TwoSix
Bad DM
You could make the same point about archery in general in 5e.They should also take into consideration the fact that the caster doesn't need to be in melee. Honestly, a lot of these suggestions seem really overpowered.

You could make the same point about archery in general in 5e.They should also take into consideration the fact that the caster doesn't need to be in melee. Honestly, a lot of these suggestions seem really overpowered.
You could make the same point about archery in general in 5e.![]()
All true. The point I was trying to make is that if you had a cantrip that was an exact duplicate of Greenflame Blade, except it required a ranged attack instead of a melee attack, the only power discrepancy between the two would be the power discrepancy that already exists between ranged attacks and melee. The nature of being a cantrip doesn't make that discrepancy worse.To my knowledge there is no way to engage in archery with d10's d12's or 2d6's. This is offset by better positioning, and a focus on the most useful stat in the game.
You could make the same point about archery in general in 5e.![]()
That's fair, and I don't disagree with your reasoning, but doesn't really help fulfill the OP's request. It's a good caution for the DM, of course, but I think "If you allow this cantrip, you'll negate the delicate balance between melee and ranged options for subclasses such as Eldtrich Knight and Bladesinger" is too much pressure to put on a player who just wants a cool trick for their character.That's why SCAG cantrips were nice--they provided a reason for Eldritch Knights/Bladesingers/etc. to be in melee at all, instead of sticking purely to ranged combat.
As a DM I would therefore be loathe to introduce SCAG-like cantrips for ranged weapons. I'd rather just say, "No, magic doesn't work that way."
Thanks everyone! This definitely gives me something to work with!
So, at level 5 it does 1d6+spell casting mod? Do I understand that correctly?
I'd modify a bunch of these just a little. The bolded bit would just say the weapon attack inflicts cold damage.
As written, it looks like you've got the spell dealing 1d8+Dex+Int + the slow effect. It seems too much.
I'd modify a bunch of these just a little. The bolded bit would just say the weapon attack inflicts cold damage.
As written, it looks like you've got the spell dealing 1d8+Dex+Int + the slow effect. It seems too much.
Definitely run it past the DM. These were my initial drafts to get some ideas down. My group fell apart before I could get a chance to test and adjust them.I wondered about only using spell-casting mod, not dex, too. And maybe shifting all damage to cold. In the end, I'll have to work it out with the DM.
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