I am working on some homebrew cantrips and would like some opinions on the balancing of one. it is called Haptic Strike and it operates like booming blade, but deals force damage and the trigger for the additional damage is the subject making a weapon attack. Force damage is less resisted than thunder, but not by a huge margin, so I was thinking of dropping from d8 damage to d6. Attacking is usually a more meaningful action than movement, so I was thinking of further dropping the damage to a d4, but that makes it seem a bit weak, which leads me to have the initial hit deal a d4 from level 1 rather than picking up initial damage at level 5. The other idea for the d4 version would be to use the modifier idea from Green Flame Blade on the initial hit or on the triggered hit.
So the potential choices I have at this point are:
1d8 if they attack levels 1-4, 1d8 on hit and 2d8 if they attack 5-10, and so on
1d6 if they attack levels 1-4, 1d6 on hit and 2d6 if they attack 5-10, and so on
1d4 if they attack levels 1-4, 1d4 on hit and 2d4 if they attack 5-10, and so on
1d4 on hit and 1d4 if they attack levels 1-4, 2d4 on hit and 2d4 if they attack levels 5-10, and so on
spell mod on hit and 1d4 if they attack levels 1-4, 1d4+spell mod on hit and 2d4 if they attack levels 5-10, and so on
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
That would be my vote. It is hard to say though, because a d6 on hit and d4+Mod on attack, scaling of course, seems like it would be decently balanced. The point you made about Force damage being less resisted is my only real reservation on the damage being a d6 across the board.
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
That would be my vote. It is hard to say though, because a d6 on hit and d4+Mod on attack, scaling of course, seems like it would be decently balanced. The point you made about Force damage being less resisted is my only real reservation on the damage being a d6 across the board.
My vote as well, but I would only scale the initial hit, and not scale the spell mod. rather, I would make the spell mod damage apply to each attack made before the end of the subjects next turn. That makes the use more strategic to potentially stop a multi attack if the subject realizes what is going on
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
That would be my vote. It is hard to say though, because a d6 on hit and d4+Mod on attack, scaling of course, seems like it would be decently balanced. The point you made about Force damage being less resisted is my only real reservation on the damage being a d6 across the board.
My vote as well, but I would only scale the initial hit, and not scale the spell mod. rather, I would make the spell mod damage apply to each attack made before the end of the subjects next turn. That makes the use more strategic to potentially stop a multi attack if the subject realizes what is going on
I worry that triggering on multiple hits might be too powerful for a cantrip.
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
That would be my vote. It is hard to say though, because a d6 on hit and d4+Mod on attack, scaling of course, seems like it would be decently balanced. The point you made about Force damage being less resisted is my only real reservation on the damage being a d6 across the board.
My vote as well, but I would only scale the initial hit, and not scale the spell mod. rather, I would make the spell mod damage apply to each attack made before the end of the subjects next turn. That makes the use more strategic to potentially stop a multi attack if the subject realizes what is going on
I worry that triggering on multiple hits might be too powerful for a cantrip.
The damage is limited, but you could be right at lower levels. Maybe make it a straight d4 on each attack...a low level multi attack creature would get at most three attacks in the time period (two in regular turn plus an AoO) so at tier 1 the attack would do max 4d4, or 10 avg damage. Powerful, but rare that that would happen. Most of the time you’d be doing 2d4, or 5 avg damage, no more than a fire bolts or eldritch blasts 1d10 at the same level. At higher levels, on a legendary creature with 5 multi attacks, 3 legendary attacks, and an AoO, you’d do max 4d4 base + 9d4, or 32 avg damage, but you could also do a min of 4d4 or 10 avg damage. This makes it strategic in use, and limited where a creature doesn’t attack, doesn’t have multi attack, or uses spell attacks/special abilities (since the extra damage applies only when a weapon attack is made). IMO, it’s strong when used well, but not outside the norm against most opponents
You have convinced me. Haptic strike will deal 1d4 force damage on hit and until the beginning of your next turn the target takes 1d4 force damage every time they make a melee attack.
I am working on some homebrew cantrips and would like some opinions on the balancing of one. it is called Haptic Strike and it operates like booming blade, but deals force damage and the trigger for the additional damage is the subject making a weapon attack. Force damage is less resisted than thunder, but not by a huge margin, so I was thinking of dropping from d8 damage to d6. Attacking is usually a more meaningful action than movement, so I was thinking of further dropping the damage to a d4, but that makes it seem a bit weak, which leads me to have the initial hit deal a d4 from level 1 rather than picking up initial damage at level 5. The other idea for the d4 version would be to use the modifier idea from Green Flame Blade on the initial hit or on the triggered hit.
So the potential choices I have at this point are:
1d8 if they attack levels 1-4, 1d8 on hit and 2d8 if they attack 5-10, and so on
1d6 if they attack levels 1-4, 1d6 on hit and 2d6 if they attack 5-10, and so on
1d4 if they attack levels 1-4, 1d4 on hit and 2d4 if they attack 5-10, and so on
1d4 on hit and 1d4 if they attack levels 1-4, 2d4 on hit and 2d4 if they attack levels 5-10, and so on
spell mod on hit and 1d4 if they attack levels 1-4, 1d4+spell mod on hit and 2d4 if they attack levels 5-10, and so on
1d4 on hit and spell mod if they attack levels 1-4, 2d4 on hit and 1d4+spell mod if they attack levels 5-10, and so on
I would appreciate feedback.
That would be my vote. It is hard to say though, because a d6 on hit and d4+Mod on attack, scaling of course, seems like it would be decently balanced. The point you made about Force damage being less resisted is my only real reservation on the damage being a d6 across the board.
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My vote as well, but I would only scale the initial hit, and not scale the spell mod. rather, I would make the spell mod damage apply to each attack made before the end of the subjects next turn. That makes the use more strategic to potentially stop a multi attack if the subject realizes what is going on
I worry that triggering on multiple hits might be too powerful for a cantrip.
The damage is limited, but you could be right at lower levels. Maybe make it a straight d4 on each attack...a low level multi attack creature would get at most three attacks in the time period (two in regular turn plus an AoO) so at tier 1 the attack would do max 4d4, or 10 avg damage. Powerful, but rare that that would happen. Most of the time you’d be doing 2d4, or 5 avg damage, no more than a fire bolts or eldritch blasts 1d10 at the same level. At higher levels, on a legendary creature with 5 multi attacks, 3 legendary attacks, and an AoO, you’d do max 4d4 base + 9d4, or 32 avg damage, but you could also do a min of 4d4 or 10 avg damage. This makes it strategic in use, and limited where a creature doesn’t attack, doesn’t have multi attack, or uses spell attacks/special abilities (since the extra damage applies only when a weapon attack is made). IMO, it’s strong when used well, but not outside the norm against most opponents
You have convinced me. Haptic strike will deal 1d4 force damage on hit and until the beginning of your next turn the target takes 1d4 force damage every time they make a melee attack.
Thank you for the feedback StylesStriker and iconarising.