The thing that bugs me about Booming Blade is the spell's range of 5'. IMHO, it would make logical sense to have the range equal to the effective range of the melee weapon used to cast it. It wouldn't break the spell, but it would make it a lot more useful. Using a weapon with reach you could then cast it at 10', making the target subject to the extra damage for moving if they want to close with you for melee.
Booming blade, just saying it, separate of the spell, makes me think of a loud clashing together of weapons.
so, going along that line, let’s then take that thought, and flesh it into a spell. Voila. Booming blade is born.
The thing that bugs me about Booming Blade is the spell's range of 5'. IMHO, it would make logical sense to have the range equal to the effective range of the melee weapon used to cast it. It wouldn't break the spell, but it would make it a lot more useful. Using a weapon with reach you could then cast it at 10', making the target subject to the extra damage for moving if they want to close with you for melee.
It totally would break the spell. It's already crazy good for martial casters (especially Cleric). You get the benefit of spell damage, a full weapon attack, and a secondary effect in one action. It's also eligible for Distant Spell, Twinned Spell, War Caster (reaction), and Polearm Master (in combo with War Caster). It is 5' by design.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
There is technically another three ways to get booming blade/green flame blade to occur more than once per turn that I can think of. It can be done with warcaster using the attack as a reaction which has been confirmed to immediately proc the bonus damage from booming blade. The other two are sorcerer exclusives being twinned spell (only works with booming blade) and quickened spell
There is technically another three ways to get booming blade/green flame blade to occur more than once per turn that I can think of. It can be done with warcaster using the attack as a reaction which has been confirmed to immediately proc the bonus damage from booming blade.
You got a source for that? That's an issue which has been discussed to death, and it's absolutely not what happens by RAW. While there is no official ruling on the issue, the developers have stated that this is not RAI either.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Force damage and thunder damage may both be damages caused by magically produced force, but there is still an important distinction in how that force is applied. Thunder damage is the kind of damage that would be done to a person near a volcano the moment it erupts or a meteorite when it makes impact (look up the videos of when that meteor hit Russia a few years back to see what I mean). Force damage is the kind of damage that would be done to the volcano as it's erupting or the ground being hit by the meteorite (assuming it were magical). In a way, thunder damage can be thought of as the aoe result of something that would generally do a lot of force damage. Thats why the overwhelming majority of spells that do thunder damage are aoe save-based spells, the only exceptions being Booming Blade, Chromatic Orb and Chaos Bolt (which both do multiple damage types), and thunderous smite (which triggers on a melee weapon attack and still forces a STR save), and why the overwhelming majority of spells that do force damage are spell attacks, the only exceptions, if you exclude the spells recently added in Wildemount, being Sword Burst and Disintegrate.
The thing I think most people tend to overestimate is the chances of booming blade's secondary effect of actually going off. Excepting War Caster attacks of opportunity, generally a martial class in melee with a single target is not going to be able to leave melee and attack on the same turn without a rogue dip for cunning action or taking an enemy AOO. Without being able to leave melee regularly, you'll have few chances to get the enemy to voluntarily move once booming blade is cast.
Add in the rest of the party and your chances are worse if you have any other melee party members flanking the enemy because, even if you get away, unless the enemy has a personal vendetta against your character they can just change targets and hit the other party member in melee range instead of moving and triggering the spell.
Booming blade, even if you could use it on both attacks, still has niche enough uses that I think it wouldn't necessarily be OP. Enemies will rarely just bolt from melee to cross the battlefield or spontaneously change targets, and you have few ways to try and make them. Rather, BB is mostly useful if you have War Caster and can use it as a reaction, if you're trying to hold an enemy in place and are happy trading damage to disincentivising movement, or if you know an enemy is going to try and move somewhere you don't want them to next turn. As I said, those situations are so niche that I can't think of a way that having access to it breaks the game at any level.
I think Eldritch Knight should always spend one of its extra ASIs on Magic Intiate (Wizard). An extra two cantrips and another level 1 spell that is of the same class as the Knight never hurts. There's plenty of ASIs left to maximize the primary combat stat and intelligence.
As others have already said, the SCAG combat cantrips are instead of using your attack action, not in addition to it. They are handy for melee characters who don't have extra attack (like Clerics or Rogues) but quickly rendered obsolete by extra attack for those classes that have it (Fighter, Ranger, Paladin, Valor and Swords Bard, Bladesinger Wizard, Thirsting Blade invocation Warlock).
