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[Homebrew] Greater Produce Flame
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<blockquote data-quote="ClaytonCross" data-source="post: 7157551" data-attributes="member: 6880599"><p>You Said, "At a minimum, the PHB seems to put off dealing damage as a bonus action till 2nd-level spells with heat metal and spiritual weapon (or, as is the case with majority of spells of this kind, till 3rd or 5th).</p><p></p><p>I'm not sure about balance reasons for setting it up this way, but I can think of a gameplay reason: Simplicity. Not wanting to overload new players with too much too soon"</p><p></p><p>1. Put off dealing damage from bonus action until 2nd level spells, -- Not true</p><p> --- War Priest , Off hand attack, Hex, Monk Martial Arts, Paladins, </p><p>2. Simplicity, Not using Bonus actions at early levels. -- Not true</p><p> --- Everything under #1 + All healers (Druid, Cleric, and Bard) all use healing word as a bonus action, Fighter Action surge, shillelagh</p><p></p><p>Both show by the examples you listed above.</p><p></p><p>Also, <strong>you don't seem to understand how my spell works. It does not grant you an attack as a bonus action.</strong></p><p></p><p>You take an <strong>action</strong> to cast Produce Flame (turn 1)</p><p>You take an <strong>action</strong> to cast Improved Produce Flame (turn 2)</p><p>You take a <strong>bonus action</strong> to split Produce Flame (turn 2)</p><p>You take an <strong>action</strong> to attack with Second Flame (turn 3)</p><p></p><p>Each turn after you can use a bonus action to split then attack with second flame using your action, so that you have a continual light source. It is still only a single 1d8 attack. </p><p></p><p>Optionally, you COULD use a <strong>bonus action</strong> on turn 3 to also through the original Flame <strong>ending the spell</strong> but that would be dump because you just spent 3 turns and a first level spell slot to get 2 attack where you could have attacked 3 times with the same cantrip and done more damage....</p><p></p><p>If you were walking around with the flame split in both hands, you could through them both on the same turn for 2d8 (ending the spell) and leaving your self in darkness </p><p></p><p>--Or with the same first level spell slot you could cast:</p><p>Ice Knife 1d10 + 2d6 AoE damage</p><p>Thunder Wave 2d8 AoE with knock back</p><p>Or a number of arguably more powerful spells.</p><p></p><p>This setup is not really any more powerful than the 2 can trips 4 classes can do but requires a 1st level spell.</p><p>Light/Fire Bolt - Wizard/Sorcerer</p><p>Light/Thunderclap - Bard</p><p>Light/Sacred Flame - Cleric</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7157551, member: 6880599"] You Said, "At a minimum, the PHB seems to put off dealing damage as a bonus action till 2nd-level spells with heat metal and spiritual weapon (or, as is the case with majority of spells of this kind, till 3rd or 5th). I'm not sure about balance reasons for setting it up this way, but I can think of a gameplay reason: Simplicity. Not wanting to overload new players with too much too soon" 1. Put off dealing damage from bonus action until 2nd level spells, -- Not true --- War Priest , Off hand attack, Hex, Monk Martial Arts, Paladins, 2. Simplicity, Not using Bonus actions at early levels. -- Not true --- Everything under #1 + All healers (Druid, Cleric, and Bard) all use healing word as a bonus action, Fighter Action surge, shillelagh Both show by the examples you listed above. Also, [B]you don't seem to understand how my spell works. It does not grant you an attack as a bonus action.[/B] You take an [B]action[/B] to cast Produce Flame (turn 1) You take an [B]action[/B] to cast Improved Produce Flame (turn 2) You take a [B]bonus action[/B] to split Produce Flame (turn 2) You take an [B]action[/B] to attack with Second Flame (turn 3) Each turn after you can use a bonus action to split then attack with second flame using your action, so that you have a continual light source. It is still only a single 1d8 attack. Optionally, you COULD use a [B]bonus action[/B] on turn 3 to also through the original Flame [B]ending the spell[/B] but that would be dump because you just spent 3 turns and a first level spell slot to get 2 attack where you could have attacked 3 times with the same cantrip and done more damage.... If you were walking around with the flame split in both hands, you could through them both on the same turn for 2d8 (ending the spell) and leaving your self in darkness --Or with the same first level spell slot you could cast: Ice Knife 1d10 + 2d6 AoE damage Thunder Wave 2d8 AoE with knock back Or a number of arguably more powerful spells. This setup is not really any more powerful than the 2 can trips 4 classes can do but requires a 1st level spell. Light/Fire Bolt - Wizard/Sorcerer Light/Thunderclap - Bard Light/Sacred Flame - Cleric [/QUOTE]
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