is nice and straight forward, It also is super easy to understand in terms of existing rules. Again it adds nicely to advantage, but doesn't grant it, and still leaves room for a miss on a low level character. It lets you ALMOST guarantee a hit, at the cost of an action... and that is what True Strike FEELS like it should do. This feels acceptable as a cantrip as its still a trade off, but allows for some nice utility. Perhaps the AC could be increased if its too good, but that would be something to test and tweak.
Lastly there is option C. This is an option that will start out worse than Option B most of the time, but feels a lot better as the caster levels, something that cantrips often do. Other than that it's easy to understand, a fills that same "I want to trade an action for something that's sure to hit".
Three simple house rule versions to test. As with all things that haven't had table time invested in them, I'm sure they break in weird ways, but they keep the idea of true strike alive with minimal adjustment.
Monkeying with AC is more dangerous than advantage. Remember, the cantrip is not "your next basic weapon attack", it's "your next attack roll". Which could be for, say...ninth-level Inflict Wounds. Or similarly ridiculously empowered spell attacks. Turning the 26AC on an elder dragon or Turbo Lich or whatever into 13 w/guaranteed advantage against a rogue with a +17 to hit isn't great, and that's the tamest option.
Zee Bashaw's summation of the existing version is entirely accurate, but we can't let the spell dicker with lategame critter AC too badly. Gotta remember that whole 'bounded accuracy' nonsense.
Let's try this, just because everybody loves homebrewing.
True Strike:Cantrip, 1 action, Divination, S, 30ft, duration 1 minute. "Magically hone your focus on a target you can see and point at within thirty feet. The next time you make an attack roll against that target within the spell's duration, you have advantage on the attack roll. Casting this spell again on another target causes you to lose your focus against the first."
Removes the concentration requirement and extends the duration to a more typical one minute, allowing you to use True Strike to set up a powerful ambush. You can also rely on it to try and hedge your bets on a particularly critical attack in combat, but the utility is more for setting up a more potent opening strike.
Bonus-action versions of True Strike go from "awful" to "broke as hell"; the spell is already arguably worth having on some rogues' kits. Giving crossbow rogues the option of trading a bonus action for free Sneak Attack every turn without fail is not going to simply be 'competitive' with Cunning Action, nor does Two-Weapon Fighting matter for spit to a rogue who can generate free advantage every turn with their bonus action. TWF on rogues is only useful to give you a second chance to hit for Sneak Attack damage; advantage on your single attack every turn does the same thing. You simply cannot give a character the ability to infinitely generate advantage for their own attack rolls as a bonus action. A better idea might be allowing bonus-action True Strike to add the character's spellcasting ability modifier as a bonus to hit, basically doubling your casting modifier for actual casters and adding it in for EKs, Tricksters, and Magic Initiates. Potentially a very hefty boost, but only with investment for non-casters. Could potentially allow straight-up casters to utilize basic weapon attacks in a non-pathetic manner at need as well.
Either way though, letting go of advantage being the thing True Strike does definitely opens up design space.
The faults in the spell are definitely a result of converting the 3.5 version over to 5e.
True Strike
Divination
Level:
Sor/Wiz 1
Components:
V, F
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus
A small wooden replica of an archery target.
The thought process definitely seems to have been "How do we emulate the feel a +20 bonus in 5e" as opposed to "How do we effectively make a cantrip/1st level spell provide an attack advantage on your next attack?"
I definitely prefer making it a first level spell as a bonus action, and I would also add that casting it at a higher level increases the range of the spell.
If any spell needs a reworking, it's this one.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
What is wrong with it? It has always been a wasted action spell that I have no idea why anyone would want, You use your action to cast it next round you attack with advantage. It was made this way to make you not want to use it for every attack.
It does have really niche applications, like for rogue sneak attacks or before using a high level spell attack.
