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New Cantrip: Feckless Curse
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<blockquote data-quote="NotAYakk" data-source="post: 8172132" data-attributes="member: 72555"><p>Delayed damage, all things being equal, isn't as good as damage now.</p><p></p><p>The damage reduction is great, but the damage output is bad.</p><p></p><p>I'll break it down into two pieces.</p><p></p><p><strong>Protective Ward</strong></p><p><em>abjuration cantrip</em></p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 round</p><p></p><p>A creature you choose gains 5 temporary HP until you use this Cantrip again.</p><p></p><p>The amount of temporary HP increases to 10 at level 5, 15 at level 11 and 20 at level 17.</p><p></p><p><strong>Brain Vise</strong></p><p><em>enchantment cantrip</em></p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 round</p><p></p><p>A creature you choose must make a Wisdom saving throw or take 1d8 force damage.</p><p></p><p>The spell's damage increases by 1d8 at 5th level, and another 1d8 at level 11 and level 17.</p><p></p><p>This cantrip is basically the two above cantrips combined, with minor differences, and delayed damage.</p><p></p><p>Not much fun, honestly.</p><p></p><p>---</p><p></p><p>One thought is, can we move the mechanics to when it triggers instead of when it hits?</p><p></p><p><strong>Feckless Curse</strong></p><p><em>enchantment cantrip</em></p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 round</p><p>Classes: Bard</p><p></p><p>You lay a curse on a creature you can see until the end of your next turn, or until someone else uses <strong>Feckless Curse </strong>on the same creature. You can invoke the curse as a reaction to a number of triggers, and when you do the curse ends.</p><p></p><p>When it makes an attack, you can invoke the curse to subtract 1d4 from the creature's attack roll. When the creature deals damage, you can invoke the curse to subtract 1d4 from the damage it does. If the cursed creature is attacked, you can invoke the curse to add 1d4 to the attack roll. Finally, when the creature takes damage, you can invoke the curse to deal 1d4 additional force damage to the creature. If the damage that Feckless Curse modifies is from a critical hit, double the damage dice done or prevented by the curse.</p><p></p><p>The damage done and reduced by this cantrip is increased by 1d4 at level 5, 11 and 17, but the subtraction and addition to attack rolls is not.</p><p></p><p>---</p><p></p><p>This now has 3 uses -- try to force an attack to miss, reduce damage taken or increase damage the creature takes. I removed the save and made it "automatic". I charged a reaction on top of the action as well.</p><p></p><p>In general, making the creature miss or making an ally hit is the strongest option. After that, reducing damage to allies, and only after that would adding damage usually be best.</p><p></p><p>Users of this curse are encouraged to watch the rest of the team play. An ally or monster hitting missing by 1 or 2 becomes a great opportunity; 3 or 4 becomes a risk. The "just damage or soak" option is the "well, at least my action wasn't wasted" choice.</p><p></p><p>The "only one person" rule is to avoid 100 level 1 bards using Fekcless Curse and nullifying the Tarrasque.</p><p></p><p>The 1/round nature of this keeps it from being crazy strong.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8172132, member: 72555"] Delayed damage, all things being equal, isn't as good as damage now. The damage reduction is great, but the damage output is bad. I'll break it down into two pieces. [B]Protective Ward[/B] [I]abjuration cantrip[/I] Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round A creature you choose gains 5 temporary HP until you use this Cantrip again. The amount of temporary HP increases to 10 at level 5, 15 at level 11 and 20 at level 17. [B]Brain Vise[/B] [I]enchantment cantrip[/I] Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round A creature you choose must make a Wisdom saving throw or take 1d8 force damage. The spell's damage increases by 1d8 at 5th level, and another 1d8 at level 11 and level 17. This cantrip is basically the two above cantrips combined, with minor differences, and delayed damage. Not much fun, honestly. --- One thought is, can we move the mechanics to when it triggers instead of when it hits? [B]Feckless Curse[/B] [I]enchantment cantrip[/I] Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round Classes: Bard You lay a curse on a creature you can see until the end of your next turn, or until someone else uses [B]Feckless Curse [/B]on the same creature. You can invoke the curse as a reaction to a number of triggers, and when you do the curse ends. When it makes an attack, you can invoke the curse to subtract 1d4 from the creature's attack roll. When the creature deals damage, you can invoke the curse to subtract 1d4 from the damage it does. If the cursed creature is attacked, you can invoke the curse to add 1d4 to the attack roll. Finally, when the creature takes damage, you can invoke the curse to deal 1d4 additional force damage to the creature. If the damage that Feckless Curse modifies is from a critical hit, double the damage dice done or prevented by the curse. The damage done and reduced by this cantrip is increased by 1d4 at level 5, 11 and 17, but the subtraction and addition to attack rolls is not. --- This now has 3 uses -- try to force an attack to miss, reduce damage taken or increase damage the creature takes. I removed the save and made it "automatic". I charged a reaction on top of the action as well. In general, making the creature miss or making an ally hit is the strongest option. After that, reducing damage to allies, and only after that would adding damage usually be best. Users of this curse are encouraged to watch the rest of the team play. An ally or monster hitting missing by 1 or 2 becomes a great opportunity; 3 or 4 becomes a risk. The "just damage or soak" option is the "well, at least my action wasn't wasted" choice. The "only one person" rule is to avoid 100 level 1 bards using Fekcless Curse and nullifying the Tarrasque. The 1/round nature of this keeps it from being crazy strong. [/QUOTE]
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