new to D&D and this is probably a pretty basic question but not 100% on it. I'm playing as a half-elf warlock and my bonus action is two weapon fighting. Just wondering if there's anyway for me to cast a spell and also get a physical attack in as well. Or is this bonus action just something I wont be able to use that frequently as I focus on spellcasting??
Warlocks only have 2 spell slots per short rest, so you be doing much less spellcasting than you might imagine. (Aside from casting Cantrips, such as Eldritch Blast). If you choose the Hexblade patron, you'll be spending plenty of time in melee.
Aside from that, "Two-Weapon Fighting" consumes your bonus action and requires that you use the Attack action, so there is no way to Cast A Spell and use Two-Weapon Fighting in the same turn. However, you can use the Attack action and then cast a spell with a casting time of 1 Bonus Action (which you may not have many of.)
A common build is that of the Sorcerer/Warlock (or just sorcerer), which can cast Green-Flame Blade, and then use Quicken metamagic to cast it again as a bonus action. This effectively replicates Two-Weapon Fighting with magic, but consumes resources in the process.
Or, take six levels of bladesinger wizard. Their Extra Attack feature lets them make an attack AND cast a cantrip with their Attack action, thus satisfying the conditions for Two Weapon Fighting.
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
Healing Word is IMO terrible spell design. Just putting that out there. :p Bonus action casting time is suspicious, 60ft range is suspicious; both combined on a healing spell is over the top.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
Healing Word is IMO terrible spell design. Just putting that out there. :p Bonus action casting time is suspicious, 60ft range is suspicious; both combined on a healing spell is over the top.
Not particularly, since it is only a small amount of healing for a spell slot.
And it allows the healing character to do something else rather than just being a healbot for the fight.
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
Healing Word is IMO terrible spell design. Just putting that out there. :p Bonus action casting time is suspicious, 60ft range is suspicious; both combined on a healing spell is over the top.
Not particularly, since it is only a small amount of healing for a spell slot.
And it allows the healing character to do something else rather than just being a healbot for the fight.
That doesn't matter a great deal, since a PC is just as able on 1 hp as on full health. Healing without having tot move to a fallen comrade and without sacrificing too much in the action economy is too convenient compared to Cure Wounds IMO. But this is tangential at best, I'll agree to disagree.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
Healing Word is IMO terrible spell design. Just putting that out there. :p Bonus action casting time is suspicious, 60ft range is suspicious; both combined on a healing spell is over the top.
Not particularly, since it is only a small amount of healing for a spell slot.
And it allows the healing character to do something else rather than just being a healbot for the fight.
That doesn't matter a great deal, since a PC is just as able on 1 hp as on full health. Healing without having tot move to a fallen comrade and without sacrificing too much in the action economy is too convenient compared to Cure Wounds IMO. But this is tangential at best, I'll agree to disagree.
PCs don't get control over turn order. There are many times where healing word is the only reason why a character doesn't straight up die and there are many times when a PC loses his turn, catches a healing word and then gets hit again and goes back down before getting back his turn order.
Healing word is a great spell design. One of the few viable combat healing options. Other spells have specifically built in restrictions to prevent combat healing from being too strong, those spells are way more efficient in terms of the amount of healing for the spell slot.
Most times giving a character a healing word to keep them from going down in the first time isn't worth it because it heals so little that the character goes down anyway. That's the trade-off.
As a DM, I love healing word. It allows me to pressure my PCs and even knock them unconscious. Things get real when someone goes down. Healing word makes it possible to bounce back after a misplay or unexpected event like a crit. It allows players to be off-healers and use their kit rather than just casting a healing spell every turn.
The only people I've heard complain about this spell are terrible DMs that try to kill their PC every combat...
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Hi,
new to D&D and this is probably a pretty basic question but not 100% on it. I'm playing as a half-elf warlock and my bonus action is two weapon fighting. Just wondering if there's anyway for me to cast a spell and also get a physical attack in as well. Or is this bonus action just something I wont be able to use that frequently as I focus on spellcasting??
any information would be appreciated.
thanks
Warlocks only have 2 spell slots per short rest, so you be doing much less spellcasting than you might imagine. (Aside from casting Cantrips, such as Eldritch Blast). If you choose the Hexblade patron, you'll be spending plenty of time in melee.
Aside from that, "Two-Weapon Fighting" consumes your bonus action and requires that you use the Attack action, so there is no way to Cast A Spell and use Two-Weapon Fighting in the same turn. However, you can use the Attack action and then cast a spell with a casting time of 1 Bonus Action (which you may not have many of.)
A common build is that of the Sorcerer/Warlock (or just sorcerer), which can cast Green-Flame Blade, and then use Quicken metamagic to cast it again as a bonus action. This effectively replicates Two-Weapon Fighting with magic, but consumes resources in the process.
The general rule is that you can't cast a spell and hit something with a weapon in the same round.
You would need to something like Memnosyne suggested. If you wanted to be able to do that.
Or, take six levels of bladesinger wizard. Their Extra Attack feature lets them make an attack AND cast a cantrip with their Attack action, thus satisfying the conditions for Two Weapon Fighting.
You will find that sometimes there are other spells you can cast as a bonus action - such as a healing spell (Cure Wound?) if you are a part-time healer.
Healing Word is IMO terrible spell design. Just putting that out there. :p Bonus action casting time is suspicious, 60ft range is suspicious; both combined on a healing spell is over the top.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Not particularly, since it is only a small amount of healing for a spell slot.
And it allows the healing character to do something else rather than just being a healbot for the fight.
That doesn't matter a great deal, since a PC is just as able on 1 hp as on full health. Healing without having tot move to a fallen comrade and without sacrificing too much in the action economy is too convenient compared to Cure Wounds IMO. But this is tangential at best, I'll agree to disagree.
Want to start playing but don't have anyone to play with? You can try these options: [link].
PCs don't get control over turn order. There are many times where healing word is the only reason why a character doesn't straight up die and there are many times when a PC loses his turn, catches a healing word and then gets hit again and goes back down before getting back his turn order.
Healing word is a great spell design. One of the few viable combat healing options. Other spells have specifically built in restrictions to prevent combat healing from being too strong, those spells are way more efficient in terms of the amount of healing for the spell slot.
Most times giving a character a healing word to keep them from going down in the first time isn't worth it because it heals so little that the character goes down anyway. That's the trade-off.
As a DM, I love healing word. It allows me to pressure my PCs and even knock them unconscious. Things get real when someone goes down. Healing word makes it possible to bounce back after a misplay or unexpected event like a crit. It allows players to be off-healers and use their kit rather than just casting a healing spell every turn.
The only people I've heard complain about this spell are terrible DMs that try to kill their PC every combat...