Booming blade dnd

Booming blade dnd DEFAULT

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell&#;s range, otherwise the spell fails. On a hit, the target suffers the attack&#;s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell&#;s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

(NOTE: For some reason, people interested in Booming Blade are also interested in Green Flame Blade, found here)

My Comments: I&#;ve heard people say this spell is over-powered (OP) for a cantrip. I don&#;t think I agree. Cast by a low-level caster, it&#;s not that great. It seems to me that you really have to work it to make it worthwhile. For one, your caster has to get all up in the melee, make an attack and actually hit, and then the target has to willingly move for the spell to take effect.

If you&#;re already in range, why should the target move when it could just stay there and smack you?

Also, it&#;s always important to remember the downside of Thunder-damage spells- They&#;re noisy. This is not a sneaky spell.

But then&#; at 5th level, things change. The spell does extra damage if they don&#;t move and even more extra damage if they do. The real value though comes in the combos. I&#;ve avoided talking about combos just to keep these posts simple, but I guess it&#;s time to break that tradition.

I thought maybe an Eldritch Knight could make good use of it but then realized the spell takes a whole action, so it isn&#;t really that great for characters with multiple attacks.

Warlock, Pact of the Blade? Sorcerer, use sorcery points to Twin spell maybe? Nah, it&#;s not really working for me. To me, the best class to use this would be the Arcane Trickster. Only, it&#;s not very sneaky&#;

(read all the comments for some good insights from readers on this cantrip)

Herek had been twisting through the dark, smelly corridors of the low-town market for what seemed like hours and his pursuers grew in number with each passing minute. They would have to catch him eventually.

His little tricks were running out and he was down to one he had been avoiding. Now, with that hulking barbarian half-breed the tavern had hired standing in the alley sniffing at the air, he knew the chase was coming to a close. he counted to four, quietly said &#;kra-hashek!&#; and then burst out of his hiding spot. He stabbed deeply into the tavern guard and rolled away and dashed back down the alley as a boom of thunder rang out, drowning out even the pig-nose barbarian&#;s scream.

Booming blade cantrip spell image by Tiago Alexandre

Booming Blade cantrip spell image by the brilliant Tiago Alexandre. Click the image to see more.

The guard turned, her eyes lit with fury, and spotted Herek down the alley. As she started her enraged charge a second crackling boom sounded and the barbarian screamed again, threw her arms out and then fell to the ground.

Herek sighed. That&#;s one down and at least five more out there and now they all knew exactly where to find him. &#;Oh well,&#; he thought, &#;might as well make them work for it.&#;

He sprinted forward, planted one boot on the barbarian&#;s thick back and leaped upward. His hand grasped the bottom of the balcony above and he pulled hard, grabbed the railing above and then twisted himself up to stand on the balcony in one swift burst of acrobatics. He lined up his path to the rooftop just as two more guards came around the corner and saw their fallen comrade.

How to get booming blade: This spell is found in the Sword Coast Adventure&#;s Guide.

[pssst&#; want to draw a card from The Deck of Many Things?]

[Pssst#2&#; did you see the dinosaur game in the footer? 🙂 ]

Related

Sours: https://dungeonsanddave.com/spell/5th-edition-spells-booming-blade/

Here we take a look at Booming Blade, a damage boosting melee cantrip. It holds promise for any full caster and really shines when paired with an array of subclasses.

Quick Links

Booming Blade 5e

The rules for Booming Blade are found in The Sword Coast Adventurers Guide and Tasha’s Cauldron of Everything.

Evocation Cantrip

Casting Time: 1 Action

Range: Self (5-Foot Radius)

Components: V, M (A melee weapon worth at least 1sp.)

Duration: 1 Round

You brandish the weapon used in the spells casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapons normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

The rules for the Booming Blade cantrip show it is a bit unconventional, provided it utilizes a melee weapon attack through a spell. The key to remember here is this is a Spell Action, not an Attack Action, follow the rules as such.

Is Booming Blade Good?

Booming Blade increases the damage output for any weapon on a single attack. This can dramatically affect a caster&#;s usefulness outside of using spells that require slots. Since it is a damage cantrip, it levels up nicely. The additional damage dealt when an enemy willingly moves is just a bonus reason to use the spell.

Booming Blade deals thunder damage, and while not the rarest resistance type, it is not as common as fire or lightning. Beyond that, even a creature that has resistance to thunder still takes the normal weapon damage. This means that character classes that have only one attack can do increased damage on every attack and bonus damage if the creature moves more than 5 feet willingly.

What Classes get Booming Blade?

Booming Blade is an evocation cantrip on the Wizard, Sorcerer, and Warlock spell lists. This makes the spell serviceable for the general caster. It does bonus damage on any melee attack. The problem is that generally, if a caster is making a melee attack, the situation is dire.

The Eldritch Knight is a good option, as is the hex-based Warlock, but the real master of this spell is the Arcane Trickster Rogue. Outfitted with a 1d8 damage rapier, an Arcane Trickster using Booming Blade does 2d8 damage for an attack at level 1.

