You create one glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target.
Damage Cantrip, Bonus Action, No level boosting. You clearly wanted Bonus Action and auto-hit, which are both nice, but gave up advancement.
For comparison with other BA attack spells, Spiritual Weapon is a BA to attack, 60 ft range, 1d8 + Modifier, though you have to cast a 2nd level spell first to start it up.
At levels below 5, it is OP. 5-10 it is appropriately balanced. After that it begins to suck.
I would probably drop the auto hit, lower range to 60 ft, lower damage to 1d4 and make improve as per normal cantrips. I.E. BA cantrip for 1d4 at levels 1-4 with a hit, damage goes up to 2d4 at levels 5-10, then 3d4 at level 11-16, finally 4d4 at 17+.
Given those changes, it looks in line with Spiritual Weapon - stronger at higher levels, but weaker when you are just beginning. Worth the cost of paying the 2nd level slot when the 2nd level slot is valuable, but not at all when you get up there.
I would like feedback on this spell: Zeta Magic Missile
(Don’t mind the (HB) at the end, it is used to mark personal homebrew and UA I’ve been homebrewing for my campaign.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Not public, so none of us can see it unless we are in your campaign
Oh
You create one glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Ooo love it
Damage Cantrip, Bonus Action, No level boosting. You clearly wanted Bonus Action and auto-hit, which are both nice, but gave up advancement.
For comparison with other BA attack spells, Spiritual Weapon is a BA to attack, 60 ft range, 1d8 + Modifier, though you have to cast a 2nd level spell first to start it up.
At levels below 5, it is OP. 5-10 it is appropriately balanced. After that it begins to suck.
I would probably drop the auto hit, lower range to 60 ft, lower damage to 1d4 and make improve as per normal cantrips. I.E. BA cantrip for 1d4 at levels 1-4 with a hit, damage goes up to 2d4 at levels 5-10, then 3d4 at level 11-16, finally 4d4 at 17+.
Given those changes, it looks in line with Spiritual Weapon - stronger at higher levels, but weaker when you are just beginning. Worth the cost of paying the 2nd level slot when the 2nd level slot is valuable, but not at all when you get up there.