D&D 5E Homebrew cantrip help

WizardOfFrobozz

Accardi-by-the-Sea
I've got a player who's running a Lvl 1 5E wizard with a pretty non-traditional build & backstory. He's looking for a cantrip that will buff his strength stat and/or bonuses. We've gone back and forth iterating on what it might look like to knock a 3.5E-style Bull's Strength spell down to a cantrip power level, but I'm not sure that anything really useful can be shoehorned into an appropriately balanced cantrip. Here's the spell/effects under discussion:

Casting time: 1 action
Range: self only
Duration: 1 min, Concentration
Effect: For the duration of the spell, the caster gains +2 to her Strength ability modifier as long as she is unarmored. (Donning any armor immediately ends the spell.)

Even with the range reduction to SELF and the unarmored restriction, I think this still packs too much punch for a cantrip. I'm also not sure how to squeeze it down further without making it uninteresting. For example, knocking the bonus down to +1 and changing the duration to 1 round might qualify, but who would give up an action this round for a +1 to-hit/damage next round only? Ditto for limiting the bonus to unarmed attacks only - maybe a cool cantrip, but not what he's looking to do.

I'd love to encourage the RP concept of the buff guy who's kind of a wizard under protest, but I'm not sure how to find a good compromise on this one. Any thoughts?
 

log in or register to remove this ad

NotAYakk

Legend
1. Modifying ability scores is extremely rarely done in 5e, and almost never done in a "temporary, short term" fashion.

2. Cantrips are easy to poach; this kind of cantrip makes poaching for a non-wizard very strong.

Enhance Ability, a 2nd level concentration spell that increases carrying capacity and gives advantage on strength checks for an hour, is already reasonably strong. Not top notch.

A +2 to your strength modifier on someone who already has decent strength is +2 to hit, +2 to damage, +2 to grapple checks, +2 to strength saves.

Mind over Muscle
transmutation
1 action
duration 1 round (concentration)

Until this spell ends, you add your spellcasting attribute to strength ability checks. In addition, the first time you make a strength-based weapon attack before the spell ends, you are considered proficient with the weapon, add your spellcasting attribute to your attack rolls and damage, and deal +1d12 damage if the attack hits.

At level 5, 11 and 17 you add an additional 1d12 damage if the attack hits, for a total of +4d12 at level 17.

This spell puts a large strain on your body. If your d20 roll is 10 or under on any of the checks this spell modifies, you gain a level of exhaustion and the next time you take a short rest, you regain a level of exhaustion. The levels of exhaustion gained add up, but the recovery does not.

--

Imagine a 14 strength 18 int level 5 wizard. They cast Mind over Muscle on round 1, then on round 2 they attack with a greataxe.

+3 (prof) + 2(strength) +4(int) = +9 to hit for 3d12+6 (25.5) damage, and risk a level of exhaustion.

The same wizard doing a firebolt would do +7 to hit for 4d10 (22) damage.

An 18 strength fighter with GWF would attack for +7 to hit for 4d12+16 (42) damage over those two rounds.

So this doesn't risk replacing "real" melee characters, but doesn't suck entirely.

You could probably cut (concentration) honestly.

The exhaustion is there in order to ensure that a "real brawny" character is usually a better choice for strength based actions. Out of combat, the action cost is trivial. The first level of exhaustion is "exhaustion lite" (recovers on a short rest), every one after that requires a long rest; that should discourage spamming, while still letting the wizard do impressive feats of strength occasionally.
 
Last edited:

log in or register to remove this ad

JiffyPopTart

Bree-Yark
For me, the shortfall with making it checks is that it doesn't make the wizard buff. Their carrying capacity is unchanged. They just get better at grappling. Maybe -

Transmutation cantrip
Casting time
: 1 bonus action
Range: Self
Components: V, S, M (chalk dust)
Duration: 1 minute, Concentration
Effect: Until the spell ends, you gain +4 to your Strength ability score

"Until the spell ends, " is wording I see in other similar spells.
This doesn't make much sense to me. This is meant to be a temporary boost in STR, not an always on boost used for calculating carrying capacity. I can't picture this wizard carrying a too-heavy load and having to pause every minute and recast a spell for the entire adventuring day so that they can carry a heavy load.

If you want to be always strong...build the wizard with a high STR.
 

ART!

Deluxe Unhuman
1. Modifying ability scores is extremely rarely done in 5e, and almost never done in a "temporary, short term" fashion.

2. Cantrips are easy to poach; this kind of cantrip makes poaching for a non-wizard very strong.

Enhance Ability, a 2nd level concentration spell that increases carrying capacity and gives advantage on strength checks for an hour, is already reasonably strong. Not top notch.

A +2 to your strength modifier on someone who already has decent strength is +2 to hit, +2 to damage, +2 to grapple checks, +2 to strength saves.

