1st Level cantrip Evocation Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous. Find out what you can do. Components: V, M (a weapon) View and manage file attachments for this page. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. All Rights Reserved. For more amazing art click the image. 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. Change the name (also URL address, possibly the category) of the page. If you want to discuss contents of this page - this is the easiest way to do it. With Tasha’s Cauldron of Everything, popular cantrips Booming Blade and Green Flame Blade were changed from a range of 5 feet to a range of Self (Five-Foot Radius), which prompted confusion about whether or not the spells would still work with feats like Warcaster, abilities like the Twin Spell Metamagic, and the Spell Sniper feat. At Higher Levels. DND-spells.com is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. 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. Click here to toggle editing of individual sections of the page (if possible). © 2016 Wizards. Wikidot.com Terms of Service - what you can, what you should not etc. Join our mailing list to stay up to date and get notices about our new releases! Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. 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. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). This spell's damage increases when you reach higher levels. Green Flame Blade Attributes. Spell Lists. View/set parent page (used for creating breadcrumbs and structured layout). 5 thoughts on “ ERRATA Sword Coast Adventurer’s Guide – Green-Flame Blade and Booming Blade FIX! On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different … This is because while it is a melee attack, it is not the attack action. Casting Time: 1 action At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. 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. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action. Evocation cantrip. Green Flame Blade said: As part of casting this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. 5 thoughts on “ ERRATA Sword Coast Adventurer’s Guide – Green-Flame Blade and Booming Blade FIX! © 2020 D&D Spells - Some rights might be Reserved. This spell’s damage increases once you reach higher levels. Creative Commons Attribution-ShareAlike 3.0 License. Range: Self (5-foot radius) The best way I found is to create two separate attacks. As a table rule I would say that the green flame gives off a glow to light up 5-10 feet around you. Then tick the " DAMAGE2 " … Dreadwolf says: Did WotC not think this through or did they intentionally TOTALLY nerf Booming Blade and Green-Flame Blade? So why not buy The DM a beer, get one for yourself, and let's keep this site going! Source: Tasha's Cauldron of Everything. The description doesn’t say that but it does make sense and helps with the issue of the second target being visible. spell. Artificer, Sorcerer, Warlock, Wizard, Unless otherwise stated, the content of this page is licensed under. Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round. On a hit, the target takes 3d6 fire damage. 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