Is this homebrew Wind Wave spell balanced?Is Thunderwave centered on the caster?Spell Area of Effect...

To say I met a person for the first time

How to make a pipeline wait for end-of-file or stop after an error?

Combinable filters

Do I have to worry about players making “bad” choices on level up?

Map of water taps to fill bottles

What is the strongest case that can be made in favour of the UK regaining some control over fishing policy after Brexit?

Why does processed meat contain preservatives, while canned fish needs not?

How to get a plain text file version of a CP/M .BAS (M-BASIC) program?

In order to check if a field is required or not, is the result of isNillable method sufficient?

Was there a Viking Exchange as well as a Columbian one?

Why other Westeros houses don't use wildfire?

How could Tony Stark make this in Endgame?

Error message with tabularx

Phrase for the opposite of "foolproof"

Is the 5 MB static resource size limit 5,242,880 bytes or 5,000,000 bytes?

How to solve constants out of the internal energy equation?

Don’t seats that recline flat defeat the purpose of having seatbelts?

Pulling the rope with one hand is as heavy as with two hands?

French for 'It must be my imagination'?

Examples of subgroups where it's nontrivial to show closure under multiplication?

How can I place the product on a social media post better?

Fizzy, soft, pop and still drinks

Packing rectangles: Does rotation ever help?

Why does nature favour the Laplacian?



Is this homebrew Wind Wave spell balanced?


Is Thunderwave centered on the caster?Spell Area of Effect RangeDoes forced movement, as in Thunderwave, necessarily break a grapple?Does Thunderwave's push effect knock away incoming spells/projectiles?Is this homebrew sword of wind control based on “Grasscutter” overpowered?Is this Library-encounter balanced?Stampede: How does this custom spell compare to Cloudkill, another 5th level spell?Is there a reason this homebrew spell wouldn't work with the Attack action?Is this homebrew Spiritual Shield spell balanced?Is this homebrew Elementalist Fighter class balanced?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}







6












$begingroup$


Is this homebrew spell balanced?




Wind Wave



1st-level evocation



Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous



A wave of powerful air sweeps out from you. Each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you if a creature fails the save by 5 or more they are knocked prone.



On a successful save, the creature takes half as much damage and isn't pushed.



In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.



At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.











share|improve this question











$endgroup$








  • 1




    $begingroup$
    What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
    $endgroup$
    – V2Blast
    18 hours ago




















6












$begingroup$


Is this homebrew spell balanced?




Wind Wave



1st-level evocation



Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous



A wave of powerful air sweeps out from you. Each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you if a creature fails the save by 5 or more they are knocked prone.



On a successful save, the creature takes half as much damage and isn't pushed.



In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.



At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.











share|improve this question











$endgroup$








  • 1




    $begingroup$
    What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
    $endgroup$
    – V2Blast
    18 hours ago
















6












6








6


1



$begingroup$


Is this homebrew spell balanced?




Wind Wave



1st-level evocation



Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous



A wave of powerful air sweeps out from you. Each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you if a creature fails the save by 5 or more they are knocked prone.



On a successful save, the creature takes half as much damage and isn't pushed.



In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.



At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.











share|improve this question











$endgroup$




Is this homebrew spell balanced?




Wind Wave



1st-level evocation



Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous



A wave of powerful air sweeps out from you. Each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you if a creature fails the save by 5 or more they are knocked prone.



On a successful save, the creature takes half as much damage and isn't pushed.



In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.



At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.








dnd-5e spells homebrew balance






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 18 hours ago









V2Blast

28.1k5101171




28.1k5101171










asked 18 hours ago









Josiah RigganJosiah Riggan

1,079124




1,079124








  • 1




    $begingroup$
    What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
    $endgroup$
    – V2Blast
    18 hours ago
















  • 1




    $begingroup$
    What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
    $endgroup$
    – V2Blast
    18 hours ago










1




1




$begingroup$
What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
$endgroup$
– V2Blast
18 hours ago






$begingroup$
What is the spell level, casting time, components, and duration? (I assume the range is "Self (15-foot cone)".) Oh, and I guess the school of magic too, in terms of its interactions with class features - and what classes' spell lists would it be on?
$endgroup$
– V2Blast
18 hours ago












3 Answers
3






active

oldest

votes


















5












$begingroup$

Pretty darn close!



First of all, I like this spell. It's a nice combination of damage, battlefield control, and defense. It also is mechanically similar to two existing first level spells: Thunderwave and Burning Hands. And in most ways, it's analogous to them in power and effectiveness.



