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Changing Cantrips: Guidance, Resistance, True Strike, and Friends
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<blockquote data-quote="BookTenTiger" data-source="post: 9236045" data-attributes="member: 6685541"><p>I'm considering changing some cantrips before I start my new campaign.</p><p></p><p>I'd like to combine Guidance and Resistance into a single spell:</p><p></p><p><strong>Divine Inspiration</strong></p><p><em>Divination Cantrip</em></p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> 100 ft</p><p><strong>Components: </strong>V, S</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You perform a divine prayer, benediction, or rite, granting your allies guidance in their actions. Any number of creatures who can hear you within range are granted a d4 Divine Inspiration die. This die can be rolled and added to any ability check or saving throw made before the creature's next Long Rest. A creature can have only one Divine Inspiration die at a time.</p><p></p><p>The Divine Inspiration die increases to a d6 when you reach 5th Level, a d8 at 11th Level, and a d10 at 17th Level.</p><p></p><p></p><p>My thought is changing the spell to match the fiction of guidance provided by a divine force. A character with the spell would cast it after a Long Rest, praying to their god or performing a ritual, and then it would be up to the players to remember their own Divine Inspiration die. This way the cleric doesn't have to interrupt other actions with "Guidance! Guidance! Guidance!" I'm combining it with Resistance because I almost never see Resistance being used.</p><p></p><p>This spell lacks the ability to cast it frequently throughout the day or in the middle of a conversation or task, but it does gain some power from not needing Touch or Concentration. Also I gave it an increased die size as the spellcaster levels up.</p><p></p><p></p><p>Another spell I want to change is True Strike:</p><p></p><p><strong>True Strike</strong></p><p><em>Divination cantrip</em></p><p><strong>Casting Time:</strong> 1 bonus action</p><p><strong>Range:</strong> 120 ft.</p><p><strong>Component:</strong> S</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You point a finger at a target within range. Your magic grants you brief insight into the target's weaknesses. On your next successful attack this turn, you may reroll any damage dice.</p><p></p><p></p><p></p><p>With this spell, I'm changing it to a bonus action, and changing it from granting advantage to being able to reroll damage dice. I thought this would be a fun reinterpretation of the spell, and might make it something an attack-based spellcaster would actually want to use. I also increased the range, just because I thought it would be cool.</p><p></p><p>Finally, I want to change Friends. I hate how this spell should more accurately be called Enemy because it turns a non-hostile creature hostile. Why would you ever use this spell except to intimidate someone???</p><p></p><p><strong>Friends</strong></p><p><em>Enchantment cantrip</em></p><p><strong>Range:</strong> 30 ft</p><p><strong>Components:</strong> V</p><p><strong>Duration:</strong> Concentration, up to 1 minute</p><p></p><p>You speak a short phrase that may seem innocuous but that secretly contains great arcane energy (for example, "roll up your sleeves" or "what are friends for?"). Any non-hostile creature of your choice within range who hears the phrase must make a Wisdom saving throw. You gain advantage on all Charisma checks directed at creatures who failed their saving throw for the duration of the spell. Creatures who succeed at their saving throw by more than 5 become aware that you used magic to influence their mood, and may grow suspicious of you.</p><p></p><p></p><p>I'm basing this on some ideas of Jedi Mind Tricks and hypnotism triggers, as well as one of the twists from a great video game. I took out the bit about creatures becoming hostile, and changed it to suspicious on a saving throw roll that beats the DC by 5 or more.</p><p></p><p></p><p></p><p>What do you think? Are these crazy changes that would break the game? Do they meet my goal of being more fun and more likely to be chosen by players?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9236045, member: 6685541"] I'm considering changing some cantrips before I start my new campaign. I'd like to combine Guidance and Resistance into a single spell: [B]Divine Inspiration[/B] [I]Divination Cantrip[/I] [B]Casting Time:[/B] 10 minutes [B]Range:[/B] 100 ft [B]Components: [/B]V, S [B]Duration:[/B] Instantaneous You perform a divine prayer, benediction, or rite, granting your allies guidance in their actions. Any number of creatures who can hear you within range are granted a d4 Divine Inspiration die. This die can be rolled and added to any ability check or saving throw made before the creature's next Long Rest. A creature can have only one Divine Inspiration die at a time. The Divine Inspiration die increases to a d6 when you reach 5th Level, a d8 at 11th Level, and a d10 at 17th Level. My thought is changing the spell to match the fiction of guidance provided by a divine force. A character with the spell would cast it after a Long Rest, praying to their god or performing a ritual, and then it would be up to the players to remember their own Divine Inspiration die. This way the cleric doesn't have to interrupt other actions with "Guidance! Guidance! Guidance!" I'm combining it with Resistance because I almost never see Resistance being used. This spell lacks the ability to cast it frequently throughout the day or in the middle of a conversation or task, but it does gain some power from not needing Touch or Concentration. Also I gave it an increased die size as the spellcaster levels up. Another spell I want to change is True Strike: [B]True Strike[/B] [I]Divination cantrip[/I] [B]Casting Time:[/B] 1 bonus action [B]Range:[/B] 120 ft. [B]Component:[/B] S [B]Duration:[/B] Instantaneous You point a finger at a target within range. Your magic grants you brief insight into the target's weaknesses. On your next successful attack this turn, you may reroll any damage dice. With this spell, I'm changing it to a bonus action, and changing it from granting advantage to being able to reroll damage dice. I thought this would be a fun reinterpretation of the spell, and might make it something an attack-based spellcaster would actually want to use. I also increased the range, just because I thought it would be cool. Finally, I want to change Friends. I hate how this spell should more accurately be called Enemy because it turns a non-hostile creature hostile. Why would you ever use this spell except to intimidate someone??? [B]Friends[/B] [I]Enchantment cantrip[/I] [B]Range:[/B] 30 ft [B]Components:[/B] V [B]Duration:[/B] Concentration, up to 1 minute You speak a short phrase that may seem innocuous but that secretly contains great arcane energy (for example, "roll up your sleeves" or "what are friends for?"). Any non-hostile creature of your choice within range who hears the phrase must make a Wisdom saving throw. You gain advantage on all Charisma checks directed at creatures who failed their saving throw for the duration of the spell. Creatures who succeed at their saving throw by more than 5 become aware that you used magic to influence their mood, and may grow suspicious of you. I'm basing this on some ideas of Jedi Mind Tricks and hypnotism triggers, as well as one of the twists from a great video game. I took out the bit about creatures becoming hostile, and changed it to suspicious on a saving throw roll that beats the DC by 5 or more. What do you think? Are these crazy changes that would break the game? Do they meet my goal of being more fun and more likely to be chosen by players? [/QUOTE]
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