My Eladin Arcane Trickster/Bladesinger used Booming Blade on an opponent and rolled a 1. As a house rule, we penalize an attack on a critical failure; in this circumstance I misused the spell and casted Booming Blade on myself. Being as I was unexpectedly unable to move and close to being surrounded by numerous enemies, I used my bonus action to cast Misty Step to teleport behind our paladin. Would Booming Blade trigger if one teleports or does this only apply only when attempting to move 5'?
Also, if a target is knocked to the ground using the Shield Master feat and then hit by a Booming Blade, would standing up trigger the secondary effect of the cantrip?
I didn't see the Sage Advice tweet, thanks! I suppose teleporting would be left to the DM. I figured the spirit of the spell was to prevent someone physically walking or running away from their position, not necessarily teleporting. On a side note we ruled the Booming Blade effect was still active without being triggered.
Technically it would be impossible to cast Blooming Blade on yourself. The spell is cast on the blade and only affects the target of the attack, should the blade hit. So unless you took the attack damage there is no way it could have affected you.
I believe teleporting isn't considered movement and you would be not be affected by the spell. I.e.
Unless you have a teleport movement speed, and used it, teleporting shouldn't trigger booming blade.
Also I personally disagree with crit fail 1's, because its unevenly applied. Example, a 11th level fighter will make 3 attacks a round, each dealing 1d8+5 damage. That's 3 chances to trigger the failure and dealing 3d8+15 damage. An 11th level rogue is going to attack once, with advantage most likely to deal 1d8+5+5d6 damage, the damage equals out as the rogue is dealing 27 damage a round and the fighter is dealing 28.5 a round. However the fighter has 3 times to fail, where the rogue has less than 1 (if he has advantage, which they probably should). Similarly, a wizard can spend every turn casting create bonfire rather than firebolt because then he has no chance to critically fail.
A rogue not doing at least two attacks a round is not a good rogue.
There are times when your rogue might prefer not to be in melee range dual wielding. Hiding and shooting with a light crossbow is going equal about 95% of the damage of dual wielding shortswords over time and can be setup that you remain hidden whenever it is not your turn (and conveniently 50+ feet away from the badguy). Bonus actions do in fact have better uses on occasion than the chance to deal d6 damage.
A rogue not doing at least two attacks a round is not a good rogue.
There are times when your rogue might prefer not to be in melee range dual wielding. Hiding and shooting with a light crossbow is going equal about 95% of the damage of dual wielding shortswords over time and can be setup that you remain hidden whenever it is not your turn (and conveniently 50+ feet away from the badguy). Bonus actions do in fact have better uses on occasion than the chance to deal d6 damage.
It is more than just the occasion to deal an extra d6. It is also an extra chance to do sneak attack damage, should the first attack have failed. So yes its possible there are exceptions to when you would want to do two attacks, but those are exceptions.
A rogue not doing at least two attacks a round is not a good rogue.
There are times when your rogue might prefer not to be in melee range dual wielding. Hiding and shooting with a light crossbow is going equal about 95% of the damage of dual wielding shortswords over time and can be setup that you remain hidden whenever it is not your turn (and conveniently 50+ feet away from the badguy). Bonus actions do in fact have better uses on occasion than the chance to deal d6 damage.
It is more than just the occasion to deal an extra d6. It is also an extra chance to do sneak attack damage, should the first attack have failed. So yes its possible there are exceptions to when you would want to do two attacks, but those are exceptions.
So there are occasions when a rogue not attacking with both weapons isn't necessarily a bad rogue? Thanks for your input man :P
Unless you have a teleport movement speed, and used it, teleporting shouldn't trigger booming blade.
Also I personally disagree with crit fail 1's, because its unevenly applied. Example, a 11th level fighter will make 3 attacks a round, each dealing 1d8+5 damage. That's 3 chances to trigger the failure and dealing 3d8+15 damage. An 11th level rogue is going to attack once, with advantage most likely to deal 1d8+5+5d6 damage, the damage equals out as the rogue is dealing 27 damage a round and the fighter is dealing 28.5 a round. However the fighter has 3 times to fail, where the rogue has less than 1 (if he has advantage, which they probably should). Similarly, a wizard can spend every turn casting create bonfire rather than firebolt because then he has no chance to critically fail.
It's only one negative consequence, not on every attack. I also don't like the critical failures, but everyone else likes them. I just go with the flow.
I didn't see the Sage Advice tweet, thanks! I suppose teleporting would be left to the DM. I figured the spirit of the spell was to prevent someone physically walking or running away from their position, not necessarily teleporting. On a side note we ruled the Booming Blade effect was still active without being triggered.
Teleporting isn't considered "movement" as far as gameplay is concerned. So, I'd say magically teleporting would likely fall under the same category as standing up. If you moved AFTER teleporting, the effect would still trigger.
More importantly though, I'd have ruled the critical miss differently. I use critical misses in my campaign, and if it happens I ask the player high or low and then roll the % dice. If they guess correctly, it's simply a miss. If they guess incorrectly I do one of two things: 1) Force them to attack a nearby ally or 2) Force them to drop their weapon. I don't think I've ever had a case where attacking yourself with a melee weapon makes any kind of sense; though spells backfiring is another case altogether, booming blade doesn't make sense to backfire as it's a melee attack.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
It's only one negative consequence, not on every attack. I also don't like the critical failures, but everyone else likes them. I just go with the flow.
Yeah, I didn't know what type of negative events they were using, our dm likes things like "Your crossbow jams and you need an action to unjam it" Which effectively ends any extra attacks on that turn, and prevents any attacks on the next turn.
