Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Melee
Damage/Effect
Lightning (...)
You brandish the weapon used in the spell’s casting and make an attack with it against one creature within your weapons attack range. On a hit, the target suffers the weapon attack’s normal effects and then, if the weapon was thrown and the target was not within 10 feet, it takes additional lightning damage equal to your spellcasting modifier and the weapon returns to your hand.
This spell’s damage increases when you reach certain levels. At 5th level, the attack deals an extra 1d6 lightning damage to the target on a hit, and the damage the target takes if it was thrown increases by 1d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6+mod) and again at 17th level (3d6 and 3d6+mod).
* - (a weapon with the thrown property worth at least 1 cp )
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Posted Apr 25, 2026I'm reading this a certain way, and am curious if this was the intention. This spell deals a fairly large chunk of extra damage for a cantrip, and the extra second half of the damage is significantly easier to proc than the extra damage of Booming Blade or Green Flame Blade. This is somewhat offset by using a d6 instead of a d8, but the biggest thing that I see balancing this is the risk of not getting your weapon back if you miss the attack. I think this is balanced as written (on the powerful end of balanced), but want to make sure that this phrasing is intentional before adding it for my players.
Alternatively, it could return to your hand regardless of whether you hit and just deal the extra thrown damage, similar to the new True Strike.