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https://www.gmbinder.com/share/-LdpKtZ6cAM0QIVACCHp
I will appreciate all feedbacks. These cantrips haven't been tested.
These cantrips were based on Green-Flame Blade and Booming Blade cantrips of SCAG.
I tried to use all my creativity to create them (and don't repeat their abilities, as Death Reaper Blade originally had an effect similar to Moonlight Blade and then to Pest-Bearing Blade, but finally Death Reaper Blade and Pest-Bearing Blade interchanged their roles).
If you have a suggestion to change one of them, please tell me.
Analysis (included SCAG)
Bonebreaker Blade
- Pro: Doesn't need positioning, can be used to discourage an attack of opportunity.
- Con: Doesn't guarantee damage.
Booming Blade
- Pro: Almost guarantee damage.
- Con: Needs good positioning, needs heavy investment (Mobile, Fancy Footwork (Swashbuckler), Spell Sniper or/and WarCaster).
Corrosive Blade
- Pro: Fall Prone.
- Con: Doesn't guarantee damage, needs positioning.
I'm open to suggestions.
Crippling Blade
- Pro: Almost guarantee damage, can be used to release an ally for a grapple.
- Con: Needs to grapple the enemy.
If the grapple is abused, it becomes very powerful.
I'm open to suggestions. I thought on damage if the target takes the Dash, Dodge or Disengage action, but that is very improbable.
Death Reaper Blade
- Pro: Can guarantee damage (if you know the enemy would die). AoE damage.
- Con: Needs positioning. Needs to kill the target before the start of your next turn.
I'm open to suggestions.
Frozen Blade
- Pro: If the target has multi-attack, this becomes useful both, if the target decides to take the damage as if the target decides to forgo one of its attacks.
- Con: Powerfull enemies have more attacks than only ranged or melee (magic).
Green-Flame Blade
- Pro: Can guarantee damage.
- Con: Needs good positioning. The damage split between 2 creatures.
Mighty Blade
- Pro: Can guarantee damage. Push 10 feet.
- Con: Needs positioning.
Moonlight Blade
- Pro: Can guarantee damage.
- Con: Need an ally to attack the target. The attack roll penalty reduce the chance to hit and so the average damage.
Lightning-Charged Blade
- Pro: Can guarantee damage (one vs one).
- Con: Need positioning (away from allies). Doesn't affect ranged attack. Doesn't affect melee attacks against other creatures than you.
Pest-Bearing Blade
- Pro: Can be used to discourage healing spells. Poisons the target.
- Con: Doesn't guarantee damage (except versus creatures with natural healing as vampires).
The intention isn't to use this cantrip with healing word to guarantee the damage. If used in this way. At 17th level, the damage would be 3d8 mod (5) = ~18.5 and healing word would be 1d4 mod (5) = ~7.5 resulting in an average damage of 11, which consumes a 1st level spell slot and the caster can't cast another spell on its turn.
Silence Blade
- Pro: Useful against Wizards or other casters.
- Con: Doesn't guarantee damage. There are spells and cantrips as Primal Salvagery, Thunderclap, Catapult, Ice Knife, Mind Spike, Hypnotic Pattern, Mislead and Steel Wind Strike which can be used in combat and doesn't require verbal component. A Sorcerer can use Subtle Spell, a Cleric, a Warlock (Pact of the Blade), a Ranger, a Paladin, a Wizard (Bladesinger) and a Bard (Valor or Swords) can still effectively attack. Other casters probably wouldn't be close enough to allow an enemy to hit them with a melee attack.
Spell-Shattering Blade
- Pro: Can be used to break the concentration of a spell.
- Con: Doesn't guarantee damage. Need a target being affected by a spell and the caster within 60 feet.
I will appreciate all feedbacks. If you have a suggestion please tell me. I would like to know if the syntax or grammar of the spells needs some changes and if I have used correctly the hyphens.
Sorry my english.
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