Im hoping this is the final iteration of this cantrip. Ive been trying to create a good, balanced force based attack cantrip for wizards. One that isn't so good that said wizards wouldn't just and only take it as their damage cantrip. So what I've done it settled on is a 30 foot range, a Dex save instead of a spell attack, it does a d8 force damage with a 5 foot push on a failed save. Thoughts? Critiques?
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
I thought seriously about going with a strength save, but overall strength save proficiency is much less common than dex. The spell does a d8 force damage, has a forced move element and is envisioned as a bolt/blast so dex felt more balanced and thematic. The inspiration has always been the force push spell preformed by Kady from the first episode of the Magicians. I want it to fill the niche of a close in last ditch wizard damage spell, something to help facilitate an escape and have a telekinetic/psychic vibe along with it.
Conceptually, wizards already have shocking grasp that fills the "getaway" niche, and this also overlaps quite a bit with gust and (Repelling) eldritch blast. So I'm not sure if it brings a lot to the table outside of the unique damage type, but I wouldn't say no if one of my players wanted it.
I thought seriously about going with a strength save, but overall strength save proficiency is much less common than dex. The spell does a d8 force damage, has a forced move element and is envisioned as a bolt/blast so dex felt more balanced and thematic. The inspiration has always been the force push spell preformed by Kady from the first episode of the Magicians. I want it to fill the niche of a close in last ditch wizard damage spell, something to help facilitate an escape and have a telekinetic/psychic vibe along with it.
BTW, force damage doesn’t mean an actual pushing force. That would be thunder or bludgeoning. Force damage is a more ambiguous, generic “magical” damage (eg. Magic missile isn’t actually bludgeoning people, it’s just “destructive magic”.)
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Homebrew, homebrew, homebrew. I DM homebrew. I homebrew homebrew. My homebrew brews homebrew. I brewed by home. My home brews homebrewed homebrew, homebrewing homebrew that homebrews homebrewing homebrew.
I am aware that a forced move is not inherently part of force damage, just like slowing somethings movement speed isn't inherently part of cold damage.
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https://www.dndbeyond.com/spells/1537834-force-wave
Im hoping this is the final iteration of this cantrip. Ive been trying to create a good, balanced force based attack cantrip for wizards. One that isn't so good that said wizards wouldn't just and only take it as their damage cantrip. So what I've done it settled on is a 30 foot range, a Dex save instead of a spell attack, it does a d8 force damage with a 5 foot push on a failed save. Thoughts? Critiques?
Most spells that push require a Strength save to resist them.
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This seems fairly balanced
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
I thought seriously about going with a strength save, but overall strength save proficiency is much less common than dex. The spell does a d8 force damage, has a forced move element and is envisioned as a bolt/blast so dex felt more balanced and thematic. The inspiration has always been the force push spell preformed by Kady from the first episode of the Magicians. I want it to fill the niche of a close in last ditch wizard damage spell, something to help facilitate an escape and have a telekinetic/psychic vibe along with it.
I think it's fine balance-wise.
Conceptually, wizards already have shocking grasp that fills the "getaway" niche, and this also overlaps quite a bit with gust and (Repelling) eldritch blast. So I'm not sure if it brings a lot to the table outside of the unique damage type, but I wouldn't say no if one of my players wanted it.
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
I can dig it. I was just going by the information from the DMG: (https://www.dndbeyond.com/sources/dmg/running-the-game#SavingThrows). But if you’re going with the “dodging out of the way” explanation that works too.
Creating Epic Boons on DDB
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BTW, force damage doesn’t mean an actual pushing force. That would be thunder or bludgeoning. Force damage is a more ambiguous, generic “magical” damage (eg. Magic missile isn’t actually bludgeoning people, it’s just “destructive magic”.)
Homebrew, homebrew, homebrew. I DM homebrew. I homebrew homebrew. My homebrew brews homebrew. I brewed by home. My home brews homebrewed homebrew, homebrewing homebrew that homebrews homebrewing homebrew.
I am aware that a forced move is not inherently part of force damage, just like slowing somethings movement speed isn't inherently part of cold damage.