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Homebrewing a Cantrip
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<blockquote data-quote="jgsugden" data-source="post: 8702815" data-attributes="member: 2629"><p>There are no bonus action cantrips for a reason. They'd be used almost every turn. They stop being a cantrip and become more like a class ability. To me, that is a non-starter. So is the idea of flat damage that does not escalate through either improving damage at certain levels or attaching to weapon attacks. </p><p></p><p>Thunderclap is a 1d6 5' radius <em>con save</em> (usually viewed as the worst save) with a negative condition (loud) attached to the casting of it. It is balanced and has a place in the game. It may not be hugely popular, but I have seen it used to good effect in games, especially in certain style of games where goblins are still common foes at levels 5 to 10. </p><p></p><p>If you're going to make another 5' radius cantrip and add abilities to it, you'll need to make it worse than Thunderclap in some ways, and I don't think there is an appetite for it. Going lower than d6 damage is a tough sell, you can't get worse than con saves, so that would require adding more penalties to the use of it. I'd consider the following which essentially gives what the original poster initially wanted, but then adds a lingering penalty like faerie fire:</p><p></p><p><strong>Stormwalk:</strong> 1 Action to cast. S component. 5 ' range. Dexterity Save. Lightning Damage. </p><p></p><p>You create a burst of lighting around you that crackles brightly for a moment, then fades over a few seconds. Creatures within range must succeed on a Dexterity Saving Throw or take 1d6 lightning damage. You gain a +10 to your movement speed until the end of this turn. Until the end of this turn, creatures that could see you when this spell was cast and were adjacent to you when it was cast have disadvantage on attacks against you. However, between the end of this turn and the end of your next turn, you shed dim light in a 10-foot radius, any attack rolls against you have advantage if the attacker can see you, and you can't benefit from being invisible.</p><p></p><p>The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8702815, member: 2629"] There are no bonus action cantrips for a reason. They'd be used almost every turn. They stop being a cantrip and become more like a class ability. To me, that is a non-starter. So is the idea of flat damage that does not escalate through either improving damage at certain levels or attaching to weapon attacks. Thunderclap is a 1d6 5' radius [I]con save[/I] (usually viewed as the worst save) with a negative condition (loud) attached to the casting of it. It is balanced and has a place in the game. It may not be hugely popular, but I have seen it used to good effect in games, especially in certain style of games where goblins are still common foes at levels 5 to 10. If you're going to make another 5' radius cantrip and add abilities to it, you'll need to make it worse than Thunderclap in some ways, and I don't think there is an appetite for it. Going lower than d6 damage is a tough sell, you can't get worse than con saves, so that would require adding more penalties to the use of it. I'd consider the following which essentially gives what the original poster initially wanted, but then adds a lingering penalty like faerie fire: [b]Stormwalk:[/b] 1 Action to cast. S component. 5 ' range. Dexterity Save. Lightning Damage. You create a burst of lighting around you that crackles brightly for a moment, then fades over a few seconds. Creatures within range must succeed on a Dexterity Saving Throw or take 1d6 lightning damage. You gain a +10 to your movement speed until the end of this turn. Until the end of this turn, creatures that could see you when this spell was cast and were adjacent to you when it was cast have disadvantage on attacks against you. However, between the end of this turn and the end of your next turn, you shed dim light in a 10-foot radius, any attack rolls against you have advantage if the attacker can see you, and you can't benefit from being invisible. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [/QUOTE]
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