Just checked the cleric spell list and inflict wounds does 3d10 damage on a spell attack. Now I appreciate that this has to land (still more likely than swinging a weapon) and there are limited spell slots but does this not seem like a lot of damage?
I've ruled that a cleric should pick inflict or cure as in previous editions and still allowed guided bolt as a fine alternative but does anyone else thinks that 3D10 seems like heavy damage for a level one spell?
Considering none of the domains of the Cleric receive inflict wounds at level 1, I don't see it as overpowered. Also, keep in mind the sorcerer stays at a safe range (usually) when casting spells or deals area of effect damage. Consider thunderwave for instance, at max damage thunderwave deals 16 thunder damage and knocks its opponents back. Max damage for inflict wounds would be 30+weapon damage, so perhaps around 39 total. If there are three creatures in the thunderwave's aoe, that would be a total of 48 damage delt assuming three failed saves (24 on three successes).
Worst case scenario for both: Cleric misses attack and loses spell. Sorcerer casts low damage thunderwave and all three creatures save. Your sorcerer still has more damage output. Now this isn't to say one is better than the other, it's just to show that in the right conditions either side may have more of an advantage given different conditions
3d10 or nothing at all, plus you have to get into melee, comes out to being 9.9 average damage per attack if you assume 60% accuracy with the attack.
3d6 or half, plus you get to potentially hit more than one target but you need to get into or at least near to melee, comes out to being 8.4 average damage per target per attack if you assume 60% chance of failing the save.
By which I mean to illustrate that no, inflict wounds is not particularly more powerful than other 1st-level attack spells. Yes, it does do more damage than any of the others in the books so far, but it is also the one that requires the most risk to be taken by the caster and the one with the least targeting potential because it is melee-range and single-target only.
Plus, give the cleric a bone - they don't have a large array of offensively potent spells like other classes do, so let the ones they do have be good ones.
3d10 isn't overpowered. A ranger can do 1d6+1d8+(3to5)potentially 1d8 + second attack 1d6 + 1d8 + (3to5)+potentially 1d8 damage. All in one round at first level. That's like 50+ max damage at 1st level. Since Hunters mark lasts for an encounter usually, you can do this until you run out of 1st level slots then you lose 1d8 for both attacks. But that's still more than the 30 from the cleric.
3d10 isn't overpowered. A ranger can do 1d6+1d8+(3to5)potentially 1d8 + second attack 1d6 + 1d8 + (3to5)+potentially 1d8 damage. All in one round at first level. That's like 50+ max damage at 1st level. Since Hunters mark lasts for an encounter usually, you can do this until you run out of 1st level slots then you lose 1d8 for both attacks. But that's still more than the 30 from the cleric.
So while 3d10 sounds like a lot, it really isn't.
A ranger can do nothing of the sort at first level..
Considering none of the domains of the Cleric receive inflict wounds at level 1, I don't see it as overpowered. Also, keep in mind the sorcerer stays at a safe range (usually) when casting spells or deals area of effect damage. Consider thunderwave for instance, at max damage thunderwave deals 16 thunder damage and knocks its opponents back. Max damage for inflict wounds would be 30+weapon damage, so perhaps around 39 total. If there are three creatures in the thunderwave's aoe, that would be a total of 48 damage delt assuming three failed saves (24 on three successes).
Worst case scenario for both: Cleric misses attack and loses spell. Sorcerer casts low damage thunderwave and all three creatures save. Your sorcerer still has more damage output. Now this isn't to say one is better than the other, it's just to show that in the right conditions either side may have more of an advantage given different conditions
A spell attack, such as in Inflict wounds does not allow you to add the damage of a weapon. The maximum damage for that spell is 30.
Considering none of the domains of the Cleric receive inflict wounds at level 1, I don't see it as overpowered. Also, keep in mind the sorcerer stays at a safe range (usually) when casting spells or deals area of effect damage. Consider thunderwave for instance, at max damage thunderwave deals 16 thunder damage and knocks its opponents back. Max damage for inflict wounds would be 30+weapon damage, so perhaps around 39 total. If there are three creatures in the thunderwave's aoe, that would be a total of 48 damage delt assuming three failed saves (24 on three successes).
Worst case scenario for both: Cleric misses attack and loses spell. Sorcerer casts low damage thunderwave and all three creatures save. Your sorcerer still has more damage output. Now this isn't to say one is better than the other, it's just to show that in the right conditions either side may have more of an advantage given different conditions
A spell attack, such as in Inflict wounds does not allow you to add the damage of a weapon. The maximum damage for that spell is 30.
Yeah, you're right. I'm used to the various smites that add damage on top of your weapon damage, my mistake.
Using a bit of math, it is possible to deduct this:
Let's compare the damage of Magic missile and Inflict wounds. Magic missile is a good comparison because the damage does not depends on any roll (attack roll or saving throw).
