D&D (2024) Variant True Strike

Xeviat

Dungeon Mistress, she/her
Hi everybody! We all celebrated when True Strike was changed. Now, after playing with it in a game (as a bard) and also playing with it in BG3 (arcane trickster, eldritch knight, sorcerer, and warlock), I find myself running into a conundrum:

I like the new True Strike as it's own spell, but it doesn't feel like striking true, it just feels like a magic radiant attack.

I started thinking about how it could be rewritten to feel like striking true, like it is truly boosting your accuracy. Here's my stab at it:

True Strike
Divination Cantrip (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: S, M (a weapon or spellcasting focus)
Duration: 1 round.

You focus on your future attack, gaining magical insight. You gain advantage on the next attack roll you make before the end of your next turn. If you make a weapon attack, the attack may use your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack hits, it deals an additional +1d8 force damage.

Cantrip Upgrade: The extra damage the attack deals increases when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Giving up an attack to make 1 attack at advantage is usually weaker than just attacking twice: 2 chances to deal 1 damage each, or 2 chances to deal 1 damage. By adding a damage bonus on the subsequent attack, 2 1d8 attacks or 1 2d8 attack with advantage is more balanced.

For the math, here's a few examples (65% hit chance):

2x(1d8+3) vs Advantage 1x(1d8+3+1d8):
  • 2 attacks: 10.2
  • 1 attack with true strike: 11.4: little ahead

4x(1d8+7) vs Advantage 1x(1d8+7+2d8) and 1x(1d8+5): Extra attack with duelist and a longsword, level 8ish (20 stat)
  • 4 attacks: 30.8
  • 1 attack with true strike, +extra attack: 27: falls a little behind
2x(1d10) vs Advantage 1x(1d10+1d8): wizard using fire bolt
  • 2 fire bolts: 7.7
  • 1 firebolt + TS: 9.75
Looks like modifiers to damage benefit making multiple attacks. The fact that a wizard could use True Strike the round before something like Chromatic Orb is a big benefit, but it comes with the inherent disadvantage of delaying damage to the next round. What does Chromatic Orb end up looking like?
  • Fire bolt + Chromatic Orb: 13.3
  • True Strike + Chromatic Orb: 17.6
  • True Strike (no damage bonus) + Chromatic Orb: 13.2
Looks like if you use it to set up a spell, old true strike was balanced, my new version gives a boost. The higher chance of criticals, and criticals only doubling damage dice, is contributing.

What do you think? Would you want to use this version of True Strike?
 

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For me the issue was never about the '2 instead of 1' issue... it was always the problem of the duration of the spell. Having to give up a round's Action to cast the spell just hoping that the next round I'd still want to and would be able to make an attack roll of some type (rather than the fight having changed and suddenly now there's a different spell or action to take that was more important, thus losing the spell and wasting the previous round's action.)

So my solution was to just increase the duration of the spell to 1 hour, plus let the caster choose on which single attack roll during that hour they could trigger it. It still would be a single attack roll that gains advantage after which the spell is gone... but at least the caster could cast True Strike on themselves outside of combat and then keep the spell in reserve to go off when they felt they needed it.
 


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