It is not clear how Booming Blade works. Its duration is 1 round. My understanding is this: in the first round I cast this spell, in the second round it stops working.How do I take benefits of it? Only Reaction?
It is not clear how Booming Blade works. Its duration is 1 round. My understanding is this: in the first round I cast this spell, in the second round it stops working.How do I take benefits of it? Only Reaction?
Well you have to hit them with a weapon, and then (depending on level) you deal the normal damage plus extra thunder damage, and if they move 5 feet or more willingly before your next turn, they take more extra thunder damage. So if they move, you do extra damage. If they don't, then you can hit them more because they are not moving. Win-Win!
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Me and about 4 friends started Dnd at our school and apparently it's really popular now so yay!
The point is that the duration of the spell is 1 round. Casting a spell expends an action. And there's nothing else I can do in this round (except reaction and attack with a bonus action). And by the next round, the spell will be over.
I don't understand when I will have time to attack with a weapon that has a spell cast on it.
"You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn."
Part of the somatic component of casting this cantrip is brandishing a weapon (worth at least 1sp) and then making a melee attack. That is your action. The spell requires a Somatic and Material component.
If you are successful in your attack then the "If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends."
The duration reflects how long the booming energy lasts for the effect should it be triggered.
I think you're confusing round with turn. A round goes from the highest initiative to the lowest initiative before being done. A turn is just the actions of one person during a round. If you cast booming blade, then its damage will remain available until the start of your next turn comes around, which means the creature you used it on will almost always have a chance to move and therefore activate the spell.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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The point is that the duration of the spell is 1 round. Casting a spell expends an action. And there's nothing else I can do in this round (except reaction and attack with a bonus action). And by the next round, the spell will be over.
I don't understand when I will have time to attack with a weapon that has a spell cast on it.
The text of the spell directs you to make an attack as part of the casting.
> I think you're confusing round with turn. A round goes from the highest initiative to the lowest initiative before being done. A turn is just the actions of one person during a round. If you cast booming blade, then its damage will remain available until the start of your next turn comes around, which means the creature you used it on will almost always have a chance to move and therefore activate the spell.
It seems to me that I am not confused. We are talking about either the current round, which will end with the turn of the creature with the lowest initiative, or the beginning of the turn of this creature.
> The text of the spell directs you to make an attack as part of the casting.
Looks like you're right. But there is a very similar cantrip from the same book: Green-Flame Blade. It says "Duration: Instantaneous"
> The text of the spell directs you to make an attack as part of the casting.
Looks like you're right. But there is a very similar cantrip from the same book: Green-Flame Blade. It says "Duration: Instantaneous"
That's because Booming Blade carries an additional effect that lasts for a round (if the target moves, they take damage). Green-Flame Blade has no lasting effect; everything it does it does immediately on the hit.
> I think you're confusing round with turn. A round goes from the highest initiative to the lowest initiative before being done. A turn is just the actions of one person during a round. If you cast booming blade, then its damage will remain available until the start of your next turn comes around, which means the creature you used it on will almost always have a chance to move and therefore activate the spell.
It seems to me that I am not confused. We are talking about either the current round, which will end with the turn of the creature with the lowest initiative, or the beginning of the turn of this creature.
For spell durations, a Round last until either the beginning or end of the caster’s next turn, as specified by the spell.
So you deal extra thunder damage WITH the original melee hit that was a prerequisite for casting booming blade? Cause the wording makes it seem like you don't do any extra damage until the creature moves? Is that what the thunder damage icon next to booming blade in the spell list is for? Here's an example of the order of operations that I'm confused about: I roll to hit with melee weapon, success. I roll normal attack damage with melee weapon. Then I roll the thunder damage button next to booming blade in spell list as extra damage. My turn ends. The creatures turn is next and (for some reason) the DM moves the creature and so I roll the d8 thunder damage cause the creature moved willingly. Is this correct?
So you deal extra thunder damage WITH the original melee hit that was a prerequisite for casting booming blade? Cause the wording makes it seem like you don't do any extra damage until the creature moves? Is that what the thunder damage icon next to booming blade in the spell list is for? Here's an example of the order of operations that I'm confused about: I roll to hit with melee weapon, success. I roll normal attack damage with melee weapon. Then I roll the thunder damage button next to booming blade in spell list as extra damage. My turn ends. The creatures turn is next and (for some reason) the DM moves the creature and so I roll the d8 thunder damage cause the creature moved willingly. Is this correct?
The confusion may be due to the fact that the way this works changes as you level up. Like all damage-dealing cantrips, it increases in power at certain character levels.
