The Haunt
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell’s damage increases by 1d10 when you reach 5th level (2d10)
Rolls
Attack - (1d20+8)
(14) + 8 = 22
Acid Damage - (2d10)
(81) = 9
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps 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 higher levels.
At higher level
At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Page: 143 from Sword Coast Adventure's Guide
Rolls
Attack + dmg + green flame dmg - (1D20+7, 1d8+6, 1d8)
1D20+7 : (9) + 7 = 16
1d8+6 : (3) + 6 = 9
1d8 : (7) = 7
Adv vs prone - (1d20)
(4) = 4
Rolls
+1 mace - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (1) + 3 = 4
Melissa being no clearly no stranger to beating on someone when their down. Darts in and stabs at the moving statue piercing through most of the leg. Believing thats going to keep it down for a moment she backs up and allows Griol to igniting her blade and stabbing at the statue. She connects but doesn't seam able to crack the stone of the downed foe. As the clink resounds in her ears the flame dissipates from her weapon.
On the other side of the room. Dargon goes beastly again slashing away more and more stones accompanied by Esvelles chink into the stone together the duo seems to be holding their own against this stony foe.
Griol | Healthy,
Esvelle Jenet | Healthy,
Melissa | Healthy,
Shaggy | Healthy,
Scooby | Healthy,
Dargon Stern | Healthy,
2-armed (17) ; Critical,
4-Armed (17) ; Bloody,
2-h:
Unwilling to get up. Truly more angry then hurt the statue makes a swipe at Griol and Shaggy. The statue reaches out just as the time the trio of you step back from your attacks scratching some leggins but otherwise doing no real damage.
4-h:
Enraged. The statue focuses its attention on Dargon. Clutching at some of the falling stones from its torso one of its hands manages to gouge into Dargon's thigh. Another hand goes for a one of Dargon's arm. Anticipating the attack Dargon's able to avoid the attack all together.
Griol | Healthy,
Esvelle Jenet | Healthy,
Melissa | Healthy,
Shaggy | Healthy,
Scooby | Healthy,
Dargon Stern | Healthy,
2-armed (17) ; Critical,
4-Armed (17) ; Bloody,
Rolls
Swipe (dis/prone) -> Griol - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d20+4 : (17) + 4 = 21
1d6+2 : (3) + 2 = 5
Swipe (dis/prone -> Shaggy - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d20+4 : (10) + 4 = 14
1d6+2 : (6) + 2 = 8
swipe -> Dargon - (1d20+4, 1d6+2)
1d20+4 : (18) + 4 = 22
1d6+2 : (4) + 2 = 6
again -> Dargon - (1d20+4, 1d6+2)
1d20+4 : (5) + 4 = 9
1d6+2 : (1) + 2 = 3
Rolls
Rapier v. four-arms (attack, damage, sneak) - (1d20+8, 1d8+5, 3d6)
1d20+8 : (5) + 8 = 13
1d8+5 : (8) + 5 = 13
3d6 : (465) = 15
Rolls
+1 mace - (1d20+5, 1d6+3)
1d20+5 : (13) + 5 = 18
1d6+3 : (6) + 3 = 9
Rolls
Scoob bite (pack tactics) vs. 2-arm, piercing damage - (1d20+6, 1d20+6, 2d4+6)
1d20+6 : (8) + 6 = 14
1d20+6 : (10) + 6 = 16
2d4+6 : (13) + 6 = 10
Shaggy's Attack: rapier vs. 2-arm, damage, Hunter's Mark - (1d20+7, 1d8+6, 1d6)
1d20+7 : (10) + 7 = 17
1d8+6 : (8) + 6 = 14
1d6 : (5) = 5
Extra Attack: rapier vs. 2-arm, damage, Hunter's Mark - (1d20+7, 1d8+6, 1d6)
1d20+7 : (15) + 7 = 22
1d8+6 : (5) + 6 = 11
1d6 : (4) = 4
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps 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 higher levels.
At higher level
At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Page: 143 from Sword Coast Adventure's Guide
Rolls
Attack against 4-Arms + dmg + green flame dmg - (1D20+7, 1d8+6, 1d8)
1D20+7 : (13) + 7 = 20
1d8+6 : (2) + 6 = 8
1d8 : (8) = 8
True, although all my other Spells are defensive and I don't have war magic yet.
And I just noticed that I have extra attack already (as I said, still kinda new to DnD).
It specifies that I can attack again, if I used the attack action.
Green flame blade says, that as part of the cantrip I have to attack. Would that count? Or would I need war magic to be able to use green flame blade and another attack?
Because as long as I am fighting only one foe, 2 attacks would be stronger than green flame blade...
Green Flame also can only jump to another enemy within 5 feet of the first, so in this kind of situation where they're on opposite sides of the room, it's just doing the extra 1d8 fire damage to your primary target. The extra attack is definitely better in most cases.
That link is a useful thing for the actions in 5e
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell’s damage increases by 1d10 when you reach 5th level (2d10)
Rolls
Attack - (1d20+8)
(15) + 8 = 23
Acid Damage - (2d10)
(94) = 13