So, Paladin, my turn. Bonus action first, cast: Blinding Smite. My attack action gives me two attacks, looking to stack some heavy Smite damage. Then both attacks miss. Then I take damage and lose concentration. Then that third level spell slot disappears into the aethyr When and why would I ever do this again?
Seems like nothing but an easy way to blow a spell slot. Is spell concentration and melee attacks just a rubbish combination? Or am I missing some way that makes these types of spells work? Nailen Explorer. Perhaps you're just missing the fact that you were unlucky to miss.
Seems like a good plan to stack the Smite damage. Cap'n Kobold Adventurer. You missed twice presumably with a decent attack bonusgot hit presumably with a decent ACand failed a concentration check presumably with a decent Con bonus. That is just a run of bad luck, and doesn't mean that melee combat and spells are unviable. Its one of the risks that melee spellcasters have to take in order to be as good as pure martial characters in melee.
My take on your description is its good to learn from mistakes and YES its a mistake to call up your 3rd level slot when its likely you will miss multiple times, take damage and fail con saves.
Next time, you may wait until you arrange to have advantage on your attacks before triggering the smite option or until the situation is such that a concentration threat is not likely. All well made points.Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach.
A melee attack typically uses a handheld weapon such as a sword, a warhammeror an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures typically those larger than Medium have melee attacks with a greater reach than 5 feet, as noted in their descriptions. Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike : a punch, kick, head-butt, or similar forceful blow none of which count as weapons.
You are proficient with your unarmed strikes. In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature.
The attack occurs right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.
You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. In 5e a lot of the spells in both the Monster Manual and PHB talk about a spell being a "melee spell attack".
Is this simply to do with the range of the spell or are there additional rules to rolling? The reason I'm slightly confused is because the cantrip Thorn Whip says to make a melee spell attack against a foe, but it has a range of A melee spell attack follows all the rules of a traditional melee attack.
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures typically those larger than Medium have melee attacks with a greater reach than 5 feet, as noted in their descriptions. The difference between a melee attack and ranged attack is that a ranged attack suffers disadvantage if you're within 5 feet of an enemy while a melee attack is not affected.
This works like any other spell attack roll; it uses your spellcasting attribute and so on. However, it also has the properties of a melee attack. Notably, ranged attacks including ranged spell attacks are made with disadvantage if you're within 5 feet of an active enemy. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Ask Question. Asked 5 years, 5 months ago. Active 5 months ago. Viewed k times.
Bigern Bigern 1 1 gold badge 8 8 silver badges 15 15 bronze badges. Active Oldest Votes. In this case, thorn whip attacks like a melee weapon with foot reach. Zibbobz 7, 5 5 gold badges 26 26 silver badges 69 69 bronze badges.Handbooker Helper: Spellcasting Basics
Orvir Orvir 5, 3 3 gold badges 25 25 silver badges 45 45 bronze badges. That's only about 5 spells, but still The Overflow Blog.Home Post new thread What's new Latest activity Authors.
Wiki Pages Latest activity. Resources Latest reviews Search resources.
Members Current visitors New profile posts Search profile posts. Log in Register. Search titles only. Search Advanced search…. Post new thread. Create wiki page.
Does the spell dissipate that is, it's lost and the spell slot is wastedor it remains 'active' until you dissipate it yourself or it finally hits an enemy on a successful attack? And another thing: Casting the spell costs an action - does this mean that the melee spell attack must be done in the next round, or it happens automatically a bonus action, if you will?
Dausuul Legend. Nickolaidas said:.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them! Back to the Zoom Tool Put your scrollwheel or trackpad to good use!
Check out new settings that allow you to zoom and scroll easily. Upload and manage your own custom token markers with this brand new Roll20 feature! Call of Cthulhu Now on Roll20! Don't let sleeping horrors lie. Get started with a free Quick Start module or unleash the Keeper Rulebook! Play Now. Join a Game. Marketplace Toggle Dropdown.
