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<blockquote data-quote="NotAYakk" data-source="post: 8181088" data-attributes="member: 72555"><p>1. Modifying ability scores is extremely rarely done in 5e, and almost never done in a "temporary, short term" fashion.</p><p></p><p>2. Cantrips are easy to poach; this kind of cantrip makes poaching for a non-wizard very strong.</p><p></p><p>Enhance Ability, a 2nd level concentration spell that increases carrying capacity and gives advantage on strength checks for an hour, is already reasonably strong. Not top notch.</p><p></p><p>A +2 to your strength modifier on someone who already has decent strength is +2 to hit, +2 to damage, +2 to grapple checks, +2 to strength saves.</p><p></p><p><strong>Mind over Muscle</strong></p><p>transmutation</p><p>1 action</p><p>duration 1 round (concentration)</p><p></p><p>Until this spell ends, you add your spellcasting attribute to strength ability checks. In addition, the first time you make a strength-based weapon attack before the spell ends, you are considered proficient with the weapon, add your spellcasting attribute to your attack rolls and damage, and deal +1d12 damage if the attack hits.</p><p></p><p>At level 5, 11 and 17 you add an additional 1d12 damage if the attack hits, for a total of +4d12 at level 17.</p><p></p><p>This spell puts a large strain on your body. If your d20 roll is 10 or under on any of the checks this spell modifies, you gain a level of exhaustion and the next time you take a short rest, you regain a level of exhaustion. The levels of exhaustion gained add up, but the recovery does not.</p><p></p><p>--</p><p></p><p>Imagine a 14 strength 18 int level 5 wizard. They cast Mind over Muscle on round 1, then on round 2 they attack with a greataxe.</p><p></p><p>+3 (prof) + 2(strength) +4(int) = +9 to hit for 3d12+6 (25.5) damage, and risk a level of exhaustion.</p><p></p><p>The same wizard doing a firebolt would do +7 to hit for 4d10 (22) damage.</p><p></p><p>An 18 strength fighter with GWF would attack for +7 to hit for 4d12+16 (42) damage over those two rounds.</p><p></p><p>So this doesn't risk replacing "real" melee characters, but doesn't suck entirely.</p><p></p><p>You could probably cut (concentration) honestly.</p><p></p><p>The exhaustion is there in order to ensure that a "real brawny" character is usually a better choice for strength based actions. Out of combat, the action cost is trivial. The first level of exhaustion is "exhaustion lite" (recovers on a short rest), every one after that requires a long rest; that should discourage spamming, while still letting the wizard do impressive feats of strength occasionally.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8181088, member: 72555"] 1. Modifying ability scores is extremely rarely done in 5e, and almost never done in a "temporary, short term" fashion. 2. Cantrips are easy to poach; this kind of cantrip makes poaching for a non-wizard very strong. Enhance Ability, a 2nd level concentration spell that increases carrying capacity and gives advantage on strength checks for an hour, is already reasonably strong. Not top notch. A +2 to your strength modifier on someone who already has decent strength is +2 to hit, +2 to damage, +2 to grapple checks, +2 to strength saves. [B]Mind over Muscle[/B] transmutation 1 action duration 1 round (concentration) Until this spell ends, you add your spellcasting attribute to strength ability checks. In addition, the first time you make a strength-based weapon attack before the spell ends, you are considered proficient with the weapon, add your spellcasting attribute to your attack rolls and damage, and deal +1d12 damage if the attack hits. At level 5, 11 and 17 you add an additional 1d12 damage if the attack hits, for a total of +4d12 at level 17. This spell puts a large strain on your body. If your d20 roll is 10 or under on any of the checks this spell modifies, you gain a level of exhaustion and the next time you take a short rest, you regain a level of exhaustion. The levels of exhaustion gained add up, but the recovery does not. -- Imagine a 14 strength 18 int level 5 wizard. They cast Mind over Muscle on round 1, then on round 2 they attack with a greataxe. +3 (prof) + 2(strength) +4(int) = +9 to hit for 3d12+6 (25.5) damage, and risk a level of exhaustion. The same wizard doing a firebolt would do +7 to hit for 4d10 (22) damage. An 18 strength fighter with GWF would attack for +7 to hit for 4d12+16 (42) damage over those two rounds. So this doesn't risk replacing "real" melee characters, but doesn't suck entirely. You could probably cut (concentration) honestly. The exhaustion is there in order to ensure that a "real brawny" character is usually a better choice for strength based actions. Out of combat, the action cost is trivial. The first level of exhaustion is "exhaustion lite" (recovers on a short rest), every one after that requires a long rest; that should discourage spamming, while still letting the wizard do impressive feats of strength occasionally. [/QUOTE]
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