In terms of actual power, they scale as cantrips so can end up as +3D8 to your weapon damage at level 17. That's a handy addition since typical one handed weapons cap at about D8 damage so it's roughly equivalent to four swings with your weapon though with stat bonus only added once.
On the other hand an Arcana Cleric using Shocking Grasp is doing 4D8+5 damage at level 17 too.
Basically they're normal cantrips. Don't worry about them being overpowered. Green Flame Blade's secondary attack is pseudo area of effect damage for 3D8+5 fire damage but remember that it's not optional. If you only have friendly eligible targets you're going to hit one of them or yourself.
I think Eldritch Knight should always spend one of its extra ASIs on Magic Intiate (Wizard). An extra two cantrips and another level 1 spell that is of the same class as the Knight never hurts. There's plenty of ASIs left to maximize the primary combat stat and intelligence.
As others have already said, the SCAG combat cantrips are instead of using your attack action, not in addition to it. They are handy for melee characters who don't have extra attack (like Clerics or Rogues) but quickly rendered obsolete by extra attack for those classes that have it (Fighter, Ranger, Paladin, Valor and Swords Bard, Bladesinger Wizard, Thirsting Blade invocation Warlock).
In terms of actual power, they scale as cantrips so can end up as +3D8 to your weapon damage at level 17. That's a handy addition since typical one handed weapons cap at about D8 damage so it's roughly equivalent to four swings with your weapon though with stat bonus only added once.
On the other hand an Arcana Cleric using Shocking Grasp is doing 4D8+5 damage at level 17 too.
Basically they're normal cantrips. Don't worry about them being overpowered. Green Flame Blade's secondary attack is pseudo area of effect damage for 3D8+5 fire damage but remember that it's not optional. If you only have friendly eligible targets you're going to hit one of them or yourself.
Yes, for fighter, the SCAG cantrips are for extra versatility not extra damage. Even doing something like Arcana Cleric 8 to get potent spellcasting to add your wisdom modifier to Booming Blade doesn't increase the damage significantly enough to overpower it. Assuming Great Sword and Eldritch Knight 12 with maxed Strength and Wisdom and using War Magic: 2d6+5 (weapon attack from Booming Blade)+3d8+5 (cantrip plus potent Spellcasting)+2d6+5 (War Magic bonus attack) base damage plus 4d8 from the rider if the creature moves. 4d6+3d8+15 (2×str mod + wis mod) is 14+13.5+15=42.5 base and an extra 4d8 or 18 average damage if they move comes to 60.5 average damage at 20. By comparison, that same fighter cleric with divine strike from something like the Life Cleric (War Cleric would provide more damage on occasion) could do 3 attacks for 6d6+15 and add 1d8 from divine strike to one of the attacks for 21+15 +4.5=40.5 average damage and still has a bonus action to use. Add in GWM to the equation for both builds and assume hits, and you only add 20 damage to the booming blade attack (now 62.5 +18 rider damage 80.5 total damage if everything goes right) versus 30 bonus damage for 70.5 average damage (8 more than rider less BB and 10 less than the rider, plus it still has it's bonus action that could trigger from a crit or reducing a creature to 0 hit points from GWM for another 2d6+5 or 12 average damage with a potential +10 added from GWMs second bullet since it doesn't say you can't take that option with the first one. That's a potential 92.5 average damage if everything goes right.)
Fighter 17 with greatsword does 8d6 + 20 for 43 average damage plus 40 GWM for 83 plus 12 bonus action from GWM (95) plus the 10 from GWM for 105 average damage when everything goes right and still leaves 3 levels to add barbarian for Rage (+2 damage to strength attacks, adding 8-10 more damage), or Ranger (or Vengeance Paladin) for Hunter's Mark for up to 5d6 (17.5) more average damage if all attacks are made against the same creature (but this is assuming that hunters mark is already on the creature and at least one hit crits to get the bonus attack), or Paladin to divine Smite (best with EK for more spell slots).
Weighting all these options might favor the BB build since GWM does place a -5 to hit on each attack, but is countered by having so much damage factoring into the hit from the spell cast and only getting one other attack from War magic. The other builds are still making 3-5 total rolls with the ability to engage GWM or not for each (if some damage is absolutely necessary).
So just to throw this in the mix, so since boomingblade has a thing that says last 1 round as duration. It doesnt specify that its for the effect that lingers but thats what another poster hinted at and sure that totally makes sense. That it doesnt apply to all the hits you would do with an action surge or reaction.
