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Changing Cantrips: Guidance, Resistance, True Strike, and Friends
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<blockquote data-quote="jgsugden" data-source="post: 9236137" data-attributes="member: 2629"><p>As a suggestion: Don't change - add. Keep the 'less effective' by-the-book cantrips in the game, but add new ones that PCs can select that do the types of things you suggest above. I 'test the waters' on these types of things by first introducing them via magic items that PCs can use as if they had the ability ... but that have a finite life. If it proves to be non-problematic, then I can just introduce the mechanic more widely. </p><p></p><p>As for your suggestions above: </p><p></p><p><strong>Divine Inspiration</strong> with the escalating die is a bit much. I'd keep it at d4 at all levels. </p><p></p><p>In my campaign, however, I introduced another type of magic that characters can use. They allow you to use a cantrip or spell slot to gain an aura that is active whenever you are not unconcious. I have one that can be taken by clerics and druids in place of a cantrip that grants a +d4 bonus to all allies within a 10 foot radius on any ability check, and a +1 bonus to attack rolls and saving throws <em>if</em> the ally has the blessing of the God / natural forces that grant the cleric/druid their spells. It is not problematic, at all, but a lot of people have complained about it until they've seen it in action.</p><p></p><p>Your <strong>True Strike</strong> is probably fine, but I'm not sure it would get any more use. Savage Attacker doesn't get a lot of love after all.</p><p></p><p>My new True Strike equivalent sticks with the idea that it helps you hit. It has a duration of (up to) 1 minute and requires concentration. When you roll an attack roll you can choose one of three effects: </p><p></p><p>1.) Reroll is you miss and the spell ends. </p><p>2.) If you <em>think</em> your attack roll hit by 5 or more you may try to convert the hit into a critical hit. If you did hit by 5 or more it works. If not, it doesn't. Either way, the spell ends. </p><p>3.) You may elect for nothing to trigger and continue concentrating on the spell to use for your next attack.</p><p></p><p>Your <strong>Friends</strong> is likely ok, but a bit convoluted. </p><p></p><p>I used an aura version in my game that gives you advantage on persuasion and deception checks on non-hostile creatures within a 10 foot aura. </p><p></p><p>If you use an action to influence a non-hostile creature within that aura, the DM will set a DC for the influencing. If you beat the DC, the creature will consider you a friend while within the 10 foot aura. Afterwards, when they leave the aura, their friendly feelings will diminish, but they will not notice it.</p><p></p><p>If you fail the DC, the creature may make an insight roll for free with a DC equal to your Spell DC. If they succeed, they are immune to your aura for 24 hours and know they have been influenced by magic. If they fail their insight check, you may attempt to influence them again.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9236137, member: 2629"] As a suggestion: Don't change - add. Keep the 'less effective' by-the-book cantrips in the game, but add new ones that PCs can select that do the types of things you suggest above. I 'test the waters' on these types of things by first introducing them via magic items that PCs can use as if they had the ability ... but that have a finite life. If it proves to be non-problematic, then I can just introduce the mechanic more widely. As for your suggestions above: [B]Divine Inspiration[/B] with the escalating die is a bit much. I'd keep it at d4 at all levels. In my campaign, however, I introduced another type of magic that characters can use. They allow you to use a cantrip or spell slot to gain an aura that is active whenever you are not unconcious. I have one that can be taken by clerics and druids in place of a cantrip that grants a +d4 bonus to all allies within a 10 foot radius on any ability check, and a +1 bonus to attack rolls and saving throws [I]if[/I] the ally has the blessing of the God / natural forces that grant the cleric/druid their spells. It is not problematic, at all, but a lot of people have complained about it until they've seen it in action. Your [B]True Strike[/B] is probably fine, but I'm not sure it would get any more use. Savage Attacker doesn't get a lot of love after all. My new True Strike equivalent sticks with the idea that it helps you hit. It has a duration of (up to) 1 minute and requires concentration. When you roll an attack roll you can choose one of three effects: 1.) Reroll is you miss and the spell ends. 2.) If you [I]think[/I] your attack roll hit by 5 or more you may try to convert the hit into a critical hit. If you did hit by 5 or more it works. If not, it doesn't. Either way, the spell ends. 3.) You may elect for nothing to trigger and continue concentrating on the spell to use for your next attack. Your [B]Friends[/B] is likely ok, but a bit convoluted. I used an aura version in my game that gives you advantage on persuasion and deception checks on non-hostile creatures within a 10 foot aura. If you use an action to influence a non-hostile creature within that aura, the DM will set a DC for the influencing. If you beat the DC, the creature will consider you a friend while within the 10 foot aura. Afterwards, when they leave the aura, their friendly feelings will diminish, but they will not notice it. If you fail the DC, the creature may make an insight roll for free with a DC equal to your Spell DC. If they succeed, they are immune to your aura for 24 hours and know they have been influenced by magic. If they fail their insight check, you may attempt to influence them again. [/QUOTE]
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