Booming Blade 5e Guide| What Does It Do

The booming blade 5e is a charming spell. Between the relatively foul language and the obscure usage, You and your D&D party have been opposing the orcs for the past hour. Now it’s your turn to run and stab the big orc in front of you.

Instead of trying to recover, they wallow in their sadness and thus, experience more failure. His blade fluttered in the air and he threw it into the orc’s chest. The blade explodes with a thunderclap and vibrates in the air. Continue reading our Booming Blade 5e Guide to learn more.

The rogue utilizes her bonus action to Clear and steps 5 feet back, out of reach just. In the orc’s turn, it steps forward to get revenge. As soon as it moves, however, the energy around it cracks like thunder, and the orc reels in pain while the rogue smiles in satisfaction.

What did the bully do now? How did she cast a spell that seemed to hurt twice? And why did she deviate to stay only 5 feet behind? The answer lies in one of D&D’s most powerful cantrips: the booming blade.

What Is The Booming Blade?

Tasha’s Cauldron of Everything

Evocation cantrip

  • Casting Period: 1 action
  • Range/Area: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Period: 1 round

Booming Blade is an evocation cantrip in the spell list of, wizards, artificers, warriors, and magicians. It was originally published in Sword Coast Adventurer’s Guide in 2015 and the latest version of the spell was posted in 2020 in Tasha’s Cauldron of Everything.

Although there are two slightly other versions of the spelling, A TCoE version is used exclusively and is believed the official version of the spelling. Therefore, this guide will concentrate on the new version and will cover some of the key distinctions between the two versions and how it affects magic.

The booming blade has a casting time of 1 action, has its own limit (5 feet radius), needs somatic and material components, and has a period of 1 round. When you cast this cantrip, you make a violent attack on a creature within 5 feet of you with a weapon used as a material component.

This is a D&D spell that seems very easy to work with: you attack and if the target moves, they inflict extra damage from the thunder. Although this is the basic form of spelling, it improves dramatically as your level rises.

At Higher Levels

In the 5th grade, the melee attack deals an additional 1d8 thunder damage to the target on a hit, and the damage the target handles for moving adds to 2d8. Both damage rolls increase by 1d8 at the 11th grade(2d8 and 3d8) and also at the 17th level (3d8 and 4d8).

Booming Blade: How To Get It

Booming Blade is on the list of artificers, magicians, warriors, and sorcerers. A character who has at least 1 level in any of these classes can learn Booming Blade.  the Eldritch Knights and Arcane Tricksters both learn spells from the wizard spell list, providing both subclasses with a key to the spell.

A bard can access the booming blade with magical secrets. However, this would be a complete loss of magic secrets.

Finally, any player can access the Spell Booming Blade by taking the action of the character Magic Initiate. This feat allows you to learn two cantrip and first-class magic from any class. If you choose artist, magician, warrior, or magician, you can learn booming blades.

Comparison Of Damage

To understand the power of the booming blade, let’s compare the loss of spell cast loss from a fighter’s multi-attack. For this comparison, we will assume that the weapon marked for the booming blade is a one-handed weapon that the fighter strikes four times.

The secondary disadvantage of the booming blade is the fact that it produces a scale of 2d8 in each level which leaves it permanently behind even in the 20th level to attack with one hand weapon when the fighter can make four attacks.

The most meaningful thing is that the secondary damage is initiated. Without it, this attack pales in comparison. You will therefore be required to be tactical regarding how to reliably start this.

Dual-wielding weapons

The above comparison concentrates on the operation of only one hand weapon. It is possible to cast a booming blade with a two-handed weapon but not required. First of all, casting spells does not cause additional attacks on every level of the game. A fighter who strikes three or four times with a two-handed weapon will do more damage on average.

Second, the spelling requires the somatic component. To grab a two-handed weapon to cast a booming blade, you have to use a war caster to overcome it. Furthermore, Fighting Style Great Weapon Fighting does not permit you to re-roll the thunder damage from the spell, just 2d6 or 1d12 weapons deals.

