
Staffan Johansson |
OK, so to save on space/design resources, Elemental Sorcerers have a bunch of fire spells on their list of granted spells, but those with non-fire origins get versions dealing bludgeoning damage and having the appropriate elemental trait. So an earth elemental sorcerer would have a version of burning hands that deals 2d6 bludgeoning damage in a 15-foot cone instead of fire damage. Fair enough.
But then you can check their granted cantrip: produce flame. So, 30 foot range, check. Spell attack roll, check. Deal 1d4+Cha bludgeoning damage, check.
Double damage on a crit, check. Also deal 1d4 persistent damage on a crit... wait what?
I mean, it makes sense for produce flame - the poor sod catches fire. But I get this weird image in my head of a sorcerer creating a rock that flies off and hits a foe squarely in the forehead... and then goes into orbit around them, giving them a new knock on the noggin every few seconds.
I mean, had it been slashing or piercing damage, I could have envisioned the persistent damage as the rock keeping burrowing or sawing into the opponent's flesh. But persistent bludgeoning?

Zwordsman |
I assume it leaves small spikes of stone in them. Or light heavy metal poisoing. Mud surfusing into their flesh.
Just sand.. everywhere.. Nobody likes sand. its soarse and rough and irrating, and it gets everywhere.
THe persistant damage is from you scratching and your clothing/armour/limbs sand papering you.