After some feedback, I now have an updated version of the magic missile cantrip. Original post below for easy comparison. Basically though, I've dropped the initial number of missiles down to one and updated the wording to be similar to eldritch blast since I like to try to keep wording consistent with other 5e spells.
Magic Missile (sorcerer, wizard)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a glowing dart of magical force which hits a creature of your choice that you can see within range. The dart deals 1d4+1 force damage to its target.
The spell creates an additional missile when you reach higher levels: two missiles at 5th level, three missiles at 11th level, and four missiles at 17th level. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Irrelevant. Count again:he wouldnt get 2nd missile until 5th lvl. At that point acid splash is doing 2d6 at 2 people.
After some feedback, I now have an updated version of the magic missile cantrip. Original post below for easy comparison. Basically though, I've dropped the initial number of missiles down to one and updated the wording to be similar to eldritch blast since I like to try to keep wording consistent with other 5e spells.
Magic Missile (sorcerer, wizard)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a glowing dart of magical force which hits a creature of your choice that you can see within range. The dart deals 1d4+1 force damage to its target.
The spell creates an additional missile when you reach higher levels: two missiles at 5th level, three missiles at 11th level, and four missiles at 17th level. The darts all strike simultaneously, and you can direct them to hit one creature or several.
The problem with that argument being Acid Splash... isn't good.Irrelevant. Count again:
- acid splash: 4d6 * .5 = 7 DPR (DC14 vs Dex16)
- magic missile (2): 2d4+2 = 7 DPR
Character level has no impact, whether at level 3, 5, 11 or 17 it's always the same DPR as acid splash, except:
- you don't need 2 targets within 5 feet of each other,
- you're not limited to 60 feet,
- force is not resisted as often as acid.
Fine. Lets try EB then:The problem with that argument being Acid Splash... isn't good.
Considering I'm just going to slip away with this most definitely not in a bag...Imagine, for a minute, WotC made a feat that said this.
Backstabber
You are a master of a knife in the back when your opponent is distracted. You gain the following features.
* You are proficient in dagger, if you weren't already.
* Once per round on your turn, you can use your action to attack an opponent next to you with a dagger. You deal 1d4 piercing damage. If you have the extra attack feature, you deal an extra 1d4 for every attack the extra attack feature would give you.
Would you allow a fighter or a rogue to do guaranteed damage each round with without needing an attack roll?
Will do, I'll do some testing in the next session. I think it is competitive in that, while automatic hit, people will still want to use those other cantrips. Might miss with them, but if you hit, there is that chance for more damage or the power to add an additional effect, ray of frost for instance, that slow has prevented a tpk.I like this version. Let us know what your players think and how you feel about it after it has been used a few times in your game.
I had thought of that and had created a variation on magic missile that worked in a similar fashion although it was a 1st or 2nd level spell. It should be somewhere in my spell compendium or possibly some random word document somewhere.I would do it as:
Magic arrow;
cantrip, casting time 1 Action,
range 100ft,
1d6 force damage to one target that you can see and not behind total cover.
at lvl5 2d6, lvl11 3d6, lvl17 4d6,
only one target at all levels but more damage.
I I don't think this is easily angered with a simple yes/no like [MENTION=6788732]cbwjm[/MENTION] did.The cantrip is still way too good. Here, it is essentially a 1d6 damage cantrip with a long range, exotic damage type, the ability to split damage, and the ability to auto hit.
It's nearest comparison in this iteration is Eldritch Blast, as that cantrip has three of the four benefits presented here: the same range, damage type, and damage splitting. The difference is that you are trading an average of 2 damage per damage die for the ability to automatically hit.
Do you really feel that trading two points of average damage for the ability to auto-hit is an even trade?
I honestly feel acid splash would be better if it dealt damage to all in a 5-foot radius. In all likelihood you'd still only get one or two targets but every now and then you'd hit more making it feel a little more worthwhile.The problem with that argument being Acid Splash... isn't good.
A thing to consider is that a hard-hitter like firebolt has a fair chance of taking out a weak creature (e.g. a kobold or goblin) at low levels. That's not going to happen with cantrip-magic missile.
This is not particularly compelling.
In short, you're making the argument that "Good things happen when you roll well." If you're going to factor in the benefits of rolling well (a fair chance of taking out a weak creature), you also need to factor in the drawbacks of rolling poorly (a fair chance of doing nothing at all). Otherwise, your analysis is incomplete.
This is generally why average results are used.
In light of that, I don't think d6 (or d4+1) with auto-hit is excessive - it's competitive, but a bit boring.