The benefit of this class combo only gets better as the character levels up. The damage increases per the standard cantrip rate, meaning additional damage at 5th,11th, and 17th levels. Also, at level 5, the target takes 2d8 thunder damage if it moves 5 feet willingly. By the way, it stacks on sneak attack.

Bottom Line

Any class that can cast this spell will benefit thanks to it’s damage bump and its backup-plan potential. The only real downside is being a caster and needing to be engaged in melee combat to use it.

Booming Blade: Optimized for Combat

As stated above, any class can take Booming Blade and see a benefit, but the best use of the Evocation Cantrip belongs to the Arcane Trickster Rogue. While thunder damage is not stealthy by any means, the spell was practically made for the rogue class.

The Rogue class gets Sneak Attack at 1st level and the Cunning Action ability at 2nd level. Cunning Action allows them to use a bonus action to hide, dash, or disengage. At 2nd level, the rogue outfitted above does 2d8 damage (rapier 1d8+Booming Blade 1d8) plus sneak attack (if applicable, 1d6) if they use the spell and add 1d8 for Booming Blade if the target moves 5 feet or more. This allows the rogue to match any other class in terms of damage, if not outright best them.

At 5th level, Booming Blade adds 2d8 damage if the target moves more than 5 feet, plus the regular cantrip increase to 2d8. An Arcane Trickster Rogue at level 5 has a combat turn damage of 2d8 from Booming Blade + 1d8 from the rapier + 3d6 from sneak attack (if applicable) + 2d8 from the target of Booming Blade moving.

A clever rogue will move into melee range with a creature who is engaged with the rogue’s ally and attack, hitting for 3d8+3d6 damage. Then disengage, hoping to draw the monster toward the rogue causing the monster to take the additional 2d8 damage.

Hot Tip

If you are a DM and find that a player character is brutally assaulting your baddies with Booming Blade, use a creature that automatically does damage in melee range or has a close-quarters effect like a salamander or an umberhulk. A ring of spell turning or the Sentinel Feat on the BBG should force a strategy change as well.

Booming Blade: Sword Coast vs. Tasha&#;s

  • A few updates were made to Booming Blade with the release of Tasha&#;s Cauldron of Everything. The rules here are the most recent presented in TCE. Some of the notable changes were:
  • Range changed from 5 feet to “self (5-foot radius).”
  • The spell cannot be Twin Spelled via metamagic due to the new range of self.
  • The spell can be cast using the War Caster Feat.
  • The spell no longer works with the Spell Sniper Feat as the spell has a range of self and cannot be doubled.
  • A Pact Weapon can be used with the spell since the conjured weapon simulates the value of a real weapon.

Hot Tip

The Spell Sniper feat grants you a cantrip that requires an attack roll. Booming Blade meets these criteria. This means the spell can be added to any class that meets the criteria for the spell sniper feat.

Final Thoughts

Cantrips are about as easy to get as hit points for a wizard, so picking them can be tricky. Booming Blade is about as good as you can get in terms of damage at close range. It should definitely be considered if you are a caster who finds themselves too close for comfort with enemies often.

Dustin Downing

Contributor

World builder, lore creator, author and story teller, all around RPG enthusiast.

Sours: https://nerdbear.com/booming-blade-5e-guide/
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DnD 5e – Melee Cantrips vs. Extra Attack

Last Updated: August 25,

Sword Coast Adventurer’s Guide introduced several notable cantrips. Among them were Booming Blade and Green-Flame Blade, which notably combine casting a spell and swinging a weapon. This is great thematically for “gish” characters like eldritch knights, bladesingers, and hexblades, but exactly how effective these spells are is difficult to measure without digging into the math.

To cater to gish builds (and to other characters considering Magic Initiate), we’ll cover a select handful of cantrips which are used in melee. For the purposes of this article, we’ll limit ourselves to cantrips which either affect creatures within 5 ft. or which apply to creatures which we can reach with a weapon.

Covered Cantrips

  • Booming Blade
  • Green-Flame Blade
  • Primal Savagery
  • Shocking Grasp
  • Sword Burst / Thunderclap / Word of Radiance

Base Assumptions

First, we will assume that all attacks will hit and all cantrips won’t be resisted by the targets. This is an absurd assumption in a real game, but it dramatically simplifies our math. We can reasonably assume that players will hit with attacks 65% of the time based on the Attack vs. AC progression, but it’s harder to assess the reliability of cantrips like Sword Burst because saving throws range so widely between creatures.

Second, we will assume that you begin with a 16 in the ability score which you use to attack, and that you spend your first two ability score increases on that ability score. This means that you will have a +3 bonus at 1st level, a +4 bonus at 4th level, and a +5 bonus at 8th level.

Third, we will assume that the non-spellcaster in our example is a single-class fighter. Therefore, we can assume that the example character will get Extra Attack at 5th level and so on as indicated in the Fighter class table. We will list the Fighter’s weapon damage in a separate column to distinguish the Fighter’s additional attacks from those of other classes like Barbarian and Paladin which get fewer attacks.

