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<blockquote data-quote="AlmirEldignor" data-source="post: 6651975" data-attributes="member: 6795736"><p>Alright, made some changes / explanations of my logic in some of these things:</p><p></p><p>Concussive Chord already says V or S, not sure when you read and I don't remember when I changed it, so I may have fixed it before you posted, so is all good.</p><p></p><p>Hand of Blight: Yeah should probably only be the one save, just didn't want to make Ray of Sickness any more pointless, but it was kinda lame to start with.</p><p></p><p>Ice Jet: I've got it on Wizard/Sorcerer to give them basically a firebolt equivalent but does Cold damage instead. Probably doesnt need an entire separate entry just for that, other than to give it to druids.</p><p></p><p>Know Direction was made partly as my work converting older cantrips into 5e terms, I can only assume it is intended for situations where you are indoors or were just recently unconscious or something. Even as I read it I figured it wouldn't be all that useful, but some people enjoy flavour cantrips and stuff.</p><p></p><p>Lance of Faith, as it stands, is almost identical to Eldritch blast (although slightly worse, if only because more things resist radiant than resist force), which most people agree is the most powerful cantrip because Warlocks can add their CHA to each bolt. When I wrote it originally, I hadn't considered that Clerics can do exactly that also, so shortly after we started playtesting some of these I changed it on the original post to be just one lance, similar to firebolt. I've updated the entry on this forum accordingly.</p><p></p><p>Rainbow Bolt I had mentioned being roll-intensive, but in practice it was even worse for the players at my table. We had to roll a d6, then get the type, then roll a d10, and track what damage type each d10 was, and even at 11th level when you're only rolling three sets, its a bit crazy. Therefore, I changed it to all one damage roll, just one random type. I also reduced the damage slightly, as suggested, as a trade-off for potentially avoiding most damage resistances. I should also clear up some confusion that some posters seem to be having, both here and on other sites. It was never intended to be a multi-target spell, all the different "colours" were for a single target. My players were also confused by this, but most of it should be made clearer by the single damage roll now.</p><p></p><p>Read Magic was another translation from 3e to 5e, althought I didn't know you could read other classes's scrolls with an Arcana check. I'll keep it here, for people who want to be able to do that, but don't have good INT/ proficiency in Arcana.</p><p></p><p>For Static Shock I originally had it as d8/d6 because it was an attack and a save, with the save being conditional on hitting, but in practice if found the hit requirement to be almost negligible in most cases (i.e., Advantage, insane modifiers, etc) I do like you idea of the low-damage splash attack, just maybe without the autodamage. So now its set up as Attack roll (so potential crits, as well as advantage etc) then the splash damage, in d4's, plus the reaction inhibition like shocking grasp.</p><p></p><p>As for Stonefist, it seems pretty fine where it is, at least in playtesting so far. Its a melee cantrip that does d10's, but in bludgeoning damage that is resisited much more often than something like lightning. I made its range touch because thats the same range as all the other melee cantrips. As for not using STR, the point is to let casters have some decent melee options without stacking points into a physical stat.</p><p></p><p></p><p>In regards to the Free Action thing, for the most part it should just say "no action required", I haven't gotten around to parsing out all the little things like that quite yet. Masterwork items I included because we use them in our game, but its easy enough to ignore that bit if your game doesn't have them.</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6651975, member: 6795736"] Alright, made some changes / explanations of my logic in some of these things: Concussive Chord already says V or S, not sure when you read and I don't remember when I changed it, so I may have fixed it before you posted, so is all good. Hand of Blight: Yeah should probably only be the one save, just didn't want to make Ray of Sickness any more pointless, but it was kinda lame to start with. Ice Jet: I've got it on Wizard/Sorcerer to give them basically a firebolt equivalent but does Cold damage instead. Probably doesnt need an entire separate entry just for that, other than to give it to druids. Know Direction was made partly as my work converting older cantrips into 5e terms, I can only assume it is intended for situations where you are indoors or were just recently unconscious or something. Even as I read it I figured it wouldn't be all that useful, but some people enjoy flavour cantrips and stuff. Lance of Faith, as it stands, is almost identical to Eldritch blast (although slightly worse, if only because more things resist radiant than resist force), which most people agree is the most powerful cantrip because Warlocks can add their CHA to each bolt. When I wrote it originally, I hadn't considered that Clerics can do exactly that also, so shortly after we started playtesting some of these I changed it on the original post to be just one lance, similar to firebolt. I've updated the entry on this forum accordingly. Rainbow Bolt I had mentioned being roll-intensive, but in practice it was even worse for the players at my table. We had to roll a d6, then get the type, then roll a d10, and track what damage type each d10 was, and even at 11th level when you're only rolling three sets, its a bit crazy. Therefore, I changed it to all one damage roll, just one random type. I also reduced the damage slightly, as suggested, as a trade-off for potentially avoiding most damage resistances. I should also clear up some confusion that some posters seem to be having, both here and on other sites. It was never intended to be a multi-target spell, all the different "colours" were for a single target. My players were also confused by this, but most of it should be made clearer by the single damage roll now. Read Magic was another translation from 3e to 5e, althought I didn't know you could read other classes's scrolls with an Arcana check. I'll keep it here, for people who want to be able to do that, but don't have good INT/ proficiency in Arcana. For Static Shock I originally had it as d8/d6 because it was an attack and a save, with the save being conditional on hitting, but in practice if found the hit requirement to be almost negligible in most cases (i.e., Advantage, insane modifiers, etc) I do like you idea of the low-damage splash attack, just maybe without the autodamage. So now its set up as Attack roll (so potential crits, as well as advantage etc) then the splash damage, in d4's, plus the reaction inhibition like shocking grasp. As for Stonefist, it seems pretty fine where it is, at least in playtesting so far. Its a melee cantrip that does d10's, but in bludgeoning damage that is resisited much more often than something like lightning. I made its range touch because thats the same range as all the other melee cantrips. As for not using STR, the point is to let casters have some decent melee options without stacking points into a physical stat. In regards to the Free Action thing, for the most part it should just say "no action required", I haven't gotten around to parsing out all the little things like that quite yet. Masterwork items I included because we use them in our game, but its easy enough to ignore that bit if your game doesn't have them. [/QUOTE]
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