| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | ||
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1 | Original | Dmg. On Hit | Crit Success | Success | Failure | Crit Failure | Avg Damage | Range | Triggers weaknesses (Silver/Cold Iron) | Best Situation | Changes | Dmg. On Hit | Crit Success | Success | Failure | Crit Failure | Avg Damage | Range | Bonus Effects | Best Situation | ||||
2 | Caustic Blast | 9 | 0 | 2.25 | 3.6 | 0.95 | 6.8 | 30 ft. | 5 foot burst, persistent 1 on a crit fail | Grouped enemies | None! | 9 | 0 | 2.25 | 3.6 | 0.95 | 6.8 | 30 ft. | 5 foot burst, persistent 1 on a crit fail | Grouped enemies | ||||
3 | Daze | 3.5 | 0 | 0.875 | 1.4 | 0.35 | 2.625 | 60 ft. | 5% chance of stunned 1 | Enemy has Weakness to Mental? It's bad. | 2d4 dmg (H: +1d4) | 5 | 0 | 1.25 | 2 | 0.5 | 3.75 | 60 ft. | 5% chance of stunned 1 | |||||
4 | Divine Lance | 5 | 1.5 | 2.5 | 0 | 0 | 4 | 60 ft. | Spirit damage (can be sanctified) | Ghosts, or weakness to Sanctified | 2d6 dmg (H: +1d6) | 7 | 2.1 | 3.5 | 0 | 0 | 5.6 | 60 ft. | Spirit damage (can be sanctified) | Ghosts, or weakness to Sanctified | ||||
5 | Electric Arc* | 10 | 0 | 2.5 | 4 | 1 | 7.5 | 30 ft. | damage halved (3.75) if only 1 target | At least 2 enemies in range | None! | 10 | 0 | 2.5 | 4 | 1 | 7.5 | 30 ft. | damage halved (3.75) if only 1 target | At least 2 enemies in range | ||||
6 | Frostbite | 5 | 0 | 1.25 | 2 | 0.5 | 3.75 | 60 ft. | 5% chance of weakness to bludgeoning | Low Fort? Range is nice | 2d6 dmg (H: +1d6) | 7 | 0 | 1.75 | 2.8 | 0.7 | 5.25 | 60 ft. | 5% chance of weakness to bludgeoning | Low Fort? Range is nice | ||||
7 | Gouging Claw | 9 | 2.7 | 4.5 | 0 | 0 | 7.2 | M | 1 Persistant trigger. If 2, 8.3 damage | Magus (or other melee I guess?) | No Change | 9 | 2.7 | 4.5 | 0 | 0 | 7.2 | M | 1 Persistant trigger. If 2, 8.3 damage | Magus (or other melee I guess?) | ||||
8 | Ignition (Ranged) | 5 | 1.875 | 2.5 | 0 | 0 | 4.375 | 30 ft. | 1 Persistant trigger. If 2, 4.75 damage | Low AC enemy (to crit) | 2d6 dmg (H: +1d6) | 7 | 2.475 | 3.5 | 0 | 0 | 5.975 | 30 ft. | 1 Persistant trigger. If 2, 6.35 damage | Low AC enemy (to crit) | ||||
9 | Ignition (Melee) | 7 | 2.475 | 3.5 | 0 | 0 | 5.975 | M | 1 Persistant trigger. If 2, 6.35 damage | Low AC enemy (to crit), no Reactive Strike | 2d8 dmg (H: +1d8) | 9 | 3.075 | 4.5 | 0 | 0 | 7.575 | M | 1 Persistant trigger. If 2, 7.95 damage | Low AC enemy (to crit), no Reactive Strike | ||||
10 | Needle Darts | 7.5 | 2.25 | 3.75 | 0 | 0 | 6 | 60 ft. | Triggers weaknesses (Silver/Cold Iron) | Exploit weakness | 2d6 dmg (H: +1d6) | 7 | 2.1 | 3.5 | 0 | 0 | 5.6 | 60 ft. | Triggers weaknesses (Silver/Cold Iron) | Exploit weakness | ||||
11 | Slashing Gust | 10 | 3 | 5 | 0 | 0 | 8 | 60 ft. | damage halved (4) if only 1 target | 2 targets, 2 hands free | None! | 10 | 3 | 5 | 0 | 0 | 8 | 60 ft. | damage halved (4) if only 1 target | 2 targets, 2 hands free | ||||
