Talk:Shocking Bolt (5e Spell)
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Why do we need this? Why not just reflavor Fire Bolt to Lightning damage? --OwenLeaf (talk) 15:06, 22 November 2015 (MST)
- Also can we talk about how much a slap to the idea of balance this might be. I mean, it's slight, but it's still been slapped. They gave Firebolt advantage like Shocking Grasp and then just stopped. No reduced range for extra riders, and no reduced damage die for being a separate element. I think this needs go in a more flavorful direction. Something like:
Evocation Cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
- With a snap of your fingers an arc of lightning jumps from your hand to a creature you can see within range. Make a ranged spell attack at the target.You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 points of electric damage.
- The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
If the above is selected as an ok alteration, then I'll just drop this out of the comments.--Gr7mm Bobb (talk) 00:12, 7 March 2017 (UTC)
- That example is still entirely superior to shocking grasp. It's the same spell except instead of being a melee attack, it has a whopping 90 feet of range. I'm not sure even base damage of d6 combined with a 90-foot range would be entirely balanced. I mean, there's a reason the only damaging melee cantrip in the SRD is also the only one that can frequently grants a bonus to attack rolls. For a cantrip, that's a big drawback for a potentially huge boon. — Guy (talk | edits) 08:52, 6 March 2017 (UTC)
Whoops, i was the guy that forgot to sign the suggestion. I would suggest that if the advantage portion is too much, replace it with the other side of shocking grasp. But overall the usual damage for a cantrip is 1d10 with 90 ft range. Common damage types (easily resisted ones like poison, fire, and lighting being the top 3) tend to have superior range/damage (or in the case of fire spells, both) or have extra rider abilities. Overall shocking grasp is super nice because it allows the user to slap and move away AND have situational advantage. Overall the uses of the spell itself feel OP when you measure the PC abilities against other PC's, but when compared to the straight up monsters of DnD, shocking grasp is found wanting.
I will say I do think removing the advantage, keeping the same range and damage, and adding reaction removal (like shocking grasp) is a solid course of action.--Gr7mm Bobb (talk) 00:12, 7 March 2017 (UTC)