Possible Fixes to Potent Cantrip

Post/Author/DateTimePost
#1

demon_idol

Aug 09, 2014 8:10:25

Potent Catrip seems to have been written when there were a number of cantrips that allowed a save for 1/2 damage. Here are some possible fixes. Other ideas?

 

1. You have advantage on attacks you make with evocation cantrips.

2. Your evocation cantrip critical on a 19 or 20.

3. When you cast an evocation cantrip that applies an addition effect that lasts until the start of the target's next turn, that effect persists 1 addition round.

4. Your evocation cantrips ignore a target's energy resistance.

5. You add your intelligance modifier to the damage that you do with evocation cantrips.

 

I think I like 1 the best, because it is simple, and it adds about 25% to the evokers cantrip damage, which is about equivelent to +1/2 damage on a failed save.

 

I don't really like 4 because it overlaps a feat, and I don't like 3 because its harder to keep track off.

 

#2

Sailing_Pirate_Ryan

Aug 09, 2014 8:23:52

demon_idol wrote:
#3

Timmee

Aug 09, 2014 8:38:05

I think #5 is better option because it echos Empowered Evocation.

#4

DemoMonkey

Aug 09, 2014 8:53:48

I would just add "All of your evocation cantrips that would normally require a roll to hit, require a Dexterity save instead." to the text of Potent Cantrip between the first and second sentences. Then you don't need to change anything else.

#5

jaelis

Aug 09, 2014 9:29:16

All of these things are clear power ups. If that's what you want, go for it.

 

But the ability is fine as written. There are plenty of non-evocation cantrips that offer saves.

 

If it bothers you that an evoker would be particularly good at non-evocation cantrips, but you want to avoid the power up, use one of your suggestions but then restrict empowered evocation from working on cantrips.

#6

Tony_Vargas

Aug 09, 2014 11:40:14

demon_idol wrote:
#7

masterfat78

Aug 09, 2014 12:38:34

jaelis wrote:
#8

jaelis

Aug 09, 2014 13:13:51

No, any cantrip that deals damage.

#9

Sailing_Pirate_Ryan

Aug 09, 2014 13:19:29

As I said in the other thread about this, the problem with Potent Cantrip is that it requires system mastery to avoid making decisions at 1st and 4th level that would render useless a class feature you get at 6th level. No matter how many "save cantrips" they add to the mix, that is still a problem. For this reason, the ability is NOT fine as written.

#10

jaelis

Aug 09, 2014 13:40:43

It doesn't seem like it takes a whole lot of system mastery. Not enough to put me off. (For instance, making an informed decision about which fighting style to use as a fighter requires a lot more system mastery.)

 

It does seem unintuititive though, that an evoker would be better at conjurations than a conjurer. I don't particularly like that. It does of course work fine with the general concept of an evoker as a blaster wizard, so I guess it depends how you think of the class.

#11

demon_idol

Aug 09, 2014 15:35:44

It really seems like a mistake to me. Evokers powers should at least work for the evokation cantrips in the player's handbook. Mistakes always happen in any complex project. Especially if you consider all of the little details that require a proof reader seeing how they affect other little details, and the number of people (and the quadratic number of communication channels) that would have been involved in a project as massive as 5e. That is why there are patches. That is why there is errata.

 

I am leaning towards advantage on attacks with evocation cantrips. It would make them hit more often, but wouldn't stack with advantage from other sources, and is very straight forward. Currently my second choice I think is critical hits on 19-20 with evocation cantrips. That is less powerful than the advantage one, and if advantage seems too good, its a good fall back.

 

 

#12

FallingIcicle

Aug 09, 2014 16:26:37

Just make it so that it also does half damage on a missed attack. Easy. Done.