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General Tabletop Discussion
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Best Magic Initiate spell for a scout Rogue
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<blockquote data-quote="ECMO3" data-source="post: 8392547" data-attributes="member: 7030563"><p>1d4+1d6 is not as huge as it seems. It is nominally 1.5 damage higher than using a Rapier, but there is a constitution save against the poison damage and the poison damage is also commonly resisted or immune, so in play it is quite a bit less than 1.5 damage over a Rapier. It is a pretty cool weapon though and thematically is a lot more fun than a Rapier would be.</p><p></p><p>As for the poison damage with booming blade, I have not thought about that. But I think you would get that too. Here is the text:</p><p></p><p><em>"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."</em></p><p></p><p>I think because it says "normal effects" and not "weapon's damage" I think you would get the poison damage too as it is a normal effect of the particular weapon, although I will ask my DM to make sure.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8392547, member: 7030563"] 1d4+1d6 is not as huge as it seems. It is nominally 1.5 damage higher than using a Rapier, but there is a constitution save against the poison damage and the poison damage is also commonly resisted or immune, so in play it is quite a bit less than 1.5 damage over a Rapier. It is a pretty cool weapon though and thematically is a lot more fun than a Rapier would be. As for the poison damage with booming blade, I have not thought about that. But I think you would get that too. Here is the text: [I]"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."[/I] I think because it says "normal effects" and not "weapon's damage" I think you would get the poison damage too as it is a normal effect of the particular weapon, although I will ask my DM to make sure. [/QUOTE]
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Best Magic Initiate spell for a scout Rogue
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