Chaosmancer
Legend
So, I've looked over it a few times and I'm... not sure about Shillelagh.
Part of the issue is, Druid cantrips selection sucks for damage options, but with the new druid abilities... I'm not sure. I'll compare to Produce Flame, since they are both "use a bonus action to create, then action to attack"
Okay, that does better than I thought it did. Now, if the Druid is using Poison Spray, which is more viable now, they are going to be doing way more damage, but at shorter range and with poison.
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Speaking of Druids, Druidcraft is the only one of the three "RP" cantrips that I feel needs an overhaul, it just doesn't stack up to the other two, even in terms of flavor.
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I really enjoy the change to Friends... but I don't think it went far enough. Take a look at it again.
Wisdom save vs Charmed condition on Concentration for 1 minute. This is fine.
10 ft range. Bit short, but fine.
Target Auto-Succeeds if they aren't humanoid. Fair Enough.
Target Auto-Succeeds if you are in combat with them. Fair Enough
Target Auto-Succeeds if you cast the cantrip on them within 24 hours. Wait, what? Why? This has never been a thing on any enchantment spell, and if I need more than a minute, I'd want to recast it. Remember, the sole benefit you are getting from this spell is advantage. And the Help action still exists. I just had players using the Help Action for advantage on a persuasion role earlier this week. Since they still need to fail the save, casting it multiple times is fine. It is an at-will ability.
The Spell ends early if the target takes damage. Okay, fair enough.
The Spell ends early if the caster makes any attack rolls, deals any damage, or forces any creature to make a saving throw. Wait, what? Why? Yes, if you attack the target, or their allies, that makes sense to break the spell. But lets say you charm the target, then an assassin attacks the target, and you attack their attacker... why would that break the spell? Let us say you are at a bar, cast Friends, then get in a knife-throwing contest where you are chucking knives at a board... why would that break the spell? Let us say you had cast Sanctuary on yourself, and an drunk tries to attack YOU after you cast Friends, and sanctuary activates to stop them.... why would that break the spell? I get the point they were TRYING to make. You shouldn't be able to attack or otherwise harm the target or their allies, because that would snap them out of the charm effect, but this has so many limits and breaks dozen of potential situations nonsensically.
So, for me? Remove the 24 hour limit, maybe increase the range of the cantrip, and change the last limit to "the spell ends early if the caster makes attacks rolls, forces saves, or deals obvious damage to the target or their allies." The obvious damage bit is because if they don't see you doing it, or you did it via a poison cup, again, why would that break the spell?
Part of the issue is, Druid cantrips selection sucks for damage options, but with the new druid abilities... I'm not sure. I'll compare to Produce Flame, since they are both "use a bonus action to create, then action to attack"
- So, levels 1-4 Shillelagh does good. 4.5+mod in melee vs 4.5 ranged is fairly good.
- 5th level Shillelagh is closer to even 5.5+mod in melee vs 9 ranged, they are doing about the same damage.
- 7th level becomes 5.5+4.5+mod vs 9+mod, that is still fairly close,
- 11th level 6.5+4.5+mod vs 13.5+mod the balance shifts in favor of Produce Flame, by a small amount, but more noticeable gap
- 15th level that gap is swapped, 6.5+9+mod vs 13.5+mod at EXTREME range
- 17th level, swaps again, 7+9+mod vs 18+mod at EXTREME Range
Okay, that does better than I thought it did. Now, if the Druid is using Poison Spray, which is more viable now, they are going to be doing way more damage, but at shorter range and with poison.
//////////////////
Speaking of Druids, Druidcraft is the only one of the three "RP" cantrips that I feel needs an overhaul, it just doesn't stack up to the other two, even in terms of flavor.
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I really enjoy the change to Friends... but I don't think it went far enough. Take a look at it again.
Wisdom save vs Charmed condition on Concentration for 1 minute. This is fine.
10 ft range. Bit short, but fine.
Target Auto-Succeeds if they aren't humanoid. Fair Enough.
Target Auto-Succeeds if you are in combat with them. Fair Enough
Target Auto-Succeeds if you cast the cantrip on them within 24 hours. Wait, what? Why? This has never been a thing on any enchantment spell, and if I need more than a minute, I'd want to recast it. Remember, the sole benefit you are getting from this spell is advantage. And the Help action still exists. I just had players using the Help Action for advantage on a persuasion role earlier this week. Since they still need to fail the save, casting it multiple times is fine. It is an at-will ability.
The Spell ends early if the target takes damage. Okay, fair enough.
The Spell ends early if the caster makes any attack rolls, deals any damage, or forces any creature to make a saving throw. Wait, what? Why? Yes, if you attack the target, or their allies, that makes sense to break the spell. But lets say you charm the target, then an assassin attacks the target, and you attack their attacker... why would that break the spell? Let us say you are at a bar, cast Friends, then get in a knife-throwing contest where you are chucking knives at a board... why would that break the spell? Let us say you had cast Sanctuary on yourself, and an drunk tries to attack YOU after you cast Friends, and sanctuary activates to stop them.... why would that break the spell? I get the point they were TRYING to make. You shouldn't be able to attack or otherwise harm the target or their allies, because that would snap them out of the charm effect, but this has so many limits and breaks dozen of potential situations nonsensically.
So, for me? Remove the 24 hour limit, maybe increase the range of the cantrip, and change the last limit to "the spell ends early if the caster makes attacks rolls, forces saves, or deals obvious damage to the target or their allies." The obvious damage bit is because if they don't see you doing it, or you did it via a poison cup, again, why would that break the spell?