It's also worth noting that all the weapons in the Handbook are described by their damage dice only for example the greatsword is listed as dealing "2d6" damage, not "2d6 + strength modifier". Since the weapon has the Finesse property, you can and must use either Strength or Dexterity modifier to make the attack and damage roll. The spell conjures, explicitly, a weapon, but makes no specific exception to the general rule, so the normal logic for attack and damage rolls is used. Weapons that have the finesse or thrown property break this rule. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage. From Player's Handbook, page 196, "Damage 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. You must use the same modifier for both rolls. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). It counts as a simple melee weapon with which you are proficient. This magic sword lasts until the spell ends. You weave together threads of shadow to create a sword of solidified gloom in your hand. Was it the intent of this spell to deal 2d8 or 2d8+dex on a hit?įor those who want to know: my GM let me use my spell casting ability + PB for attack rolls. My contention is that the spell says I should be able to add my dexterity to damage rolls since it is a finesse weapon. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.Looks fine to me, JohnDaBarr.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. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.Īt Higher Levels. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.Īt Higher Levels. If you drop the weapon or throw it, it dissipates at the end of the turn. The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, when you summon this sword you may create a flash of bright light that blinds everyone in a 10-foot radius on a failed Constitution save until the end of their next turn. It deals 2d8 radiant damage on a hit and has the finesse, light, and thrown properties (range 20/60). You summon sparks of bright light that merge together to create a sword of solidified radiance in your hand. Last comment - radiant is a useful damage type in some situations especially against undead but shadow blade does psychic damage so the difference in number of creatures resistant to the damage is likely small - radiant and psychic are both pretty decent damage types. A 5th level shadow blade does 4d8 damage - so likely strictly better. However, comparing to the 5th level Holy Weapon spell from XGtE - this spell adds 2d8 radiant damage and makes it a magical weapon - illuminates a larger area but it is regular damage and has a burst damage ability. Giving it the ability to emit sunlight does start to move it into sunblade territory though with the +2, additional damage vs undead and the much larger area of sunlight - the magic item remains better. However, the 5' bright light, 5' dim light just makes it the equivalent of a torch since bright light doesn't do that much on its own except illuminate magical darkness. It isn't as generally applicable as the advantage in dim light or darkness of the shadow blade but on the other hand, against the appropriate creatures who are sensitive to sunlight, it will be particularly effective. I'd agree with the 5' sunlight suggestion if you want to boost it a bit.
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