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Homebrewing a Cantrip
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<blockquote data-quote="Chaosmancer" data-source="post: 8703784" data-attributes="member: 6801228"><p>I don't see it as a matter of appetite. I could make a spell that does 12d12 damage for a 1st level slot and balance it by reducing your hp to 1 and giving you three levels of exhaustion, but all I've done is make a spell no sane person would ever use except in a situation where the detriments won't affect them.</p><p></p><p>For the minor benefit of a little damage and a small speed boost, you are granting advantage against all attacks against you. This is a terrible trade-off. Enemies will attack you (you were already surrounded) and now you are very likely to get hit by any ranged attacks on the field.</p><p></p><p>Personally, I think some people are far over-valuing a d6 damage to multiple enemies within 5 ft. This isn't that good, in my opinion. Even at low level play, most enemies have more than 6 hp, and the average of a d6 is 3-4 damage. You may greatly wound three enemies, but you have to have been in a position where you potentially did or would take three attacks. And once you are past level 3 or so, you can be dealing with enemies with 20 hp, to whom this damage is a minor inconvenience.</p><p></p><p></p><p></p><p>If you have someone willing to drop invisibility on you on their turn, why would you use this cantrip to move away? Why not ready an action to dash when they cast the spell, getting you away without consequence and giving the enemies chasing you disadvantage to hit you, even if they decide it is worth while. And, why punish a player willing to sacrifice their action to make you invisible because you decided to use this cantrip?</p><p></p><p>I also don't think there is reaction triggered invisibility in the game? Fey Warlock can do it, but that's it. So, that concern seems to be designing for something that doesn't exist.</p><p></p><p></p><p></p><p>Not Spell mod to damage, Prof mod.</p><p></p><p>Though [USER=6790260]@EzekielRaiden[/USER] I think that is a thing to consider. I still prefer 1d6 then 2d6 at 11th level, but for your version is it too strong to have Blue Dragon Sorcerers or Clerics who got this via a feat to have 1d6+3+3 damage? I don't think it is that bad, but would cap at 1d6+11 if they have a way to add mod.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8703784, member: 6801228"] I don't see it as a matter of appetite. I could make a spell that does 12d12 damage for a 1st level slot and balance it by reducing your hp to 1 and giving you three levels of exhaustion, but all I've done is make a spell no sane person would ever use except in a situation where the detriments won't affect them. For the minor benefit of a little damage and a small speed boost, you are granting advantage against all attacks against you. This is a terrible trade-off. Enemies will attack you (you were already surrounded) and now you are very likely to get hit by any ranged attacks on the field. Personally, I think some people are far over-valuing a d6 damage to multiple enemies within 5 ft. This isn't that good, in my opinion. Even at low level play, most enemies have more than 6 hp, and the average of a d6 is 3-4 damage. You may greatly wound three enemies, but you have to have been in a position where you potentially did or would take three attacks. And once you are past level 3 or so, you can be dealing with enemies with 20 hp, to whom this damage is a minor inconvenience. If you have someone willing to drop invisibility on you on their turn, why would you use this cantrip to move away? Why not ready an action to dash when they cast the spell, getting you away without consequence and giving the enemies chasing you disadvantage to hit you, even if they decide it is worth while. And, why punish a player willing to sacrifice their action to make you invisible because you decided to use this cantrip? I also don't think there is reaction triggered invisibility in the game? Fey Warlock can do it, but that's it. So, that concern seems to be designing for something that doesn't exist. Not Spell mod to damage, Prof mod. Though [USER=6790260]@EzekielRaiden[/USER] I think that is a thing to consider. I still prefer 1d6 then 2d6 at 11th level, but for your version is it too strong to have Blue Dragon Sorcerers or Clerics who got this via a feat to have 1d6+3+3 damage? I don't think it is that bad, but would cap at 1d6+11 if they have a way to add mod. [/QUOTE]
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