Casting Time: 1 Action
Components: V, M
Duration: 1 round
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 it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
My Comments: I've heard people say this spell is over-powered (OP) for a cantrip. I don't think I agree. Cast by a low-level caster, it's not that great. It seems to me that you really have to work it to make it worthwhile. For one, your caster has to get all up in the melee, make an attack and actually hit, and then the target has to willing move for the spell to take effect.
If you're already in range, why should the target move when it could just stay there and smack you?
But then... at 5th level, things change. The spell does extra damage if they don't move and even more extra damage if they do. The real value though comes in the combos. I've avoided talking about combos just to keep these posts simple, but I guess it's time to break that tradition.
I thought maybe an Eldritch Knight could make good use of it but then realized the spell takes a whole action, so it isn't really that great for characters with multiple attacks.
Warlock, Pact of the Blade? Sorcerer use sorcery points to Twin spell maybe? Nah, it's not really working for me. To me, the best class to use this would be the Arcane Trickster. Only, it's not very sneaky...
Herek had been twisting through the dark, smelly corridors of the low-town market for what seemed like hours and his pursuers seemed to grow in number with each passing minute. They would have to catch him eventually.
His little tricks were running out and he was down to one he had been avoiding. Now, with that hulking barbarian half-breed the tavern had hired standing in the alley sniffing at the air, he knew the chase was coming to a close. he counted to four, quietly said "kra-hashek!" and then burst out of his hiding spot. He stabbed deeply into the tavern guard and rolled away and dashed back down the alley as a boom of thunder rang out, drowning out even the pig-nose barbarian's scream.
The guard turned, her eyes lit with fury, and spotted Herek down the alley. As she started her enraged charge a second crackling boom sounded and the barbarian screamed again, threw her arms out and then fell to the ground.
Herek sighed. That's one down and at least five more out there and now they all knew exactly where to find him. "Oh well," he thought, "might as well make them work for it."
He sprinted forward, planted one boot on the barbarian's thick back and leaped upward. His hand grasped the bottom of the balcony above and he pulled hard, grabbed the railing above and then twisted himself up to stand on the balcony in one swift burst of acrobatics. He lined up his path to the rooftop just as two more guards came around the corner and saw their fallen comrade.