D&D 5E Player wants to play a Bladesinger and asked if they could use these Cantrips.

How are these Cantrips

  • Both are good as is

    Votes: 0 0.0%
  • Both need fixing

    Votes: 8 88.9%
  • Fix Necrotic Blade

    Votes: 1 11.1%
  • Fix Radiant Blade

    Votes: 0 0.0%

Dogo

Power of The Pup
TL;DR: I need some Cantrips checked for balance since my player wants to play a Bladesinger who uses Life/Death magic.

So one of my new players saw that Bladesinger got new extra attack and asked for me to make a few Blade Cantrips to allow more then GFB and BB as the only options. (If you don’t know there is a rumor where Bladesinger’s Extra Attack allows one attack to be replaced by a cantrip) They want to play a Wizard that is tried to learn cleric magic, but doesn’t become one, so to spite the gods they learned Necromancy magic from a wizard to raise the dead and prove that the gods don’t have power over anyone and clerics are faking divine power (Might be true) Possibly Edgelord or a interesting character. They are a new player so I don’t really expect a deep and complicated character, but I need the spells checked for balance and suggestions for the spells.

Tina’s Vampiric Blade
V, M/ Necromancy cantrip/ 1 action
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and the necrotic energy covering your weapon drains life from them giving it to you. You gain 2 temporary hit points. These temporary hit points go away at the beginning of your next turn.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target and the you gain 4 temporary hit points. The damage roll increase by 1d8 at 11th level and 17th level. At 11th and 17th level the temporary hit points increase by 2.

Tina’s Blade of True Radiance
V,M/ Evocation Cantrip 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and the radiant energy covering your weapon sears them from the inside. The target can not regain any hit points until your next turn.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target and the damage from the target healing increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
 
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I have a homebrew cantrip very similar to Tina's Necrotic Blade. But I would recommend against a cantrip providing any kind of healing. Instead, I would suggest a successful strike with the cantrip instead grants the caster 2 temp hp, with an additional 2 temp hp granted at level 5, 11, and 17. This ensures provides a reasonable and controllable limit since temp HP don't stack. It's also far less complicated than gaining half damage back as HP, and maintains the 5e convention that cantrips don't provide healing.

The radiant version confuses me a bit thematically, and seems too powerful. Theoretically, someone affected by this cantrip would negate the healing provided by a 9th level heal by half. That seems way too potent for a cantrip. I would make it similar to booming blade. It does an initial amount of radiant damage, and than additional radiant damage if the target receives healing before the start of the casters next turn.

I'd also recommend the cantrip activate if the target receives healing, versus casting healing magic. A cantrip that would only affect healers is too niche for my taste.

Edit:

Here's how I would recommend writing up these cantrips.

Tina's Vampiric Blade

Necromancy cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and necromantic energies devour the target’s life force to empower your own, granting you gain 2 temporary hit points.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals extra necrotic damage equal to 1d8, and the temporary hit points you gain increases to 4. The damage rolls increase an additional 1d8 and the temporary hit points increase by 2 at 11th level and 17th level.

Tina's Blade of Harmful Healing

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in golden energy until the start of your next turn. If the target regains hit points before then, it immediately takes 1d8 radiant damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
 
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The first one is Definitely too strong, as cantrips that provide healing can theoretically provide unlimited healing. Get yourself a bag of rats and kill them one after another after every fight. If you change it to temporary HP though, it’s probably fine since temp HP don’t stack.

The second one is kind of weird. I’d just make it a modified Chill Touch. On a hit the target takes an extra 1d8 radiant damage and can’t regain hit points until the start of your next turn.
 

The necrotic one looks fine. I would probably specify that the amount of temp HP is half the necrotic damage dealt, not the damage of the attack.

The radiant one is a little wonky, I wouldn't expect a radiant damage spell to disrupt healing effects. The power level is fine, since enemies rarely heal; this could be slightly overpowered if the campaign does feature a lot of healing enemies. I would probably look for a different rider, myself; maybe just reskin greenflame blade if the character really wants a radiant cantrip.
 

The first one is Definitely too strong, as cantrips that provide healing can theoretically provide unlimited healing. Get yourself a bag of rats and kill them one after another after every fight. If you change it to temporary HP though, it’s probably fine since temp HP don’t stack.

The second one is kind of weird. I’d just make it a modified Chill Touch. On a hit the target takes an extra 1d8 radiant damage and can’t regain hit points until the start of your next turn.
Did the OP get edited? It says temp HP on my screen.
 



Oh. No, I probably just misread.
I also thought it said HP rather than temp HP.

I still think it's too much temp HP though. The attack could deal 1d8 (assuming a longsword or quarterstaff used two-handed) + 1 (assuming a dex or str of at least 13) + 4 (assuming an Int of 18). On average, that would deal 9 damage, granting about 4 temp HP a turn plus dealing damage. Meanwhile, False Life is a 1st level spell that only grants 1d4 + 4 Temp HP. That's an average of 6 Temp HP per casting, without dealing any damage to the target. Or Armor of Agythys provides 5 temp HP and 5 cold damage, but requires the caster to be hit by a melee attack to trigger the damage. Either way, the cantrip as written is way better than a 1st level spell.
 

TL;DR: I need some Cantrips checked for balance since my player wants to play a Bladesinger who uses Life/Death magic.

So one of my new players saw that Bladesinger got new extra attack and asked for me to make a few Blade Cantrips to allow more then GFB and BB as the only options. (If you don’t know there is a rumor where Bladesinger’s Extra Attack allows one attack to be replaced by a cantrip) They want to play a Wizard that is tried to learn cleric magic, but doesn’t become one, so to spite the gods they learned Necromancy magic from a wizard to raise the dead and prove that the gods don’t have power over anyone and clerics are faking divine power (Might be true) Possibly Edgelord or a interesting character. They are a new player so I don’t really expect a deep and complicated character, but I need the spells checked for balance and suggestions for the spells.

Tina’s Necrotic Blade
V, M/ Necromancy cantrip/ 1 action
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and the necrotic energy covering your weapon drains life from them. You deal necrotic damage equal to your spellcasting modifier and gain temporary hit points equal to half the damage you deal (Rounded down)

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target. The damage roll increase by 1d8 at 11th level and 17th level.

Tina’s Radiant Blade
V,M/ Evocation Cantrip
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and the radiant energy covering your weapon Sears them from the inside. The target takes the weapons normal effects and if it casts a healing spell or revives someone, they get only half there hit points back from the spell (rounded up) and takes 1d8 radiant damage.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target and the damage from the target healing increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Edits: Fixed the broken Radiant Blade cantrip to be similar to Necrotic Hand where it stops. (Healing. I forgot that in writing.)

Vampiric Blade
Got Temp Hit points fixed to scale like a cantrip does compared to a 1st level spell.
1st level Cantrips are weak compared to 1st level spells, is even with them at 11th level and surpass at 17th. Temporary Hit points were supposed to last until there next turn. Edited text to have that in there.
 
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