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Homebrewing a Cantrip
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<blockquote data-quote="Yaarel" data-source="post: 8702083" data-attributes="member: 58172"><p>The homebrew cantrip Stormwalk looks powerful, probably too powerful.</p><p></p><p>Generally, a cantrip is roughly equivalent to martial melee attack, so something like d10, then adjusting for other costs and benefits.</p><p></p><p>1d6 to everyone around the caster − an area damage − is already verging on too powerful. None of the Players Handbook cantrips grant this. The Sword Coast Adventure Guide has the Swordburst spell that grants 1d6 force damage to everyone within 5 feet, and no other effect. But both Xanathars and Tashas seem to quietly omit it from their spell list updates. Likewise, Thunderclap is only in the Elemental Evil Players Companion. It deals 1d6 thunder damage, but again, Xanathars and Tashas seem to quietly omit it. If I recall correctly, 4e has an area damage cantrip that deals 1d4 damage, and no other effect. An area damage cantrip is a big deal, and even the ones that were in 5e seem to fail to remain official.</p><p></p><p>Regarding speed, an entire feat is required to grant +10 speed. But in this case, the cantrip needs to spend an action in order to move the extra speed. But in this case, it is like the Dash action, but more powerful because of the +10 speed.</p><p></p><p>Then causing advantage or disadvantage is itself a big deal.</p><p></p><p>Stormwalk seems certainly broken.</p><p></p><p></p><p></p><p>A fix here is a nerf.</p><p></p><p></p><p></p><p>Stormwalk</p><p>Action to walk +10 and you can spell attack one melee target dealing 1d6 lightning. Additionally, the action can push along with you an unattended light object that is within 5 feet, and harmlessly billow hair, clothes, and other objects.</p><p></p><p>A cantrip such as this is useful for chasing or fleeing. One can cast it without needing to injure anyone, in order to improve a Dash, traveling move 30 plus an additional action 40. An the electrical damage is sometimes useful. The pushing is rarely useful but is a flavorful ribbon.</p><p></p><p>Something like this anyway.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8702083, member: 58172"] The homebrew cantrip Stormwalk looks powerful, probably too powerful. Generally, a cantrip is roughly equivalent to martial melee attack, so something like d10, then adjusting for other costs and benefits. 1d6 to everyone around the caster − an area damage − is already verging on too powerful. None of the Players Handbook cantrips grant this. The Sword Coast Adventure Guide has the Swordburst spell that grants 1d6 force damage to everyone within 5 feet, and no other effect. But both Xanathars and Tashas seem to quietly omit it from their spell list updates. Likewise, Thunderclap is only in the Elemental Evil Players Companion. It deals 1d6 thunder damage, but again, Xanathars and Tashas seem to quietly omit it. If I recall correctly, 4e has an area damage cantrip that deals 1d4 damage, and no other effect. An area damage cantrip is a big deal, and even the ones that were in 5e seem to fail to remain official. Regarding speed, an entire feat is required to grant +10 speed. But in this case, the cantrip needs to spend an action in order to move the extra speed. But in this case, it is like the Dash action, but more powerful because of the +10 speed. Then causing advantage or disadvantage is itself a big deal. Stormwalk seems certainly broken. A fix here is a nerf. Stormwalk Action to walk +10 and you can spell attack one melee target dealing 1d6 lightning. Additionally, the action can push along with you an unattended light object that is within 5 feet, and harmlessly billow hair, clothes, and other objects. A cantrip such as this is useful for chasing or fleeing. One can cast it without needing to injure anyone, in order to improve a Dash, traveling move 30 plus an additional action 40. An the electrical damage is sometimes useful. The pushing is rarely useful but is a flavorful ribbon. Something like this anyway. [/QUOTE]
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