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		<title><![CDATA[Ravenblade Forum - The Judge's Podium]]></title>
		<link>https://ravenblade.net/forum/</link>
		<description><![CDATA[Ravenblade Forum - https://ravenblade.net/forum]]></description>
		<pubDate>Mon, 15 Jun 2026 09:43:58 +0000</pubDate>
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			<title><![CDATA[Disarm]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=262</link>
			<pubDate>Sat, 14 Aug 2021 07:31:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=262</guid>
			<description><![CDATA[Still mulling over an Astral Self Monk build who get to use wisdom in place of strength when they manifest their abilities.  While trying to determine uses for such a character, the idea of disarming an opponent popped up.  I discovered in the Dungeon Master's Guide the rules for disarming an opponent on page 271, under Combat Options.  I was wondering if you would allow this rule into our game as it seems to be optional?  I know the Battlemaster fighter has a maneuver that allows a simplified way to knock items out of foes hands, but no other character seems to have that ability; unless this rule is viable.  As a note, the optional rule says that a disarm is initiated by a weapon attack.  For all intensive purposes the monks unarmed strike is the equivalent of a weapon attack, but is not considered a weapon as far as placing enchantments on your fists; so no Elemental Weapon spells for unarmed strikes.<br />
<br />
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			<content:encoded><![CDATA[Still mulling over an Astral Self Monk build who get to use wisdom in place of strength when they manifest their abilities.  While trying to determine uses for such a character, the idea of disarming an opponent popped up.  I discovered in the Dungeon Master's Guide the rules for disarming an opponent on page 271, under Combat Options.  I was wondering if you would allow this rule into our game as it seems to be optional?  I know the Battlemaster fighter has a maneuver that allows a simplified way to knock items out of foes hands, but no other character seems to have that ability; unless this rule is viable.  As a note, the optional rule says that a disarm is initiated by a weapon attack.  For all intensive purposes the monks unarmed strike is the equivalent of a weapon attack, but is not considered a weapon as far as placing enchantments on your fists; so no Elemental Weapon spells for unarmed strikes.<br />
<br />
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			<title><![CDATA[Two Iterations of A Cantrip Confusion]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=259</link>
			<pubDate>Tue, 06 Jul 2021 17:36:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=259</guid>
			<description><![CDATA[In Sword Coast Adventurers guide the cantrips <span style="font-style: italic;" class="mycode_i">Green Flame Blade</span> and <span style="font-style: italic;" class="mycode_i">Booming Blade</span> 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 <span style="font-style: italic;" class="mycode_i">Shadow Blade</span>.  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 <span style="font-style: italic;" class="mycode_i">Booming Blade</span> or <span style="font-style: italic;" class="mycode_i">Green Flame Blade</span>.  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.  <br />
<br />
Booming Blade<br />
TCE<br />
p106<br />
Evocation cantrip<br />
Casting Time: 1 action<br />
Range: Self (5-foot radius)<br />
Components: S, M (a melee weapon worth at least 1 sp)<br />
Duration: 1 round<br />
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.<br />
<br />
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).<br />
<br />
Classes: Artificer, Sorcerer, Warlock, Wizard<br />
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Optional/Variant Classes: Sorcerer, Warlock, Wizard<br />
Races: Elf (High)<br />
Source: TCE, page 106. Also found in SCAG, page 142.<br />
<br />
Green-Flame Blade<br />
TCE<br />
p107<br />
Evocation cantrip<br />
Casting Time: 1 action<br />
Range: Self (5-foot radius)<br />
Components: S, M (a melee weapon worth at least 1 sp)<br />
Duration: Instantaneous<br />
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.<br />
<br />
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).<br />
<br />
Classes: Artificer, Sorcerer, Warlock, Wizard<br />
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Optional/Variant Classes: Sorcerer, Warlock, Wizard<br />
Races: Elf (High)<br />
Source: TCE, page 107. Also found in SCAG, page 143.<br />
<br />
Shadow Blade<br />
XGE<br />
p164<br />
2nd-level illusion<br />
