Rebalanced Bladetrips
This collection of cantrips replaces booming blade and green-flame blade, which are overpowered. When they fail to trigger, they deal typical cantrip damage, and deal much more damage when successful. They also enhance basic melee weapon attacks, which means characters with once-per-turn attacks like rogues and clerics have no reason to not take them, since they enhance the basic attack their class is built around already, but add more on top of it. A superior option like this in a game based on making choices is a problem.
These new cantrips scale like every other cantrip and use spell attacks, rather than weapon attacks. But the concept of attacking with a magically-empowered weapon is an interesting one, so if you choose, they use your weapon attack modifiers instead of your spellcasting modifier.
Azure Shieldbash
Abjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a shield)
Duration: Instantaneous
You conjure a glittering disc of sapphire energy upon the surface of your shield or in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d4 force damage and your AC is increased by 2 until the start of your next turn. If a creature hits you with an attack, the shield shatters, and the increase to your AC ends.
If you are wielding a shield, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Chartreuse Scourge
Evocation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You summon bubbling acid upon your weapon, or conjure a translucent lime-colored scourge in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 acid damage. If the creature you hit is not wearing armor, roll d12s instead of d10s for the damage of this spell.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Dancer's Flameblade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You summon a fiery edge that flickers upon your weapon, or an elegant blade of darting flame in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 fire damage. Because this swift strike is made from flame, it is difficult to block. The attack you make with this cantrip ignores the AC bonus granted by shields and reactions that increase the target's AC.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Diviner's Dart
Divination cantrip
Time: 1 action
Range: 20 feet
Components: V, S, M (a ranged weapon)
Duration: Instantaneous
You coat a weapon in probing mental energy, or conjure an invisible barb that targets the mind rather than the body. Make a ranged spell attack against a creature within range, hurling the energy but keeping the physical weapon in your hand. On a hit, you invade the target's upper consciousness, dealing 1d6 psychic damage and gaining a flash of insight about its intent. The target has disadvantage on the first attack roll or ability check it makes against you before the start of your next turn.
If you are wielding a weapon, you can choose to add your Strength or Dexterity modifier to the ranged spell attack you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Electric-Blue Javelin
Evocation cantrip
Time: 1 action
Range: 60 feet
Components: V, S, M (a ranged or melee weapon)
Duration: Instantaneous
You electrify your weapon, or conjure a fluorescent javelin in your hand. Make a melee or ranged spell attack against a creature in range, hurling the bolt but keeping the physical weapon in hand on a ranged attack. On a hit, the target takes 1d6 lightning damage and a flash scours its vision; the target cannot see creatures and objects more than 60 feet away from it until the end of its next turn, when the spots in its vision fade away.
If you are wielding a weapon, you can choose to add your Strength or Dexterity modifier to the spell attack roll you make with this spell, instead of your spellcasting modifier.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Emerald Serpent's Fang
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You coat your weapon in poison, or conjure up an emerald foil in your hand. You strike like a scorpion or snake, jolting forward 5 feet in any direction. This movement does not provoke attacks of opportunity. After you move, make a melee spell attack against a creature within range. On a hit, the target takes 1d10 poison damage and is poisoned until the end of its next turn.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Executioner's Black Axe
Necromancy cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You create a smoky edge on your weapon, or grip a wispy ebony axe that appears in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 necrotic damage. You gain temporary hit points equal to half the damage dealt.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Hero's Sword
Enchantment cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
Light blazes from your weapon, or a longsword made from brilliant golden energy appears in your hand. Until the end of your next turn, your weapon or focus emanates bright light in a 10 ft. radius and dim light for another 10. Make a melee spell attack against a creature within range.
On a hit, a creature takes 1d10 radiant damage, and one friendly creature within 30 feet of you that can see you repeat a saving throw against an affect that frightened it, ending the effect on itself on a success.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Stormlord's Grey Hammer
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
Your weapon reverberates with the sound of thunder, or a hammer made from billowing thunderheads appears in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 thunder damage, is deafened until the start of its next turn, and is knocked 10 feet away from you.
If you are wielding a melee weapon, you can choose to add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Winter's White Spike
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
Ice freezes over your weapon or a war pick made of solid ice appears in your hand. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 cold damage, and the intense cold freezes the weapon to the target's body. If the target is a creature no more than one size larger than you, it is grappled until the end of its next turn. The escape DC for this grapple is your spell save DC. If you drop the weapon, the grapple automatically ends.
If you are wielding a melee weapon, you can choose add your Strength or Dexterity modifier to the melee spell attack roll you make with this spell, instead of your spellcasting ability modifier.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Bard Spells
Cantrips (0 level)
Azure Shieldbash
Dancer's Flameblade
Diviner's Dart
Emerald Serpent's Fang
Hero's Sword
Cleric Spells
Cantrips (0 level)
Azure Shieldbash
Chartreuse Scourge
Dancer's Flameblade
Diviner's Dart
Electric-blue Javelin
Emerald Serpent's Fang
Executioner's Black Axe
Hero's Sword
Stormlord's Grey Hammer
Winter's White Spike
Druid Spells
Cantrips (0 level)
Chartreuse Scourge
Dancer's Flameblade
Electric-blue Javelin
Emerald Serpent's Fang
Stormlord's Grey Hammer
Winter's White Spike
Sorcerer Spells
Cantrips (0 level)
Azure Shieldbash
Chartreuse Scourge
Dancer's Flameblade
Diviner's Dart
Electric-blue Javelin
Emerald Serpent's Fang
Executioner's Black Axe
Hero's Sword
Stormlord's Grey Hammer
Winter's White Spike
Warlock Spells
Cantrips (0 level)
Azure Shieldbash
Chartreuse Scourge
Dancer's Flameblade
Diviner's Dart
Electric-blue Javelin
Emerald Serpent's Fang
Executioner's Black Axe
Hero's Sword
Stormlord's Grey Hammer
Winter's White Spike
Wizard Spells
Cantrips (0 level)
Azure Shieldbash
Chartreuse Scourge
Dancer's Flameblade
Diviner's Dart
Electric-blue Javelin
Emerald Serpent's Fang
Executioner's Black Axe
Hero's Sword
Stormlord's Grey Hammer
Winter's White Spike
A Note on Somatic Components
According to Sage Advice, "If a spell has a somatic component, you can use the hand that performs the somatic component to also handle the material component." So when you cast one of these spells, you can strike with the hand holding the melee weapon, as thought you were attacking with it. Remember, you do not make a melee weapon attack, but a melee spell attack, and cannot apply bonuses like Divine Smite.
Harry Dresden, Part 1, Dan Santos
Master Dwarf, Alexander Kozachenko
Light Shield, Johnathan Chong