Chaosmancer
Legend
In my ongoing project of compiling all my various homebrew notes (I've been at it a month and feel only about half-way done T_T ) I came across this cantrip. To give credit, this is from a document by someone named Vin.
Blessed Weapon
transmutation cantrip
Casting Time: 1 bonus action
Range: self
Components: V, S, M (a sprinkle of holy water and a melee weapon)
Duration: 1 minute
The melee weapon you are holding becomes infused with holy energy. The weapon sheds a bright light in a 10 foot radius and dim light for another 10 feet, and becomes magical, if it isn't already. The weapon loses this enchantment if it leaves your grasp.
Now, my first reaction was "Woah, this is cool. This is a cantrip for melee weapon clerics."
But then... I started thinking about it more. Clerics do not get many cantrips, and is getting a magical weapon really worth it for levels 1-4? Because, you'd want them to pick cantrips that are going to be staples, and if you wanted to just make your weapon a torch, Light does that better. And at early levels, magical weapons aren't helpful.
Then, thinking about later levels. You could chose to take Blessed Strikes instead of Divine Strike, and get Toll of the Dead for 2d12+1d8 (17.5) instead of using this for between 1d6+1d8+strength or 2d8+strength (11 to 12?) and you still get magical damage.
So, I guess this is a multi-step question. Are Melee weapon clerics terribly useful? Does this Cantrip seem useful? If you were to buff this cantrip, how would you do it to make it competitive with existing options to use cantrips?
Blessed Weapon
transmutation cantrip
Casting Time: 1 bonus action
Range: self
Components: V, S, M (a sprinkle of holy water and a melee weapon)
Duration: 1 minute
The melee weapon you are holding becomes infused with holy energy. The weapon sheds a bright light in a 10 foot radius and dim light for another 10 feet, and becomes magical, if it isn't already. The weapon loses this enchantment if it leaves your grasp.
Now, my first reaction was "Woah, this is cool. This is a cantrip for melee weapon clerics."
But then... I started thinking about it more. Clerics do not get many cantrips, and is getting a magical weapon really worth it for levels 1-4? Because, you'd want them to pick cantrips that are going to be staples, and if you wanted to just make your weapon a torch, Light does that better. And at early levels, magical weapons aren't helpful.
Then, thinking about later levels. You could chose to take Blessed Strikes instead of Divine Strike, and get Toll of the Dead for 2d12+1d8 (17.5) instead of using this for between 1d6+1d8+strength or 2d8+strength (11 to 12?) and you still get magical damage.
So, I guess this is a multi-step question. Are Melee weapon clerics terribly useful? Does this Cantrip seem useful? If you were to buff this cantrip, how would you do it to make it competitive with existing options to use cantrips?