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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Ilbranteloth" data-source="post: 6442489" data-attributes="member: 6778044"><p>Since it's a cantrip and could then be used every round without any sort of penalty, that would be a bit much. Giving them to have the advantage every other round if it's no longer a concentration spell, isn't really a big deal.</p><p></p><p>But other than the mage going into direct combat, these are the only spells that True Strike impacts:</p><p>Attack: Melee</p><p>Bigby's Hand (5)(c)</p><p>Contagion (5)</p><p>Dispel Evil and Good (5)(c)</p><p>Flame Blade (2)(c)</p><p>Inflict Wounds (1)</p><p>Mordenkainen's Sword (7)(c)</p><p>Shillelagh (0)</p><p>Shocking Grasp (0)</p><p>Spiritual Weapon (2)(c)</p><p>Thorn Whip (0)</p><p>Vampiric Touch (3)(c)</p><p></p><p>Attack: Ranged</p><p>Chill Touch (0)</p><p>Chromatic Orb (1)</p><p>Eldritch Blast (0)</p><p>Fire Bolt (0)</p><p>Guiding Bolt (1)</p><p>Melf's Acid Arrow (2)</p><p>Produce Flame (0)</p><p>Ray of Enfeeblement (2)(c)</p><p>Ray of Frost (0)</p><p>Ray of Sickness (1)</p><p>Scorching Ray (2)</p><p>Witch Bolt (1)(c)</p><p></p><p>As you can see, the ones that require concentration are:</p><p>Bigby's Hand</p><p>Dispel Evil/Good</p><p>Flame Blade</p><p>Mordenkainen's Sword</p><p>Ray of Enfeeblement</p><p>Scorching Ray</p><p>Spiritual Weapon</p><p>Vampiric Touch</p><p>Witch Bolt</p><p></p><p>So if True Strike were not a concentration spell that used your action in this round to grant advantage in the next round, these are the only spells that would now be affected. Would any of them break the game?</p><p></p><p>Mordenkainen's Sword (2 attacks/round doing 3d10 damage each) with the first of those attacks gaining advantage is pretty powerful. But it would also require a 13th level caster who is forgoing one round of damage to get a better shot on the next one. So it's probably not that big a deal. To some degree I think Contagion can have a greater effect, and it can already benefit from True Strike. </p><p></p><p>Witch Bolt does become more powerful, but I think altering it to allow a saving throw on subsequent rounds, but removing the action restriction would counter that a bit as well. </p><p></p><p>But I also have a player with a wizard who really likes the spell. He's new, so 'doesn't know any better' but on the other hand it's a cool spell in its basic effect and even 1-2 rounds of decent damage has really helped.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6442489, member: 6778044"] Since it's a cantrip and could then be used every round without any sort of penalty, that would be a bit much. Giving them to have the advantage every other round if it's no longer a concentration spell, isn't really a big deal. But other than the mage going into direct combat, these are the only spells that True Strike impacts: Attack: Melee Bigby's Hand (5)(c) Contagion (5) Dispel Evil and Good (5)(c) Flame Blade (2)(c) Inflict Wounds (1) Mordenkainen's Sword (7)(c) Shillelagh (0) Shocking Grasp (0) Spiritual Weapon (2)(c) Thorn Whip (0) Vampiric Touch (3)(c) Attack: Ranged Chill Touch (0) Chromatic Orb (1) Eldritch Blast (0) Fire Bolt (0) Guiding Bolt (1) Melf's Acid Arrow (2) Produce Flame (0) Ray of Enfeeblement (2)(c) Ray of Frost (0) Ray of Sickness (1) Scorching Ray (2) Witch Bolt (1)(c) As you can see, the ones that require concentration are: Bigby's Hand Dispel Evil/Good Flame Blade Mordenkainen's Sword Ray of Enfeeblement Scorching Ray Spiritual Weapon Vampiric Touch Witch Bolt So if True Strike were not a concentration spell that used your action in this round to grant advantage in the next round, these are the only spells that would now be affected. Would any of them break the game? Mordenkainen's Sword (2 attacks/round doing 3d10 damage each) with the first of those attacks gaining advantage is pretty powerful. But it would also require a 13th level caster who is forgoing one round of damage to get a better shot on the next one. So it's probably not that big a deal. To some degree I think Contagion can have a greater effect, and it can already benefit from True Strike. Witch Bolt does become more powerful, but I think altering it to allow a saving throw on subsequent rounds, but removing the action restriction would counter that a bit as well. But I also have a player with a wizard who really likes the spell. He's new, so 'doesn't know any better' but on the other hand it's a cool spell in its basic effect and even 1-2 rounds of decent damage has really helped. Ilbranteloth [/QUOTE]
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