The one issue I see a potential problem with is the ability to knock multiple enemies prone. If you pull this off and several of your allies have turns before your enemies, you're guaranteeing advantage on melee attacks. That's a bit powerful for a first level spell that also does damage, especially considering the fact that some very common low level enemies that group together (e.g. goblins, kobolds) tend to have abysmal strength scores. Add this to the fact that neither Thunderwave nor Burning Hands create analogous status effects, and you've got a spell that's got a bit too much "bang for your buck."



I'd suggest that the "prone" element be given as part of the upcasting. Specifically, if this spell is cast with a 3rd level spell slot or higher, then creatures that fail the saving throw are also knocked prone (in addition to the increase in damage). At that point, I think this spell will be ready to go!






share|improve this answer











$endgroup$









  • 3




    $begingroup$
    I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
    $endgroup$
    – Ryan Thompson
    16 hours ago



















9












$begingroup$

This is imbalanced, by the simple virtue of being an objectively better version of thunderwave.




  • The saving throw targets Strength rather than Constitution, a much rarer saving throw.


  • The damage type is magical bludgeoning, which almost nothing is resistant to, as opposed to thunder, which is still one of the more rarely resisted energy types, but nowhere close to as rarely resisted as magical bludgeoning.


  • This has the additional effect of knocking prone creatures who fail their save by 5 or more.


  • The only difference that isn't definitively superior to thunderwave is that the range is a 15-foot cone rather than a 15-foot cube. This has benefits and drawbacks, and would normally make this an interesting alternative to thunderwave, but with everything else this spell has going for it there's no reason to ever use thunderwave.



It's also worth noting that, as written, this spell is likely to cause arguments about whether it counts as "strong wind" and can therefore be used to disperse fog cloud, cloudkill, and the like. If it can, that's one more way in which it's better than thunderwave, and it also steps on the toes of gust of wind more than a little. If it can't, that's fine, but it's likely to make players unhappy when they try to use it that way.






share|improve this answer











$endgroup$





















    -1












    $begingroup$

    Many creatures have very high strength scores so a wide variety of creatures will have good saves even without proficiency bonus. Because the prone condition is considered excellent by some people, and wind is generally less deadly than lightning, you may try reducing the damage dice category to d6s instead of d8s.






    share|improve this answer









    $endgroup$














      Your Answer








      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "122"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });














      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f146976%2fis-this-homebrew-wind-wave-spell-balanced%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      5












      $begingroup$

      Pretty darn close!



      First of all, I like this spell. It's a nice combination of damage, battlefield control, and defense. It also is mechanically similar to two existing first level spells: Thunderwave and Burning Hands. And in most ways, it's analogous to them in power and effectiveness.



      The one issue I see a potential problem with is the ability to knock multiple enemies prone. If you pull this off and several of your allies have turns before your enemies, you're guaranteeing advantage on melee attacks. That's a bit powerful for a first level spell that also does damage, especially considering the fact that some very common low level enemies that group together (e.g. goblins, kobolds) tend to have abysmal strength scores. Add this to the fact that neither Thunderwave nor Burning Hands create analogous status effects, and you've got a spell that's got a bit too much "bang for your buck."



      I'd suggest that the "prone" element be given as part of the upcasting. Specifically, if this spell is cast with a 3rd level spell slot or higher, then creatures that fail the saving throw are also knocked prone (in addition to the increase in damage). At that point, I think this spell will be ready to go!






      share|improve this answer











      $endgroup$









      • 3




        $begingroup$
        I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
        $endgroup$
        – Ryan Thompson
        16 hours ago
















      5












      $begingroup$

      Pretty darn close!



      First of all, I like this spell. It's a nice combination of damage, battlefield control, and defense. It also is mechanically similar to two existing first level spells: Thunderwave and Burning Hands. And in most ways, it's analogous to them in power and effectiveness.



      The one issue I see a potential problem with is the ability to knock multiple enemies prone. If you pull this off and several of your allies have turns before your enemies, you're guaranteeing advantage on melee attacks. That's a bit powerful for a first level spell that also does damage, especially considering the fact that some very common low level enemies that group together (e.g. goblins, kobolds) tend to have abysmal strength scores. Add this to the fact that neither Thunderwave nor Burning Hands create analogous status effects, and you've got a spell that's got a bit too much "bang for your buck."



      I'd suggest that the "prone" element be given as part of the upcasting. Specifically, if this spell is cast with a 3rd level spell slot or higher, then creatures that fail the saving throw are also knocked prone (in addition to the increase in damage). At that point, I think this spell will be ready to go!






      share|improve this answer











      $endgroup$









      • 3




        $begingroup$
        I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
        $endgroup$
        – Ryan Thompson
        16 hours ago














      5












      5








      5





      $begingroup$

      Pretty darn close!