So green flame blade does not have any effect what so ever that lingers. It's duration is the same. 1 round. Would it get the damage if you used it, then action surged to attack more times and then also consequently on any reaction attack? Whats lasting 1 round on it? Have the devs spoken up about these two cantrips at all? anyone got any quotes?
So just to throw this in the mix, so since boomingblade has a thing that says last 1 round as duration. It doesnt specify that its for the effect that lingers but thats what another poster hinted at and sure that totally makes sense. That it doesnt apply to all the hits you would do with an action surge or reaction.
So green flame blade does not have any effect what so ever that lingers. It's duration is the same. 1 round. Would it get the damage if you used it, then action surged to attack more times and then also consequently on any reaction attack? Whats lasting 1 round on it? Have the devs spoken up about these two cantrips at all? anyone got any quotes?
Green Flame Blade's duration is "Instantaneous", not "1 round". So that settles Green-Flame Blade. Once you cast it(which includes making the attack), the spell ends. Now, Booming Blade. I really can't believe this debate is still going on. The spell says you make a melee weapon attack as part of casting the spell. It then describes what happens if that attack hits. It does NOT describe any effect that occurs with any subsequent attacks during the spell's duration. Contrast with with spells like Hunter's Mark, Hex or Elemental Weapon. Those spells describe an effect that happens every time you make a qualifying hit. Booming Blade only describes what happens when you hit with the attack made as part of casting the spell. The only reason Booming Blade has a duration of 1 round is because that's how long the secondary damage effect remains in place ready to trigger. An Eldritch Knight could cast Booming Blade and attack one target, Action Surge, cast it AGAIN and attack a different target since it's not a Concentration spell, but if they used their Action Surge to take the Attack action, those attacks wouldn't have anything Booming Blade-related attached to them.
So just to throw this in the mix, so since boomingblade has a thing that says last 1 round as duration. It doesnt specify that its for the effect that lingers but thats what another poster hinted at and sure that totally makes sense. That it doesnt apply to all the hits you would do with an action surge or reaction.
So green flame blade does not have any effect what so ever that lingers. It's duration is the same. 1 round. Would it get the damage if you used it, then action surged to attack more times and then also consequently on any reaction attack? Whats lasting 1 round on it? Have the devs spoken up about these two cantrips at all? anyone got any quotes?
The damage rider that stays for a round that hits on movement for Booming Blade would be overwritten by any new castings of Booming Blade that happened while the "sheathing" effect was in place. However, character A could Booming Blade high HP goblin A to deal weapon damage + attack stat modifier + (0, 1, 2, or 3, depending on character level)d8 thunder damage and sheath the goblin with an effect that will do(1, 2, 3, or 4,depending on character level)d8 thunder damage if Goblin A voluntarily moves. Goblin A goes next and moves, taking the specified damage. Character B then Booming Blades Goblin A for the same effect as Character A. Character C also Booming Blades Goblin A for the same effect as Characters A & B, but the sheathing from Character B expires without triggering.
Green Flame Blade requires that Goblin B be with 5 ft of Goblin A. Character A casts Green Flame Blade on Goblin A and deals weapon damage + attack stat modifier damage + (0, 1, 2, or 3, depending on character level)d8 fire damage to Goblin A and (0, 1, 2, or 3, depending on character level)d8 + spellcasting stat modifier (dependent on the spellcasting stat of the ability or feat that gave you the spell) fire damage to Goblin B if Goblin B is within 5 ft of Goblin A. Character B follows and does the same thing. Goblin A moves away from Goblin B and next to Goblin C. Character C can cast Green Flame Blade on Goblin B to do the intial damage but the damage with the spellcasting modifier would not take. Character C could also attack either Goblin A or Goblin C to have the full effect take place, with the spellcasting modifier hitting the goblin that Character C didn't directly attack.
Edit: Green Flame Blade's duration is instantaneous and doesn't have anything that has a duration of 1 round.
So just to throw this in the mix, so since boomingblade has a thing that says last 1 round as duration. It doesnt specify that its for the effect that lingers but thats what another poster hinted at and sure that totally makes sense. That it doesnt apply to all the hits you would do with an action surge or reaction.
So green flame blade does not have any effect what so ever that lingers. It's duration is the same. 1 round. Would it get the damage if you used it, then action surged to attack more times and then also consequently on any reaction attack? Whats lasting 1 round on it? Have the devs spoken up about these two cantrips at all? anyone got any quotes?
