The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{SpellPage | {{SpellPage | ||
| name = True Strike | | name = True Strike | ||
| image = True Strike. | | image = True Strike Icon.png | ||
| level = cantrip | | level = cantrip | ||
| school = Divination | | school = Divination | ||
| classes = Bard, Sorcerer, Warlock, Wizard, Eldritch Knight, Arcane Trickster | |||
| classes = Bard, Sorcerer, Warlock, Wizard | |||
| summary = The caster gains Advantage on their next Attack Roll against the target. | | summary = The caster gains Advantage on their next Attack Roll against the target. | ||
| description = | | description = Divine a character's defences to give you {{Advantage}} on your next [[Attack Roll]] against it. | ||
| | | action type = action | ||
| range = ranged | |||
| | |||
| concentration = yes | | concentration = yes | ||
| condition = True Strike | | condition = True Strike | ||
| condition duration = 2 | | condition duration = 2 | ||
| notes = | |||
* The description of this cantrip is among the more confusingly worded, and thus is prone to being misunderstood. To wit: | |||
| notes = | |||
* The description of | |||
** Only the caster of this spell gains {{Advantage}} on their next attack against the affected target, never their allies. | ** 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 | ** Only the very first attack roll following the application of the condition gains Advantage. The condition is removed immediately afterwards, regardless if the attack roll is a hit or miss. | ||
** The duration is 2 turns, but this | ** The duration is 2 turns, but this counts the turn that the condition is applied. This is true for all similar spells, but due to its short duration this is especially important to understand here. | ||
* | * This cantrip is generally considered not worth using due to its opportunity cost (the fact that this cantrip uses a full action). Most of the time, if two actions are available (within the same turn or not) attacking twice is better than to merely attack once with advantage. | ||
* However, | * However, this cantrip 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. In which case the caster pays no opportunity cost for this cantrip. Note that the duration is only 2 turns. (12 seconds) | ||
* Another niche use case exists for | * Another niche use case for this cantrip exists for [[Arcane Trickster|Arcane Tricksters]], '''if''' no better alternatives to a [[Sneak Attack (Melee)|Sneak Attack]] exists (they ran out of spell slots, for example), '''and if''' no allies can provide the flanking criterion for their sneak attack, '''and if''' there is no easier way to gain advantage for an attack roll. Then spending one action, even mid-combat, to access the extra damage given by a singular sneak attack, while simultaneously making said attack more likely to hit, can be considered efficient. | ||
** In such cases, | ** In such cases, the cantrip can be even more useful when using the [[Sneak Attack (Ranged)|ranged version of sneak attack]], since this allows the caster to benefit from the range of this cantrip as well, especially if the caster has access to [[High Ground Rules|High Grounds]]. Note that, at such distances, it is typically easier to just use a Bonus Action to sneak first to obtain Advantage instead, but if the Arcane Trickster can't sneak for whatever reason, True Strike works. | ||
}} | }} | ||