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Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="Hawk Diesel" data-source="post: 7117101" data-attributes="member: 59848"><p>I've been thinking about True Strike. The idea as it is written in the PHB is about piercing a target's defenses, when really it should be about bending probability to allow an attack to sail true. Additionally, I think because the spell is limited to only work with your own attacks limits its potential. This is a cantrip that should be about party support, similar to Guidance. Here is one way the True Strike can be rewritten to make it more user friendly, especially for casters more inclined to support rather than attack directly:</p><p></p><p><strong>True Strike</strong></p><p><em>Divination cantrip</em></p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: S</p><p>Duration: 1 round</p><p></p><p>You extend your hand, sensing the odds and probabilities and bending them in favor of you and your party. Choose yourself or one ally within range. Until the end of your next turn, all attacks made by the target of this cantrip are made at advantage.</p><p></p><p><em>Reasoning:</em> First of all, this cantrip makes it much more valuable as a support cantrip. It has the potential to help yourself as well as allies. In addition, now this cantrip has the potential to scale like other cantrips, since it can affect multiple attacks as your party grows more powerful and gets more attack opportunities per round. Additionally, it can also work with attacks of opportunity. Suddenly True Strike turns from the worst cantrip, to one that is actually a reasonable strategic choice.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7117101, member: 59848"] I've been thinking about True Strike. The idea as it is written in the PHB is about piercing a target's defenses, when really it should be about bending probability to allow an attack to sail true. Additionally, I think because the spell is limited to only work with your own attacks limits its potential. This is a cantrip that should be about party support, similar to Guidance. Here is one way the True Strike can be rewritten to make it more user friendly, especially for casters more inclined to support rather than attack directly: [B]True Strike[/B] [I]Divination cantrip[/I] Casting Time: 1 action Range: 120 feet Components: S Duration: 1 round You extend your hand, sensing the odds and probabilities and bending them in favor of you and your party. Choose yourself or one ally within range. Until the end of your next turn, all attacks made by the target of this cantrip are made at advantage. [I]Reasoning:[/I] First of all, this cantrip makes it much more valuable as a support cantrip. It has the potential to help yourself as well as allies. In addition, now this cantrip has the potential to scale like other cantrips, since it can affect multiple attacks as your party grows more powerful and gets more attack opportunities per round. Additionally, it can also work with attacks of opportunity. Suddenly True Strike turns from the worst cantrip, to one that is actually a reasonable strategic choice. [/QUOTE]
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Spells: the Good, the Bad, and the Downright Orcish Grandmother
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