Green Flame Blade's duration is "Instantaneous", not "1 round". So that settles Green-Flame Blade. Once you cast it(which includes making the attack), the spell ends. Now, Booming Blade. I really can't believe this debate is still going on. The spell says you make a melee weapon attack as part of casting the spell. It then describes what happens if that attack hits. It does NOT describe any effect that occurs with any subsequent attacks during the spell's duration. Contrast with with spells like Hunter's Mark, Hex or Elemental Weapon. Those spells describe an effect that happens every time you make a qualifying hit. Booming Blade only describes what happens when you hit with the attack made as part of casting the spell. The only reason Booming Blade has a duration of 1 round is because that's how long the secondary damage effect remains in place ready to trigger. An Eldritch Knight could cast Booming Blade and attack one target, Action Surge, cast it AGAIN and attack a different target since it's not a Concentration spell, but if they used their Action Surge to take the Attack action, those attacks wouldn't have anything Booming Blade-related attached to them.
Right. In order to have the Booming Blade effect of a target of an attack on the Action Surge action, the EK would have to use Cast a Spell to cast Booming Blade. If the target is a separate creature than the one attacked initially, both will have the secondary damage rider ready to be triggered. If it's against the same creature, only one of the effects will remain to be triggered if the creature moves.
MY bad then, looks like i was reading an error on my spell casting app. They had that as a duration of "one round." Thats not game breaking or confusing at all.
War Caster OA says: "The spell must have a casting time of 1 action and must target only that creature."
But Booming Blade doesn't target that creature. If anything, it targets the caster's weapon, since he could hit any adjacent target with it.
"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."
The target of the weapon attack is the target of the spell. Without the weapon attack, there is no spell. A Smite spell would fall under that language more readily than Booming Blade and they fail because of targeting self.
Green Flame Blade fails because it can target an adjacent enemy with the secondary effect.
Booming blade, just saying it, separate of the spell, makes me think of a loud clashing together of weapons.
so, going along that line, let’s then take that thought, and flesh it into a spell. Voila. Booming blade is born.
Blank
Booming Blade a cantrip. They kept it simple. If you want a range of 10 feet, just whack them with your weapon instead.
"Not all those who wander are lost"
It totally would break the spell. It's already crazy good for martial casters (especially Cleric). You get the benefit of spell damage, a full weapon attack, and a secondary effect in one action. It's also eligible for Distant Spell, Twinned Spell, War Caster (reaction), and Polearm Master (in combo with War Caster). It is 5' by design.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
There is technically another three ways to get booming blade/green flame blade to occur more than once per turn that I can think of. It can be done with warcaster using the attack as a reaction which has been confirmed to immediately proc the bonus damage from booming blade. The other two are sorcerer exclusives being twinned spell (only works with booming blade) and quickened spell
Resource intensive, but Action:twinned Booming Blade. Bonus Action: Quickened Booming Blade. Action Surge: Twinned. Reaction:Warcaster Booming Blade. Hmmmmm.
You got a source for that? That's an issue which has been discussed to death, and it's absolutely not what happens by RAW. While there is no official ruling on the issue, the developers have stated that this is not RAI either.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Force damage and thunder damage may both be damages caused by magically produced force, but there is still an important distinction in how that force is applied. Thunder damage is the kind of damage that would be done to a person near a volcano the moment it erupts or a meteorite when it makes impact (look up the videos of when that meteor hit Russia a few years back to see what I mean). Force damage is the kind of damage that would be done to the volcano as it's erupting or the ground being hit by the meteorite (assuming it were magical). In a way, thunder damage can be thought of as the aoe result of something that would generally do a lot of force damage. Thats why the overwhelming majority of spells that do thunder damage are aoe save-based spells, the only exceptions being Booming Blade, Chromatic Orb and Chaos Bolt (which both do multiple damage types), and thunderous smite (which triggers on a melee weapon attack and still forces a STR save), and why the overwhelming majority of spells that do force damage are spell attacks, the only exceptions, if you exclude the spells recently added in Wildemount, being Sword Burst and Disintegrate.
The thing I think most people tend to overestimate is the chances of booming blade's secondary effect of actually going off. Excepting War Caster attacks of opportunity, generally a martial class in melee with a single target is not going to be able to leave melee and attack on the same turn without a rogue dip for cunning action or taking an enemy AOO. Without being able to leave melee regularly, you'll have few chances to get the enemy to voluntarily move once booming blade is cast.
