So with the spellcaster attack roll thread: D&D 5E - Spells with attack rolls, do you avoid them?
I came to realize just how little damage those spells will often do due to miss chances. Magic Missile is actually the superior option most of the time!
One thing that I think is telling, when you compare spells to things like battlemaster maneuvers or smites.... those abilities only work when needed. You can choose to activate them after the hit has occured, ensurring your limited resources are only used in situations where they will have use. Attack spells don't have that, nor do they have the "half damage on a success" to help pad them.
So I thought about various ways to help with that, and a cantrip seems a simple way. So check out this cantrip idea:
Guided Target
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
Classes: Wizard, Sorcerer
You shoot an sapphire blue ray that can carry additional arcane energy. Make a ranged spell attack against one target in range. On a hit, you may use a reaction to cast a spell with a casting time of 1 action. The new spell uses the same attack result as Guided Target on its first ranged spell attack. Spells that do not use ranged spell attacks gain no benefit.
So we have two cost elements here. One is the use of your reaction (no shield for you!), and the second is its limited to 60 feet. But what it does is allow a "pew pew" caster to "line up" their shot, ensuring that when a spell slot is actually consumed, that they will guarantee some damage is done. This lets a caster who is focused on attack damage (which tends to be suboptimal for casters anyway) to be a bit more efficient with their spell slots.
Let me know your thoughts!
I came to realize just how little damage those spells will often do due to miss chances. Magic Missile is actually the superior option most of the time!
One thing that I think is telling, when you compare spells to things like battlemaster maneuvers or smites.... those abilities only work when needed. You can choose to activate them after the hit has occured, ensurring your limited resources are only used in situations where they will have use. Attack spells don't have that, nor do they have the "half damage on a success" to help pad them.
So I thought about various ways to help with that, and a cantrip seems a simple way. So check out this cantrip idea:
Guided Target
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
Classes: Wizard, Sorcerer
You shoot an sapphire blue ray that can carry additional arcane energy. Make a ranged spell attack against one target in range. On a hit, you may use a reaction to cast a spell with a casting time of 1 action. The new spell uses the same attack result as Guided Target on its first ranged spell attack. Spells that do not use ranged spell attacks gain no benefit.
So we have two cost elements here. One is the use of your reaction (no shield for you!), and the second is its limited to 60 feet. But what it does is allow a "pew pew" caster to "line up" their shot, ensuring that when a spell slot is actually consumed, that they will guarantee some damage is done. This lets a caster who is focused on attack damage (which tends to be suboptimal for casters anyway) to be a bit more efficient with their spell slots.
Let me know your thoughts!