Fourth, we will assume that the example spellcaster will have no abilities which add additional damage to cantrips or to weapon attacks. There are several such abilities, but the intent is to provide general guidance. As such, we will omit options like Fighting Style or Potent Cantrip.

Fifth, we will totally ignore critical hits. Between things like the Half-Orc’s Savage Attacks and abilities like Improved Critical, there are too many variables which are too specific to consider without making this article too complicated to be useful.

Targets

Much of the time, you will be attacking single targets. However, some options shine while you attack a single target, while others excel when you’re facing multiple targets. To show the range here, we will assess damage comparisons when facing up to 4 targets.

Results

The tables below detail damage at a subset of the level range from Levels at which damage does not change are omitted for brevity. Damage is the average of the total damage dealt (so 1d6 damage to two creatures is 7 damage; avg. damage to two targets).

The columns in the tables below are as follows:

  • Martial (1h): A martial character such as a barbarian or paladin using a one-handed weapon like a longsword. At 5th level, Extra Attack adds a 2x multiplier.
  • Fighter (1h): A fighter using a one-handed weapon like a longsword. Steps of Extra Attack add an appropriate multiplier at 5th, 11th, and 20th level.
  • Martial (2h): A martial character such as a barbarian or paladin using a greatsword. At 5th level, Extra Attack adds a 2x multiplier.
  • Fighter (2h): A fighter using a greatsword. Steps of Extra Attack add an appropriate multiplier at 5th, 11th, and 20th level.
  • Booming Blade (1h): Damage dealt by Booming Blade to a single target that does not move to trigger the secondary damage while using a one-handed weapon like a longsword.
  • Booming Blade+ (1h+): Damage dealt by Booming Blade with a one-handed weapon if the target moves and triggers the secondary damage.
  • Green-Flame Blade (1h): Damage dealt by Green-Flame Blade while using a one-handed weapon like a longsword. For 2+ targets, it is assumed that the secondary damage is applied to an appropriate target and the damage is included in the total.
  • Booming Blade (2h): Damage dealt by Booming Blade to a single target that does not move to trigger the secondary damage while using a two-handed weapon like a greatword.
  • Booming Blade (2h+): Damage dealt by Booming Blade with a two-handed weapon if the target moves and triggers the secondary damage.
  • Green-Flame Blade (2h): Damage dealt by Green-Flame Blade while using a two-handed weapon like a greatsword. For 2+ targets, it is assumed that the secondary damage is applied to an appropriate target and the damage is included in the total.
  • Primal Savagery: Damage dealt by Primal Savagery.
  • Shocking Grasp: Damage dealt by Shocking Grasp. Advantage against targets in metal armor is totally disregarded.
  • Sword Burst: Damage dealt by the Sword Burst cantrip. Thunderclap’s damage and Word of Radiance’s damage are the same (though they’re of different damage types) so we’ll treat them as the same since this article only addresses the amount of damage dealt.

1 Target

Against single targets, two-handed weapons always do better than two-handed weapons with a cantrip. The more interesting comparison is between one-handed weapons and Booming Blade with a one-handed weapon. If you can trigger the secondary damage from Booming Blade, it will consistently deal more damage than a weapon, regardless of the number of attacks made.

However, the gap is small enough that even minor damage bonuses like those from Fighting Style (Dueling), Rage, or a +1 weapon will all put weapon attacks ahead of cantrips in many cases. Booming Blade does better compared to non-Fighter martial characters who get less attacks, nearly matching the damage output of 2 attacks at 11th level without secondary damage and eventually surpassing it at 17th level.

Martial CharactersCantrips

Level

Martial (1h) Fighter (1h)

Booming Blade (1h)

Booming Blade (1h+)

Green-Flame Blade (1h)

Primal Savagery

Shocking Grasp

Sword Burst

1 (1d8+3) (1d8+3) (1d8+3)12 (1d8+3+1d8) (1d8+3) (1d10) (1d8) (1d6)
4 (1d8+4) (1d8+4) (1d8+4)13 (1d8+4+1d8) (1d8+4) (1d10) (1d8) (1d6)
517 (1d8+4 x2)17 (1d8+4 x2)13 (1d8+4+1d8)22 (1d8+4+1d8+2d8)13 (1d8+4+1d8)11 (2d10)9 (2d8)7 (2d6)
819 (1d8+5 x2)19 (1d8+5 x2)14 (1d8+5+1d8)23 (1d8+5+1d8+2d8)14 (1d8+5+1d8)11 (2d10)9 (2d8)7 (2d6)
1119 (1d8+5 x2) (1d8+5 x3) (1d8+5+2d8)32 (1d8+5+2d8+3d8) (1d8+5+2d8) (3d10) (3d8) (3d6)
1719 (1d8+5 x2) (1d8+5 x3)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)23 (1d8+5+3d8)22 (4d10)18 (4d8)14 (4d6)
2019 (1d8+5 x2)38 (1d8+5 x4)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)23 (1d8+5+3d8)22 (4d10)18 (4d8)14 (4d6)
Martial CharactersCantrips

