The primal savagery spell (XGtE, p. 163) states:
[...] Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage...
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Compare this to some other spells:
- Fire bolt deals 1d10 fire damage from a range.
- Ray of frost deals 1d8 cold damage from a range and lowers the target's speed by 10.
- Shocking grasp deals 1d8 lightning damage from melee and prevents the target from taking reactions, with advantage against targets wearing metal armor.
- Chill touch deals 1d8 necrotic damage from melee and prevents it from regaining hit points, also granting disadvantage to undead targets.
The primal savagery cantrip deals one die size additional damage (an average of +1 damage) and has no additional effects nor does it let you attack from a range. This feels particularly weak to me and so I wonder:
Would increasing its damage die to 1d12 (both the initial damage, and how it scales) be unbalancing? Or is the change simply unnecessary, and the spell is already balanced against other cantrips?