My main complaint (a common one, at that) is that it requires concentration.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
Yeah, the action casting time is already prohibitive enough that the concentration requirement is overkill. Even so, it still has niche uses at low levels when spell slots are scarce and you're less likely to be concentrating on something worthwhile.
Witch Bolt on the other hand is pretty much always a waste compared to just using a more damaging instantaneous spell.
Zee Bashaew sums it up pretty well:
https://youtu.be/6KXLID2oZYI?t=5
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
Honestly True Strike would have been better as a Bonus Action, and I am not entirely sure it would be broken, either.
I think it would be overpowered in that case, especially since it is a wizard spell which an Arcane Trickster could pick up. That said, one compromise could be making it like that but also having a cool down between uses, like a recharge on a 5 or 6 as some NPCs have on their abilities.
I mean, Rogues having True Strike isn't exceptionally overpowered. Yes they could do it every turn to enable Sneak Attack, but the Rogue's action economy relies heavily on Bonus Actions with Cunning Actions as well as well as with two weapon fighting, so is balanced out in that regard.
No way. That's just permanent advantage on your fire bolt/ray of frost/whatever. Which is basically the same as giving a fighter advantage on all of their attacks every turn.
Dropping the concentration requirement would've been good enough.
Making it a bonus action might justify True Strike becoming a 1st level spell. I think removing the concentration component is sufficient to make it competitive, rather than ignorable.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
Yeah, as a bonus action, it would be roughly on par with Guiding Bolt, making it a 1st level spell.
If it didn't require concentration, it would probably still be cantrip-grade, but potentially useful.
Or, as a third option, if it allowed you to grant another character (within 5 feet) Advantage on their next attack, but still required concentration to maintain it, it'd still be situational, but much more useful. It'd be the sort of spell you'd use in a sustained battle, to make your archers more effective before the enemy closed with them. Less useful in small skirmishes, like an adventuring party, but imagine a line of archers supplemented by hedge wizards who know that spell (a requirement, like longbow training was for the English peasant so they could be levied for armies).
You basically described the help action.
Eldritch Knight with a net. True Strike eliminates disadvantage.
That’s the only thing I can think of that might make True Strike useful enough to take up one of your cantrip picks.
The biggest balance problem with True Strike is the requirement that the attack must be on your next turn. If not for that, it would be useable. Who the heck knows where or in what condition an enemy will be on the next turn?
It's tricky to tweak True Strike; if you bring it closer to the goal of "making it do what you think it should" it often either exceeds cantrip power level, or evolves into something else entirely.
IF, (and it's a big if,) the goal was to trade an action for a better chance at hitting, then I think you can do this if you just let go of it granting advantage.
3 potential options are:
True Strike B
Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round.
On your next turn, the targets AC becomes equal to your attack roll for the duration of your first attack.
You still miss on a roll of a 1, and a critical still results on a roll of a 20.
or
True Strike C
Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round.
On your next turn, the targets AC becomes 5 for the duration of your first attack.
or
True Strike D
Divination cantrip - Casting Time : 1 action - Range: 30 feet - Components: S -Duration: Concentration. Up to 1 round.
On your next turn, the targets AC is halved for the duration of your first attack.
The design of B trades an action for an automatic hit, but, like "True Strike Classic" it can be disrupted by breaking concentration.
B also forfeits advantage, meaning its less useful for other classes that combo'd with that, but the upside is it feels more unique to wizards who want to do something others can't do... and it can still be a great add on to combos that grant advantage.
The that remains is: is that to much power for a cantrip?
I feel the cost of an action + the chance it gets disrupted = something that gives you an interesting option but not something you'll always be using... ie what you want out of a cantrip.
That said, if it is Option B is too wild, design C steps in to fill that gap.
C is nice and straight forward, It also is super easy to understand in terms of existing rules.
Again it adds nicely to advantage, but doesn't grant it, and still leaves room for a miss on a low level character.