Level

Martial (2h)

Fighter (2h)

Booming Blade (2h) Booming Blade (2h+)

Green-Flame Blade (2h)

110 (2d6+3)10 (2d6+3)10 (2d6+3) (2d6+3+1d8)10 (2d6+3)
411 (2d6+4)11 (2d6+4)11 (2d6+4) (2d6+4+1d8)11 (2d6+4)
522 (2d6+4 x2)22 (2d6+4 x2) (2d6+4+1d8) (2d6+4+1d8+2d8) (2d6+4+1d8)
824 (2d6+5 x2)24 (2d6+5 x2) (2d6+5+1d8) (2d6+5+1d8+2d8) (2d6+5+1d8)
1124 (2d6+5 x2)36 (2d6+5 x3)21 (2d6+5+2d8) (2d6+5+2d8+3d8)21 (2d6+5+2d8)
1724 (2d6+5 x2)36 (2d6+5 x3) (2d6+5+3d8) (2d6+5+3d8+4d8) (2d6+5+3d8)
2024 (2d6+5 x2)48 (2d6+5 x4) (2d6+5+3d8) (2d6+5+3d8+4d8) (2d6+5+3d8)

2 Targets

Very little changes when you move to 2 targets. Green-Flame Blade can no do as much damage as Booming Blade, but it falls into the same narrow lead that Booming Blade had over straight weapon attacks.

Martial CharactersCantrips

Level

Martial (1h)

Fighter (1h)

Booming Blade (1h) Booming Blade (1h+)

Green-Flame Blade (1h)

Primal Savagery

Shocking Grasp

Sword Burst
1 (1d8+3) (1d8+3) (1d8+3)12 (1d8+3+1d8)+SCM (1d8+3+SCM) (1d10) (1d8)7 (1d6 x2)
4 (1d8+4) (1d8+4) (1d8+4)13 (1d8+4+1d8)+SCM (1d8+4+SCM) (1d10) (1d8)7 (1d6 x2)
517 (1d8+4 x2)17 (1d8+4 x2)13 (1d8+4+1d8)22 (1d8+4+1d8+2d8)+SCM (1d8+4+1d8+1d8+SCM)11 (2d10)9 (2d8)14 (2d6 x2)
819 (1d8+5 x2)19 (1d8+5 x2)14 (1d8+5+1d8)23 (1d8+5+1d8+2d8)+SCM (1d8+5+1d8+1d8+SCM)11 (2d10)9 (2d8)14 (2d6 x2)
1119 (1d8+5 x2) (1d8+5 x3) (1d8+5+2d8)32 (1d8+5+2d8+3d8)+SCM (1d8+5+2d8+2d8+SCM) (3d10) (3d8)21 (3d6 x2)
1719 (1d8+5 x2) (1d8+5 x3)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)28 (4d6 x2)
2019 (1d8+5 x2)38 (1d8+5 x4)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)28 (4d6 x2)
Martial CharactersCantrips

Level

Martial (2h)

Fighter (2h) Booming Blade (2h) Booming Blade (2h+) Green-Flame Blade (2h)
110 (2d6+3)10 (2d6+3)10 (2d6+3) (2d6+3+1d8)10+SCM (2d6+3+SCM)
411 (2d6+4)11 (2d6+4)11 (2d6+4) (2d6+4+1d8)11+SCM (2d6+4+SCM)
522 (2d6+4 x2)22 (2d6+4 x2) (2d6+4+1d8) (2d6+4+1d8+2d8)20+SCM (2d6+4+1d8+1d8+SCM)
824 (2d6+5 x2)24 (2d6+5 x2) (2d6+5+1d8) (2d6+5+1d8+2d8)21+SCM (2d6+5+1d8+1d8+SCM)
1124 (2d6+5 x2)36 (2d6+5 x3)21 (2d6+5+2d8) (2d6+5+2d8+3d8)30+SCM (2d6+5+2d8+2d8+SCM)
1724 (2d6+5 x2)36 (2d6+5 x3) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)
2024 (2d6+5 x2)48 (2d6+5 x4) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)

3 Targets

3 targets is where Sword Burst starts to edge out other options. The gap in damage fluctuates depending on your level, but sword burst remains consistently more effective.

Martial CharactersCantrips

Level

Martial (1h) Fighter (1h)

Booming Blade (1h)

Booming Blade (1h+) Green-Flame Blade (1h) Primal Savagery

Shocking Grasp

Sword Burst

1 (1d8+3) (1d8+3) (1d8+3)12 (1d8+3+1d8)+SCM (1d8+3+SCM) (1d10) (1d8) (1d6 x3)
4 (1d8+4) (1d8+4) (1d8+4)13 (1d8+4+1d8)+SCM (1d8+4+SCM) (1d10) (1d8) (1d6 x3)
517 (1d8+4 x2)17 (1d8+4 x2)13 (1d8+4+1d8)22 (1d8+4+1d8+2d8)+SCM (1d8+4+1d8+1d8+SCM)11 (2d10)9 (2d8)21 (2d6 x3)
819 (1d8+5 x2)19 (1d8+5 x2)14 (1d8+5+1d8)23 (1d8+5+1d8+2d8)+SCM (1d8+5+1d8+1d8+SCM)11 (2d10)9 (2d8)21 (2d6 x3)
1119 (1d8+5 x2) (1d8+5 x3) (1d8+5+2d8)32 (1d8+5+2d8+3d8)+SCM (1d8+5+2d8+2d8+SCM) (3d10) (3d8) (3d6 x3)
1719 (1d8+5 x2) (1d8+5 x3)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)42 (4d6 x3)
2019 (1d8+5 x2)38 (1d8+5 x4)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)42 (4d6 x3)
Martial CharactersCantrips

