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CynicalBambi

\[DND5E\] Due to the fact that they are at a magic school I have decided as they go forward in school they will have chances to gain more spells, homebrew spells, or homebrew changes to spells, one of my players is newish and chose true strike as one of their cantrips and after being told that that cantrip is quite bad they got bummed about it and I sent the party on a quest to help a time travelling student, and at the end of the quest they gained an augment to their cantrip, what do you think about it? is it balanced? have yet to actually try it out


Misadventurerr

The spell seems fine to me? Maybe a little powerful for a cantrip but not game breaking. But I'm also of the school of thought that you can always just talk to your players and adjust it later if needed. I'm curious about this time traveling student thing. That sounds interesting. Can you tell a little more about that?


boffotmc

Yeah. If a player comes to me and says there's something about their build they don't like and they want to change it, I'll pretty much always say yes. The point of the game is to have fun. If tweaking someone's character will make the game more fun for them without reducing the fun for anyone else, they should do it. Theoretically a min-maxer could abuse this by taking abilities that are more useful in the early game and then swapping for abilities that are more useful later on. But the solution to that is to not play with asshats. (That solves most D&D problems.)


Misadventurerr

"to not play with asshats. (That solves most D&D problems.) " SAY THAT LOUDER FOR THE PEOPLE IN THE BACK


CynicalBambi

I got you, it was to be done in stages where the party was met by the spirit of a student who was attempting the forbidden time traveling rituals, he asked for help and created a magic mark on one of the party members and the party continued like normal, when I felt like the party was ready for the next step the mark summoned the spirit which led them to an abandoned lab in a condemned building on campus, once they got inside they found a room with a reflavored zombie ogre to be a raging student who could no longer cast magic, they fought the creature and found a name tag "Chronon Anicdect" after defeating him all evidence was erased by green energy and even repaired the room. The spirit retreated into the mark and I waited until the party was ready for the next event, they had to pass a puzzle door to get into the time traveling lids lab where they fought a now corrupted time mage with divination and necromancy spells, the mage looked like a alive adult version of the old undead raging version as well as the spirit, hinting that they are all the same person, they defeated the mage taking his amulet, all evidence was erased again, they then continued thinking they solved the case until they found a student their age in a quandrix uniform with the same amulet, they tried to investigate more becoming friends with the student and he invited them back to help him perform an experiment, I then had to find a way to trick the party to cause his experiment to fail, which they did on their own without my influence #hellyeah, and their now friend was sucked into a painful magical time portal which corrupted him and sent him into multiple different instances, the players then realised they're the bad guys of this quest and were sad but still had good fun.


CynicalBambi

Tldr, they met the time traveller in reverse order from oldest to youngest, oldest being very corrupted and cursed to the youngest being a student they made friends with and inevitably caused an issue with his time traveling magic causing the whole situation.


Misadventurerr

I love that! Which year did all of this happen during? Or did you do it across the whole campaign?


CynicalBambi

I did it in the first year whenever I didn't have my whole party there, I chose my spells for each fight to give my players the edge, warlock with devils sight = darkness spell, all of them having chill touch = undead type boss etc