Booming Blade, Limits

All magics are somehow limited. Often, some of these limitations are obvious, while others are apparent only after reading the spelling details for a while or trying to combine them with other abilities. The booming blade has become the focus of many principal explanations, especially since there are so many versions of the spell. We will focus on these changes.

 The Components

The Booming blades have a somatic and material component. The somatic component suggests that when you do magic, you need to keep your hands free to wave. This means that if you want to use a two-handed weapon while casting a booming blade, you have to take the action of a war caster.

A SCAG version of Spell just needed verbal and material components to release it. This meant that two-handed weapons were not a problem.

Second, the spell needs at least 1 piece of silver material for the commotion weapon. In the actual version, the material component was just a weapon. This change means you can’t use this spell with magic weapons like shadow blades.

Spell still operates with a warlock compact weapon as well as homemade weapons, as long as you can safely explain its price being at least 1sp. For example, the price of a glass bottle in PHB’s Adventure Gear Table is 2gp. So, you can cast a booming blade as soon as you reach across the bar and give the glass to someone.

This magic does not work with unarmed attacks because they are not thought a weapon and even though you are a helpful member of the team, the value of your fists cannot exceed 1sp.

Range/Area

The range of the booming blade is “self (5 feet radius)”. While this is an unusual spelling limit, it is one of the most important spelling updates. A SCAG version of the magic had a range of only 5 feet, and the description of the spell states that you create a violent attack on a creature within the sphere of magic.

The older version was the subject of much abuse. Magic thresholds can be doubled using actions such as sharpshooters or magic spells. When combined with Polearum Master and/or Warcaster, a player constantly attacks, retreats 5 feet, and repeats.

Instead, the Booming Blade’s range mimics Thunderwave-like spellings. The effect starts with you and can affect any creature within a radius of 5 feet.

Your Activity

When you launched a booming blade, you are not carrying out an attack. You are cat the spelling instead. It’s incredibly important to distinguish which other abilities work best with it.

First of all, martial characters who get extra attacks can make numerous attacks when they attack an attack. If you cast a booming blade, the cantrip casts your action and as part of your action, as the spell puts it, you create a violent attack.

Another common issue is the two-weapons war. Characters can attack with their off-hand as a bonus action if they carry out an attack. Therefore, you are not capable to attack off-hand after casting this magic.

Starting the Extra Damage

As explained above, the key to creating the booming blade a viable option, instead of striking numerous times, is to make every effort to trigger secondary damage. What are the most useful methods to do this?

First of all, we have to ask, is your target, after being exposed to this spell, aware that if they move 5 feet forward, they will suffer a loss of 4d8 thunder? The answer is in the hands of your dungeon master as he is ultimately driving the monsters.

Magic states that the target is “shaded in the booming energy” which, although incomplete, means that there is an incessant magical effect that covers your target after hitting it. Most opponents should not immediately identify the spell and its effects unless they are shared spell writers themselves. Even so, owning one is still beyond the reach of the average person.

Another part of this is often overlooked in D&D action: the whole combat period is six seconds. This means that every attack by the party and the attacks of the enemies take place at about the same time. In such a fray, Many monsters can’t even create a connection between the pain they feel and the magician standing on the other side of the room, realizing that his own actions caused more pain.

With all of this, our advice to DMs is that many monsters you run will not understand how to trigger secondary damage to the Booming Blade unless they have a useful reason. If they are magicians, they can recognize magic. Otherwise, ask your highly intelligent foes to check the arcana to see if they know what’s going on.

With a DM that does not metagame, you still have to explain the reason for moving to your enemy. If they are within the realm of you and your group, the monster may have no reason to use any movement but may prefer to stand on you and swing on you. Here are some ways to move the enemy.

Back away

The easiest way to get your enemies closer is to go farther. The downside is that when you leave them out, they will have an opportunity to attack you.

Cancel the Bonus Action

The cunning action of the bully or the nimble escape of the goblin allows you to take disengage action as a bonus action at one point, allows you to attack, then retreat safely, avoiding the attack of chance.

