I'm playing Warlock Rabbitfolk. Recently found +2 dagger and was thinking of getting some spell that i can cast with it. Both avaible options didn't rly fit flavour of my character so i made a home brewed one. Is it balanced? Sorry for potential misspellings.
Which part is overpowered? Any ideas how to make it more balanced, while keeping this level of complexity? My idea was to make it less powerfull then base green flame blade most of the time but give it potential to be more powerfull from time to time. For something good to happen you need to first hit with a weapon, then target must fail saveing throw, then you need to roll over 11 on random table. Maybe effects over 11 are too powerfull and need some tuning?
alll but one of the effects is a little of the ball park for a scag trip and most are blatantly overpowered for a cantrip.(blindness on a cantrip?).Everything from a 15 to beyond is incredibly overpowered 12-14 is fairly strong and the rest are neither weak enough nor common enough to offset the other effects.This cantrip will be more powerful then some 1st level spells 30% or so of the time.Finaly cantrips should never be complex their your backup options not your deadly gambits or fancy combos.
Thank you a lot for the answer, thats very helpful :). I will tune it up and come back with new version when i find some time. Probably will cut most of stuff over 15
It just seems like a lot of stuff going on, way complicated for a cantrip. You are forcing up to 2 saving throws AFTER you hit (ignoring the option that lets you roll more), which really slows down the game, and the option that gives you more rolls slows things down even more. The balance seems fine, but having a cantrip that you are going to be casting every turn be so long to resolve is going to get annoying for the DM, the other players, and possibly even yourself.
So i was useing this spell for a while now. I was useing it in 2 player game without DM. We are playing our own sudo solo format designed for two player. I didn't used this spell often, melee combat was last resort for my character. So it usually was no more then once per combat. Every time i did, it was exciting to roll on a table and figure out the effect. I guess with dnd it all depends how and with who you play :)
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Hi,
I'm playing Warlock Rabbitfolk. Recently found +2 dagger and was thinking of getting some spell that i can cast with it. Both avaible options didn't rly fit flavour of my character so i made a home brewed one. Is it balanced? Sorry for potential misspellings.
this seem like a lot for a cantrip and i mean a lot
I made a homebrew cantrip myself that was also a scag trip spell with tentacles
and it was no where near as complicated or overpowered.
Which part is overpowered? Any ideas how to make it more balanced, while keeping this level of complexity? My idea was to make it less powerfull then base green flame blade most of the time but give it potential to be more powerfull from time to time. For something good to happen you need to first hit with a weapon, then target must fail saveing throw, then you need to roll over 11 on random table. Maybe effects over 11 are too powerfull and need some tuning?
alll but one of the effects is a little of the ball park for a scag trip and most are blatantly overpowered for a cantrip.(blindness on a cantrip?).Everything from a 15 to beyond is incredibly overpowered 12-14 is fairly strong and the rest are neither weak enough nor common enough to offset the other effects.This cantrip will be more powerful then some 1st level spells 30% or so of the time.Finaly cantrips should never be complex their your backup options not your deadly gambits or fancy combos.
Thank you a lot for the answer, thats very helpful :). I will tune it up and come back with new version when i find some time. Probably will cut most of stuff over 15
Second try, here we go.
I know it's still too complex for cantrip, but i dont rly mind that. Just trying to make a fun thing that won't break my game
Balance wise this is great and give you care not for the complexity i think it´s finee
Thanks for help!
It just seems like a lot of stuff going on, way complicated for a cantrip. You are forcing up to 2 saving throws AFTER you hit (ignoring the option that lets you roll more), which really slows down the game, and the option that gives you more rolls slows things down even more. The balance seems fine, but having a cantrip that you are going to be casting every turn be so long to resolve is going to get annoying for the DM, the other players, and possibly even yourself.
So i was useing this spell for a while now. I was useing it in 2 player game without DM. We are playing our own sudo solo format designed for two player. I didn't used this spell often, melee combat was last resort for my character. So it usually was no more then once per combat. Every time i did, it was exciting to roll on a table and figure out the effect.
I guess with dnd it all depends how and with who you play :)