Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
S, M *
Duration
Instantaneous
School
Divination
Attack/Save
Melee
Damage/Effect
Radiant
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
* - (a weapon with which you have proficiency and that is worth 1+ CP)
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Posted Sep 22, 2025You can because the subclass lets you replace one attack with a casting of a cantrip, and if you cast true strike, you can generate advantage on most attacks
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Posted Nov 9, 2025It seems like a crime that this spell is available to Bards, Sorcerers, Warlocks, and Wizards but not Clerics or Artificers, the spellcasting classes that use weapons a lot. Especially since it deals Radiant damage. Clerics have so few cantrips anyways, and hardly any damage cantrips (they don't have attack cantrips). This would be thematically appropiate, since its a cleric wielding a weapon with the might of their deity (that's why they use their spellcasting ability instead of Strength or Dexterity). Wizards and Sorcerers generally want to avoid being in melee range at all costs (Storm Sorcerers and Bladesingers are exceptions) due to being fragile.
Artificers don't NEED this desperately since the two more martial artificers (the ones with Extra Attack at 5th level instead of a bonus to spell damage) have some feature that lets them use Intelligence for weapon attacks (Armorers rely on their gauntlet weapons though). Though it would be useful if you were playing an Artillerist and wanted to use a firearm (since firearms deal lots of damage compared to bows it would be better than casting most cantrips), or Armorer with a firearm weapon attached to your powersuit (you're a mecha).
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Posted Nov 17, 2025Using this with weapons with the firearm property (from Valda's gunslinger book) wouldn't let you use the ability modifier still, right? Since it's not overriding the "no ability modifier" rule like the Gunslinger's "overkill" feature or the two-weapon fighting combat feat.
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Posted Nov 28, 2025Just FYI Artificers do have access to True Strike now with the new Eberron book.
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Posted Nov 29, 2025Has there been a change to this spell? There is a new category listed for spells, Attack/Save, that lists the spell as Melee.
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Posted Dec 18, 2025Can true strike stack with magic stone if you use fancy rocks?
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Posted Dec 19, 2025Shillelagh plus True Strike at level 17 is doing 2d6 plus 3d6 plus 5 (assuming maxed casting stat) radiant damage. That's not a lot of damage, at level 17, but it's not bad for hitting people who don't understand personal boundaries.
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Posted Dec 28, 2025From My game:
"Hey {Dm}, I'm about to say something that none of us have said in the 7 years we've been playing, I Cast true strike}
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Posted Dec 31, 2025It kind of is - the spell from the word Go was meant to make spellcasters more accurate with their weapon attacks, and this does it in a somewhat roundabout way by affixing your spellcasting stat to what you use to attack with the weapon.
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Posted Jan 13, 2026Idk if the Nick property would work, as Two Weapon Fighting I believe requires the Attack Action to take the extra attack.
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Posted Jan 13, 2026This spell can be paired with Magic Stone and either a sling or a hoopak, to shoot radiant bullets at a given target.
Since Pact of the Blade warlocks can conjure hoopaks, being melee weapons, this means they can have this setup ready to go from nothing in just 2 turns, one to conjure the hoopak (bonus action) and one to cast magic stone (bonus action).
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Posted Jan 29, 2026- View User Profile
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Posted <1 min agoIt is, if your cleric chooses the "Magic Initiate" feat - available on level 1 as an origin feat even.
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Posted Mar 11, 2026This is very funny with my Bard and their Battle Lute from Abomination Vaults. Significant improvement on the 2014 version.
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Posted Mar 11, 2026One attack with one action, so you'd lose the extra attack unless it was a 2 weapon Bonus Action, and the BA attack wouldn't benefit from True Strike.
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Posted Apr 2, 2026So this is a hill i will absolutely die on lol. True Strike, Flame Blade, and Booming Blade, work with Extra Attack (and with Nick/Vex, since you are still using the weapon). They just have to be the 1st Attack, not the second Attack (or third/BA Attack)
(Sorry, wrote this on my phone and apparently it took away all the highlights and underlines 🙄)
True Strike
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting.
Attack [Action]
When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.
Melee Attacks
A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.
Ranged Attacks
When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
So the spell starts off the attack action, but I know people will argue Magic action.... and it is confusing but after reading alot, the Magic action limitations are only applied to Magic Items and Spells that consume a Spell Slot.
Magic [Action]
When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
Casting Time
Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.
One Spell with a Spell Slot per Turn
On a turn, you can expend only one spell slot to cast a spell. This rule means you can’t, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.
Since True Strike is a Cantrip and Cantrips it can be used at will, it is out side the limitations of the Magic Action.
If a Magic Action could not be used with Extra attack then Smite would be unable since is requires you to burn a spell slot. Or would at less end the Attack Action once it was used, since it is considered a Magic Action.
The next argument would be Eldritch Knight, Bladesinger, and Valor Bard, since their Extra Attack states that they can replace one attack with a Cantrip with a casting time of one Action. (This is the only argument, I think works lol.)
The problem is there are only 4 Cantrips that use a weapon to make the attack, and 2 others that should be noted.
Shillelagh, last for one minute and works with Extra Attack, since it imbued the weapon.
And Thron Whip, states that you "Make a melee spell attack" for the Action.
So it is more implied for Blade Ward, Firebalt, Eldritch Blast, or some other Cantrip that does not use the a weapon to make an attack.
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Posted Apr 17, 2026The Attacks/Save specifies melee. It does not mention ranged.
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Posted Apr 19, 2026Does my +3 All-Purpose Tool add +3 to the Attack roll?
I'm guessing not.
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Posted Apr 21, 2026I'm going to go with RAW for now, but I feel like something like Sage Advice would help clarify things.
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Posted Apr 22, 2026I've allowed this combo at my table. My celestial warlock player loved not relying on eldritch blast all the time. He had a true stike crossbow combo for range and a spear combo for melee. The build technically isn't RAW, but the damage isn't op and it's nicey creative. Any DM that doesn't allow this needs to add some fun in their life.
RAI > RAW
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Posted May 15, 2026I assume you are correct that a bare fist would not work as it isn't technically worth 1 cp + (assuming proficiency with unarmed strikes), and perhaps not consider a "weapon" by some tables,
but if it were my game, I would suggest the player use something to give it that value, like; gloves, gauntlets, a ring, or brass-knuckles
That way the spell would have the value component mechanics-wise, and an object to enchant & consider a "weapon" to uphold the spirit of the True Strike, thus functioning with unarmed strikes.