The average damage of Magic missile is 3x(1+2.5)=10.5
Now, the average damage of Inflict wounds is 3x5.5=16.5. Assuming a 60% of probability to hit by attack roll (which happens with a +4 bonus to hit against an AC 13), the average damage becomes 16.5*0.6=9.9.
So, Inflict wounds is not overpowered for a 1st level spell. The convenience depends on AC and attack bonus.
3d10 isn't overpowered. A ranger can do 1d6+1d8+(3to5)potentially 1d8 + second attack 1d6 + 1d8 + (3to5)+potentially 1d8 damage. All in one round at first level. That's like 50+ max damage at 1st level. Since Hunters mark lasts for an encounter usually, you can do this until you run out of 1st level slots then you lose 1d8 for both attacks. But that's still more than the 30 from the cleric.
So while 3d10 sounds like a lot, it really isn't.
A ranger can do nothing of the sort at first level..
Guiding bolt - 120ft range, 4d6(14 Average) radiant damage, advantage on next attack.
So.. you give up 115ft of range, and give up the utility of advantage on next attack, and you change from a universally hard to resist damage to a fairly common resisted damage in undead, to gain 2.5 average damage.
Its fair. But it is also very random. Dealing 30 damage to an npc with 15 hp isn't really much better than dealing 15 damage. At very low levels this is far more dangerous for NPCs to have than players.
I find..that every freaking time I try to use this spell..that is when the dice god frown upon me. I miss with this one more than I hit. Even if I am standing next to a giant. A. Freaking. Giant.
I prepared Inflict Wounds since level 1. And yet, on 2nd character level, I didn't used it.
Since I was on 1st level a spell slot is so precious to simply waste it. And cast a hit or miss spell is a waste when you have only 2 slots. Worst yet: the tougher enemy that we fought have less than 15 hp. My main attack (a shortsword) is more reliable since I can hold the spell for a cure or for Bane (that can reduce the attacks and saves from 3 enemies).
I imagine that it will grow useful on level 3. On level 1 it's a waste.
Last night, our party came against an Adult Red Dragon. We 6 were all 5th level. Thankfully three NPC's were roasted by the Dragons breath attack, leaving our party to begin our first attack, with no damage. Planning helped a lot. There is no doubt that a combination of planning, teamwork, luck on our part and bad luck on the DM's rolls led to our success but I did 85 points of damage, in two turns, which was very lucky. I mention this as I had never used Inflict Wounds before I read this thread. I did not understand how to properly use it until the advice given in this thread enlightened me. So thank you to all for your help. (I edited this down as I realized after posting it was most likely a boring tale of the encounter.)
Just checked the cleric spell list and inflict wounds does 3d10 damage on a spell attack. Now I appreciate that this has to land (still more likely than swinging a weapon) and there are limited spell slots but does this not seem like a lot of damage?
I've ruled that a cleric should pick inflict or cure as in previous editions and still allowed guided bolt as a fine alternative but does anyone else thinks that 3D10 seems like heavy damage for a level one spell?
Burning hands does 3d6 fire damage in a 15 foot cone, save for half. Inflict is a touch spell against a single target and either hits or doesn't. Burning hands is way more powerful than Inflict wounds.
Though I personally still find it slightly awkward that a healing cleric is running around casting inflict wounds on people, technically its not much different than attacking that same person with a sword.
Last night, our party came against an Adult Red Dragon. We 6 were all 5th level. Thankfully three NPC's were roasted by the Dragons breath attack, leaving our party to begin our first attack, with no damage. Planning helped a lot. There is no doubt that a combination of planning, teamwork, luck on our part and bad luck on the DM's rolls led to our success but I did 85 points of damage, in two turns, which was very lucky. I mention this as I had never used Inflict Wounds before I read this thread. I did not understand how to properly use it until the advice given in this thread enlightened me. So thank you to all for your help. (I edited this down as I realized after posting it was most likely a boring tale of the encounter.)
I prepared Inflict Wounds since level 1. And yet, on 2nd character level, I didn't used it.
Since I was on 1st level a spell slot is so precious to simply waste it. And cast a hit or miss spell is a waste when you have only 2 slots. Worst yet: the tougher enemy that we fought have less than 15 hp. My main attack (a shortsword) is more reliable since I can hold the spell for a cure or for Bane (that can reduce the attacks and saves from 3 enemies).
I imagine that it will grow useful on level 3. On level 1 it's a waste.
Technically since Bane is a concentration spell, it is possible that you could lose it before it has a chance to pay off and at only a 30ft. range it does mean you have to be really close to three people to get the max. usage out of it. Bane might still be slightly better, but only slightly.
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Just checked the cleric spell list and inflict wounds does 3d10 damage on a spell attack. Now I appreciate that this has to land (still more likely than swinging a weapon) and there are limited spell slots but does this not seem like a lot of damage?
I've ruled that a cleric should pick inflict or cure as in previous editions and still allowed guided bolt as a fine alternative but does anyone else thinks that 3D10 seems like heavy damage for a level one spell?
