Talk:Marsh's Dodgeball (5e Spell)

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At 17th level "Targets must still pass the save", however, there is no save associated with primary targets of the cantrip, only ricochet targets. Also consider Shove attacks https://www.dandwiki.com/wiki/5e_SRD:Melee_Attacks#Shoving_a_Creature. It may be reasonable to do away with the ranged attack and instead require all targets to make dex saves. If you feel something to replace it is required, it could even become a contested dex save instead. 75.46.34.188 00:53, 5 April 2021 (MDT)

Since the cantrip is named after me, I feel obligated to give my opinion on it. For the actual cantrip, I think it’s okay, though prone isn’t that good of a condition in my mind so it may actually be a little weak. As for the level scaling, I am a bit concerned about that. Generally, cantrips don’t get new features as they level up. The closest thing would be green-flame blade, but even that doesn’t do much (it just adds damage to the original target as well). I think the scaling is fairly balanced, but still, it just doesn’t feel right to me to have a cantrip that gains new features as it levels up. Maybe it deals additional damage as it scales (1d4 damage starting at 5th level, increasing to 1d6 damage at 11th 1d8 at 17th)? If you do decide to do that, then I say the cantrip could probably hit two targets, with the second one being forced to make a Dexterity saving throw instead of making two attack rolls. Just my thoughts, though I’m not sure if that would get too broken too fast. --MarshDASavage (talk) 06:55, 5 April 2021 (MDT)


I love the naming coincidence, and the prone condition is actually great if used right, as long as you have a melee companion, they get advantage on all melee attacks made from within 5 ft. of the target, and the target has disadvantage on attack rolls until they stand up, on their turn, using half their movement to do so. Also, if you use a homebrew ruling where standing up from prone provokes opportunity attacks, it can be a nice strong support spell, ending chases quickly. This spell is meant to be very much a comical spell that still has use in combat (hit em' on the head with a coconut!) so that's why it doesn't deal actual damage. As for the level scaling, I can see the concern there, as with programs like Roll20, you can't really program it to use new features, so I guess I can make leveling increase the target count, and add an alternative shove distance, with all ranges and distances increasing on level up, and include the features in the base version of the spell. It will synergize a lot more with booming blade this way, but I'm going to keep it as a control spell, and not a damaging spell. Also, a note to anyone reading this discussion not all combat spells need to deal damage. Case in point: Hold Person. But thanks guys for providing feedback on this spell. Homebrew needs people saying "how could this be improved?" in order to flourish. --SamuelDancing (talk) 08:57, 5 April 2021 (MDT)

Note: The edit has been made, and there is a variant rule for dealing extra damage, but it does require DM approval. (Damage suggestion courtesy of MarshDASavage)

moved damage idea recognition from the main page (where it was in violation of attribution policy) here 75.46.34.188 16:09, 5 April 2021 (MDT)
Love the new and improved spell! Good job! —MarshDASavage (talk) 13:56, 6 April 2021 (MDT)
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