12 | Telekinetic Projectile | 7 | 2.1 | 3.5 | 0 | 0 | 5.6 | 30 ft. | Bludgeoning/Piercing/Slashing | Enemy has Weakness to B/P/S | 2d8 dmg (H: +1d8) | 9 | 2.7 | 4.5 | 0 | 0 | 7.2 | 30 ft. | Bludgeoning/Piercing/Slashing | Enemy has Weakness to B/P/S | ||||
13 | Timber | 10 | 0 | 2.5 | 4 | 1 | 7.5 | 15 ft. line | 15 ft. line, potential for more targets | Close enemies in a line | Increase range | 10 | 0 | 2.5 | 4 | 1 | 7.5 | 20 ft. line | 15 ft. line, potential for more targets | Close enemies in a line | ||||
14 | Vitality Lash | 7 | 0 | 1.75 | 2.8 | 0.7 | 5.25 | 30 ft. | 5% chance of enfeebled 1 | Undead enemy (doesn't work otherwise) | 2d8 dmg (H: +1d8) | 9 | 0 | 2.25 | 3.6 | 0.9 | 6.75 | 30 ft. | 5% chance of enfeebled 1 | Undead enemy (doesn't work otherwise) | ||||
15 | Void Warp | 5 | 0 | 1.25 | 2 | 0.5 | 3.75 | 30 ft. | 5% chance of enfeebled 1 | Low fort but uses strength... | 2d6 dmg (H: +1d6) | 7 | 0 | 1.75 | 2.8 | 0.7 | 5.25 | 30 ft. | 5% chance of enfeebled 1 | Low fort but uses strength... | ||||
16 | this page automatically calculates modifiers/DCs based on the GMG encounter building rules (specifically the "moderate" column) | this page outlines the expected math based on my proposed changes to cantrips, which are explained at the bottom | ||||||||||||||||||||||
17 | Attacks | Saves | ||||||||||||||||||||||
18 | Attack Modifier | Armor Class | Spell Save DC | Save Modifier | Caster's level | Spell Rank | Attribute | Area Targets | ||||||||||||||||
19 | Base Value | +7 | 15 | 17 | +7 | 1 | 1 | 4 | 2 | |||||||||||||||
20 | Temporary Mods | +0 | +0 | +0 | +0 | Use this row for temporary mods, like flanking, bless, etc. | ||||||||||||||||||
21 | Final Value | +7 | 15 | 17 | +7 | Don't edit this row!! | ||||||||||||||||||
22 | Crit Success | Success | Failure | Crit Failure | ||||||||||||||||||||
23 | % Saves | 5% | 50% | 40% | 5% | These percentages account for most, but not all, edge cases. | ||||||||||||||||||
24 | % Attacks | 15% | 50% | 30% | 5% | My brain was starting to hurt :/ | ||||||||||||||||||
25 | ||||||||||||||||||||||||
26 | I set the Attack Modifiers and Spell Save DCs to the average for a 1st level PC. I made the formula automatically increase with level (using Wizard proficiency). | |||||||||||||||||||||||
27 | I set the AC and Save Modifiers to the "Moderate" value for monsters of the given level. | Monster building rules for reference | ||||||||||||||||||||||
28 | If you want to test against monsters a level or two higher or lower, change "LVL" in C14/E14 to "LVL+1", or whatever value you want, in the vlookup formula | |||||||||||||||||||||||
29 | If you want to test against extreme/high/low AC/Saves, replace "4" with "2/3/5" respectively in the vlookup formula | |||||||||||||||||||||||