Spirit Shroud appears to do damage per attack, but remember that eldritch blast is a ranged spell attack and spirit shroud says within 10'. That is a quite specific positional requirement: within 10' but out of melee range to avoid disadvantage.
Spirit Shroud appears to do damage per effect, but remember that eldritch blast is a ranged spell attack and spirit shroud says within 10'. That is a quite specific positional requirement: within 10' but out of melee range to avoid disadvantage.
True. I was really thinking about upcasting this to 2d8 per hit, then running in for a point blank upcast magic missile the next turn. So like, 8(d4+1)+ 8(2d8) necrotic damage.
Seems like a broken interaction, but I just love the idea for my otherwise peaceful Loxodon Arcana cleric to have a magic trunk machine gun for when one of his teammates are down.
Ah. I realized that it should have said attack and even tried to edit the post, but it seems as though my edit didn't stick.
But on magic missile, that isn't an attack, so even on a hit you wouldn't get the bonus damage. Spirit shroud seems to require an attack and does damage on a hit.
Ah. I realized that it should have said attack and even tried to edit the post, but it seems as though my edit didn't stick.
But on magic missile, that isn't an attack, so even on a hit you wouldn't get the bonus damage. Spirit shroud seems to require an attack and does damage on a hit.
Ah, so it would need a spell involving an attack roll?
Ah, so it would need a spell involving an attack roll?
Yup.
It would be a good way to make Vampiric Touch do more necrotic damage (and heal you more).... if it wasn't a competing concentration spell. I really think that close-range Eldritch Blast really is its best use scenario, especially since its slowing effect can synergize with some bully builds that use Grasp of Hadar etc.
I consider Magic Missile an Attack. It follows the rules for Making an Attack but just skips the rolling to hit part, since it always hits. Technically not strict RAW. But it makes more sense that way.
Damage spells generally fall into one of four categories.
Attack (roll to hit)
Effect Based (saves to avoid/reduce)
Behavior Avoidance (trigger on adverse interaction)
Self inflicted (self or otherwise willing)
Most damaging spells do fall neatly into the first 2, with a few handful of others into the last 2 categories.
Magic Missile, RAW, is none of the above. It just always does damage and nothing stops that (without additional magical intervention). But, as far as I can tell it is the only spell that doesn't fall into one of these categories. And, of the available categories it neatly falls closest into the first, an Attack. One that simply skips the roll and automatically hits because the spell effect says "Each dart hits a creature of your choice". And, what is hitting a target if not a function of the making an Attack rules? In prior editions, Magic Missile was for sure classified as "an attack" as well.
So I'd certainly let multiple hits each proc the Spirit Shroud effect at my tables without question. If you wanna be a spellcaster that close to your enemies, have at it I say.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That's a little more (way more) than "technically" not "strict" RAW, it's in fact pretty out there. Making an Attack involves (1) picking a target (check), (2) determining to-hit modifiers (nope), and then (3) rolling a d20 with those modifiers vs. the target's AC (nope). Magic Missile has about as much in common with an attack as any other damaging spell (has a target, deals damage), so that's a pretty healthy step beyond "follows the rules for Making an Attack."
But that said, not a bad houserule if you think Magic Missile needs some help from spells like Spirit Shroud, Hex or the like!
That's a little more (way more) than "technically" not "strict" RAW, it's in fact pretty out there. Making an Attack involves (1) picking a target (check), (2) determining to-hit modifiers (nope), and then (3) rolling a d20 with those modifiers vs. the target's AC (nope). Magic Missile has about as much in common with an attack as any other damaging spell (has a target, deals damage), so that's a pretty healthy step beyond "follows the rules for Making an Attack."
But that said, not a bad houserule if you think Magic Missile needs some help from spells like Spirit Shroud, Hex or the like!
That is weird, but it makes sense when its spelled out like that. I guess that was intentional to keep magic missile+Hex from being broken.
If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
That makes things fairly straightforward, even when dealing with unusual spells or features.
Basically what the title says.
i.e. I cast Spirit Shroud and then attack with 2 beams of Eldritch Blast, would each hit do an extra d8 of necrotic/radiant damage?
Spirit Shroud appears to do damage per attack, but remember that eldritch blast is a ranged spell attack and spirit shroud says within 10'. That is a quite specific positional requirement: within 10' but out of melee range to avoid disadvantage.
Per hit.
If you have the Crossbow Expert feat you don’t suffer disadvantage for point blank shots.
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True. I was really thinking about upcasting this to 2d8 per hit, then running in for a point blank upcast magic missile the next turn. So like, 8(d4+1)+ 8(2d8) necrotic damage.
Seems like a broken interaction, but I just love the idea for my otherwise peaceful Loxodon Arcana cleric to have a magic trunk machine gun for when one of his teammates are down.
Ah. I realized that it should have said attack and even tried to edit the post, but it seems as though my edit didn't stick.
But on magic missile, that isn't an attack, so even on a hit you wouldn't get the bonus damage. Spirit shroud seems to require an attack and does damage on a hit.
Ah, so it would need a spell involving an attack roll?
Yup.
It would be a good way to make Vampiric Touch do more necrotic damage (and heal you more).... if it wasn't a competing concentration spell. I really think that close-range Eldritch Blast really is its best use scenario, especially since its slowing effect can synergize with some bully builds that use Grasp of Hadar etc.
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I'm going to make this way harder than it needs to be.
Hm. Best damage I can come up with from spirit shroud:
I consider Magic Missile an Attack. It follows the rules for Making an Attack but just skips the rolling to hit part, since it always hits. Technically not strict RAW. But it makes more sense that way.
Damage spells generally fall into one of four categories.
Most damaging spells do fall neatly into the first 2, with a few handful of others into the last 2 categories.
Magic Missile, RAW, is none of the above. It just always does damage and nothing stops that (without additional magical intervention). But, as far as I can tell it is the only spell that doesn't fall into one of these categories. And, of the available categories it neatly falls closest into the first, an Attack. One that simply skips the roll and automatically hits because the spell effect says "Each dart hits a creature of your choice". And, what is hitting a target if not a function of the making an Attack rules? In prior editions, Magic Missile was for sure classified as "an attack" as well.
So I'd certainly let multiple hits each proc the Spirit Shroud effect at my tables without question. If you wanna be a spellcaster that close to your enemies, have at it I say.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That's a little more (way more) than "technically" not "strict" RAW, it's in fact pretty out there. Making an Attack involves (1) picking a target (check), (2) determining to-hit modifiers (nope), and then (3) rolling a d20 with those modifiers vs. the target's AC (nope). Magic Missile has about as much in common with an attack as any other damaging spell (has a target, deals damage), so that's a pretty healthy step beyond "follows the rules for Making an Attack."
But that said, not a bad houserule if you think Magic Missile needs some help from spells like Spirit Shroud, Hex or the like!
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
That is weird, but it makes sense when its spelled out like that. I guess that was intentional to keep magic missile+Hex from being broken.
For reference, here is the actual rule:
That makes things fairly straightforward, even when dealing with unusual spells or features.
Each Eldritch Blast's beam is a seperate attack you make so they'll each deals 1d8 extra damage when you hit a creature that's within 10 feet of you.