Booming Blade
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.
At a Glance
Level
Cantrip
School
Evocation
Casting Time
1 action
Range
Self (5-foot radius)
Duration
1 round
Concentration
No
How Booming Blade Works
| Casting Time | 1 action |
|---|---|
| Range | Self (5-foot radius) |
| Components | S, M (a melee weapon worth at least 1 sp) |
| Duration | 1 round |
Available to:
ArtificerSorcererWarlockWizard
Damage
Weapon damage + 1d8 thunder (if target moves), scales at 5th (weapon + 1d8, +2d8 on move), 11th (weapon + 2d8, +3d8 on move), 17th (weapon + 3d8, +4d8 on move)
At Higher Levels
At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Common Mistakes
Common Mistake
Forgetting this uses your action to cast and make ONE attack - you can't use Extra Attack with it
Common Mistake
The secondary damage only triggers if the target willingly moves - forced movement doesn't count
Common Mistake
Thinking you can use this with opportunity attacks - it requires the Cast a Spell action
DM Tips
DM Tip
Excellent for controlling enemy movement and punishing melee enemies who try to switch targets
DM Tip
Works great with War Caster feat to cast it as an opportunity attack reaction
Sources & Further Reading
- Booming Blade — D&D 5e Wikidot — Full SRD text
- Booming Blade — Roll20 Compendium — Structured reference
- Booming Blade — D&D Beyond — Official digital reference