      First of all, I like this spell. It's a nice combination of damage, battlefield control, and defense. It also is mechanically similar to two existing first level spells: Thunderwave and Burning Hands. And in most ways, it's analogous to them in power and effectiveness.



      The one issue I see a potential problem with is the ability to knock multiple enemies prone. If you pull this off and several of your allies have turns before your enemies, you're guaranteeing advantage on melee attacks. That's a bit powerful for a first level spell that also does damage, especially considering the fact that some very common low level enemies that group together (e.g. goblins, kobolds) tend to have abysmal strength scores. Add this to the fact that neither Thunderwave nor Burning Hands create analogous status effects, and you've got a spell that's got a bit too much "bang for your buck."



      I'd suggest that the "prone" element be given as part of the upcasting. Specifically, if this spell is cast with a 3rd level spell slot or higher, then creatures that fail the saving throw are also knocked prone (in addition to the increase in damage). At that point, I think this spell will be ready to go!






      share|improve this answer











      $endgroup$



      Pretty darn close!



      First of all, I like this spell. It's a nice combination of damage, battlefield control, and defense. It also is mechanically similar to two existing first level spells: Thunderwave and Burning Hands. And in most ways, it's analogous to them in power and effectiveness.



      The one issue I see a potential problem with is the ability to knock multiple enemies prone. If you pull this off and several of your allies have turns before your enemies, you're guaranteeing advantage on melee attacks. That's a bit powerful for a first level spell that also does damage, especially considering the fact that some very common low level enemies that group together (e.g. goblins, kobolds) tend to have abysmal strength scores. Add this to the fact that neither Thunderwave nor Burning Hands create analogous status effects, and you've got a spell that's got a bit too much "bang for your buck."



      I'd suggest that the "prone" element be given as part of the upcasting. Specifically, if this spell is cast with a 3rd level spell slot or higher, then creatures that fail the saving throw are also knocked prone (in addition to the increase in damage). At that point, I think this spell will be ready to go!







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 17 hours ago

























      answered 17 hours ago









      GandalfmeansmeGandalfmeansme

      24.7k589143




      24.7k589143








      • 3




        $begingroup$
        I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
        $endgroup$
        – Ryan Thompson
        16 hours ago














      • 3




        $begingroup$
        I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
        $endgroup$
        – Ryan Thompson
        16 hours ago








      3




      3




      $begingroup$
      I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
      $endgroup$
      – Ryan Thompson
      16 hours ago




      $begingroup$
      I think the prone effect is even more powerful when considering that the most appealing targets for this spell are flying creatures (which tend to have low strength scores) since going prone may also cause them to take falling damage.
      $endgroup$
      – Ryan Thompson
      16 hours ago













      9












      $begingroup$

      This is imbalanced, by the simple virtue of being an objectively better version of thunderwave.




      • The saving throw targets Strength rather than Constitution, a much rarer saving throw.


      • The damage type is magical bludgeoning, which almost nothing is resistant to, as opposed to thunder, which is still one of the more rarely resisted energy types, but nowhere close to as rarely resisted as magical bludgeoning.


      • This has the additional effect of knocking prone creatures who fail their save by 5 or more.


      • The only difference that isn't definitively superior to thunderwave is that the range is a 15-foot cone rather than a 15-foot cube. This has benefits and drawbacks, and would normally make this an interesting alternative to thunderwave, but with everything else this spell has going for it there's no reason to ever use thunderwave.



      It's also worth noting that, as written, this spell is likely to cause arguments about whether it counts as "strong wind" and can therefore be used to disperse fog cloud, cloudkill, and the like. If it can, that's one more way in which it's better than thunderwave, and it also steps on the toes of gust of wind more than a little. If it can't, that's fine, but it's likely to make players unhappy when they try to use it that way.






      share|improve this answer











      $endgroup$


















        9












        $begingroup$

        This is imbalanced, by the simple virtue of being an objectively better version of thunderwave.




        • The saving throw targets Strength rather than Constitution, a much rarer saving throw.


        • The damage type is magical bludgeoning, which almost nothing is resistant to, as opposed to thunder, which is still one of the more rarely resisted energy types, but nowhere close to as rarely resisted as magical bludgeoning.


        • This has the additional effect of knocking prone creatures who fail their save by 5 or more.


        • The only difference that isn't definitively superior to thunderwave is that the range is a 15-foot cone rather than a 15-foot cube. This has benefits and drawbacks, and would normally make this an interesting alternative to thunderwave, but with everything else this spell has going for it there's no reason to ever use thunderwave.



