True Strike 5e: Spell Block – Is it Worth Taking?

True Strike (Cantrip)

  • Casting Time:  1 action
  • School: Divination
  • Damage/Effect: Foreknowledge
  • Range: 30 feet
  • Class: Bard, Sorcerer, Warlock, Wizard
  • Attack/Save: None
  • Duration:  1 round ©
  • Level: 0
  • Class Access Level: Bard (1), Sorcerer (1), Warlock (1), Wizard (1), Eldritch Knight (8), Arcane Trickster (8)
  • Components: Somatic
  • Materials Required: None
  • Number of Targets: 1
  • Statuses Inflicted: Caster has advantage on the next attack roll made against the target
  • Status Duration: 1 round
  • Affected By Cover: Yes
  • Advantage: On the next attack roll made against the target
  • Disadvantage: None

Spell Description:

You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Cantrip, Divination, Buff, Foreknowledge

What Is True Strike?

True Strike is a cantrip level Divination spell that grants the caster advantage on their next attack roll made against the target of this spell, provided that the spell’s effect has not ended before they attack. It’s widely considered to be 5e’s worst spell.

Is True Strike Considered Useful?

It is a complete action spell that grants advantage on the next attack and ends after 1 round of combat, requiring concentration to maintain the effect until the next turn.

It deals no damage on its own. A character with +0 to the required stat will have about a 50/50 chance of hitting an attack without advantage.

That means that even if you hit the attack after casting True Strike, your damage output is about the same over the two turns. At its very best, it’s highly situational.

Alternatives to True Strike