Level

Martial (2h) Fighter (2h) Booming Blade (2h)

Booming Blade (2h+)

Green-Flame Blade (2h)
110 (2d6+3)10 (2d6+3)10 (2d6+3) (2d6+3+1d8)10+SCM (2d6+3+SCM)
411 (2d6+4)11 (2d6+4)11 (2d6+4) (2d6+4+1d8)11+SCM (2d6+4+SCM)
522 (2d6+4 x2)22 (2d6+4 x2) (2d6+4+1d8) (2d6+4+1d8+2d8)20+SCM (2d6+4+1d8+1d8+SCM)
824 (2d6+5 x2)24 (2d6+5 x2) (2d6+5+1d8) (2d6+5+1d8+2d8)21+SCM (2d6+5+1d8+1d8+SCM)
1124 (2d6+5 x2)36 (2d6+5 x3)21 (2d6+5+2d8) (2d6+5+2d8+3d8)30+SCM (2d6+5+2d8+2d8+SCM)
1724 (2d6+5 x2)36 (2d6+5 x3) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)
2024 (2d6+5 x2)48 (2d6+5 x4) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)

4 Targets

At 3 targets Sword Burst was the winner, and 4 targets puts Sword Burst even further ahead of other options.

Martial CharactersCantrips

Level

Martial (1h)

Fighter (1h)

Booming Blade (1h)

Booming Blade (1h+)

Green-Flame Blade (1h)

Primal Savagery

Shocking Grasp

Sword Burst

1 (1d8+3) (1d8+3) (1d8+3)12 (1d8+3+1d8)+SCM (1d8+3+SCM) (1d10) (1d8)14 (1d6 x4)
4 (1d8+4) (1d8+4) (1d8+4)13 (1d8+4+1d8)+SCM (1d8+4+SCM) (1d10) (1d8)14 (1d6 x4)
517 (1d8+4 x2)17 (1d8+4 x2)13 (1d8+4+1d8)22 (1d8+4+1d8+2d8)+SCM (1d8+4+1d8+1d8+SCM)11 (2d10)9 (2d8)28 (2d6 x4)
819 (1d8+5 x2)19 (1d8+5 x2)14 (1d8+5+1d8)23 (1d8+5+1d8+2d8)+SCM (1d8+5+1d8+1d8+SCM)11 (2d10)9 (2d8)28 (2d6 x4)
1119 (1d8+5 x2) (1d8+5 x3) (1d8+5+2d8)32 (1d8+5+2d8+3d8)+SCM (1d8+5+2d8+2d8+SCM) (3d10) (3d8)42 (3d6 x4)
1719 (1d8+5 x2) (1d8+5 x3)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)56 (4d6 x4)
2019 (1d8+5 x2)38 (1d8+5 x4)23 (1d8+5+3d8)41 (1d8+5+3d8+4d8)+SCM (1d8+5+3d8+3d8+SCM)22 (4d10)18 (4d8)56 (4d6 x4)
Martial CharactersCantrips
Level Martial (2h)

Fighter (2h)

Booming Blade (2h)

Booming Blade (2h+) Green-Flame Blade (2h)
110 (2d6+3)10 (2d6+3)10 (2d6+3) (2d6+3+1d8)10+SCM (2d6+3+SCM)
411 (2d6+4)11 (2d6+4)11 (2d6+4) (2d6+4+1d8)11+SCM (2d6+4+SCM)
522 (2d6+4 x2)22 (2d6+4 x2) (2d6+4+1d8) (2d6+4+1d8+2d8)20+SCM (2d6+4+1d8+1d8+SCM)
824 (2d6+5 x2)24 (2d6+5 x2) (2d6+5+1d8) (2d6+5+1d8+2d8)21+SCM (2d6+5+1d8+1d8+SCM)
1124 (2d6+5 x2)36 (2d6+5 x3)21 (2d6+5+2d8) (2d6+5+2d8+3d8)30+SCM (2d6+5+2d8+2d8+SCM)
1724 (2d6+5 x2)36 (2d6+5 x3) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)
2024 (2d6+5 x2)48 (2d6+5 x4) (2d6+5+3d8) (2d6+5+3d8+4d8)39+SCM (2d6+5+3d8+3d8+SCM)

Conclusions: Are melee cantrips better than normal weapon attacks?

Some are, but only if you get their full effects.

