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Two Iterations of A Cantrip Confusion - Printable Version

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Two Iterations of A Cantrip Confusion - frenzied67 - 07-06-2021

In Sword Coast Adventurers guide the cantrips Green Flame Blade and Booming Blade were introduced. At the time there was no special requirement to use those cantrips, so those cantrips could be used in conjunction with the spell Shadow Blade. In Tasha's Cauldron of everything, they rewrote both cantrips, proclaiming that only a weapon with 5 sp cost or higher were necessary in casting either Booming Blade or Green Flame Blade. Bladesingers, Eldritch Knights, and certain Bardic Colleges use these cantrips with great abandon, however, it now seems that the dunces at WOTC have found yet another way to neuter our characters.

Booming Blade
TCE
p106
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 106. Also found in SCAG, page 142.

Green-Flame Blade
TCE
p107
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap 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.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 107. Also found in SCAG, page 143.

Shadow Blade
XGE
p164
2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Source: XGE, page 164

Oh Great Dungeon Master, what way will you judge how these spells and cantrips interact?


RE: Two Iterations of A Cantrip Confusion - Ravenblade - 07-19-2021

Tasha's Cauldron of Everything (TCE) takes precedence over the Sword Coast Adventurer's Guide (SCAG), which is more of a campaign supplement/accessory.

TCE canonizes numerous spells from the Unearthed Arcana and other WoTC sourcebooks, and redrafts some of them as the developers intended them to function. Stacking the Booming Blade/Green-Flame Blade effects onto Shadow Blade was not intended by the game designers, particularly since the combination emulates a power level that scales disproportionately to the character.

I don't mean to disparage players who used the combo, as it is a clever use of a loophole, but it is a very munchkin thing to do at the same time.

Although the Unearthed Arcana installments help to mitigate game-play balance somewhat (providing an opportunity to playtest material prior to final publication), we should expect additional revisioning/errata as the game expands over time and other unintended consequences are discovered.


RE: Two Iterations of A Cantrip Confusion - frenzied67 - 07-20-2021

(07-19-2021, 03:31 PM)Ravenblade Wrote: Tasha's Cauldron of Everything (TCE) takes precedence over the Sword Coast Adventurer's Guide (SCAG), which is more of a campaign supplement/accessory.

TCE canonizes numerous spells from the Unearthed Arcana and other WoTC sourcebooks, and redrafts some of them as the developers intended them to function. Stacking the Booming Blade/Green-Flame Blade effects onto Shadow Blade was not intended by the game designers, particularly since the combination emulates a power level that scales disproportionately to the character.

I don't mean to disparage players who used the combo, as it is a clever use of a loophole, but it is a very munchkin thing to do at the same time.

Although the Unearthed Arcana installments help to mitigate game-play balance somewhat (providing an opportunity to playtest material prior to final publication), we should expect additional revisioning/errata as the game expands over time and other unintended consequences are discovered.

(Player pouting with liquid eyes) "you never let us munchkin". LOL. I so totally would have abused that spell combo. With luck, any Eldritch Knight should have a magical weapon by the time Shadow Blade becomes an option for them. Thank you for the clarifications.