Telekinetic Lash


Homebrew

Scarab Sages

They say keep your friends close but your enemies closer, and now there is a spell for that! Unlock the ability to pull those pesky foes right into punching range with Telekinetic Lash.


Belabras wrote:

They say keep your friends close but your enemies closer, and now there is a spell for that! Unlock the ability to pull those pesky foes right into punching range with Telekinetic Lash.

Not bad, except one minor thing: generally, when playing a caster I want my opponents a nice distance away from me. I rarely want them to come closer, and usually want them to back off. This does have uses in cases of traps, pits, and similar situations, either to drag an enemy into them, or an ally away from them.


I think its a little too powerful for a cantrip.
Look at Telekinetic Projectile, d6 damage at similar range needing the same attack roll.
Also any effect I have seen (from memory) that moves enemies tends to be some of the Classes large abilities. Giving a Mystic a Stat based damage and a Combat manouver for a at will abilitiy is too powerful.
Maybe hike the level up a little and make it act as an actual Combat manouver?

Scarab Sages

Ah, I can address Wesrolter's balance concern by directing them to Lightningcat's post - moving a foe closer to the caster is all too often NOT what the caster wants.

Also, side note on the pits and other hazards - Unless a spell specifically calls it out, involuntary movement is going to allow the target to make a save to avoid the danger.

All that said, it's a very strong cantrip, and even scales a little with the damage (though not enough to be a relevant attack at level 10), edging more toward 2e's cantrips. You are free to change it for your game if you want to use it. I like the idea of cantrips remaining useful through a characters life, and would probably provide a small boost to other cantrips to equalize the power scale in my game.

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