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A Homebrew Cleric Cantrip discussion
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<blockquote data-quote="Hawk Diesel" data-source="post: 8718078" data-attributes="member: 59848"><p>Looking at some of the suggestions, none of them seem to be really interesting. You get a glowing weapon, it deals magical damage, or it adds/changes the damage to radiant (negating the need for the weapon to be magical in the first place).</p><p></p><p>I'd rather see something more interesting that isn't replicated by other spells. Also, thinking about the <em>typical</em> fantasy cleric, they are focused on fighting fiends and undead. I would want the main part of the spell to focus on fighting those creatures, similar to how shocking grasp has an added effect against armored opponents. Here's a draft of something I'm thinking. I haven't adjusted it for balance, as I'm more concerned about getting the core concepts of the cantrip down.</p><p></p><p><strong>Blessed Blade</strong></p><p><em>Evocation cantrip</em></p><p></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Self (5-foot radius)</p><p><strong>Components:</strong> S, M (a melee weapon worth at least 1 sp)</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You bless the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. When you make this attack, you add 1d4 to your total attack roll as divine power guides your strike. On a hit, the weapon's damage cannot be reduced by any means. </p><p></p><p>If you hit a fiend or an undead creature with this spell, then until the start of you next turn that target cannot benefit from their normal damage resistances or immunities. </p><p></p><p>(Alternative option: If you hit a fiend or an undead creature with this spell, then until the start of you next turn that target has disadvantage on saving throws against spells, even if they would normally have advantage on such saves due to features such as Magic Resistance)</p><p></p><p>This spell’s bonus to your attack roll increases by +1 when you reach 5th level (1d4+1), 11th level (1d4+2), and 17th level (1d4+3).</p><p></p><p>***</p><p></p><p>In my opinion this is an interesting and unique cantrip. It's less focused on damage, and more focused on making the attack. The rider makes for an interesting mechanic that can really impact fights against the core enemies of holy clerics (per traditional fantasy tropes). Now whether the rider goes too far is up for debate. It might be better to limit it to just the next attack or spell before the end of the cleric's turn. But I feel like changing resisted / immune hits to normal hits isn't terribly broken. Additionally I realize that with bounded accuracy that +1d4 to attack is pretty huge and has diminishing returns as the character's gain level, but a blessed weapons seems more like a <em>guaranteed hit </em>rather than a truly damaging strike.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8718078, member: 59848"] Looking at some of the suggestions, none of them seem to be really interesting. You get a glowing weapon, it deals magical damage, or it adds/changes the damage to radiant (negating the need for the weapon to be magical in the first place). I'd rather see something more interesting that isn't replicated by other spells. Also, thinking about the [I]typical[/I] fantasy cleric, they are focused on fighting fiends and undead. I would want the main part of the spell to focus on fighting those creatures, similar to how shocking grasp has an added effect against armored opponents. Here's a draft of something I'm thinking. I haven't adjusted it for balance, as I'm more concerned about getting the core concepts of the cantrip down. [B]Blessed Blade[/B] [I]Evocation cantrip[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self (5-foot radius) [B]Components:[/B] S, M (a melee weapon worth at least 1 sp) [B]Duration:[/B] Instantaneous You bless the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. When you make this attack, you add 1d4 to your total attack roll as divine power guides your strike. On a hit, the weapon's damage cannot be reduced by any means. If you hit a fiend or an undead creature with this spell, then until the start of you next turn that target cannot benefit from their normal damage resistances or immunities. (Alternative option: If you hit a fiend or an undead creature with this spell, then until the start of you next turn that target has disadvantage on saving throws against spells, even if they would normally have advantage on such saves due to features such as Magic Resistance) This spell’s bonus to your attack roll increases by +1 when you reach 5th level (1d4+1), 11th level (1d4+2), and 17th level (1d4+3). *** In my opinion this is an interesting and unique cantrip. It's less focused on damage, and more focused on making the attack. The rider makes for an interesting mechanic that can really impact fights against the core enemies of holy clerics (per traditional fantasy tropes). Now whether the rider goes too far is up for debate. It might be better to limit it to just the next attack or spell before the end of the cleric's turn. But I feel like changing resisted / immune hits to normal hits isn't terribly broken. Additionally I realize that with bounded accuracy that +1d4 to attack is pretty huge and has diminishing returns as the character's gain level, but a blessed weapons seems more like a [I]guaranteed hit [/I]rather than a truly damaging strike. [/QUOTE]
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