Greenflame Blade Cantrip from SCAG, Courtesy of EXTRA LIFE

Cool. How did you get the link? It's not showing up as live on either the Extra Life page or the D&D website page.


The wording of the cantrip feels a little awkward to me but I think I like the overall effect. If I'm reading it correctly, it essentially works like this:

1st level
1st target: normal attack effects
2nd target: ability mod fire dmg

5th level
1st target: normal attack effects + 1d8 fire dmg
2nd target: 1d8+mod fire dmg

11th level
1st target: normal attack effects + 2d8 fire dmg
2nd target: 2d8+mod fire dmg

17th level
1st target: normal attack effects + 3d8 fire dmg
2nd target: 3d8+mod fire dmg


Is that right?
 

A decent idea, but remember Wizards have poor weapon proficiencies.

My guess is things would have become just a tad too complicated if the cantrip had to say "think of any weapon that you're proficient with"...

I just had this idea in my mind of a Sorcerer who focused on melee combat with his spells and had this as his main one. Or even the Eldritch Knight who could become sort of like a jedi knight.
 

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I think I would actually craft a magic item where it's just the handle of a longsword with this spell cast into it where a green flame appears where the blade should be. Much like Thundarr's Sunsword.
 

But this is the thing. The game lacked a real incentive to play a "melee rogue".

There were few or no real benefits to using daggers over bolts and arrows. Everything a melee rogue could do, a ranged rogue could do as well, but at a much safer distance.[emoji3]

In this case, the cantrip is pure win. I like the idea of high risk, high reward. :)
 

A little different from the 4e version in that it doesn't turn your weapon damage in to fire damage, either, and it uses your spellcasting ability modifier rather than some other ability score.

I like the change to general spellcasting ability modifier, but I dunno about keeping the weapon damage "normal" instead of changing it to fire. Probably it's fine as the character will have other fire attacks....
 

Taking 5 levels of fighter probably reduces your damage rather then increases it. You lose at least 2d6 of sneak attack and gain an extra attack that can't be used with sneak attack since you can only do it once per turn.

This spell simply adds more damage to your existing attack. Its great for an arcane trickster, high elf rogues and any rogue that takes the magic adept feat. Also since the rogue is so mobile with disengage as a bonus action they have a good chance of being able to get adjacent to two opponents before striking (and then moving out of combat safely)

All this assumes it is in fact a wizard cantrip, which it may not be

You have to factor in the possibility of a miss. A second attack gives you another opportunity to apply sneak attack damage if you miss with your first attack. So you give up a slightly higher maximum sneak attack for a higher probability of applying a sneak attack at all. The more accurate you are/less likely you are to miss, the less valuable that extra attack is in terms of "expected damage," though.
 

The ToC previewed earlier indicates that there are only cantrips for sorcerers, warlocks and wizards, so it'll be one or more of those. Since it seems like it was designed for eldritch knights, it'll have to be on the wizard list at the very least.

And anyone who wants to pick it up with Magic Initiate could.

My longsword monk would like it, just for the flavor. /nods
 

But this is the thing. The game lacked a real incentive to play a "melee rogue".

There were few or no real benefits to using daggers over bolts and arrows. Everything a melee rogue could do, a ranged rogue could do as well, but at a much safer distance.

Finally there is an attractive option that is only available to melee builds! [emoji3]

Melee builds?

A rogue can be very effective in melee or ranged combat thanks to finesse weapons. No building or adjustments required. There is no need to choose or lock yourself into one method of fighting, just do whichever is best in a given situation. The well prepared rogue can be effective at whatever distance the situation permits.
 

Melee builds?

A rogue can be very effective in melee or ranged combat thanks to finesse weapons. No building or adjustments required. There is no need to choose or lock yourself into one method of fighting, just do whichever is best in a given situation. The well prepared rogue can be effective at whatever distance the situation permits.

Well, yes but you never really had an incentive to get up close and personal and risk a sword to the face..it is just that if you got stuck in such a scenario (ranged is not always feasible given the terrain/circumstances) you could still effectively fight back. This adds an extra component to your decision about how to engage even if you are in a wide open field in broad daylight...do I risk going toe-to-toe with this slab of meat in exchange for more damage?

It is not really about viability (rogues that spend their time in melee do pretty well regardless) as opposed to making a "fighting style" not automatically strictly inferior (though still quite effective in absolute terms).
 

Assuming it is a wizard cantrip as it most likely is.

Ways to gain green flame.

  • Be a high elf
  • Be a wizard
  • Be a eldritch knight
  • Be an arcane trickster
  • Bard magical secrets ability
  • Magic initiate feat

In all the above ways Int is the casting ability score except for bards magical secrets and then it is charisma.

Who gains the most out of this cantrip, any single attack melee character. So any rogue, cleric, lore bard, maybe land druid (combine this with shillelagh), obviously wizard (abjurers can be front line).

IDK about this spell it just seems like a power boost to many classes.
 

High Elf Paladin's just went up a notch.

This is a really good cantrip to take for Lore Bards.

High Elf Rogue Assassins.
 

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