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I mean, you could also pick up two levels of Sorcerer and use Quickened Spell to cast it as a bonus action, but it's a waste...just like this is.
There's a mod that makes True Strike use a bonus action instead and removes concentration, it's much better.
Attacking instead of casting True Strike and then attack again on the next turn is basically the same with the bonus of dealing twice the damage if both attacks hit.
So yeah True Strike is one off the worst cantrips unless you can cheat it out by something else.
ignoring the opportunity costs, you said this very situational benefit was OP which it clearly is not. that's why people are arguing with you
Yeah it's not op at all, it just makes true strike slightly less useless and viable in certain situations
If you succeed in the example using True Strike, you get one successful attack.
If you fail one attack in a two attack set, same as winning in the True Strike scenario. But if you succeed in BOTH attacks? Well way better than using True Strike.
Since it is 'Caster' only, it truly is a waste of a Cantrip slot. If you could cast it on someone else? Then I could see a real use for it.
Not to mention it requires Concentration. Meaning it will preclude concentrating on a truly useful spell. I suppose you could use it to Advantage up one of those 'Must Be Concentrating' nukes.
Pre-combat, you examine a neutral target and find out you have just 90% chance to hit. Not bad, right? But definitely not ideal for a level 6 spell hit. You now cast True Strike on the target. The target remains neutral. Now, you have 99% chance to hit. You cast Chain Lightning (action), ideally augmented with a wet condition (bonus action) and a max damage guarantee (reaction). You have only 1% chance to fail to obliterate a whole group along with the target in this preemptive strike, instead of a whopping 10% chance to suffer a miserable waste of your only level 6 spell slot.
Note: the above strategy may not work as described on Tactician/Honor difficulty due to NPC's adjusted behaviors. Even so, 1% chance to fail is 10x times better than 10% chance to fail.
That's the beauty of True Strike - it is meant to create a lethal true strike! (Not something like a mundane sneak bonus).
BTW, there are way too many methods to create a sneak attack scenario. True Strike is not a convenient such method.
Chain Lightning forces a Dex save, so True Strike wouldn't do anything for it.
Here's the precise wording:
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
As you can see, on the Tabletop RAW if you cast True Strike, that's it. That's the turn.