Melee cantrips are be better than regular weapon attacks in the precise circumstances where they work best: Booming Blade is great if you can trigger the secondary damage, Green-Flame Blade is great if there’s a valid secondary target, and Sword Burst is good against 3 or more targets. In all other cases, straight weapon attacks are more effective until roughly 17th level when the damage from the initial Booming Blade/Green-Flame Blade attack can outpace normal weapon damage with two attacks.

Fighters, thanks to their high number of attacks, will always outpace the damage from Booming Blade and Green-Flame Blade (unless you include War Magic; see below). This math also doesn’t account for other damage bonuses from things like Rage, magic items, and Improved Divine Smite, all of which tip the balance back in favor of normal attacks.

Exceptions

I can think of a few exceptions to the above assessment:

Rogues

Rogues never get Extra Attack. Melee cantrips present a linear damage increase since Booming Blade and Green-Flame Blade can deliver Sneak Attack, and both a single attack and casting either cantrip takes an action. If the attack hits, the Rogue is left with their bonus action to Disengage, potentially forcing enemies to suffer the bonus damage from Booming Blade to chase them. However, since you’re not taking the Attack action you lose the possibility of two-weapon fighting to give you an extra chance to deliver a Sneak Attack if your first attack misses.

Eldritch Knights

War Magic allows you to make an additional attack as a bonus action after casting a cantrip (also leveled spells at higher levels, but that’s not the point of this article). This means that your cantrip+attack combos will always deal more damage than a non-Fighter martial class’s two weapon attacks. Even in the case of other damage bonuses like Hunter’s Mark or Hex, you’re probably still ahead. Even compared to a Fighter’s maximum of 4 attacks, War Caster will still let you exceed the non-caster Fighter’s damage by a fair margin if you can trigger the secondary damage.

Levels are omitted from the tables below because Eldritch Knights get War Magic at 7th level, and without War Magic that information is redundant with the tables above.

Level

Fighter (1h)

War Magic (1h)

War Magic (1h+)
717 (1d8+4 x2) (1d8+4+1d8+1d8+4) (1d8+4+1d8+2d8+1d8+4)
819 (1d8+5 x2) (1d8+5+1d8+1d8+5) (1d8+5+1d8+2d8+1d8+5)
11 (1d8+5 x3)28 (1d8+5+2d8+1d8+5) (1d8+5+2d8+3d8+1d8+5)
17 (1d8+5 x3) (1d8+5+3d8+1d8+5) (1d8+5+3d8+4d8+1d8+5)
2038 (1d8+5 x4) (1d8+5+3d8+1d8+5) (1d8+5+3d8+4d8+1d8+5)

Level

Fighter (2h) War Magic (2h) War Magic (2h+)
722 (2d6+4 x2) (2d6+4+1d8+2d6+4) (2d6+4+1d8+2d8+2d6+4)
824 (2d6+5 x2) (2d6+5+1d8+2d6+5) (2d6+5+1d8+2d8+2d6+5)
1136 (2d6+5 x3)33 (2d6+5+2d8+2d6+5) (2d6+5+2d8+3d8+2d6+5)
1736 (2d6+5 x3) (2d6+5+3d8+2d6+5) (2d6+5+3d8+4d8+2d6+5)
2048 (2d6+5 x4) (2d6+5+3d8+2d6+5) (2d6+5+3d8+4d8+2d6+5)

Bladesingers

Bladesingers get a unique version of Extra Attack which allows them to substitute a cantrip for one of their two attacks. This means that their damage output is very similar to the Eldritch Knight with the addition of War Magic.

For numbers on the Bladesinger’s damage progression with Extra Attack, see the “Fighter Damage vs. War Magic Damage” table, above. The Bladesinger follows the same progression, but they get Extra Attack one level earlier than the Eldritch Knight gets War magic.

Since the Bladesinger doesn’t need to consume their Bonus Action to achieve this damage output like the Eldritch Knight does, allowing them to use two-weapon fighting if they’re willing to give up the ability to cast Shield (it has Somatic components, so you can’t cast it with a weapon in your hand unless you take the War Caster feat). This can be a powerful offensive option, especially if you can add damage boosts from Fighting Style (Two-Weapon Fighting) and/or Song of Victory.

Sours: https://rpgbot.net/dnd5/characters/melee_cantrips/
Hexblood Swashbuckler Rogue Ft. Booming Blade│D\u0026D 5E│Character Build

How can a player effectively use Booming Blade in combat?