The Pushing Attack.

If you are a MASTER OF Battle or you have a martial art, you can utilize a pushing attack on your booming blade attack to repel your opponent15 feet. This gives the enemy a chance to defend against them.

The work of the crusher.

This feat allows you to move a creature up to 5 feet when you damage them. Run a hammer or flail and force your opponent’s back 5 feet. This is an involuntary movement and will not initiate thunderstorms. However, they will require you to move forward voluntarily to return to the range of the attack on you.

Telekinetic Feat.

Like a crusher’s feat, you can use your brain to propel someone up to 5 feet. Unfortunately, this demands your bonus action and they have a possibility to protect against it.

The act of mobility.

This feat lets you move away from an opponent that you have attacked the spot without attacking. Move back enough to ridicule your enemy when he follows you. This capability is also available for Swashbuckler bullies.

There are some commands and examples in which your DM  and you are uncertain if the extra damage is initiated. Although this is equivalent to when an option attack can be made, it differs and in the next circumstances, the damage is not activated:

Pushing or Dragging.

If you accept the Shove action or wrestle someone and want to carry them around the battleground, they are not first pushing.

discordant Whispers.

While activity from this magic starts opportunity attacks, it is believed involuntary movement and doesn’t start thunder damage.

Fall.

If a character falls from any height as a consequence of the environment or an exterior factor, the damage is not activated. However, if the enemy voluntarily jumps from one side to the other, it moves at will, and the damage is started.

Spells like Infestation or Thunderwave.

Any magic that forces your targets to move because they are shaken and thrown into the battlefield does not trigger damage.

Once you’ve learned this magic, don’t feel like you’re stuck in casting it all the time. If you are in close circles and you do not expect your enemies to be able to move, usually attack or take any action.

FAQs of Booming Blade 5e

How Booming Blade 5e Is Good?

Not just is this an effective cantrip for Wizards, Sorcerers, and Warlocks, but Rogues and Warriors can also help from this spell.  This Is what? At low grades, Booming Blade deals 1d8 means of thunder damage. This harm increases at levels 5, 11, and 17, causing Booming Blade effective magic even at high levels.

Booming Blade Is Better Than Extra Attack?

Booming Blade does more harm than Extra Attack weapons one-handed even when compared to a warrior with four attacks. Attacking with a two-handed weapon is more useful than a spell.

Booming Blade Is A Wizard Spell?

Booming Blade is on the spell list of the artificer, wizard, warlock, and magician. This also means that it’s open to Eldritch Knights and Arcane Tricksters. It’s also open to anyone through the Magic Initiate Feat.

Can I Utilize Booming Blade As A Bonus Action?

Booming Blade is a prominent cantrip for anyone who can count damage to a single attack, can cast it as a bonus action (Quickened Spell meta magic) or response(Warcaster feat), or has improved mobility to skirmish (e.g. the Mobile feat).

Is A Booming Blade Considered A Weapon Attack?

Yes. When you cast a booming blade, you cast a spell action, not an attack action. You then attack with explosive weapons as part of the magic. You can’t attack off hand because you need to take attack action. However, you can use features like drills to add weapons to the attack that you do as part of the magic.

Are You Can Throw Booming Blade?

No. When you throw a melee weapon, you achieve a ranged attack with the weapon. Booming Blade specifies that you require to create a melee weapon attack.

Booming Blade Is loud?

Yes. As with most spells that deal with a thunderstorm, this magic makes noise. It doesn’t define who does and does not hear it, that is up to the DM.

A Booming Blade Requires A Freehand, right?

Yes, you require a free hand to cast the somatic component of the magic. This can be overwhelmed by carrying the War Caster feat.

Can You Make Twin Booming Blades?

The TCoE version of the booming blade has its own limitations, which makes it ineligible for twin spells. However, this is ultimately the decision of your DM. Allowing this is not game-breaking as it requires the caster to have two opponents within 5 feet.

 

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