Here is are the mechanics im thinking for a necro themed cantrip. its somewhat a simplification of Chill Touch. 1d8 necro damage, 60 feet range, dropping the healing nerf and on hit target gets disadvantage on attacks against the caster until end of casters next turn. here is the wording im thinking about using:
You reach out towards a creature in range. Make a ranged spell attack against the target to draw forth some of its life energy. On a hit, the target takes 1d8 necrotic damage, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
It seems reasonable actually; disadvantage on all attacks would be too powerful, but if it only applies to the caster then I think it should be fine. It'll be strong in a 1v1 combat, but in most normal combats it should just encourage the target to attack someone else.
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The theme of the spell is drawn from the vampire drain on Skyrim. I didn't want to just go straight damage with no riders but I also don't find cantrips with less than a d8 damage generally worth using so the disadvantage against the caster seemed like the best overall way to go and stay thematic and keep it balanced.
My immediate reaction was to just have you change it to like other spells, such as frostbite, where the target has disadvantage on their next spell attack, but since it's limit to disadvantage against ONLY you, I'm not sure where I stand on it. The damage is fine since 1d8 damage cantrips do have an additional effect or attack multiple targets.
Here is are the mechanics im thinking for a necro themed cantrip. its somewhat a simplification of Chill Touch. 1d8 necro damage, 60 feet range, dropping the healing nerf and on hit target gets disadvantage on attacks against the caster until end of casters next turn. here is the wording im thinking about using:
You reach out towards a creature in range. Make a ranged spell attack against the target to draw forth some of its life energy. On a hit, the target takes 1d8 necrotic damage, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Balanced or too much?
It seems reasonable actually; disadvantage on all attacks would be too powerful, but if it only applies to the caster then I think it should be fine. It'll be strong in a 1v1 combat, but in most normal combats it should just encourage the target to attack someone else.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
The theme of the spell is drawn from the vampire drain on Skyrim. I didn't want to just go straight damage with no riders but I also don't find cantrips with less than a d8 damage generally worth using so the disadvantage against the caster seemed like the best overall way to go and stay thematic and keep it balanced.
Opinions and thoughts from anyone else?
My immediate reaction was to just have you change it to like other spells, such as frostbite, where the target has disadvantage on their next spell attack, but since it's limit to disadvantage against ONLY you, I'm not sure where I stand on it. The damage is fine since 1d8 damage cantrips do have an additional effect or attack multiple targets.
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I present Soul Leech
https://www.dndbeyond.com/spells/621236-soul-leech