Add in the rest of the party and your chances are worse if you have any other melee party members flanking the enemy because, even if you get away, unless the enemy has a personal vendetta against your character they can just change targets and hit the other party member in melee range instead of moving and triggering the spell.
Booming blade, even if you could use it on both attacks, still has niche enough uses that I think it wouldn't necessarily be OP. Enemies will rarely just bolt from melee to cross the battlefield or spontaneously change targets, and you have few ways to try and make them. Rather, BB is mostly useful if you have War Caster and can use it as a reaction, if you're trying to hold an enemy in place and are happy trading damage to disincentivising movement, or if you know an enemy is going to try and move somewhere you don't want them to next turn. As I said, those situations are so niche that I can't think of a way that having access to it breaks the game at any level.
https://www.sageadvice.eu/2018/05/14/war-caster-feat-booming-blade-as-a-reaction-to-enemy-provoking-at-5-10-is-a-reach-weapon-valid-for-the-melee-weapon-attack/
Yes, and Spell Sniper feat. Also, what was this in response to?
I think Eldritch Knight should always spend one of its extra ASIs on Magic Intiate (Wizard). An extra two cantrips and another level 1 spell that is of the same class as the Knight never hurts. There's plenty of ASIs left to maximize the primary combat stat and intelligence.
As others have already said, the SCAG combat cantrips are instead of using your attack action, not in addition to it. They are handy for melee characters who don't have extra attack (like Clerics or Rogues) but quickly rendered obsolete by extra attack for those classes that have it (Fighter, Ranger, Paladin, Valor and Swords Bard, Bladesinger Wizard, Thirsting Blade invocation Warlock).
In terms of actual power, they scale as cantrips so can end up as +3D8 to your weapon damage at level 17. That's a handy addition since typical one handed weapons cap at about D8 damage so it's roughly equivalent to four swings with your weapon though with stat bonus only added once.
On the other hand an Arcana Cleric using Shocking Grasp is doing 4D8+5 damage at level 17 too.
Basically they're normal cantrips. Don't worry about them being overpowered. Green Flame Blade's secondary attack is pseudo area of effect damage for 3D8+5 fire damage but remember that it's not optional. If you only have friendly eligible targets you're going to hit one of them or yourself.
Yes, for fighter, the SCAG cantrips are for extra versatility not extra damage. Even doing something like Arcana Cleric 8 to get potent spellcasting to add your wisdom modifier to Booming Blade doesn't increase the damage significantly enough to overpower it. Assuming Great Sword and Eldritch Knight 12 with maxed Strength and Wisdom and using War Magic: 2d6+5 (weapon attack from Booming Blade)+3d8+5 (cantrip plus potent Spellcasting)+2d6+5 (War Magic bonus attack) base damage plus 4d8 from the rider if the creature moves. 4d6+3d8+15 (2×str mod + wis mod) is 14+13.5+15=42.5 base and an extra 4d8 or 18 average damage if they move comes to 60.5 average damage at 20. By comparison, that same fighter cleric with divine strike from something like the Life Cleric (War Cleric would provide more damage on occasion) could do 3 attacks for 6d6+15 and add 1d8 from divine strike to one of the attacks for 21+15 +4.5=40.5 average damage and still has a bonus action to use. Add in GWM to the equation for both builds and assume hits, and you only add 20 damage to the booming blade attack (now 62.5 +18 rider damage 80.5 total damage if everything goes right) versus 30 bonus damage for 70.5 average damage (8 more than rider less BB and 10 less than the rider, plus it still has it's bonus action that could trigger from a crit or reducing a creature to 0 hit points from GWM for another 2d6+5 or 12 average damage with a potential +10 added from GWMs second bullet since it doesn't say you can't take that option with the first one. That's a potential 92.5 average damage if everything goes right.)
Fighter 17 with greatsword does 8d6 + 20 for 43 average damage plus 40 GWM for 83 plus 12 bonus action from GWM (95) plus the 10 from GWM for 105 average damage when everything goes right and still leaves 3 levels to add barbarian for Rage (+2 damage to strength attacks, adding 8-10 more damage), or Ranger (or Vengeance Paladin) for Hunter's Mark for up to 5d6 (17.5) more average damage if all attacks are made against the same creature (but this is assuming that hunters mark is already on the creature and at least one hit crits to get the bonus attack), or Paladin to divine Smite (best with EK for more spell slots).