It seems to me that one can classify the possibilities, how to use Booming Blade effectively within combat, into two categories. The first type regards the ways to make use of the damage that takes/would take effect when the enemy willingly moves and multiple approaches have been discussed within other answers on this site. Therefore, I will focus on the second type: Ways and situations in which one can take advantage of the on-hit additional damage that Booming Blade deals starting from level 5:

At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. (XGE/SCAG, emphasis mine)

As it has already been noted, this improves melee attacks for primary spellcaster classes such as Sorcerer and Wizard. However, with one of these classes you probably want to avoid getting into melee range anyway and this limits the use of Booming Blade. So how do we use the Booming Blade on-hit effect effectively as a Barbarian, Fighter, Monk, Paladin, Ranger, Warlock, etc.?1

Restricting effectiveness: Booming Blade vs. Extra Attack

Booming Blade clearly has no synergy with Extra Attack: On the one hand, using Extra Attack (e.g., from the Barbarian, Fighter, Monk, Paladin or Ranger class) requires to take the Attack action first (and the same holds for the Thirsting Blade Invocation from the Warlock). On the other hand, to use Booming Blade one takes the Cast a Spell action and then does a melee weapon attack (not an Attack action) within this action. So, for an action you have to choose one or the other, but not both. However, even the aforementioned classes can benefit from using Booming Blade - if they can anyhow get access to the spell - and here are ways that came to my mind:

Booming Blade helps keeping up with damage when Multiclassing

Features such as Extra Attack, Thirsting Blade or Improved Divine Smite come at a level (typically 5 or 11) that a character has in the respective class and they increase the damage dealt starting at these levels. Similarly, the damage of Booming Blade increases at levels 5 and 11, but these levels refer to the character level, i.e., the sum of levels that the character has in each of its classes. This does not make a difference, say, for a Paladin of level 5. But when multiclassing, this may make a world of difference!

Say, you're Warlock 3/Bard 2 or Paladin 3/Sorcerer 2. Then you cannot use the Warlock's Thirsting Blade or the Paladin's Extra Attack at least for 2 level-ups, while Booming Blade already does the 1d8 on-hit thunder damage in addition to your usual weapon attack damage. This difference becomes even larger the more you multiclass and allows you to benefit from low-level class features of multiple classes (in particular of those classes that are presumed to be front-loaded) while still keeping up with melee attack damage.

Booming Blade can do better mean damage at high levels (11+)

Excluding the Fighter, all (sub-)classes only get one use of Extra Attack within an Attack action, so assuming all attacks hit, the damage dealt during an action is twice the weapon's damage. On the other hand, Booming Blade deals the damage of one weapon attack plus 2d8/3d8 thunder damage (levels /levels ) on a hit. So whenever this 2d8/3d8 is more damage than one weapon attack, the mean damage one does is better with Booming Blade.2

Say, you're level 17 (not Fighter nor Paladin) with the Extra Attack feature (or the Thirsting Blade Invocation), wielding a 1d8 magical (+2) weapon using a +5 damage (e.g., strength) modifier. Then (with a 5% crit chance) taking the Attack action as well as Extra Attack does 2*= average damage (assuming a hit), while a hit with Booming Blade (including the chance to crit, but excluding the secondary effect!) does 25,9 average damage. On levels , however, this difference is less significant and probably even negative, depending on your damage (and crit) modifiers as well as your weapon.

Booming Blade increases the damage of opportunity attacks by using the Warcaster feat

If an enemy provokes an opportunity attack, you can use your reaction to make one melee attack against that enemy. Note that you don't take the Attack action, so Extra Attack does not apply to an opportunity attack. However, if you have the Warcaster feat, instead of making the usual melee opportunity attack, you can cast Booming Blade at that enemy using your reaction. Not only does this hinder the enemies movement by threatening the secondary damage of Booming Blade, but (as a character of level // and on a hit) this attack does 1d8/2d8/3d thunder damage in addition to the usual melee attack damage. That thunder damage is straight on top! Of course, the Warcaster feat is a costly investment, but if you can also benefit from its other advantages, it may be worth it.

Booming Blade adds a different damage type to your punch

Quite a few enemies have resistances, in particular against bludgeoning/piercing/slashing damage. So it can be very beneficial to circumvent these resistances by using the thunder damage of Booming Blade (a damage type seldom resisted throughout the Monster Manual).

Booming Blade works well with Smites/Crit-Fishing

Suppose you're a character that wants to add damage dice on a critical hit. You could be a Warlock who uses Eldrich Smite, a Paladin using Divine Smite or a College of Whispers-Bard using Words of Terror. In each of these cases, adding a damage dice comes with a fixed cost (e.g., the use of a spellslot or of Bardic Inspiration), while the benefit is doubled on a crit as each damage dice is rolled twice. Now if your chance of scoring a critical hit is low, it is probably beneficial to attack multiple times (using the Attack action and Extra Attack) to increase your chance to hit critically at least once (and then add those juicy additional dice). However, if your chance to crit is high enough to deplete your resources (spellslots, etc.) over the course of one day even by attacking only once per turn, then using Booming Blade clearly is beneficial as the on-hit damage of Booming Blade (1d8/2d8/3d8 at levels //) is doubled on these crits. Unfortunately, there are many variables that determe the point from which on it is advantageous to use Booming Blade instead of the Attack action + Extra Attack (even more so since spellslots or Bardic Inspiration may be used for other purposes). Thus, one probably has to intuitively estimate within play whether to use Booming Blade or a normal Attack action + Extra Attack.


1 If a class does not provide Booming Blade as a cantrip (as it holds for most "melee" classes), one can access Booming Blade through the Magic Initiate Feat, by being a High Elf or by dipping into Sorcerer, Warlock, Wizard or Arcana Cleric.

