Ad placeholder
True Strike: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Mage Breaker wasn't listed) |
||
(21 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{SpellPage | {{SpellPage | ||
| name = True Strike | | name = True Strike | ||
| image = True Strike | | image = True Strike.webp | ||
| level = cantrip | | level = cantrip | ||
| school = Divination | | school = Divination | ||
| classes = Bard, Sorcerer, Warlock, Wizard, Eldritch Knight, Arcane Trickster | | ritual = | ||
| summary = The caster gains Advantage on their Attack | | classes = Bard, Sorcerer, Warlock, Wizard | ||
| description = | | class learns at level 1 = Bard, Sorcerer, Warlock, Wizard | ||
| action type = | | class learns at level 3 = Eldritch Knight, Arcane Trickster | ||
| races = | |||
| race learns at level 1 = High Elf, High Half-Elf | |||
| race learns at level 2 = | |||
| granted by feats = Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard | |||
| summary = The caster gains Advantage on their next Attack Roll against the target. | |||
| description = Gain {{Advantage}} on your next {{Attack Roll}}. | |||
| cost = action | |||
| attack roll = | |||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage save = | |||
| extra damage save effect = | |||
| extra damage per = | |||
| concentration = yes | |||
| range = ranged | | range = ranged | ||
| | | range m = | ||
| range ft = | |||
| aoe = | |||
| aoe m = | |||
| aoe ft = | |||
| condition = True Strike | | condition = True Strike | ||
| condition duration = 2 | | condition duration = 2 | ||
| notes = | | condition save = | ||
* Only the caster of this spell gains {{Advantage}} on | | area = | ||
* | | area category = | ||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
| area duration = | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| notes = * This cantrip is also granted to [[Ranger]]s who pick {{SAI|Mage Breaker}} as their Favoured Enemy at level 1. | |||
* The description of True Strike is among the more confusingly worded, and thus is prone to being misunderstood. To wit: | |||
** Only the caster of this spell gains {{Advantage}} on their next attack against the affected target, never their allies. | |||
** Only the first attack roll following the application of the condition gains Advantage. The condition is removed immediately afterward, whether the attack roll is a hit or a miss. | |||
** The duration is 2 turns, but this includes the turn on which the condition is applied. This is true of many spells, but is especially important for short duration spells. | |||
* True Strike is rarely considered worth using due to its opportunity cost; a full action must be spent on it to improve the chances of hitting once. Most of the time, if two actions are available (whether on the same turn or not), attacking twice is more effective than attacking once with advantage due to damage bonuses. | |||
* However, True Strike is not considered aggressive, so the caster could cast it just before combat to gain its benefits without having to spend an action mid-fight. This eliminates the opportunity cost. Note that the duration is only 2 turns (12 seconds while not in turn-based mode). | |||
* Another niche use case exists for an [[Arcane Trickster]] making a {{SAI|Sneak Attack (Melee)|Sneak Attack}}. If the caster is out of spell slots, ''and'' no allies can flank for a sneak attack, ''and'' there is no other way to gain advantage for an attack roll, spending a single action on True Strike to enable a single sneak attack can be considered efficient. | |||
** In such cases, True Strike can be even more useful when using the {{SAI|Sneak Attack (Ranged)|ranged version}} of sneak attack, since this allows the caster to benefit from the range of the cantrip, especially with a [[High Ground Rules|High Ground]] bonus. At such distances, however, it is typically easier to just use a Bonus Action to [[Hide|hide]] first and obtain Advantage. | |||
| video = | |||
| other ways to learn = [[Mage Breaker]] (Ranger class feature) | |||
}} | }} | ||
== External Links == | |||
* {{FRWiki|True strike|long}} |
Latest revision as of 08:03, 21 March 2024
True Strike is a cantrip (Divination). The caster gains Advantage on their next Attack Roll against the target.
Description
Gain Advantage on your next Attack roll.
Properties
- Cost
- Action
- Details
- Range: 18 m / 60 ft
- Concentration
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: True Strike
Duration: 2 turns
- The spellcaster has Advantage on Attack rolls against this creature.
How to learn
Classes:
- Class Level 3: Eldritch Knight, and Arcane Trickster
Races:
- Character level 1: High Elf, and High Half-Elf
(Character level is the sum of all class levels for a multi-classed character.)
Feats:Other ways to learn:
Mage Breaker (Ranger class feature)
Notes
- This cantrip is also granted to Rangers who pick as their Favoured Enemy at level 1.
- The description of True Strike is among the more confusingly worded, and thus is prone to being misunderstood. To wit:
- Only the caster of this spell gains Advantage on their next attack against the affected target, never their allies.
- Only the first attack roll following the application of the condition gains Advantage. The condition is removed immediately afterward, whether the attack roll is a hit or a miss.
- The duration is 2 turns, but this includes the turn on which the condition is applied. This is true of many spells, but is especially important for short duration spells.
- True Strike is rarely considered worth using due to its opportunity cost; a full action must be spent on it to improve the chances of hitting once. Most of the time, if two actions are available (whether on the same turn or not), attacking twice is more effective than attacking once with advantage due to damage bonuses.
- However, True Strike is not considered aggressive, so the caster could cast it just before combat to gain its benefits without having to spend an action mid-fight. This eliminates the opportunity cost. Note that the duration is only 2 turns (12 seconds while not in turn-based mode).
- Another niche use case exists for an Arcane Trickster making a . If the caster is out of spell slots, and no allies can flank for a sneak attack, and there is no other way to gain advantage for an attack roll, spending a single action on True Strike to enable a single sneak attack can be considered efficient.
- In such cases, True Strike can be even more useful when using the High Ground bonus. At such distances, however, it is typically easier to just use a Bonus Action to hide first and obtain Advantage. of sneak attack, since this allows the caster to benefit from the range of the cantrip, especially with a
External Links[edit | edit source]
- True strike on the Forgotten Realms Wiki