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True Strike

Divination
Level: Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 round
Components: S

You extend your hand and 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.

Concentration

Spell Details

School: Divination
Level: Cantrip
Ritual: No
Concentration: Yes
Classes: Bard, Sorcerer, Warlock, Wizard
D-Tier True Strike wastes your action for a modest advantage on your next turn, making it inferior to just attacking twice or using bonus action attacks.

Player Guide

True Strike is rarely worth casting because you sacrifice an entire action for advantage on a single attack roll next turn—time your opponent can use to escape, attack allies, or cast a spell. The only viable use case is when you're certain you'll have a high-impact attack next turn (like a saving throw spell requiring an attack roll) and you're unable to act otherwise that round. Generally, classes with bonus action attacks, cantrips that deal damage, or spellcasters with save-based spells should avoid this cantrip entirely.

DM Tips

True Strike is notoriously weak and rarely chosen by experienced players; consider ruling that it grants advantage on your next attack roll on the same turn (not the next turn) to make it more viable. Watch for abuse with features like Elven Accuracy that stack multiple sources of advantage, though the spell's opportunity cost usually prevents this from being problematic.