True Strike: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
mNo edit summary
m (copyedit of notes section for brevity and clarity)
Line 13: Line 13:
| condition duration = 2
| condition duration = 2
| notes =
| notes =
* The description of this cantrip is among the more confusingly worded, and thus is prone to being misunderstood. To wit:
* 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 caster of this spell gains {{Advantage}} on their next attack against the affected target, never their allies.
** 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.
** 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 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.
** 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.
* 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.
* 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, 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)
* 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 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.
* Another niche use case exists for an [[Arcane Trickster]] making a [[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, 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.
** In such cases, True Strike 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 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 (note that this will no longer be an option for a non-multiclassed Arcane Trickster in the full release due to Hide becoming a full Action).
}}
}}

Revision as of 06:15, 29 July 2023

True Strike Icon.png

True Strike is a cantrip (Divination). The caster gains Advantage on their next Attack Roll against the target.

Description

Divine a character's defences to give you Advantage Icon.png Advantage on your next Attack Roll against it.

Properties

Details
 Range: 18 m / 60 ft
Concentration Concentration

At higher levels

Casting this spell at a higher level grants no additional benefit.

Condition: True Strike

True Strike True Strike

Duration: 2 turns

How to learn

(Information not yet added.)

Notes

  • 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 Icon.png 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 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 ranged version of sneak attack, since this allows the caster to benefit from the range of the cantrip, especially with a High Ground bonus. At such distances, however, it is typically easier to just use a Bonus Action to hide first and obtain Advantage (note that this will no longer be an option for a non-multiclassed Arcane Trickster in the full release due to Hide becoming a full Action).