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jezzza3000

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  1. Sharei
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    Shouldn't the damage at lv 5 and lv 11 of on Shocking Blade be 1d8 and then 2d8? To be on par with Booming blade and Greenflame blade?
    Both of them do extra things too, that also get stronger.

    I would change the added damage on hit to 1d8 and then 2d8 and the extra effect of jolt scale in damage too, which when I tested it is only 1d4 on all three "levels" of Shocking Blade.

    Since it is unavoidable damage, considering booming blade and green flame blade do have conditionals to this extra effect, I would take that into account instead of buffing the damage altogether. Maybe if instead of preventing Reactions, it triggers the damage when the enemy tries to do a Reaction?


    Booming Blade
    TCE
    p106
    Evocation Cantrip
    Casting Time: Action
    Range: Self
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    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.
    This spell's damage increases when you reach certain 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 again at 17th level (3d8 and 4d8).


    Green-Flame Blade
    TCE
    p107
    Evocation Cantrip
    Casting Time: Action
    Range: Self
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
    1. jezzza3000
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      Hello Sharei, 
      Thanks for reaching out. To answer your question, I believe the damage scaling is fine where it's at: 1d4 from the Jolted condition plus 1d4 lightning on hit at lv5, up to 2d4 at level 10+.

      While both Booming/Green-Flame Blade offer more raw damage, the ability to block a target's reaction is very powerful, like mitigating any damage from opportunity attacks or blocking spellcasters from using Counterspell. Plus, I've allowed multiple uses of Shocking Blade with Extra Attack. I can't speak for how it works in DnD, but in BG3, you can only use Booming Blade once per turn.

      As for triggering it on the use of the reaction, the damage would need to significantly scale for it to make it worthwhile, for example, taking damage on an opportunity attack. But that causes balance issues as suddenly a cantrip is doing big D Damage.

      As for the damage, no scaling up to 2d4 Lightning, that was likely a bug. I've just released a new version and tested it with no issues. If the issue is showing up still, let me know (it might be an issue if you are using my other mod as well and their load order).
    2. Sharei
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      Thanks for the response jezzza,

      First, as for the damage no scaling, I was refering specifically to Jolt condition.

      Second, here I am checking the update on a pure Bladesinger Wizard lv 12.

      The damage here is on a +0 rapier and 16 in Dex and 20 in Int.

      Booming Blade--> 1d8+3(Dex) + 2d8 Thunder = 6-27. Additionally if the enemy moves 3d8 Thunder = 3-24. This all adds up to a total of 10-51 on single target. It is quite easy to force enemies to move.
      Green Flame Blade (5eSpells) -->  1d8+3 + 2d8 Fire = 6-27. Additionally you can also damage another creature 2d8+5(Int) = 7-21. Allows you to target another enemy with a bit less damage.
      Shocking Grasp --> 3d8 = 3-24. Here for comparison
      Shocking Blade --> 1d8+3 + 2d4 Lightning= 6-19. Additionally on the next turn 1d4 Lightning with no conditions for a total of 7-23
      This mod here has a smilar themed weapon lightning cantrip:
      https://www.nexusmods.com/baldursgate3/mods/473
      Sparking Blade--> 1d8+3(Dex) + 2d8 Lightning= 6-27. Additionally if the target does an Oportunity Attack 3d8 Lightning= 3-24.
      In terms of balance, Booming Blade has this: "Can only be used once per Action taken". Maybe you can add it to Shocking Blade and buff the damage to be on par?

      Btw, I cannot seem to get Lightning Vortex to appear on Wizards. Additionally, all the spells added by this mod dissapear if I do not chose them during level up before the next level of spells gets unlocked (lv1 spells disappear at lv 3, lv 2 spells dissapear at lv 5). This happens with Wizard, Warlock, Sorcerer and Bard.

      Shouldn't Storm Sorcery get all spells too?

      Keep up the good work!
    3. jezzza3000
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      Hello - all goood!

      1) Ah, right - the intention was not to scale the damage of the Jolt/Jolted condition as that's already an existing
      condition from BG3. 

      The damage scales with the Cantrip:
      0-4 (No Lightning Damage on Hit)
      5-9 (1d4 Lightning Damage on Hit)
      10+ (2d4 Lightning Damage on Hit)

      2) Regarding the question about damage, I'll consider it an additional file for those who want an empowered, shocking blade. 

      3) Finally, the question of Spells not appearing. Good pick up, I didn't realise that I had to merge the Spells into every Spell List up to level 6 (for Full Casters).


      • I've just made the edits within the mod toolkit to add the Spells to every Spell List up to 6th level.
        (Should be live in the next hour or two)
      • Note that not all classes/subclasses will get all 5 Spells. This includes the Storm Sorcerer. I have added the Channel Lightning Spell for Storm Sorcerer, but the other Spells like Howling Gale/Stormstrike Smite are more for Melee/Hybrid Spellcasters since they rely on the STR and/or DEX for the hit chance.
      • I might consider just providing the Spells to any class, but again, it would be a separate file rather than the main file.

      I've tested the Spells for Wizard up to level 11 and can confirm that all Spells are appearing (at least within the mod toolkit). If they aren't, then there might be another mod overriding the Wizard's Spell List rather than using the "Merge" option within the Mod Toolkit.

      The easiest way to identify that is to move my mod down the load order, after all mods that alter a Class/Subclass's SpellList.
    4. Sharei
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      Thanks for the quick response again!

      Using Shocking Blade twice per turn, feels wrong, hence why I suggested the same treatment as Booming Blade to allow to be used with the attack action. Taking the second attack into account.

      Booming Blade + Attack--> 1d8+3(Dex) + 2d8 Thunder + 1d8+3 (Attack) = 10-38. Additionally if the enemy moves 3d8 Thunder = 3-24  This all adds up to a total of 13-62 on single target. It is quite easy to force enemies to move.
      Shocking Blade x2 --> 1d8+3 + 2d4 Lightning= 6-19 x 2 = 12-38. Additionally on the next turn 1d4 Lightning with no conditions for a total of 13-42

      Still quite behind in damage to what Booming Blade can dish out.

      Also, applying a second stack of jolt does nothing? Maybe intead of Jolt... Reverberationcan be a good swap? Lots a build around that one, jolt on the contrary i have not seen any equipment that works with it.

      Food for thought. And again, keep up the good work!
  2. Gageo
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    Awesome
  3. jmarbleybando
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    yessss!