Does Furious Finish work with both hits of Cleaving Smash?

Cleaving Smash (from Weapon Trick – Two-Handed Weapon):

When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks. If you also have the Greater Vital Strike feat, you can instead add the damage from Improved Vital Strike to both your initial and your secondary attacks.

Furious Finish:

While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

Does Furious Finish apply to both hits of Cleaving Smash, or does rage suddenly end mid-swing?

Or are they not compatible at all since Cleaving Smash doesn’t directly state that you’re actually using the Vital Strike "feat", only that you’re getting all the benefits of it?

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Is the homebrew weapon attack cantrip ‘Astral Smash’ balanced?

I have created some new cantrips which include making a weapon attack as there are only two official ones to choose from. I’ve tried to follow these principles based on Booming Blade and Green-Flame Blade:

  • Melee weapon attack only, 5 foot range
  • No unavoidable extra damage to the primary target at level 1
  • Damage no more than 2 targets
  • Spellcasting ability modifier doesn’t have to affect the spell at all
  • Only available on the Warlock, Sorcerer and Wizard spell lists

But with such a small amount of official content to compare them against, it’s hard to say if they’re balanced.

Is this spell balanced with Booming Blade and Green-Flame Blade?

Astral Smash

Evocation cantrip

Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

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.

On a hit, the target suffers the attack’s normal effects, and it becomes outlined in sparkling light until the end of your next turn. While outlined, it sheds dim light in a 5-foot radius and cannot benefit from being invisible.

At 5th level, the attack deals an extra 1d6 radiant damage to the target. The damage roll increases by 1d6 at 11th level and 17th level.

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