It's only one negative consequence, not on every attack. I also don't like the critical failures, but everyone else likes them. I just go with the flow.
Yeah, I didn't know what type of negative events they were using, our dm likes things like "Your crossbow jams and you need an action to unjam it" Which effectively ends any extra attacks on that turn, and prevents any attacks on the next turn.
I've done this one of two ways:
1) If they roll a 1 make them choose high or low and make and then roll a die (usually percentile dice) - Flipping a coin also works here, but percentile dice don't get any love... If they guess correctly, they simply miss. If not its usually "you drop your weapon" the worst I usually do is if it's a ranged attack and they were attempting to shoot past their allies, I make them attack their allies instead. This usually puts a bit of comical relief in an otherwise shitty situation (missing sucks, but hitting an unintended target can be fun).
I had one encounter where my wife (the party's fighter) got entangled/damaged by the druid's [spell]Spike Growth/spell] (he didn't say anything to the group about casting it so she ran in to fight not knowing it was there), blasted by an AoE spell from the sorcerer (her sister), and got hit in the back with a dagger thrown by the bard (her brother's wife) that didn't want to get closer because of the spikes (that her character now knew were there BECAUSE the druid finally said something after the fighter was affected). There were a lot of shitty looks given after that battle (and for once none of them were towards me!).
2) If they roll a 1, make them roll again. If the 2nd roll would have been a hit, they simply miss. If the 2nd roll would have missed, they fumble. For example, they might drop their weapon or fall prone, etc...
If they roll another 1 on the second attack (or sometimes if they miss by 5 or more) I'll make it a fairly negative fumble. For example an archer's bowstring might snap, the mage's spell might backfire (dealing some, but not all, of the damage to itself), or the warrior might accidentally lose its grip on the weapon during the swing, sending it flying off in the distance.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
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My Eladin Arcane Trickster/Bladesinger used Booming Blade on an opponent and rolled a 1. As a house rule, we penalize an attack on a critical failure; in this circumstance I misused the spell and casted Booming Blade on myself. Being as I was unexpectedly unable to move and close to being surrounded by numerous enemies, I used my bonus action to cast Misty Step to teleport behind our paladin. Would Booming Blade trigger if one teleports or does this only apply only when attempting to move 5'?
Also, if a target is knocked to the ground using the Shield Master feat and then hit by a Booming Blade, would standing up trigger the secondary effect of the cantrip?
I believe the teleport would still trigger damage as it is still movement. Standing up from prone would not, per Mr. Crawford.
http://www.sageadvice.eu/2016/08/02/would-standing-up-from-prone-trigger-the-effects-of-booming-blade/
I didn't see the Sage Advice tweet, thanks! I suppose teleporting would be left to the DM. I figured the spirit of the spell was to prevent someone physically walking or running away from their position, not necessarily teleporting. On a side note we ruled the Booming Blade effect was still active without being triggered.
Technically it would be impossible to cast Blooming Blade on yourself. The spell is cast on the blade and only affects the target of the attack, should the blade hit. So unless you took the attack damage there is no way it could have affected you.
I believe teleporting isn't considered movement and you would be not be affected by the spell. I.e.
Unless you have a teleport movement speed, and used it, teleporting shouldn't trigger booming blade.
Also I personally disagree with crit fail 1's, because its unevenly applied. Example, a 11th level fighter will make 3 attacks a round, each dealing 1d8+5 damage. That's 3 chances to trigger the failure and dealing 3d8+15 damage. An 11th level rogue is going to attack once, with advantage most likely to deal 1d8+5+5d6 damage, the damage equals out as the rogue is dealing 27 damage a round and the fighter is dealing 28.5 a round. However the fighter has 3 times to fail, where the rogue has less than 1 (if he has advantage, which they probably should). Similarly, a wizard can spend every turn casting create bonfire rather than firebolt because then he has no chance to critically fail.
A rogue not doing at least two attacks a round is not a good rogue.
More importantly though, I'd have ruled the critical miss differently. I use critical misses in my campaign, and if it happens I ask the player high or low and then roll the % dice. If they guess correctly, it's simply a miss. If they guess incorrectly I do one of two things: 1) Force them to attack a nearby ally or 2) Force them to drop their weapon. I don't think I've ever had a case where attacking yourself with a melee weapon makes any kind of sense; though spells backfiring is another case altogether, booming blade doesn't make sense to backfire as it's a melee attack.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Yeah, I didn't know what type of negative events they were using, our dm likes things like "Your crossbow jams and you need an action to unjam it" Which effectively ends any extra attacks on that turn, and prevents any attacks on the next turn.
I had one encounter where my wife (the party's fighter) got entangled/damaged by the druid's [spell]Spike Growth/spell] (he didn't say anything to the group about casting it so she ran in to fight not knowing it was there), blasted by an AoE spell from the sorcerer (her sister), and got hit in the back with a dagger thrown by the bard (her brother's wife) that didn't want to get closer because of the spikes (that her character now knew were there BECAUSE the druid finally said something after the fighter was affected). There were a lot of shitty looks given after that battle (and for once none of them were towards me!).
2) If they roll a 1, make them roll again. If the 2nd roll would have been a hit, they simply miss. If the 2nd roll would have missed, they fumble. For example, they might drop their weapon or fall prone, etc...
If they roll another 1 on the second attack (or sometimes if they miss by 5 or more) I'll make it a fairly negative fumble. For example an archer's bowstring might snap, the mage's spell might backfire (dealing some, but not all, of the damage to itself), or the warrior might accidentally lose its grip on the weapon during the swing, sending it flying off in the distance.
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.