Overall, Sapping Sting in 5e is a good choice, with a relevant debuff, the cantrip can see many strategic uses, but the save and damage makes the cantrip sub-par for cantrips late game.
The biggest pros to sapping sting, is that it has the ability to knock your opponent prone.
This means that if the spell works you will give (1) all melee attacks against the target advantage, (2) all their attacks will be at disadvantage, and (3) they lose half their movement if they stand up.
This can be extremely debilitating in combat.
As a result, what next needs to be analyzed is how significant the damage boost is from knocking them prone.
On average you will be doing 2-3 points damage per cast.
While this is not a lot, the prone effect is a huge benefit. Usually giving a 32% boost to your party’s damage on that enemy. (As calculated in my article, “When to Use Great Weapon Master”
This means your damage is actually much higher; roughly 16 points of damage through level 1-5, assuming your party can deal the average party amount of damage a turn (50) solely on this monster.
All in all, that is a good amount of damage for a cantrip, especially at level 1-5.
Like many of Matt Mercer’s creations, it has overlooked implications that make it overpowered. A ranged cantrip knocking ANY creature prone? This means with a mere cantrip, a caster could knock the Tarrasque prone, or an ancient dragon flying 1,000 feet above the ground. It should limit it to Large creatures or smaller, or be a Touch cantrip, and for that reason I don’t allow it in my games.
very true! However legendary resistances will definitely impact the later game especially on things like tarrasque and dragons. That is a cool idea to implement for the cantrip to make it more reasonable for playgroups. I will definitely need to consider that. Thanks for your comment!