As a part of the action wont to cast this spell, you want to 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 beginning of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and therefore the spell ends.
This spell’s damage increases once you reach higher levels. At the 5th level, the melee attack deals an additional 1d8 thunder damage to the target, and therefore the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at the 11th level and 17th level.
Booming Blade 5e Spell
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M
- Duration: 1 round
- Scales: Yes
- Casters: Arcane Trickster, Eldritch Knight, Sorcerer, Warlock, Wizard
You’ve heard people say this spell is overpowered (OP) for a cantrip. I don’t think I agree. Cast by a low-level caster, it’s not that great. It seems to me that you simply really need to work it to form it worthwhile. For one, your caster has got to get all up within the melee, make an attack and truly hit, then the target has got to willing move for the spell to require effect.
The guard turned, her eyes lit with fury, and spotted Herek down the alley. As she started her enraged charge a second crackling boom sounded and therefore the barbarian screamed again, threw her arms out then fell to the bottom.
Herek sighed. That’s one down and a minimum of five more out there and now all of them knew exactly where to seek out him. “Oh well,” he thought, “Might also make them work for it.”
He sprinted forward, planted one boot on the barbarian’s thick back and leaped upward. His hand grasped rock bottom of the balcony above and he pulled hard, grabbed the railing above then twisted himself up to face on the balcony in one swift burst of acrobatics. He lined up his path to the rooftop even as two more guards came over the corner and saw their fallen comrade.
If you’re already in range, why should the target move when it could just stay there and smack you?
But then… at 5th level, things change. The spell does extra damage if they are doing the move and even more extra damage if they do. The important value though comes within the combos. I’ve avoided talking about combos just to stay these posts simple, but I assume it’s time to interrupt that tradition.
You thought maybe an Eldritch Knight could observe the use of it, on the other hand, I realized the spell takes an entire action, so it isn’t really that great for characters with multiple attacks.
Herek had been twisting through the dark, smelly corridors of the low-town marketplace for what appeared like hours and his pursuers appeared to grow in number with each passing minute. They might need to catch him eventually.
His little tricks were running out and he was right down to one he had been avoiding. Now, thereupon hulking barbarian half-breed the tavern had hired standing within the alley sniffing at the air, he knew the chase was coming to an in-depth. You counted to four, quietly said “kra-hashes!” then burst out of his hiding spot. He stabbed deeply into the tavern guard and rolled away and dashed backtrack the alley as a boom of thunder rang out, drowning out even the pig-nose barbarian’s scream.