Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
S
Duration
Concentration
1 Round
School
Divination
Attack/Save
None
Damage/Effect
Foreknowledge
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Should have said the next time you attack, Rather than on your next turn. If anything DMs should homebrew this spell by making it something functional. Currently it ends before you even get to use it. You cast it one round later it ends you haven't attacked yet.
Homebrew: Duration 1 minute. You point your finger at a target and get a idea of its weaknesses, The next time you attack you gain advantage after which the spell ends.
This makes way more sense.
the only way i really see this being consistently used is if an assassin rogue with magic initiate needs advantage and even then there are way better alternatives than using a feat to gain advantage
Hopefully they address this spell in One DND
Using this in an elf archer build (fighter battle master) could be interesting. You can use mask of the wild to hide and cast true strike and then have advantage on your next bow attack.
But you cant do anything? the advantage is worthless, because its only 1 round. the spell ends after 1 round causing you to not be able to gain advantage.
Remember that True Strike isn't cast on the target. Since it's an insight spell it's cast on yourself to get insight on others. The "target" is not alerted.
"Your magic grants you a brief insight into the target's defenses."
RAI and because this cantrip sucks lemons, I'd use this caveat of the spell to argue that players should know the enemy's AC using the spell. Particularly useful against creatures not in armor.
Ask your DM but, I think this should be allowed out of pity.
You could fix this spell in a few different ways:
1. Remove the duration and concentration and make it to where you can only have a single true strike effect active at a time. and enable the caster to confer the benefit to a friendly player or creature, party synergy. You cast true strike on your barbarian and on his next attack roll has advantage.
To reword the spell:
"You point a finger at a subject creature, which can be the caster, then at a target you can see within range. Your magic grants the subject creature a brief insight into the target's defenses. On the subject creatures next attack roll, they gain advantage against the target, provided that this spell hasn't ended."
2. Revert the spell to its early third edition form where it just adds +20 to your next to hit roll as long as that attack is within 1 round of casting.
This spell has become trash, it should be a bonus action and useable the current round or held for next round.
it's not even useful for rogues
This is universally agreed upon to be the worst spell in the game, which is a shame because back in older editions it was actually pretty good. Here's how I fixed it for my campaign:
True Strike now takes a bonus action to cast, but still requires concentration. Choose a target within range (30 feet) The target must make a Charisma saving throw. On a failed save you have advantage on your first attack roll against that target until the end of your next turn.
I haven't got the chance to playtest it yet, but what are your guys' thoughts? I didn't wanna make it too powerful but I like to think that I at least made it usable.
What is the advantage ? Do I do more damage ?
"Advantage" means you roll the attack twice and take the higher value. This is a fundamental rule in D&D 5e.
Why are there comments on an official spell?!?
Because people like talking about things.
Mathematically you're far better off never casting this spell.
Casting it takes your action, and you have to maintain concentration so you get to finally take an action to attack the next round to attack the target you selected the prior round with advantage.
If you didn't cast this spell, you could have used your action to attack, and the next round attack the same or even a different target. This means no worrying about concentration being broken, and instead of having two tries to hit once, you get two tries to hit which could result in two hits, and thus more damage than if you'd been foolish enough to use True Strike.
The only time True Strike is better than just attacking normally is if you can't attack this round, but know that you can attack the specified target next round.
(I hear the "it's not a new edition, it's just a 5e with lots of changes just like a new edition" coming out soon will be changing this spell too, but we'll have to see.)
.. if you just attack twice you have the same chance to hit, and you can even hit twice, doing more damage. Long story short - True strike is a dissapointment.
Alternative. Bonus action hide. Wow look you can sneak attack twice in the time this would take to sneak attack once.
Alternative 2. 2 levels in barbarian, reckless attack+rage, profit.
The new 2024 version is way more powerful, some would say at the expense of its identity. I'm somewhat on the fence; in the meantime, here's my homebrew version of this spell.
The rationale behind this spell is that you sacrifice one of your actions in order to be more confident that you will actually score a hit and do damage. Granted, this was a bigger problem in earlier editions of D&D, but I feel this version retains the original intention and scales better with the power level of the enemies you'll be facing.
I'd never thought of that. I knew it wasn't useless in certain situations, I never realized it'd be worth a 1rst level spell slot in those situations and not even a cantrip in all the others!