Also put this into context of a sorcerers best damage being 3D8 at this level (and requiring a 50gp diamond component to boot).
Even if a cleric doesn't regain spells as easily it seems super crazy as it also scales with level really well.
Considering none of the domains of the Cleric receive inflict wounds at level 1, I don't see it as overpowered. Also, keep in mind the sorcerer stays at a safe range (usually) when casting spells or deals area of effect damage. Consider thunderwave for instance, at max damage thunderwave deals 16 thunder damage and knocks its opponents back. Max damage for inflict wounds would be 30+weapon damage, so perhaps around 39 total. If there are three creatures in the thunderwave's aoe, that would be a total of 48 damage delt assuming three failed saves (24 on three successes).
Worst case scenario for both: Cleric misses attack and loses spell. Sorcerer casts low damage thunderwave and all three creatures save. Your sorcerer still has more damage output. Now this isn't to say one is better than the other, it's just to show that in the right conditions either side may have more of an advantage given different conditions
3d10 or nothing at all, plus you have to get into melee, comes out to being 9.9 average damage per attack if you assume 60% accuracy with the attack.
3d6 or half, plus you get to potentially hit more than one target but you need to get into or at least near to melee, comes out to being 8.4 average damage per target per attack if you assume 60% chance of failing the save.
By which I mean to illustrate that no, inflict wounds is not particularly more powerful than other 1st-level attack spells. Yes, it does do more damage than any of the others in the books so far, but it is also the one that requires the most risk to be taken by the caster and the one with the least targeting potential because it is melee-range and single-target only.
Plus, give the cleric a bone - they don't have a large array of offensively potent spells like other classes do, so let the ones they do have be good ones.
3d10 isn't overpowered. A ranger can do 1d6+1d8+(3to5)potentially 1d8 + second attack 1d6 + 1d8 + (3to5)+potentially 1d8 damage. All in one round at first level. That's like 50+ max damage at 1st level. Since Hunters mark lasts for an encounter usually, you can do this until you run out of 1st level slots then you lose 1d8 for both attacks. But that's still more than the 30 from the cleric.
So while 3d10 sounds like a lot, it really isn't.
AaronOfBarbaria has done an impeccable analysis. It is an melee spell attack, so if you miss is a spell slot wasted, and it is risky.
Personally, as cleric in tier 1 levels, I would suggest to avoid Inflict wounds, and concentrate the prepared spells in cure and buffs.
Using a bit of math, it is possible to deduct this:
Let's compare the damage of Magic missile and Inflict wounds. Magic missile is a good comparison because the damage does not depends on any roll (attack roll or saving throw).
The average damage of Magic missile is 3x(1+2.5)=10.5
Now, the average damage of Inflict wounds is 3x5.5=16.5. Assuming a 60% of probability to hit by attack roll (which happens with a +4 bonus to hit against an AC 13), the average damage becomes 16.5*0.6=9.9.
So, Inflict wounds is not overpowered for a 1st level spell. The convenience depends on AC and attack bonus.
Inflict wounds - Melee Range, 3d10(16.5 Average) necrotic damage
Guiding bolt - 120ft range, 4d6(14 Average) radiant damage, advantage on next attack.
So.. you give up 115ft of range, and give up the utility of advantage on next attack, and you change from a universally hard to resist damage to a fairly common resisted damage in undead, to gain 2.5 average damage.
Its fair. But it is also very random. Dealing 30 damage to an npc with 15 hp isn't really much better than dealing 15 damage. At very low levels this is far more dangerous for NPCs to have than players.
I find..that every freaking time I try to use this spell..that is when the dice god frown upon me. I miss with this one more than I hit. Even if I am standing next to a giant. A. Freaking. Giant.
Thanks for answering this question.
I'm playing a elf Cleric (arcana domain) by now.
I prepared Inflict Wounds since level 1. And yet, on 2nd character level, I didn't used it.
Since I was on 1st level a spell slot is so precious to simply waste it. And cast a hit or miss spell is a waste when you have only 2 slots. Worst yet: the tougher enemy that we fought have less than 15 hp. My main attack (a shortsword) is more reliable since I can hold the spell for a cure or for Bane (that can reduce the attacks and saves from 3 enemies).
I imagine that it will grow useful on level 3. On level 1 it's a waste.
Last night, our party came against an Adult Red Dragon. We 6 were all 5th level. Thankfully three NPC's were roasted by the Dragons breath attack, leaving our party to begin our first attack, with no damage. Planning helped a lot. There is no doubt that a combination of planning, teamwork, luck on our part and bad luck on the DM's rolls led to our success but I did 85 points of damage, in two turns, which was very lucky. I mention this as I had never used Inflict Wounds before I read this thread. I did not understand how to properly use it until the advice given in this thread enlightened me. So thank you to all for your help. (I edited this down as I realized after posting it was most likely a boring tale of the encounter.)