Hawk Diesel
Adventurer
So in general, it seems the cantrips from SCAG follow a fairly simple formula. You give up one die of damage to use your weapon and add an effect to it. So I pondered some variants that might be solid but balanced choices in comparison to Green-Flame Blade and Booming Blade.
Vitriolic Blade
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 the target is splashed with burning acid. At the beginning of the target's next turn, they take 1d4 acid damage.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 acid damage to the target, and the damage the target takes at the beginning of its next turn increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level.
Vampiric Blade
Necromancy 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 necromantic energies devour the target’s life force to empower your own, granting you gain 2 temporary hit points.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals extra necrotic damage equal to 1d8, and the temporary hit points you gain increases to 4. The necrotic damage increases an additional 1d8 and the temporary hit points increase by 2 at 11th level and 17th level.
Vitriolic Blade
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 the target is splashed with burning acid. At the beginning of the target's next turn, they take 1d4 acid damage.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 acid damage to the target, and the damage the target takes at the beginning of its next turn increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level.
Vampiric Blade
Necromancy 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 necromantic energies devour the target’s life force to empower your own, granting you gain 2 temporary hit points.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals extra necrotic damage equal to 1d8, and the temporary hit points you gain increases to 4. The necrotic damage increases an additional 1d8 and the temporary hit points increase by 2 at 11th level and 17th level.