Booming Blade

Booming Blade

Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8⁠Thunder⁠Thunder when they move.

Properties

  • Damage: 1d8 Thunder
  • Damage type: Thunder
  • Range: Weapon range
  • Area: -
  • Duration: 1 turn
  • Concentration: 0
  • Ritual: 0
  • Save: -
  • Attack type: Attack roll
  • Conditions applied: Resonance
  • Cost: Action
  • Recharge: Per action

At higher levels

At character level 5, damage increases to 3-24 (1d8 Thunder + 2d8 Thunder when the target moves). At character level 11, damage increases to 5-40 (2d8 Thunder + 3d8 Thunder when the target moves).

How to obtain

Available to: Sorcerer, Warlock, Wizard

Source item:

Bone Chill

Bone Chill

Bone Chill is a Necromancy Cantrip available to Sorcerers, Warlocks, Wizards, and other sub-classes. It deals Necrotic damage to the target when cast.

Spell description: Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. An undead target receives Disadvantage on Attack Rolls.

Properties

  • Damage: 1d8 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Attack type: Attack roll
  • Conditions applied: Target cannot heal for 1 turn.
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d8 Necrotic. At character level 10, damage increases to 3d8 Necrotic.

How to obtain

  • Sorcererm Warlock, Wizard, and Death Domain Clerics at Class level 1
  • Circle of the Spores (Druid) at Class level 2
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • All Bards at Class level 10 via Magical Secrets
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard, Spell Sniper

Spell details

Bone Chill

Necromancy Cantrip
Damage: 1-8
1d8, Necrotic

Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.

Attack Roll Range: 18m (60ft)
Charm Person

Charm Person

Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.

Properties

  • Damage: -
  • Damage type:
  • Range: 18m (60ft)
  • Area: -
  • Duration: 10 turns
  • Concentration: 0
  • Ritual: 0
  • Save: WIS save
  • Attack type: -
  • Conditions applied: Charmed
  • Cost: Action + Spell Slot
  • Recharge: Per action

At higher levels

Affects an extra target for each spell slot level above the 1st.

How to obtain

Available to: Bard, Druid, Sorcerer, Warlock, Wizard

Source item: Shar's Temptation

Chromatic Orb

Chromatic Orb

Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface.

Properties

  • Damage: 3d8 Thunder or 2d8 Element
  • Damage type: Acid, Cold, Fire, Lightning, Poison, Thunder
  • Range: 18m (60ft)
  • Area: Varies
  • Duration: Varies
  • Concentration: 0
  • Ritual: 0
  • Save: Varies
  • Attack type: Ranged
  • Conditions applied: -
  • Cost: Action + Spell Slot
  • Recharge: Per action

At higher levels

Deals an extra 1d8 damage of the chosen type for each spell slot above the 1st.

How to obtain

Available to: Sorcerer

Source item: -

Chromatic Orb variants

When you cast Chromatic Orb, you must choose between the 6 available Orb variants, each with its unique element and effect.

Chromatic Orb: Acid

Level 1 Transmutation Spell
Damage: 2-16
2d8, Acid

Hurl a sphere of energy that deals 2d8 Acid damage and creates an Acid surface.

Range: 30ft Save: DEX save
Attack Roll Creates area: ACID

Chromatic Orb: Acid

Level 1 Transmutation Spell
Damage: 2-16
2d8, Acid

Hurl a sphere of energy that deals 2d8 Acid damage and creates an Acid surface.

Range: 30ft Save: DEX save
Attack Roll Creates area: ACID
Bursting Sinew

Bursting Sinew

Bursting Sinew is a Necromancy Cantrip in Baldur’s Gate 3. When cast on a corpse, it detonates its sinews into a small AoE of damage.

Spell description: Explode a corpse, causing it to impale those around it.

Properties

  • Damage: 1d10 Piercing
  • Damage type: Piercing
  • Range: 18m (60ft)
  • Area: 3m radius
  • Save: DEX save
  • Attack type: Ranged
  • Conditions applied: 1 fresh corpse
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At Character level 5, the damage increases to 2d10 Piercing. At character level 10, the damage increases to 3d10 Piercing.

How to obtain

  • Cleric, Sorcerer, and Wizard at Class level 1
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Cleric, Magic Initiate: Sorcerer, Magic Initiate: Wizard

BURSTING SINEW

Necromancy Cantrip
Damage: 1-10
1d10, Piercing

Explode a corpse, causing it to impale those around it.

Range: 9m (30ft) Save: DEX save