You point a finger towards a target you can see within range. Make a ranged spell attack against the target, as gleaming motes of light leap from your hand towards them. On a hit, the target takes 1d4 damage. The damage dealt can't exceed the number of diamonds provide as the material component for this spell. For each point of damage dealt, you can choose a separate damage type. You can have damage dealt by this spell counts as non-magical for the purposes of overcoming immunities and resistances. Each mote flashes briefly with color upon impact, giving you insight into the abilities of the target. You learn the target's resistances, vulnerabilities, and immunities, if applicable, to the damage types dealt by this spell.
After you cast this spell, you can't cast it against the same target again until you finish a long rest.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
* - (any number of diamonds each worth at least 10 gp.)
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Posted Jun 14, 2020I really like this! Having the number of tests limited by the damage dealt is a creative way to involve the player. Since there are only 13 damage types and the max damage at 17th level is 16, I wonder if you could add some additional effects for super high rolls. Perhaps each point above 13 could be used to discover the target's current HP, AC or speed?
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Posted Jun 14, 2020Thank you! That's definitely an awesome option. I don't tend to play at those high levels, however, so I didn't want to encroach too much on the Battlemaster Know Your Enemy without playtesting.
You'd probably be fine to allow for the forfeiting of 5 points of damage to learn 1 speed, sense, or condition immunity of your choice, or something similar.
Edit: and of course, for the particularly curious high rollers you can test magic vs non magic damage for Bludgeoning, Piercing, and Slashing. Not that it would matter much at those levels...