        It's also worth noting that, as written, this spell is likely to cause arguments about whether it counts as "strong wind" and can therefore be used to disperse fog cloud, cloudkill, and the like. If it can, that's one more way in which it's better than thunderwave, and it also steps on the toes of gust of wind more than a little. If it can't, that's fine, but it's likely to make players unhappy when they try to use it that way.






        share|improve this answer











        $endgroup$
















          9












          9








          9





          $begingroup$

          This is imbalanced, by the simple virtue of being an objectively better version of thunderwave.




          • The saving throw targets Strength rather than Constitution, a much rarer saving throw.


          • The damage type is magical bludgeoning, which almost nothing is resistant to, as opposed to thunder, which is still one of the more rarely resisted energy types, but nowhere close to as rarely resisted as magical bludgeoning.


          • This has the additional effect of knocking prone creatures who fail their save by 5 or more.


          • The only difference that isn't definitively superior to thunderwave is that the range is a 15-foot cone rather than a 15-foot cube. This has benefits and drawbacks, and would normally make this an interesting alternative to thunderwave, but with everything else this spell has going for it there's no reason to ever use thunderwave.



          It's also worth noting that, as written, this spell is likely to cause arguments about whether it counts as "strong wind" and can therefore be used to disperse fog cloud, cloudkill, and the like. If it can, that's one more way in which it's better than thunderwave, and it also steps on the toes of gust of wind more than a little. If it can't, that's fine, but it's likely to make players unhappy when they try to use it that way.






          share|improve this answer











          $endgroup$



          This is imbalanced, by the simple virtue of being an objectively better version of thunderwave.




          • The saving throw targets Strength rather than Constitution, a much rarer saving throw.


          • The damage type is magical bludgeoning, which almost nothing is resistant to, as opposed to thunder, which is still one of the more rarely resisted energy types, but nowhere close to as rarely resisted as magical bludgeoning.


          • This has the additional effect of knocking prone creatures who fail their save by 5 or more.


          • The only difference that isn't definitively superior to thunderwave is that the range is a 15-foot cone rather than a 15-foot cube. This has benefits and drawbacks, and would normally make this an interesting alternative to thunderwave, but with everything else this spell has going for it there's no reason to ever use thunderwave.



          It's also worth noting that, as written, this spell is likely to cause arguments about whether it counts as "strong wind" and can therefore be used to disperse fog cloud, cloudkill, and the like. If it can, that's one more way in which it's better than thunderwave, and it also steps on the toes of gust of wind more than a little. If it can't, that's fine, but it's likely to make players unhappy when they try to use it that way.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 15 hours ago

























          answered 17 hours ago









          MinimanMiniman

          115k29525715




          115k29525715























              -1












              $begingroup$

              Many creatures have very high strength scores so a wide variety of creatures will have good saves even without proficiency bonus. Because the prone condition is considered excellent by some people, and wind is generally less deadly than lightning, you may try reducing the damage dice category to d6s instead of d8s.






              share|improve this answer









              $endgroup$


















                -1












                $begingroup$

                Many creatures have very high strength scores so a wide variety of creatures will have good saves even without proficiency bonus. Because the prone condition is considered excellent by some people, and wind is generally less deadly than lightning, you may try reducing the damage dice category to d6s instead of d8s.






                share|improve this answer









                $endgroup$
















                  -1












                  -1








                  -1





                  $begingroup$

                  Many creatures have very high strength scores so a wide variety of creatures will have good saves even without proficiency bonus. Because the prone condition is considered excellent by some people, and wind is generally less deadly than lightning, you may try reducing the damage dice category to d6s instead of d8s.






                  share|improve this answer









                  $endgroup$



                  Many creatures have very high strength scores so a wide variety of creatures will have good saves even without proficiency bonus. Because the prone condition is considered excellent by some people, and wind is generally less deadly than lightning, you may try reducing the damage dice category to d6s instead of d8s.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 11 hours ago









                  TristianTristian

                  1,873319




                  1,873319






























                      draft saved

                      draft discarded




















































                      Thanks for contributing an answer to Role-playing Games Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f146976%2fis-this-homebrew-wind-wave-spell-balanced%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      Why do type traits not work with types in namespace scope?What are POD types in C++?Why can templates only be...

                      Will tsunami waves travel forever if there was no land?Why do tsunami waves begin with the water flowing away...

                      Simple Scan not detecting my scanner (Brother DCP-7055W)Brother MFC-L2700DW printer can print, can't...