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General Tabletop Discussion
*Dungeons & Dragons
A Homebrew Cleric Cantrip discussion
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<blockquote data-quote="Hawk Diesel" data-source="post: 8718103" data-attributes="member: 59848"><p>My thought is that Clerics don't get extra attack, and since this is a weapon cantrip rather than a Shillelagh clone, there is less option for abuse through multiclassing or Magic Initiate.</p><p></p><p></p><p></p><p>This is actually intentional. I don't see a reason that overcoming immunity for a single attack is terribly broken. On most creatures it just does damage. On some creatures, it does "double damage" compared to what it would normally hit, but the difference is still limited to 1-6 points of damage assuming you are using a weapon that doesn't have multiple damage types like a frostbrand or something. I don't see the argument about piercing Temp HP, since that is treated as HP. Temp HP doesn't reduce the damage dealt so much as give you more points to soak damage. There are other effects in 5e with damage that can't be reduced. I would need to look for specific citations, but I'm 95% sure they exist. Just not necessarily as part of a character's suite of abilities/spells/etc.</p><p></p><p>Personally, I don't mind a Blessed Blade strike slashing through a creature that would be immune to even magical slashing damage. All this cantrip does it ensure that your attack is effective. Especially when you consider alternative cantrips use radiant damage, which VERY few creatures are resistant or immune to.</p><p></p><p></p><p></p><p>This is a fair argument and I'm trying to grapple with how to refine the idea. I really like the idea of a cleric using this less to get in the big hit themselves, but to create the opening for the team to make the big hits. I feel like that is the gimmick I'm aiming for and is inline with the way I envision a melee cleric. But YMMV.</p><p></p><p></p><p></p><p>I don't mind the accuracy issue, but I can see where others might. But there is precedent for cantrips that affect certain kinds of enemies differently, such as how Shocking Grasp is more accurate against enemies wearing metal armor or how Chill Touch affects undead. I think my reason for the bump in power is specifically because there isn't a flashy mechanic against non-fiends/undead, and my own bias on how I envision clerics functioning in my games. It may be better to limit the riders to the next attack before the end of the caster's turn, but that doesn't resolve the issue of fighting non-fiend/undead creatures.</p><p></p><p>Where a cantrip like this really comes online is when you get access to your Divine Strikes. At that point, you are ensuring that you are maximizing your opportunities to get the extra damage in.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8718103, member: 59848"] My thought is that Clerics don't get extra attack, and since this is a weapon cantrip rather than a Shillelagh clone, there is less option for abuse through multiclassing or Magic Initiate. This is actually intentional. I don't see a reason that overcoming immunity for a single attack is terribly broken. On most creatures it just does damage. On some creatures, it does "double damage" compared to what it would normally hit, but the difference is still limited to 1-6 points of damage assuming you are using a weapon that doesn't have multiple damage types like a frostbrand or something. I don't see the argument about piercing Temp HP, since that is treated as HP. Temp HP doesn't reduce the damage dealt so much as give you more points to soak damage. There are other effects in 5e with damage that can't be reduced. I would need to look for specific citations, but I'm 95% sure they exist. Just not necessarily as part of a character's suite of abilities/spells/etc. Personally, I don't mind a Blessed Blade strike slashing through a creature that would be immune to even magical slashing damage. All this cantrip does it ensure that your attack is effective. Especially when you consider alternative cantrips use radiant damage, which VERY few creatures are resistant or immune to. This is a fair argument and I'm trying to grapple with how to refine the idea. I really like the idea of a cleric using this less to get in the big hit themselves, but to create the opening for the team to make the big hits. I feel like that is the gimmick I'm aiming for and is inline with the way I envision a melee cleric. But YMMV. I don't mind the accuracy issue, but I can see where others might. But there is precedent for cantrips that affect certain kinds of enemies differently, such as how Shocking Grasp is more accurate against enemies wearing metal armor or how Chill Touch affects undead. I think my reason for the bump in power is specifically because there isn't a flashy mechanic against non-fiends/undead, and my own bias on how I envision clerics functioning in my games. It may be better to limit the riders to the next attack before the end of the caster's turn, but that doesn't resolve the issue of fighting non-fiend/undead creatures. Where a cantrip like this really comes online is when you get access to your Divine Strikes. At that point, you are ensuring that you are maximizing your opportunities to get the extra damage in. [/QUOTE]
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