Originally Posted by SaurianDruid
True Strike and Blade Ward would be broken as a bonus action. They're cantrips so you'd be able to use them every turn and just have permanent advantage or damage resistance.

As-is I actually do use True Strike with an Eldritch Knight Lae'zel occasionally. Whenever she's running at someone but can't quite make the full distance to attack I pop it and forgo a crappy ranged attack attempt. Then use Great Weapon Master's "All In" ability for two turns to make those huge +10 damage swings actually connect. It is also useful as a pre-cast when you know you're about to be in a fight so she can take off some heads right away.

I think it could stand to last three turns, though. Especially with how fast "turns" pass outside of combat, as I often lose entire turns when I pre-cast just because it takes a few seconds to move into position.

Blade Ward is useful when Wyll is surrounded or you know he's going to get hit a bunch before his next turn. The point of the cantrip is to sacrifice a turn of Eldritch Blast in exchange for reducing incoming and potentially fatal damage to more manageable levels. IF it needs a buff at all I'd just give it a two or three turn duration so it is something you can keep up by sacrificing damage every other turn, but I'm not convinced it really needs the buff.


100% agree.


Originally Posted by Piff
The only spell that I've come across recently that needs to be changed from an action cast into a bonus action cast is hail of thorns. For some reason this spell takes both your action and bonus action to cast it, when it should only take your bonus action.

This too.

Another problem is the timings are wrong. If I give another example, maybe the problem will become more apparent. So it's my turn in the round. I cast Hold Person on a mob that has not acted yet in the round. When it gets to their turn, they make a save and are free from hold person. So even though they lost their initial save, I still got no benefit. Spells like Bladeward and Truestrike are supposed to give me 2 full rounds yet because they end at the beginning of my turn in the round, I only get 1 round on some mobs. This makes them even less effective than intended.