It lets you ALMOST guarantee a hit, at the cost of an action... and that is what True Strike FEELS like it should do.
This feels acceptable as a cantrip as its still a trade off, but allows for some nice utility.
Perhaps the AC could be increased if its too good, but that would be something to test and tweak.
Lastly there is option C.
This is an option that will start out worse than Option B most of the time, but feels a lot better as the caster levels, something that cantrips often do.
Other than that it's easy to understand, a fills that same "I want to trade an action for something that's sure to hit".
Three simple house rule versions to test.
As with all things that haven't had table time invested in them, I'm sure they break in weird ways, but they keep the idea of true strike alive with minimal adjustment.
Monkeying with AC is more dangerous than advantage. Remember, the cantrip is not "your next basic weapon attack", it's "your next attack roll". Which could be for, say...ninth-level Inflict Wounds. Or similarly ridiculously empowered spell attacks. Turning the 26AC on an elder dragon or Turbo Lich or whatever into 13 w/guaranteed advantage against a rogue with a +17 to hit isn't great, and that's the tamest option.
Zee Bashaw's summation of the existing version is entirely accurate, but we can't let the spell dicker with lategame critter AC too badly. Gotta remember that whole 'bounded accuracy' nonsense.
Let's try this, just because everybody loves homebrewing.
True Strike: Cantrip, 1 action, Divination, S, 30ft, duration 1 minute.
"Magically hone your focus on a target you can see and point at within thirty feet. The next time you make an attack roll against that target within the spell's duration, you have advantage on the attack roll. Casting this spell again on another target causes you to lose your focus against the first."
Removes the concentration requirement and extends the duration to a more typical one minute, allowing you to use True Strike to set up a powerful ambush. You can also rely on it to try and hedge your bets on a particularly critical attack in combat, but the utility is more for setting up a more potent opening strike.
Bonus-action versions of True Strike go from "awful" to "broke as hell"; the spell is already arguably worth having on some rogues' kits. Giving crossbow rogues the option of trading a bonus action for free Sneak Attack every turn without fail is not going to simply be 'competitive' with Cunning Action, nor does Two-Weapon Fighting matter for spit to a rogue who can generate free advantage every turn with their bonus action. TWF on rogues is only useful to give you a second chance to hit for Sneak Attack damage; advantage on your single attack every turn does the same thing. You simply cannot give a character the ability to infinitely generate advantage for their own attack rolls as a bonus action. A better idea might be allowing bonus-action True Strike to add the character's spellcasting ability modifier as a bonus to hit, basically doubling your casting modifier for actual casters and adding it in for EKs, Tricksters, and Magic Initiates. Potentially a very hefty boost, but only with investment for non-casters. Could potentially allow straight-up casters to utilize basic weapon attacks in a non-pathetic manner at need as well.
Either way though, letting go of advantage being the thing True Strike does definitely opens up design space.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
If you want to fix it, just take away the phrase, “on your next turn”. It’s still not OP, but it becomes useable at least.
The faults in the spell are definitely a result of converting the 3.5 version over to 5e.
True Strike
Divination
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus
A small wooden replica of an archery target.
The thought process definitely seems to have been "How do we emulate the feel a +20 bonus in 5e" as opposed to "How do we effectively make a cantrip/1st level spell provide an attack advantage on your next attack?"
I definitely prefer making it a first level spell as a bonus action, and I would also add that casting it at a higher level increases the range of the spell.
I Mena I am really late on the discussion but I would honestly make it a new gish tool that prevents it to be abused by AT rogues.
Remove concentration. Make it material only.
Material component is your melee weapon (will not be consumed)
Put in a weapon attack as a part of casting the spell. So basically you cast it. Do one weapon attack with advantage and it is considered magically.
So it's still worse than green flame blade and booming blade but it is a tool you can take to hit more reliably.
You deal less damage than an extra attack but you have the same chances to hit.
Maybe adding your spell modifier to the attack could also be a thing.