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Potent Cantrip: To "fix" or not to fix?
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<blockquote data-quote="Dausuul" data-source="post: 7415832" data-attributes="member: 58197"><p>I did some analysis of damage types <a href="http://www.enworld.org/forum/showthread.php?634800-Damage-types-How-much-is-a-point-of-x-damage-worth" target="_blank">here</a>. Summary: Poison is by far the weakest; then fire, lightning, and cold are clustered together; then acid and necrotic; and the other damage types are almost unresisted.</p><p></p><p>On the subject of Potent Cantrip: Mechanically, it got a lot better in Xanathar's, since the most powerful damaging cantrip is now <em>toll the dead</em> (decent range, d12 damage in most cases and falls back to a still-respectable d8, Wisdom save, necrotic damage). So it's now a pretty useful ability. But flavor-wise, it's kind of a fail since <em>toll the dead</em> is necromancy. The go-to evocation cantrip is <em>fire bolt</em>, which doesn't benefit.</p><p></p><p>Potent Cantrip is roughly equivalent to +3 on spell attack rolls. (Assuming targets have a 70% chance to fail their save, half damage on a successful save means the cantrip averages 85% of its base damage. 70% to 85% is what you get from a +3 on an attack roll.) So I'd consider rewriting it like this:</p><p></p><p><span style="font-size: 12px"><strong>Potent Cantrip</strong></span></p><p>Starting at 6th level, your <strong>evocation</strong> cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your <strong>evocation</strong> cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. <strong>In addition, you get +3 on spell attack rolls with evocation cantrips.</strong></p><p></p><p>So, rather than pushing you toward cantrips which grant saves, it now pushes you toward cantrips in your school.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7415832, member: 58197"] I did some analysis of damage types [URL="http://www.enworld.org/forum/showthread.php?634800-Damage-types-How-much-is-a-point-of-x-damage-worth"]here[/URL]. Summary: Poison is by far the weakest; then fire, lightning, and cold are clustered together; then acid and necrotic; and the other damage types are almost unresisted. On the subject of Potent Cantrip: Mechanically, it got a lot better in Xanathar's, since the most powerful damaging cantrip is now [I]toll the dead[/I] (decent range, d12 damage in most cases and falls back to a still-respectable d8, Wisdom save, necrotic damage). So it's now a pretty useful ability. But flavor-wise, it's kind of a fail since [I]toll the dead[/I] is necromancy. The go-to evocation cantrip is [I]fire bolt[/I], which doesn't benefit. Potent Cantrip is roughly equivalent to +3 on spell attack rolls. (Assuming targets have a 70% chance to fail their save, half damage on a successful save means the cantrip averages 85% of its base damage. 70% to 85% is what you get from a +3 on an attack roll.) So I'd consider rewriting it like this: [SIZE=3][B]Potent Cantrip[/B][/SIZE] Starting at 6th level, your [B]evocation[/B] cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your [B]evocation[/B] cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. [B]In addition, you get +3 on spell attack rolls with evocation cantrips.[/B] So, rather than pushing you toward cantrips which grant saves, it now pushes you toward cantrips in your school. [/QUOTE]
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