2 If we're analysing the damage of a single-class Paladin, then one would need to compare 2d8/3d8 thunder damage with the damage from one weapon attack including the extra 1d8 radiant damage that Improved Divine Smite provides.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions//how-can-a-player-effectively-use-booming-blade-in-combat

Dnd booming blade

Booming Blade

A spell from Sword Coast Adventure's Guide

Evocation

Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round


As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. 

At higher level

At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.


Page: from Sword Coast Adventure's Guide


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Booming Blade - Dungeons \u0026 Dragons 5e Spell Analysis

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Booming Blade (BB) Spell In DnD 5E Explained

A smile blazoned across his face, we watched with curiosity as the party’s Rogue slashed at the Wight with his short sword accompanied by the low rumble of distant thunder. The cut was precise and deep; the wound messier than expected from concussive force accompanying the blade. With practiced ease, he dropped into a defensive stance and strode confidently backwards. It was a tense moment as the undead horror lunged forwards, its hand outstretched towards the Rogue’s throat, the silence was broken in short order by the clatter of thunder as the Wight’s body suddenly crumpled like a used scroll and fell to the ground.

Booming Blade (BB) is a cantrip that augments your melee attack and is on the Sorcerer, Warlock, and Wizard spell lists. It’s also available to Eldritch Knight Fighters, Arcane Trickster Rogues, and certain races and feats, like the High Elf and Magic Initiate respectively. Originally printed in the SCAG, Booming Blade was reprinted with a slight rules change in TCoE, this change primarily requiring a weapon with a gold value and was errata’ed into the SCAG.

How Does it Work?

When you cast Booming Blade, you can make one melee attack as part of that action. Keep in mind, you only make one attack when casting the spell, even if you have the Extra Attack feature. If the attack hits, the creature is then shrouded in booming energy, and if it willingly moves at least 5ft before the start of your next turn, it takes 1d8 thunder damage. 

At 5th level, the damage the target takes when it moves increases to 2d8, but you also gain 1d8 thunder damage to the attack’s damage. At 11th and 17th level, both the additional attack damage and the movement damage increase by another d8.

Who Is This Cantrip Best For?

Booming Blade is a great cantrip for anyone who can add damage onto a single attack, can cast it as a bonus action (Quickened Spell metamagic) or reaction (Warcaster feat), or has enhanced mobility to skirmish (e.g. the Mobile feat). If you would have Extra Attack then BB is not particularly good unless; you have a way to hit and run to provoke the additional damage or you are playing a tank and want to stop the enemy ignoring you and attacking the squishy spellcasters hiding behind you.  Some examples of characters that would be able to take advantage of BB:

Fighters &#; This only really applies to the Eldritch Knight, who can leverage additional damage from the Shadow Blade spell, the Dueling fighting style, and from 7th level make an attack as a bonus action after casting BB. Once you hit 11th level and get a third attack from Extra Attack, BB drops off heavily.

Rogues &#; Whilst Arcane Tricksters are able to pick this up from their subclass, any other Rogue could get this from a feat, race, or multiclassing. As Rogues rely on Sneak Attack rather than Extra Attack, they aren’t missing out on another attack by casting a spell, and Cunning Action allows them to Disengage as a bonus action to provoke the enemy to chase them and trigger the extra damage. The Swashbuckler is also a good subclass to use BB, as they gain the benefit of disengaging from anyone they make an attack against.

Paladins &#; This applies more specifically to Sorcerer/Paladin multiclasses, Divine Smite allows you to add a lot of additional damage. And we know how much Paladins love to tack on extra damage!  At higher levels (11th+), it isn’t typically worth it for a single classed Paladin to use Booming Blade instead of Extra Attack, due to Improved Divine Strike.

Sorcerers &#; Metamagic allows for a couple of neat tricks with BB, you can both use Quickened Spell to attack as a bonus action, but you can use Twinned Spell to attack two creatures within 5ft at once. For skirmishing, they have access to Misty Step, and for adding more damage to the attack itself, Shadow Blade can be used for higher weapon damage.

Wizards &#; Specifically Bladesingers, as of the TCoE printing (and subsequent errata of the SCAG) Bladesingers can cast a cantrip as part of their Extra Attack feature. This turns Booming Blade into a very ‘no brainer’ choice for a Bladesinger to get as much melee punch as they can (unless they prefer Green Flame Blade, of course).

Hopefully this article made your cantrip choices for your next gish character easier, or to put some extra oomph or should we say, boom, to your attacks. If you enjoyed this article, head on over to our spells section. Good luck on those attack rolls, just don&#;t forget your ear plugs!

Author
Paul is Dice Cove's Editor-in-Chief. A 6 year 5E veteran from Wales, he runs multiple long term campaigns each week and is the co-founder of the Dork Forge community and Youtube channel. When he's not making DnD content or planning the doom, gloom, and glory of his players, Paul enjoys reading, watching animated shows and fighting the eternal struggle for blanket space against his girlfriend and their pets.
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