Levels 1-4: the initial hit does the weapon's normal damage only; then, if the target moves willingly before your next turn, it takes 1d8 thunder damage.
Levels 5-10: the initial hit does the weapon's normal damage plus 1d8 thunder damage; then, if the target moves willingly before your next turn, it takes 2d8 thunder damage.
Levels 11-16: the initial hit does the weapon's normal damage plus 2d8 thunder damage; then, if the target moves willingly before your next turn, it takes 3d8 thunder damage.
Levels 17-20: the initial hit does the weapon's normal damage plus 3d8 thunder damage; then, if the target moves willingly before your next turn, it takes 4d8 thunder damage.
So you deal extra thunder damage WITH the original melee hit that was a prerequisite for casting booming blade? Cause the wording makes it seem like you don't do any extra damage until the creature moves? Is that what the thunder damage icon next to booming blade in the spell list is for? Here's an example of the order of operations that I'm confused about: I roll to hit with melee weapon, success. I roll normal attack damage with melee weapon. Then I roll the thunder damage button next to booming blade in spell list as extra damage. My turn ends. The creatures turn is next and (for some reason) the DM moves the creature and so I roll the d8 thunder damage cause the creature moved willingly. Is this correct?
The confusion may be due to the fact that the way this works changes as you level up. Like all damage-dealing cantrips, it increases in power at certain character levels.
Levels 1-4: the initial hit does the weapon's normal damage only; then, if the target moves willingly before your next turn, it takes 1d8 thunder damage.
Levels 5-10: the initial hit does the weapon's normal damage plus 1d8 thunder damage; then, if the target moves willingly before your next turn, it takes 2d8 thunder damage.
Levels 11-16: the initial hit does the weapon's normal damage plus 2d8 thunder damage; then, if the target moves willingly before your next turn, it takes 3d8 thunder damage.
Levels 17-20: the initial hit does the weapon's normal damage plus 3d8 thunder damage; then, if the target moves willingly before your next turn, it takes 4d8 thunder damage.
For extra fun, if you can force move a melee attacker out of their reach, you can guarantee movement (and damage). For example, use a Warhammer for the Push Weapon Mastery, have allies use Push weapons (Heavy Crossbow) or similar effects (Telekinetic Shove from the Telekinetic feat). Add extra battlefield control with Slow weapons so that a single melee enemy has to struggle to deal damage.
GMs: Make sure that your melee attackers have ranged options ...
"Since when do Owlbears have breath weapons?" "Since now. DC 13 save versus 22 Thunder damage as it screeches at you."
For extra fun, if you can force move a melee attacker out of their reach, you can guarantee movement (and damage). For example, use a Warhammer for the Push Weapon Mastery, have allies use Push weapons (Heavy Crossbow) or similar effects (Telekinetic Shove from the Telekinetic feat). Add extra battlefield control with Slow weapons so that a single melee enemy has to struggle to deal damage.
I'd say that pushing a creature shouldn't trigger Booming Blade, as it's an unwilling movement.
For extra fun, if you can force move a melee attacker out of their reach, you can guarantee movement (and damage). For example, use a Warhammer for the Push Weapon Mastery, have allies use Push weapons (Heavy Crossbow) or similar effects (Telekinetic Shove from the Telekinetic feat). Add extra battlefield control with Slow weapons so that a single melee enemy has to struggle to deal damage.
I'd say that pushing a creature shouldn't trigger Booming Blade, as it's an unwilling movement.
It's not the push that triggers the damage, I mentioned a melee enemy so that they have to willingly move back into melee range.
For extra fun, if you can force move a melee attacker out of their reach, you can guarantee movement (and damage). For example, use a Warhammer for the Push Weapon Mastery, have allies use Push weapons (Heavy Crossbow) or similar effects (Telekinetic Shove from the Telekinetic feat). Add extra battlefield control with Slow weapons so that a single melee enemy has to struggle to deal damage.
I'd say that pushing a creature shouldn't trigger Booming Blade, as it's an unwilling movement.
It's not the push that triggers the damage, I mentioned a melee enemy so that they have to willingly move back into melee range.
Ok, I understand now. The part that confused me was "if you can force move a melee attacker out of their reach, you can guarantee movement".
As @Plaguescarred mentioned in the comment above, it’s up to the creature to come back or not. Maybe they'd prefer to surrender :D
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It is not clear how Booming Blade works. Its duration is 1 round.
My understanding is this: in the first round I cast this spell, in the second round it stops working.How do I take benefits of it? Only Reaction?
Well you have to hit them with a weapon, and then (depending on level) you deal the normal damage plus extra thunder damage, and if they move 5 feet or more willingly before your next turn, they take more extra thunder damage.
So if they move, you do extra damage.
