While working on some other homebrew, I had an idea for improving the True Strike cantrip. I want to keep to the same theme of allowing a creature to have a better chance of hitting their target, but this idea reimagines HOW their accuracy is improved from the ground up. I am basically thinking about is as more "Sharpshooter -esque".
Strike True
Divination Cantrip
Casting Time: 1 action / Range: 30 feet 60 feet / Target: A target in range / Components: S / Duration: Concentration, Up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses and how to circumvent them. The first attack roll you make against the target gains the following benefits, provided that this spell hasn’t ended:
You ignore any bonus to the target's AC granted by shields, half cover, or three-quarters cover
Your attack roll cannot incur disadvantage
This still raises the question of "would it be better to just attack twice" but I feel that these benefits could be more impactful than just advantage against a target with high AC and a way to impose disadvantage on the attack. Not to mention if you have a way to get advantage on your next attack from some other source, you could have all these benefits AND advantage.
Something I would suggest is to make it have at least 60 feet of range, because oftentimes if you're within 30 feet of the target, you could just move to a different position and wouldn't have to shoot past cover. The bit about shields is very interesting, though, and this would be a good cantrip for arcane tricksters that are put at disadvantage and can't sneak attack otherwise. Overall, 8/10.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Something I would suggest is to make it have at least 60 feet of range, because oftentimes if you're within 30 feet of the target, you could just move to a different position and wouldn't have to shoot past cover. The bit about shields is very interesting, though, and this would be a good cantrip for arcane tricksters that are put at disadvantage and can't sneak attack otherwise. Overall, 8/10.
While working on some other homebrew, I had an idea for improving the True Strike cantrip. I want to keep to the same theme of allowing a creature to have a better chance of hitting their target, but this idea reimagines HOW their accuracy is improved from the ground up. I am basically thinking about is as more "Sharpshooter -esque".
This still raises the question of "would it be better to just attack twice" but I feel that these benefits could be more impactful than just advantage against a target with high AC and a way to impose disadvantage on the attack. Not to mention if you have a way to get advantage on your next attack from some other source, you could have all these benefits AND advantage.
Let me know what you think
Something I would suggest is to make it have at least 60 feet of range, because oftentimes if you're within 30 feet of the target, you could just move to a different position and wouldn't have to shoot past cover. The bit about shields is very interesting, though, and this would be a good cantrip for arcane tricksters that are put at disadvantage and can't sneak attack otherwise. Overall, 8/10.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Thats a good point. Thanks!
I'd take out the concentration too. It really just isn't necessary.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm