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%

Change range to Self (in line with the new BB and GFB errata).

Otherwise not too bad. I'd consider lowering the amount of Temp HP the first one deals.
 

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I think the first one should not do extra necrotic damage at level 1.
The first damage increase of BB and GFB for the attack comes at level 5, so probably that should also be the case for your spell.
Hawk Diesel's variants seem good though.
Although, you could replace the first d8 of the second spell by ability modifier damage and the temp hp at level 1 from the first one by ability modifier/2 round up.
 


I would be very wary of using the Blade spells as models, both are examples of poor design.

I would change the first spell to do +1d4 necrotic, scaling 2d4 etc, giving an equal amount of temp hp for 1 round. This avoids the stupid jump in power the blade spells get at level 5 (I suspect the intent was to make up for the lost of an extra attack, but now that Bladesinger has been fixed that no longer applies).

The second spell is just conceptually weird, and it's a good idea to keep radiant damage at least semi-exclusive to clerics. Not all damage types are created equal. I would throw it out all together. I created a version of Green Flame Blade that did radiant damage, but I made it exclusive to Silver Flame clerics in my Eberron campaign.
 
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I think the first one should not do extra necrotic damage at level 1.
The first damage increase of BB and GFB for the attack comes at level 5, so probably that should also be the case for your spell.
Hawk Diesel's variants seem good though.
Although, you could replace the first d8 of the second spell by ability modifier damage and the temp hp at level 1 from the first one by ability modifier/2 round up.
The extra necrotic damage was a typo. I can read and write English, but I have a difficult time writing or reading it. I fixed it now. If I didn’t you can blame it on the insomnia.
 
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For a radiant cantrip, I feel like clerics should have a cantrip that on a hit makes the target give off bright light, and all creatures next to them take 1d4 radiant damage. Maybe the damage comes in at level 5? Maybe no damage but the light counts as daylight?
 

As a DM, with them as written currently in the OP, I wouldn’t have any issues with either of those. I am all for players coming up with creative ideas to fit their theme.

No reasonable request should ever be unreasonably denied.
 

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.

I would reduce the additional necrotic damage to 1d6. I would also only increase the temp hp by 1 at each tier. So that would be 2 temp hp at 1st, 3 temp hp and +1d6 at 5th, 4 temp hp and +2d6 at 11th, and 5 temp hp and +3d6 at 17th. Gaining 4 temp hp is more than 100% better than gaining 2 temp hp. Temp HP is quite potent, especially if your player has some way to get damage resistance. This cantrip is basically acting like a perpetual Heroism spell. That spell is weak for a 1st level spell, but that's mainly because it requires concentration, not because the effect is weak.

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.

This is basically a radiant melee version of Chill Touch. Seems fine to me, though I'm not entirely sure I agree that it should be radiant damage. Your "At Higher Levels" quote is oddly phrased from a prior version of the spell (presumably).
 

Hey, just found this. I actually made some spells very similar to these just about a month ago:

Withering Blade​

necromancy cantrip

Casting Time: 1 action
Components: V, M (a weapon)
Range: 5 feet
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 the creature gains one exhaustion until the spell ends at the end of your next turn. Additionally, if you hit a creature that already had exhaustion, the attack made with this spell increases by an amount of necrotic damage equal to your spellcasting ability modifier. A creature that has exhaustion from this spell cannot ever have more than two exhaustion at any given moment from this spell.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 necrotic damage to the target, and the damage they take for having exhaustion increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.

Bright Blade​

evocation cantrip

Casting Time: 1 action
Components: V, M (a weapon)
Range: 5 feet
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 is enveloped in glowing radiant energy, shedding bright light in a 5 foot radius around them and dim light an additional 5 feet until the spell ends. Until the end of your next turn, the next time a melee attack that deals damage hits the glowing creature, the attack deals an extra 1d6 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 1d6 radiant damage to the target, and the secondary damage they take when hit by a melee attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Warding Blade​

abjuration cantrip

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

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 you are surrounded by a shield of arcane protection. Until the end of your next turn, you gain 1d6 temporary hit points. If you already have temporary hit points from this spell when you hit, instead of rolling for temporary hit points, you continue to keep those temporary hit points until the end of your next turn.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target, and the temporary hit points you gain increases to 2d6. Both rolls increase by 1d6 at 11th level and 17th level.
They're different from yours, but they have similar ideas and I wanted to share this in the case it helped.
 

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