If they don't, then you can hit them more because they are not moving.
Win-Win!
I have decided to make a bad signature
I worship JUSTIN BUCKNER
Thanks for reading!
Me and about 4 friends started Dnd at our school and apparently it's really popular now so yay!
Im gonna make a cult of Buckner thread soon.
AGAIN, Thanks for reading!
The point is that the duration of the spell is 1 round. Casting a spell expends an action. And there's nothing else I can do in this round (except reaction and attack with a bonus action). And by the next round, the spell will be over.
I don't understand when I will have time to attack with a weapon that has a spell cast on it.
Part of the somatic component of casting this cantrip is brandishing a weapon (worth at least 1sp) and then making a melee attack. That is your action. The spell requires a Somatic and Material component.
The duration reflects how long the booming energy lasts for the effect should it be triggered.
I think you're confusing round with turn. A round goes from the highest initiative to the lowest initiative before being done. A turn is just the actions of one person during a round. If you cast booming blade, then its damage will remain available until the start of your next turn comes around, which means the creature you used it on will almost always have a chance to move and therefore activate the spell.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
The text of the spell directs you to make an attack as part of the casting.
> I think you're confusing round with turn. A round goes from the highest initiative to the lowest initiative before being done. A turn is just the actions of one person during a round. If you cast booming blade, then its damage will remain available until the start of your next turn comes around, which means the creature you used it on will almost always have a chance to move and therefore activate the spell.
It seems to me that I am not confused. We are talking about either the current round, which will end with the turn of the creature with the lowest initiative, or the beginning of the turn of this creature.
> The text of the spell directs you to make an attack as part of the casting.
Looks like you're right. But there is a very similar cantrip from the same book: Green-Flame Blade. It says "Duration: Instantaneous"
That's because Booming Blade carries an additional effect that lasts for a round (if the target moves, they take damage). Green-Flame Blade has no lasting effect; everything it does it does immediately on the hit.
For spell durations, a Round last until either the beginning or end of the caster’s next turn, as specified by the spell.
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So you deal extra thunder damage WITH the original melee hit that was a prerequisite for casting booming blade? Cause the wording makes it seem like you don't do any extra damage until the creature moves? Is that what the thunder damage icon next to booming blade in the spell list is for? Here's an example of the order of operations that I'm confused about: I roll to hit with melee weapon, success. I roll normal attack damage with melee weapon. Then I roll the thunder damage button next to booming blade in spell list as extra damage. My turn ends. The creatures turn is next and (for some reason) the DM moves the creature and so I roll the d8 thunder damage cause the creature moved willingly. Is this correct?
The confusion may be due to the fact that the way this works changes as you level up. Like all damage-dealing cantrips, it increases in power at certain character levels.
Levels 1-4: the initial hit does the weapon's normal damage only; then, if the target moves willingly before your next turn, it takes 1d8 thunder damage.
Levels 5-10: the initial hit does the weapon's normal damage plus 1d8 thunder damage; then, if the target moves willingly before your next turn, it takes 2d8 thunder damage.
Levels 11-16: the initial hit does the weapon's normal damage plus 2d8 thunder damage; then, if the target moves willingly before your next turn, it takes 3d8 thunder damage.
Levels 17-20: the initial hit does the weapon's normal damage plus 3d8 thunder damage; then, if the target moves willingly before your next turn, it takes 4d8 thunder damage.
Nice summary! ;)
Awww thank you so much! I was tripping and my DM wasn't texting me back either. Thank you!
No problem!
For extra fun, if you can force move a melee attacker out of their reach, you can guarantee movement (and damage). For example, use a Warhammer for the Push Weapon Mastery, have allies use Push weapons (Heavy Crossbow) or similar effects (Telekinetic Shove from the Telekinetic feat). Add extra battlefield control with Slow weapons so that a single melee enemy has to struggle to deal damage.
GMs: Make sure that your melee attackers have ranged options ...
"Since when do Owlbears have breath weapons?" "Since now. DC 13 save versus 22 Thunder damage as it screeches at you."
I'd say that pushing a creature shouldn't trigger Booming Blade, as it's an unwilling movement.
Yeah a target under Booming Blade effect only takes damage if it willingly moves 5 feet or more.
It's not the push that triggers the damage, I mentioned a melee enemy so that they have to willingly move back into melee range.
It's not guarantee movement and damage though if it depends on the target's will to move but i see what you mean.
Ok, I understand now. The part that confused me was "if you can force move a melee attacker out of their reach, you can guarantee movement".
As @Plaguescarred mentioned in the comment above, it’s up to the creature to come back or not. Maybe they'd prefer to surrender :D