JohnStone
2017-12-27, 01:24 PM
I was looking at the cleric Zeal Domain and noticed you can push a creature back 10' every time you deal thunder damage. Using booming blade I can do this fairly reliably. Particularly with Polearm Master and Warcaster. I do have some questions about how this interacts with other abilities though. (Note: lvl 10 build 9Cleric/1Sorc)
Divine Strike: Can I add my Divine strike damage on my turn if I use Booming Blade.
Forced Movement: I push the target back 10' I know the forced movement doesn't trigger Booming Blade. But will the effect remain for when it moves again? Can the target continue its movement that turn after I push it back?
Sea Sorcerer "Curse of the Sea": Would this apply to this case since the cantrip is causing the forced movement through a class feature?
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Would this apply to this case since the cantrip is causing the forced movement through a class feature?
Divine Strike: Can I add my Divine strike damage on my turn if I use Booming Blade.
Forced Movement: I push the target back 10' I know the forced movement doesn't trigger Booming Blade. But will the effect remain for when it moves again? Can the target continue its movement that turn after I push it back?
Sea Sorcerer "Curse of the Sea": Would this apply to this case since the cantrip is causing the forced movement through a class feature?
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Would this apply to this case since the cantrip is causing the forced movement through a class feature?