Weighting all these options might favor the BB build since GWM does place a -5 to hit on each attack, but is countered by having so much damage factoring into the hit from the spell cast and only getting one other attack from War magic. The other builds are still making 3-5 total rolls with the ability to engage GWM or not for each (if some damage is absolutely necessary).
So just to throw this in the mix, so since boomingblade has a thing that says last 1 round as duration. It doesnt specify that its for the effect that lingers but thats what another poster hinted at and sure that totally makes sense. That it doesnt apply to all the hits you would do with an action surge or reaction.
So green flame blade does not have any effect what so ever that lingers. It's duration is the same. 1 round. Would it get the damage if you used it, then action surged to attack more times and then also consequently on any reaction attack? Whats lasting 1 round on it? Have the devs spoken up about these two cantrips at all? anyone got any quotes?
Green Flame Blade's duration is "Instantaneous", not "1 round". So that settles Green-Flame Blade. Once you cast it(which includes making the attack), the spell ends. Now, Booming Blade. I really can't believe this debate is still going on. The spell says you make a melee weapon attack as part of casting the spell. It then describes what happens if that attack hits. It does NOT describe any effect that occurs with any subsequent attacks during the spell's duration. Contrast with with spells like Hunter's Mark, Hex or Elemental Weapon. Those spells describe an effect that happens every time you make a qualifying hit. Booming Blade only describes what happens when you hit with the attack made as part of casting the spell. The only reason Booming Blade has a duration of 1 round is because that's how long the secondary damage effect remains in place ready to trigger. An Eldritch Knight could cast Booming Blade and attack one target, Action Surge, cast it AGAIN and attack a different target since it's not a Concentration spell, but if they used their Action Surge to take the Attack action, those attacks wouldn't have anything Booming Blade-related attached to them.
The damage rider that stays for a round that hits on movement for Booming Blade would be overwritten by any new castings of Booming Blade that happened while the "sheathing" effect was in place. However, character A could Booming Blade high HP goblin A to deal weapon damage + attack stat modifier + (0, 1, 2, or 3, depending on character level)d8 thunder damage and sheath the goblin with an effect that will do(1, 2, 3, or 4,depending on character level)d8 thunder damage if Goblin A voluntarily moves. Goblin A goes next and moves, taking the specified damage. Character B then Booming Blades Goblin A for the same effect as Character A. Character C also Booming Blades Goblin A for the same effect as Characters A & B, but the sheathing from Character B expires without triggering.
Green Flame Blade requires that Goblin B be with 5 ft of Goblin A. Character A casts Green Flame Blade on Goblin A and deals weapon damage + attack stat modifier damage + (0, 1, 2, or 3, depending on character level)d8 fire damage to Goblin A and (0, 1, 2, or 3, depending on character level)d8 + spellcasting stat modifier (dependent on the spellcasting stat of the ability or feat that gave you the spell) fire damage to Goblin B if Goblin B is within 5 ft of Goblin A. Character B follows and does the same thing. Goblin A moves away from Goblin B and next to Goblin C. Character C can cast Green Flame Blade on Goblin B to do the intial damage but the damage with the spellcasting modifier would not take. Character C could also attack either Goblin A or Goblin C to have the full effect take place, with the spellcasting modifier hitting the goblin that Character C didn't directly attack.
Edit: Green Flame Blade's duration is instantaneous and doesn't have anything that has a duration of 1 round.
Right. In order to have the Booming Blade effect of a target of an attack on the Action Surge action, the EK would have to use Cast a Spell to cast Booming Blade. If the target is a separate creature than the one attacked initially, both will have the secondary damage rider ready to be triggered. If it's against the same creature, only one of the effects will remain to be triggered if the creature moves.
MY bad then, looks like i was reading an error on my spell casting app. They had that as a duration of "one round." Thats not game breaking or confusing at all.
War Caster OA says: "The spell must have a casting time of 1 action and must target only that creature."
But Booming Blade doesn't target that creature. If anything, it targets the caster's weapon, since he could hit any adjacent target with it.
Nice try :)
"Not all those who wander are lost"
"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."
The target of the weapon attack is the target of the spell. Without the weapon attack, there is no spell. A Smite spell would fall under that language more readily than Booming Blade and they fail because of targeting self.
Green Flame Blade fails because it can target an adjacent enemy with the secondary effect.