True Strike: (S) Divination, 1 Action, Range (100').
As an action you divine the ideal way to attack an target you can see or name within 100'. The first attack you make on that target on your next turn has advantage, and if the attack hits it deals an extra 1d12 damage. At level 5, 11 and 17 the extra damage is increased to 2d12, 3d12 and 4d12.
Thematically identical to existing true strike. Removes concentration. Adds a damage rider. Boosts range to moderate.
Despite all of these improvements, isn't a broken spell. It is just usable.
(The damage budget of the spell is 1d12 per tier, like other cantrips. Its damage is delayed 1 turn and it grants advantage on a weapon attack; so it is only really useful on someone whose weapon damage output is not far below nor far above 1d12 per tier, or who otherwise needs a source of advantage. It is also a good pre-ambush spell.
If your action-weapon damage is far above 1d12 per tier, using this is a waste because you should just have attacked twice.
If your action-weapon damage is far below 1d12 per tier, then a weapon attack and this every 2nd round sucks compared to a simple "toll the dead" or whatever.)
The fact that it is hard to find a way to make this a "power move" really points out how poor True Strike is.
Here is an attempt:
Ok, twinned true strike now clearly works (on two distinct targets). On your next turn you can attack 2 targets (somehow?) and get the damage rider on both. Be an elf with elven accuracy to make the advantage more useful, and get 19-20 crit range.
Sorclock? With EB? At level 6 (sorc 4, warlock 2), twinned true strike round 1, dual AB EB on both targets round 2.
Trip-vantage for 1d10+2d12+cha each on two targets.
Toss hexblade curse on one maybe? And Hex? But splitting your attacks makes them less useful.
As an action you divine the ideal way to attack an target you can see or name within 100'. The first attack you make on that target on your next turn has advantage, and if the attack hits it deals an extra 1d12 damage. At level 5, 11 and 17 the extra damage is increased to 2d12, 3d12 and 4d12.
Thematically identical to existing true strike. Removes concentration. Adds a damage rider. Boosts range to moderate.
Despite all of these improvements, isn't a broken spell. It is just usable.
(The damage budget of the spell is 1d12 per tier, like other cantrips. Its damage is delayed 1 turn and it grants advantage on a weapon attack; so it is only really useful on someone whose weapon damage output is not far below nor far above 1d12 per tier, or who otherwise needs a source of advantage. It is also a good pre-ambush spell.
If your action-weapon damage is far above 1d12 per tier, using this is a waste because you should just have attacked twice.
If your action-weapon damage is far below 1d12 per tier, then a weapon attack and this every 2nd round sucks compared to a simple "toll the dead" or whatever.)
The fact that it is hard to find a way to make this a "power move" really points out how poor True Strike is.
Here is an attempt:
Ok, twinned true strike now clearly works (on two distinct targets). On your next turn you can attack 2 targets (somehow?) and get the damage rider on both. Be an elf with elven accuracy to make the advantage more useful, and get 19-20 crit range.
Sorclock? With EB? At level 6 (sorc 4, warlock 2), twinned true strike round 1, dual AB EB on both targets round 2.
Trip-vantage for 1d10+2d12+cha each on two targets.
Toss hexblade curse on one maybe? And Hex? But splitting your attacks makes them less useful.
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