True Strike
- Spell Level: Cantrip
- Available Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range/Area: Self
- Duration: Instant
- Damage/Effect: Glimmering
- School of Magic: Divination
- Attack/Saving Throw: Melee
- Components: S, M (a weapon you are familiar with that is worth at least 1 CP)
- Spell on DnD Beyond
This level 1 spell gives you advantage on your next attack roll against a target. At first glance, it seems practical and like something that a melee-magic combo could utilize well. However, it has a crucial problem.
Because you use your action to cast the spell, and then take your next action to attack. Essentially, you are spending an entire round to gain an advantage that you could also achieve through clever positioning, the help action of an ally, or other abilities without using a spell slot.
However, it may be worth it for situations where you can use more than one action per round – this point only applies in rare cases.
According to the 2024 rules, starting at character level 5, an additional benefit in the form of glimmering bonus damage of 1d6 is added, which increases by one d6 again at levels 11 and 17. Additionally, according to the new rules, your spellcasting ability can be used for attack and damage rolls instead of Strength or Dexterity modifiers. You can also choose to deal glimmering damage instead of your weapon’s normal damage.
This makes the spell significantly more powerful, but the drawback of the action spent remains. Whether this makes it worthwhile for someone is certainly a matter of weighing options.