D&D 5E The Weakest Spells in 5e - The Quick Fix

True Strike shines when there are more non-cantrip attack roll spells and consumable attack roll items in play.

Unfortunately, in the base game (at least after early levels), there's a general lack of viable non-cantrip attack roll spells and consumable attack roll items.

If more non-cantrip attack roll spells and consumable attack roll items ARE added to one's campaign, then True Strike can potentially become a really great spell without tweaking its mechanics.
 

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Dausuul

Legend
True Strike shines when there are more non-cantrip attack roll spells and consumable attack roll items in play.

Unfortunately, in the base game (at least after early levels), there's a general lack of viable non-cantrip attack roll spells and consumable attack roll items.

If more non-cantrip attack roll spells and consumable attack roll items ARE added to one's campaign, then True Strike can potentially become a really great spell without tweaking its mechanics.
High-level spells that used attack rolls would give true strike a niche... but a very narrow one. The action + concentration requirement kills it in most circumstances, even as a pre-combat buff (because it prevents you from using any other buffs). And "narrow niche" is not what you want in a cantrip.

My fix for true strike would be to remove concentration and allow you to choose any creature within 60 feet and give it advantage on one attack roll before the end of its next turn. Turn it into what someone described as a ranged Help action. That would have a fair bit of use in combat, without being consistently stronger than other cantrips.
 

High-level spells that used attack rolls would give true strike a niche... but a very narrow one. The action + concentration requirement kills it in most circumstances, even as a pre-combat buff (because it prevents you from using any other buffs). And "narrow niche" is not what you want in a cantrip.

My fix for true strike would be to remove concentration and allow you to choose any creature within 60 feet and give it advantage on one attack roll before the end of its next turn. Turn it into what someone described as a ranged Help action. That would have a fair bit of use in combat, without being consistently stronger than other cantrips.

I wrote "at least after early levels", which would include mid levels.

Adding high risk, high reward consumable options in a progressive manner from early to high levels would give True Strike more than just a narrow niche. It would fit many different themes, as this is not just about damage on hit but other effects that can fit an infinite variation of themes.
 

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