Casting Time: 1 bonus action<br />
Range: Self<br />
Components: V, S<br />
Duration: Concentration, up to 1 minute<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
Classes: Sorcerer, Warlock, Wizard<br />
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Source: XGE, page 164<br />
<br />
Oh Great Dungeon Master, what way will you judge how these spells and cantrips interact?]]></description>
			<content:encoded><![CDATA[In Sword Coast Adventurers guide the cantrips <span style="font-style: italic;" class="mycode_i">Green Flame Blade</span> and <span style="font-style: italic;" class="mycode_i">Booming Blade</span> 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 <span style="font-style: italic;" class="mycode_i">Shadow Blade</span>.  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 <span style="font-style: italic;" class="mycode_i">Booming Blade</span> or <span style="font-style: italic;" class="mycode_i">Green Flame Blade</span>.  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.  <br />
<br />
Booming Blade<br />
TCE<br />
p106<br />
Evocation cantrip<br />
Casting Time: 1 action<br />
Range: Self (5-foot radius)<br />
Components: S, M (a melee weapon worth at least 1 sp)<br />
Duration: 1 round<br />
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.<br />
<br />
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).<br />
<br />
Classes: Artificer, Sorcerer, Warlock, Wizard<br />
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Optional/Variant Classes: Sorcerer, Warlock, Wizard<br />
Races: Elf (High)<br />
Source: TCE, page 106. Also found in SCAG, page 142.<br />
<br />
Green-Flame Blade<br />
TCE<br />
p107<br />
Evocation cantrip<br />
Casting Time: 1 action<br />
Range: Self (5-foot radius)<br />
Components: S, M (a melee weapon worth at least 1 sp)<br />
Duration: Instantaneous<br />
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.<br />
<br />
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).<br />
<br />
Classes: Artificer, Sorcerer, Warlock, Wizard<br />
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Optional/Variant Classes: Sorcerer, Warlock, Wizard<br />
Races: Elf (High)<br />
Source: TCE, page 107. Also found in SCAG, page 143.<br />
<br />
Shadow Blade<br />
XGE<br />
p164<br />
2nd-level illusion<br />
Casting Time: 1 bonus action<br />
Range: Self<br />
Components: V, S<br />
Duration: Concentration, up to 1 minute<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
Classes: Sorcerer, Warlock, Wizard<br />
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter<br />
Source: XGE, page 164<br />
<br />
Oh Great Dungeon Master, what way will you judge how these spells and cantrips interact?]]></content:encoded>
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		<item>
			<title><![CDATA[Poelarms]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=251</link>
			<pubDate>Wed, 10 Feb 2021 21:07:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=10">frenzied67</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=251</guid>
			<description><![CDATA[In other iterations of D&amp;D polearm weapons had reach as well as an inability to attack foes within 5'.  In 5E I see that the lance is the only reach weapon that has a disadvantage on adjacent (5') creatures.  No other polearm states that in their information blocks, so does that mean they can be used at both 10' and 5' attack ranges?  Thank you in advance for your time.]]></description>
			<content:encoded><![CDATA[In other iterations of D&amp;D polearm weapons had reach as well as an inability to attack foes within 5'.  In 5E I see that the lance is the only reach weapon that has a disadvantage on adjacent (5') creatures.  No other polearm states that in their information blocks, so does that mean they can be used at both 10' and 5' attack ranges?  Thank you in advance for your time.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Care and Feeding of Your Game Session]]></title>
			<link>https://ravenblade.net/forum/showthread.php?tid=231</link>
			<pubDate>Wed, 25 Nov 2020 02:48:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://ravenblade.net/forum/member.php?action=profile&uid=1">Ravenblade</a>]]></dc:creator>
			<guid isPermaLink="false">https://ravenblade.net/forum/showthread.php?tid=231</guid>
			<description><![CDATA[Please feel free to give suggestions or comments for improving the flow of our game sessions in this thread.]]></description>
			<content:encoded><![CDATA[Please feel free to give suggestions or comments for improving the flow of our game sessions in this thread.]]></content:encoded>
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