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.
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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