Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Balancing some broken cantrips
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kelnas" data-source="post: 6777584" data-attributes="member: 37640"><p>Not sure this is worth the trouble, but I've been toying with the idea of houseruling some cantrips to make them more viable options (or in the case of guidance less mandatory). Any thoughts on these?</p><p></p><p>Blade Ward -- It becomes a concentration cantrip that if it is up grants +3 AC against the first non-magic weapon attack made against the caster. It is dispelled regardless of whether the attack hits or misses. Takes an action to cast. I think this makes this a viable cantrip choice, sort of a "mage armor light" that gives the user an alternative to always having mage armor up (albeit dependent on not having anything better to concentrate on heading into combat and being willing to gamble on not getting attacked frequently during a combat - it's just a cantrip). Doesn't stack with mage armor or anything that mage armor wouldn't stack with.</p><p></p><p>True Strike - This becomes an indefinite length (i.e. not one turn) concentration cantrip that if still up grants a flat +2 to the first attack roll made by the caster. Needs to be recast to work again after that first attack roll, regardless of hit or miss, and still takes an action to cast. The idea is that it can now be cast ahead of combat and maintained until used (assuming there is nothing better to concentrate on), but obviously had to be depowered from an auto-hit in that case.</p><p></p><p>Guidance - Don't want to nerf this too much since it is already concentration, but thinking house rule would be that no person can benefit from this more than once per long rest. </p><p></p><p>Spare the Dying - Also adds +1d4 to the amount healed the next time the recipient is healed hit points (e.g. after a rest that grants a hit die healing, receiving a healing spell or potion, etc.). But the healing boon only works on someone that is at zero hp when it is cast (and multiple castings would not stack). WIthout a real benefit this seems a cantrip that nobody takes given the low DC of the skill check.</p></blockquote><p></p>
[QUOTE="kelnas, post: 6777584, member: 37640"] Not sure this is worth the trouble, but I've been toying with the idea of houseruling some cantrips to make them more viable options (or in the case of guidance less mandatory). Any thoughts on these? Blade Ward -- It becomes a concentration cantrip that if it is up grants +3 AC against the first non-magic weapon attack made against the caster. It is dispelled regardless of whether the attack hits or misses. Takes an action to cast. I think this makes this a viable cantrip choice, sort of a "mage armor light" that gives the user an alternative to always having mage armor up (albeit dependent on not having anything better to concentrate on heading into combat and being willing to gamble on not getting attacked frequently during a combat - it's just a cantrip). Doesn't stack with mage armor or anything that mage armor wouldn't stack with. True Strike - This becomes an indefinite length (i.e. not one turn) concentration cantrip that if still up grants a flat +2 to the first attack roll made by the caster. Needs to be recast to work again after that first attack roll, regardless of hit or miss, and still takes an action to cast. The idea is that it can now be cast ahead of combat and maintained until used (assuming there is nothing better to concentrate on), but obviously had to be depowered from an auto-hit in that case. Guidance - Don't want to nerf this too much since it is already concentration, but thinking house rule would be that no person can benefit from this more than once per long rest. Spare the Dying - Also adds +1d4 to the amount healed the next time the recipient is healed hit points (e.g. after a rest that grants a hit die healing, receiving a healing spell or potion, etc.). But the healing boon only works on someone that is at zero hp when it is cast (and multiple castings would not stack). WIthout a real benefit this seems a cantrip that nobody takes given the low DC of the skill check. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Balancing some broken cantrips
Top