Gamemastery Guide by Paizo. Explorer's Guide to Wildemount by Wizards of the Coast. Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad.Have you ever wanted to get Pact of the Blade, but the other two options were just better? Tired of building Eldritch Blast Warlocks in every situation? Should your Warlock consider binding themselves to these mysterious entities? Read on to find out with our Hexblade Warlock 5E Guide!
D&D 5th Edition
The Hexblade is an aggressive Warlock subclass with some defensive options. Its sole role is to give the Warlock a reliable frontline option in a world where most Warlocks would be crazy to take anything but Eldritch Blast. Whether it actually succeeds at this task or questionable; Eldritch blast still ends up having more rays, and therefore more damage.
It offers some ways to make melee combat slightly more enticing, but suffers from concentration issues. You might notice that 4 of the 10 spells offered to the Hexblade are smites.
Wrathful Smite is a good way to apply Frighten without a save. Branding Smite can scale from 2nd to 5ht level spell slots, which is good for when you only need damage, without the utility options of the others.
Staggering offers slightly less damage in return for debuffs on attack rolls and ability check; usually worthwhile.
Elemental Weapon is only useful on nonmagical weapons, but gives you quite a boost when using them; in low magic campaigns, this is great. Phantasmal Killer is a decent ranged ability that can deal a lot of damage over the course of a minute.
Quite potent, if you can spare the Concentration slots. Shield and Blur are both solid defensive spells; Shield for emergencies and Blur to apply disadvantage. This spell list has a lot of concentration spells. They are all fairly solid, and you can always replace old Warlock spells with new ones. Be sure to cycle your weaker Smites with stronger ones as you level!
The first level for Hexblade is quite powerful, compared to other level-1 patron bonuses. As a bonus action, you can toss a curse on someone who is alive 30 ft from you. It ends early if you have trouble opening your eyes. You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Subscribe to RSS
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d This feature is actually quite strong! All on a Bonus action! Multiclassing bliss! The healing aspect of this ability is by far the weakest part, and even that will heal for 4 at level 1; not exactly the worst, not exactly the best.
It can keep you from getting killed right after your cursed target dies. And it scales well with Warlock levels, which can be nice.
And now for the other reason why the Hexblade is a fantastic choice for both multiclassing and melee warlocks. The first benefit includes a pile of proficiencies; shields, medium armor, and martial weapons.
Then… You get something more unique. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
It only takes a minute to sign up. Tonight I brought out my shadow blade and my GM ruled that I didn't get to add any extra damage to my shadow blade from my dexterity, because spells only do what they say they do, which is fine and I rolled with it.
My contention is that the spell says I should be able to add my dexterity to damage rolls since it is a finesse weapon. You weave together threads of shadow to create a sword of solidified gloom in your hand.
This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. The general rule is that, when attacking with a melee weapon, the character can add their Strength modifier or optionally Dexterity modifier, for Finesse weapons to damage rolls.
From Player's Handbook, page"Damage Rolls":. When attacking with a weaponyou add your ability modifier -- the same modifier used for the attack roll -- to the damage. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. The spell conjures, explicitly, a weaponbut makes no specific exception to the general rule, so the normal logic for attack and damage rolls is used.
Hexblade Warlock 5E Guide | Rules, Tips, Best Race, and More
Since the weapon has the Finesse property, you can and must use either Strength or Dexterity modifier to make the attack and damage roll.
I agree entirely with kviiri's answerbut here's an alternate argument with the same conclusion. Look at other spells that create weapons and see how they're worded.
Shadow Blade does not use the words "spell attack" or "spellcasting ability".
Therefore, to address your point on using spell casting ability and proficiency bonus, that is also an incorrect ruling based on the rules text. You must follow the rules for those weapon keywords, not the rules for spell attack keywords, and use your melee attack roll modifier dex for finesse as appropriate for this attack.
Jeremy Crawford, official rules designer for 5e, answers this question here. Thus all weapon and normal attack rules apply:. Shadow blade creates a melee weapon. When you attack with it, you make a melee weapon attack. Melee weapon attacks use your Strength modifier, unless a rule tells you otherwise. See "Attack Rolls" PH, Keep in mind that because the shadow blade has the finesse property, you could use Dexterity instead of Strength.