Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Force
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
can you have 2 beams of eldritch blast of you are multiclass 5th level total, 2nd level warlock?
no attack rolls needed for eldritch blast mate
Why bother multiclassing? Just take Spell Sniper at 4th or as a Variant Human... By fifth level you can shoot two rays an action, or four rays twice a day; by 11th its three per casting and you can cast six per action five times a day... congrats you have more ranged attacks per than straight fighter or ranger.
Lol what? " Make a ranged spell attack against the target" and "Make a separate attack roll for each beam.". But to answer OP question, it depends on the type of advantage. Some types provide advantage for the first attack after the triggering effect and others provide a blanket advantage to all attacks.
Example of one time advantage is Distracting Strike from the Fighter's Battlemaster subclass:
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn
Example of blanket advantage is from the Crusher feat:
This spell states "Available for Warlock"
Eldritch Blast is an evocation spell and in theory an evocation Wizard would by default be able to take this cantrip because it is an evocation cantrip,....correct?
E
No, sorry. If you read the 'Spellcasting' part on creating a Wizard, it specifies Wizard spell list and Wizard cantrips. There's nothing in the School of Evocation that specifically allows you to learn Evocation spells outside of the Wizard spell list. It's the same reason Evocation Wizards can't pick up Faerie Fire or Healing Word.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
You can, however, pick up Eldritch Blast with the 'Magic Initiate' Feat.
"Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list."
I think the issue here is that you're trying to apply real world senses to a fantasy setting. One of the best ways to get a sense of how different a D&D character is from a normal person is to read the "Trained for Danger" bit at the beginning of fighter. A member of a royal army is undoubtedly a better swordsman than I am, and those individuals are trivial compared to a level 1 Fighter. D&D adventurers are super-human heroes (or villains) capable of trekking through arctic tundras or poison swamps carrying hundreds of pounds of gear and still walking the same speed as the 'average human' for 8 hours. If we're going to get into distances of things, take the Eagle totem Barbarian's level 6 path feature:
Eagle
You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
This means that RAW, any D&D adventurer can discern fine details at a 100ft distance. If you apply this to the real-world scale of 20/20 vision, the average level 1 D&D adventurer can see 5x further than a real-world person with 'perfect vision'. Now let's try and apply this to real-world archery. Olympic archery targets are set @ 70 meters for recurve bows. Multiply that by five and you have a D&D adventurer who can theoretically hit a target @ 350 meters. 350 meters converted into feet is 1148.29 so it's 100% conceivable that someone focusing on long range attacking could hit a target 1200 feet away with a spell.
If you're going to apply hyper-realism and apply normal real-world things to your table, then a whole slew of game rules change.
I don't know what my players should roll for a save, (the bbeg's acoliyes had eldritch blast amulets for one beam) is it like magic missile and always hits? I had the cleric roll dexterity to dodge but I have no idea. (New Dm) Please help.
Eldritch Blast is is an attack roll so just like a Longbow but magical, if it helps you could make a lv 1 warlock with eldritch blast to work as a way to auto run the roll and damage for ease.
so like, this can detect mimics?
try to shoot the chest and:
A- it doesn't work and nothing happens
2- the chest gets shot, so you better get to stabbing
https://www.dndbeyond.com/sources/basic-rules/spells#EldritchBlast
Ah, another to add to my collection!
no its pertaining to the level of warlock you are not your total level
If you're a warlock and don't get this spell, you should just eat your character sheet.
That's true.
The spell description doesn't state you have to see the target
I was playing the campaign of a friends, I'm in a shop and down the street it's freaking civil war and the party are trying to kill each other, i go over to try and help oswald, he aims to hit Zane with an eldritch blast and accidentally hits me. At this point I'm a level one wood elf with 12 hp. I get hit, take 6hp of damage from the blast and another 5 for rolling down sharp stones in a crater. Oswald I was trying to help you. AND YOU GOT ME DOWN TO 1 HP!!!!!
See Repelling Blast
Warlocks represent