Both these cantrips want a weapon as the material Component, and then later want a weapon attack. However if you are an Arcana Cleric (learns a wizard cantrip), and as a cleric you can use your shield as the spellcasting focus (ignoring the 1st requirement).
But can the shield be considered an improvised weapon for the 2nd requirement?
Hello my DM and I are having a disagreement over how the Pact Weapon from POB is summoned.
Specifically, as a Hexblade with POB, when I choose to summon my pact weapon as whatever, sword, axe, anything, do i have to roll a D20 to see if i successfully call it to me? Irregardless if I’m changing its form or if I’m recalling its previous form.
I’ve done some looking into the subject and haven’t found a single reference to one being needed as the POB description states;
"You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it."
Am i missing something? His view seems to be POB is the same as the pact I’ve made with my Patron (aka simply the fact I’m a warlock and that’s the backstory of how we have/do magic) and thus just as i need a DC to cast say Eldritch blast, or any other spell, i need one to call/summon my POB Weapon.
If you have a weapon in each hand and Extra Attack, neither light, you can use Extra Attack to attack with each of them on your main action.
But, if you have Thirsting Blade, and no Extra Attack, can you attack once with the non-Pact weapon, and then make another attack with your Pact Weapon, or would you be locked in to a single attack after you make the non-Pact attack?
Green-Flame Blade States:
…you must make a melee attack with a weapon against one creature…
…On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier…
Absorb Elements States:
…the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type…
Since Green-Flame Blade is a single attack that affects 2 targets at the same time. Does the Absorb Elements extra damage affect both the 1st and 2ndary targets as per RAW?
Can you reroll the damage dice that come as part of the melee weapon attack? That is, is the melee weapon attack part of the damage for the spell?
Empowered Spell reads:
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Booming Blade and Green-Flame Blade read:
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.
So I was theory crafting and I came across the combination of Green-Flame Blade with the Battlemaster Fighter’s Sweeping Attack maneuver. I understand that just fine. What I am unclear on is this:
I cast GFB and hit target. Then I activate SA to roll Superiority Dice to hit a second foe for the Dice’s damage (If the original attack would hit the second foe’s AC).
So I end up with one melee weapon attack that hits two different foes with special effects added to the attack. So it should look like this correct?
Weapon damage + GFB damage. GFB Jump damage to second target. Superiority Dice damage + GFB damage (because it is still the same attack correct?). GFB Jump damage to another target (possibly the original) ((because it states that this happens on a hit with an attack?)).
I play a hexblade warlock with an Improved Pact Blade longsword. I like the idea of the eldritch tinkerer, who builds his patron’s gifts into his gadgets, which fits in a warlock/artificer multiclass. The artificer’s Enhanced Weapon infusion would be very nice with the warlock if it stacks with the Improved Pact Blade bonuses, but I can’t tell if it does from the class descriptions. Do these features stack, or do I need to rethink this build?
Up until now, we had quite the terrible party lineup (a Rogue, two Paladins and a Barbarian; we soon discovered the game is simply not enjoyable without casters), and we all decided to fix this by designing a new party together: our next lineup will consist of the same Rogue and the Barbarian, but the Paladins (one of which was me) will be replaced by a Divination Wizard and an unholyly multiclassed Bard. Since the Wizard and the Rogue are quite squishy, we decided I should take the role of a frontliner, so I designed the character to be at least kind of an off-tank.
Long story short, I built my character based around a sword and board build with the Ruby of the War Mage and the War Caster feat. Flavour-wise, this character was designed to be both air-headed and hot-headed (hot-air-balloon-headed, if you will), and as such is prone to engage in melee combat if only to feel the thrill of the fight. Since I will only pick three levels of Warlock (the Pact of the Tome is integral to the flavour of my character concept), I won’t be able to access the Pact of the Blade’s Extra Attack invocation. Thus, I based the character’s melee DPR output around Booming Blade and Green Flame Blade.
I discussed with my GM the possibility of being able to trigger Booming Blade via Command, and he said it was not possible, which is reasonable. However, he started looking into the cantrip itself and some (hastily) made damage comparison tables, and said it is broken and should be nerfed to avoid overshadowing the martial characters. Some of the proposed nerfs were:
- Blade cantrips are now a level 1 spell.
- Blade cantrips don’t trigger the primary effect, only the secondary one (that is, BB’s movement damage and GFB’s "cleaving" damage)
- Blade cantrips don’t trigger the primary effect, but the secondary one is increased by one die size (BB’s movement and GFB’s "cleaving" would use d12)
- Reduced dice size for the cantrip’s damage (for example, d8 to d6).
- Reduced dice size for the cantrip’s primary effect, but augmented for the secondary effect (d8 to d12)
Needless to say, I’m kinda bummed by this change since the whole gish appeal of this character concept was based around being able to use these cantrips, since playing a melee character with a single attack, only 1d6 at Sneak Attack and the very limited magic items we have would suck hard; I would feel stupid using a single attack when I could be spamming Eldritch Blast instead. The secondary effects of these cantrips are extremely situational and I am sure they won’t come up many times since we often face intelligent enemies. I would be kinda okay with the last proposal, but still, I’m not convinced. I proposed the DM to write some homebrew (I consider myself fairly good at balancing) martial weapons and mechanics to make martials more flexible instead of outright nerfing the cantrip, but he said he wants this campaign to be as vanilla as possible.
How can I convince my DM that the Blade cantrips aren’t that unbalanced? Alternatively, what’s a reasonable way to rebalance them?
Does spending movement to stand up from prone trigger the secondary damage effect of the booming blade spell from the Sword Coast Adventurer’s Guide (p. 142)? The spell says:
If the target willingly moves before the duration expires, it immediately takes 1d8 thunder damage, and the spell ends.
I’m about to play my third ever session of D&D. I’ve been watching live-play for a while but haven’t played much. I’ve made a Levistus Tiefling Warlock with Pact of the Blade and a Hexblade patron starting at level 15.
1-Agonizing Blast. 2-Lifedrinker. 3-Thirsting Blade. 4-Devil’s Sight. 5-Shroud of Shadow. 6-Visions of Distant Realms. 7-Mask of Many Faces.
cantrips: Eldritch Blast – Mage Hand – Minor Illusion – Prestidigitation – Ray of Frost
1-level spells: Charm person – Hex – Armor of Agathys(1/long rest) – Disguise Self(at will) – Arms of Hadar
2-level spells: Hold person – Crown of madness – Darkness(1/long rest) – Invisibility(at will)
3-level spells: hyponatic pattern – Thunder step
4-level spells: Banishment – Summon Greater Demon – Arcane Eye(at will)
5-level spells: Hold Monster – Cone of cold – Far Step – Stynaptic Static
Arcanum spells: Circle of death(6 level) – Forcecage (7 level) – Dominate Monster(8 level)
The main idea is that I’m really loving the idea and roleplay of being a warlock/cursed deal being the faceless charismatic type character and being tied to a weapon as in what the pact of the blade offers.
I prefer a ranged combat character, but I don’t want to be useless in melee. How can I optimally play this build?