Mind over Muscle
transmutation
1 action
duration 1 round (concentration)

Until this spell ends, you add your spellcasting attribute to strength ability checks. In addition, the first time you make a strength-based weapon attack before the spell ends, you are considered proficient with the weapon, add your spellcasting attribute to your attack rolls and damage, and deal +1d12 damage if the attack hits.

At level 5, 11 and 17 you add an additional 1d12 damage if the attack hits, for a total of +4d12 at level 17.

This spell puts a large strain on your body. If your d20 roll is 10 or under on any of the checks this spell modifies, you gain a level of exhaustion and the next time you take a short rest, you regain a level of exhaustion. The levels of exhaustion gained add up, but the recovery does not.

--

Imagine a 14 strength 18 int level 5 wizard. They cast Mind over Muscle on round 1, then on round 2 they attack with a greataxe.

+3 (prof) + 2(strength) +4(int) = +9 to hit for 3d12+6 (25.5) damage, and risk a level of exhaustion.

The same wizard doing a firebolt would do +7 to hit for 4d10 (22) damage.

An 18 strength fighter with GWF would attack for +7 to hit for 4d12+16 (42) damage over those two rounds.

So this doesn't risk replacing "real" melee characters, but doesn't suck entirely.

You could probably cut (concentration) honestly.

The exhaustion is there in order to ensure that a "real brawny" character is usually a better choice for strength based actions. Out of combat, the action cost is trivial. The first level of exhaustion is "exhaustion lite" (recovers on a short rest), every one after that requires a long rest; that should discourage spamming, while still letting the wizard do impressive feats of strength occasionally.
I think this is very good, although I'd make that a d8 or maybe an extra die of the weapon's damage dice?
 

NotAYakk

Legend
I think this is very good, although I'd make that a d8 or maybe an extra die of the weapon's damage dice?
It delays your attack for a turn, and is a melee-range one.

You do get an accuracy boost over a conventional int-based attack (your strength modifier).

Don't think of it as [W]+int+str+1d12, think of it has ([W]+int+str+1d12)/2, as it is a two-round combo attack. And with exhaustion, it isn't reliably "spammable" (if you have reliable advantage, like an owl familiar, 1/4 attacks you get exhaustion; with 8 rounds, 0 exhaustion is 31%, 1 is 42%, and 2+ is 27%)

I originally had it +[W] per step, but that made using greataxes/greatswords to mandatory. Using such a weapon is still optimal (as it is more free damage), but it isn't ridiculously so. So your strength-wizard hitting something with a dagger or staff works, but using a bigger weapon does a bit more damage.

1d8 is way too small, especially scaling. It would damage-scale worse than bard's mockery (2.25 damage per tier), which is nothing-damage.
 
Last edited:

For me, the shortfall with making it checks is that it doesn't make the wizard buff. Their carrying capacity is unchanged. They just get better at grappling. Maybe -

Transmutation cantrip
Casting time
: 1 bonus action
Range: Self
Components: V, S, M (chalk dust)
Duration: 1 minute, Concentration
Effect: Until the spell ends, you gain +4 to your Strength ability score

"Until the spell ends, " is wording I see in other similar spells.
Horribly broken. Every martial in the game would take a Feat that let them take it as a cantrip for at will +2 to hit and damage.

Try: 'You gain advantage on Str ability checks, and your movement is not reduced on account of being encumbered'
 


clearstream

(He, Him)
Horribly broken. Every martial in the game would take a Feat that let them take it as a cantrip for at will +2 to hit and damage.

Try: 'You gain advantage on Str ability checks, and your movement is not reduced on account of being encumbered'
The challenge is that the OP has specified "I'd love to encourage the RP concept of the buff guy who's kind of a wizard under protest, but I'm not sure how to find a good compromise on this one. Any thoughts?" and wanted a cantrip to be investigated as a possible solution.

When I look at core rules and other published materials, being strong - buff - isn't just about hitting things more easily and harder, and grappling, but also pushing, pulling and lifting. Changing score rather than directly changing modifier or giving advantage is one way to achieve that. Maybe something like -

Transmutation cantrip
Casting time
: 1 action
Range: Self
Components: V, S, M (chalk dust)
Duration: 1 minute, Concentration
Effect: Until the spell ends, your Strength score becomes 14
Alternative for Effect: Until the spell ends, you gain +2 to your Strength ability score

I have no iron in the fire regards the power level of the spell. I wouldn't add such a spell in my campaign for some of the reasons others have mentioned. In particular, the wizard spell list is often pulled from by class features and feats which makes it tricky to balance right for all cases. I suspect that +2 ability score in exchange for an action and concentration is okay (+1 Attack, +1 Damage, +1 Save, +30 CC, +60 Lift, +2' Long Jump)... but then maybe not.

A basic goal in design is just to find something distinctive, that speaks to your aims, that has enough potential to be worth playtesting. To give yourself a shot at writing a rule that players will find exciting to use, it can be worth going a few increments past where you guess balance would safely be. Then you pull it back after testing. You see that strategy in a lot of UA prototypes.
 




Remove ads

Top