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General Tabletop Discussion
*Dungeons & Dragons
Necromancy Cantrip Idea
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<blockquote data-quote="Dausuul" data-source="post: 8046097" data-attributes="member: 58197"><p>Nice spell! Here's how I would tweak it:</p><p></p><p><strong>Traitor Shadow</strong></p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: 1 minute</p><p></p><p>You point at a creature within range and drain some of the target's life force into its shadow. The target must make a Constitution saving throw. If it fails, its shadow separates from its body and comes under your control.</p><p></p><p>On the turn you use this ability, and as an action on each of your subsequent turns, you can command the shadow to deal 1d4 necrotic damage to its host, then move up to 30 feet and make a melee attack against a creature within 5 feet of it. It uses your spell attack bonus. On a hit, it deals 1d4 necrotic damage.</p><p></p><p>This spell's damage (both to its host and when attacking) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</p><ul> <li data-xf-list-type="ul">Removed the concentration requirement (which is a <em>very </em>punishing requirement for an attack cantrip).</li> <li data-xf-list-type="ul">It's weak on the first round, since the full damage is gated behind both a Con save and an attack roll.</li> <li data-xf-list-type="ul">To make up for this, 50% of the damage on subsequent rounds is automatic and inescapable.</li> <li data-xf-list-type="ul">Changed the flavor to use the creature's shadow. I personally find this more evocative than conjuring a wraith, but YMMV.</li> <li data-xf-list-type="ul">Tightened up the wording.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 8046097, member: 58197"] Nice spell! Here's how I would tweak it: [B]Traitor Shadow[/B] Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You point at a creature within range and drain some of the target's life force into its shadow. The target must make a Constitution saving throw. If it fails, its shadow separates from its body and comes under your control. On the turn you use this ability, and as an action on each of your subsequent turns, you can command the shadow to deal 1d4 necrotic damage to its host, then move up to 30 feet and make a melee attack against a creature within 5 feet of it. It uses your spell attack bonus. On a hit, it deals 1d4 necrotic damage. This spell's damage (both to its host and when attacking) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). [LIST] [*]Removed the concentration requirement (which is a [I]very [/I]punishing requirement for an attack cantrip). [*]It's weak on the first round, since the full damage is gated behind both a Con save and an attack roll. [*]To make up for this, 50% of the damage on subsequent rounds is automatic and inescapable. [*]Changed the flavor to use the creature's shadow. I personally find this more evocative than conjuring a wraith, but YMMV. [*]Tightened up the wording. [/LIST] [/QUOTE]
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