ABCDEFGHIJKLMNOPQRSTUVW
1
OriginalDmg. On HitCrit SuccessSuccessFailureCrit FailureAvg DamageRangeTriggers weaknesses (Silver/Cold Iron)Best SituationChangesDmg. On HitCrit SuccessSuccessFailureCrit FailureAvg DamageRangeBonus EffectsBest Situation
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Caustic Blast902.253.60.956.830 ft.5 foot burst, persistent 1 on a crit failGrouped enemiesNone!902.253.60.956.830 ft.5 foot burst, persistent 1 on a crit failGrouped enemies
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Daze3.500.8751.40.352.62560 ft.5% chance of stunned 1Enemy has Weakness to Mental? It's bad.2d4 dmg (H: +1d4)501.2520.53.7560 ft.5% chance of stunned 1
4
Divine Lance51.52.500460 ft.Spirit damage (can be sanctified)Ghosts, or weakness to Sanctified2d6 dmg (H: +1d6)72.13.5005.660 ft.Spirit damage (can be sanctified)Ghosts, or weakness to Sanctified
5
Electric Arc*1002.5417.530 ft.damage halved (3.75) if only 1 targetAt least 2 enemies in rangeNone!1002.5417.530 ft.damage halved (3.75) if only 1 targetAt least 2 enemies in range
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Frostbite501.2520.53.7560 ft.5% chance of weakness to bludgeoning Low Fort? Range is nice2d6 dmg (H: +1d6)701.752.80.75.2560 ft.5% chance of weakness to bludgeoning Low Fort? Range is nice
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Gouging Claw92.74.5007.2M1 Persistant trigger. If 2, 8.3 damageMagus (or other melee I guess?)No Change92.74.5007.2M1 Persistant trigger. If 2, 8.3 damageMagus (or other melee I guess?)
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Ignition (Ranged)51.8752.5004.37530 ft.1 Persistant trigger. If 2, 4.75 damageLow AC enemy (to crit)2d6 dmg (H: +1d6)72.4753.5005.97530 ft.1 Persistant trigger. If 2, 6.35 damageLow AC enemy (to crit)
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Ignition (Melee)72.4753.5005.975M1 Persistant trigger. If 2, 6.35 damageLow AC enemy (to crit), no Reactive Strike2d8 dmg (H: +1d8)93.0754.5007.575M1 Persistant trigger. If 2, 7.95 damageLow AC enemy (to crit), no Reactive Strike
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Needle Darts7.52.253.7500660 ft.Triggers weaknesses (Silver/Cold Iron)Exploit weakness2d6 dmg (H: +1d6)72.13.5005.660 ft.Triggers weaknesses (Silver/Cold Iron)Exploit weakness
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Slashing Gust103500860 ft.damage halved (4) if only 1 target2 targets, 2 hands freeNone!103500860 ft.damage halved (4) if only 1 target2 targets, 2 hands free
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Telekinetic Projectile
72.13.5005.630 ft.Bludgeoning/Piercing/SlashingEnemy has Weakness to B/P/S2d8 dmg (H: +1d8)92.74.5007.230 ft.Bludgeoning/Piercing/SlashingEnemy has Weakness to B/P/S
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Timber1002.5417.515 ft. line15 ft. line, potential for more targetsClose enemies in a lineIncrease range1002.5417.520 ft. line15 ft. line, potential for more targetsClose enemies in a line
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Vitality Lash701.752.80.75.2530 ft.5% chance of enfeebled 1Undead enemy (doesn't work otherwise)2d8 dmg (H: +1d8)902.253.60.96.7530 ft.5% chance of enfeebled 1Undead enemy (doesn't work otherwise)
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Void Warp501.2520.53.7530 ft.5% chance of enfeebled 1Low fort but uses strength...2d6 dmg (H: +1d6)701.752.80.75.2530 ft.5% chance of enfeebled 1Low fort but uses strength...
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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
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AttacksSaves
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Attack ModifierArmor ClassSpell Save DCSave ModifierCaster's levelSpell RankAttributeArea Targets
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Base Value+71517+71142
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Temporary Mods+0+0+0+0
Use this row for temporary mods, like flanking, bless, etc.
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Final Value+71517+7
Don't edit this row!!
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Crit SuccessSuccessFailureCrit Failure
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% Saves5%50%40%5%
These percentages account for most, but not all, edge cases.
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% Attacks15%50%30%5%
My brain was starting to hurt :/
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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).
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I set the AC and Save Modifiers to the "Moderate" value for monsters of the given level.
Monster building rules for reference
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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
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If you want to test against extreme/high/low AC/Saves, replace "4" with "2/3/5" respectively in the vlookup formula