One of the niche uses that I could think of was a scenario where a creature had a weak ranged attack, was capable of being held in place, and the caster wanted to just sit and hide in safety while the damage was dealt. Then I noticed that being behind total cover negated the damage rider, meaning that you would have to present yourself at 3/4 cover at best. While this is adding +5 to your AC and dex saves, it doesn't do a thing against any other save. You are still susceptible to being targeted to break the damage by a creature that can't move but could still deal ranged attacks.
The fact that it's ideal uses are often easily countered or often duplicated by other less resource intensive options just causes problems. It does deal lightning damage, which means that it could be combined with Elemental Adept feat or something similar, but fire damage is the more likely option just from applicability. Tempest Cleric would be an option for inclusion, but it's not one of the subclass spells and it isn't on the cleric spell list. The channel divinty would be nice with it, but it doesn't combo with the concentration effect (12 damage as a use of your action isn't terrible and would give it better applicability). Using Thunderbolt Strike likely doesn't play nice, since you would be actively pushing the creature closer to breaking the spell via distance. That leaves using it against a creature with less than 20 speed to push it toward something else like a cliff. Divine Strike doesn't interact with it since its not a melee attack.
Storm Sorcerer has tempestuous magic, which interacts with the initial cast, potentially allowing you to disengage while attacking, and increasing your hit rate by getting you out of melee range. Heart of the Storm also has synergy, since it deals damage to all creatures within 10 ft of you. Neither feature reacts to the subsequent activations and both interact better with other spells.
Witch bolt does match up nicely with portent dice. Against a hard to hit opponent you can use the portent dice to get the initial hit in and then guarantee the damage on future turns unless you lose concentration. But I agree it is very niche.
The best Metamagic for Witch Bolt is probably Twinning it to hit two separate targets automatically, round after round. You could then use your bonus action to Quicken Cast whatever else you want to cast. However, I otherwise agree that it's a rough choice for a spell.
It would be debatable if you could activate both with one action. Twinning would get the initial damage for each target for sure, but I don't see anything that states that the twinning effect carries over past the initial cast. I could see some DMs ruling either way including only being able to concentrate on one target to having every effect be part of the single cast, simply with two targets as if the spell allowed it. As such, verify with your DM prior to going down this rabbit hole for that particular interaction.
"The target" is both targets, so they're both subject to the ongoing effect... but you're right, debatable whether taking the action on the future rounds does d12 to both targets, or if you're picking which one you're using an action to harm (and then losing the spell on the other, since you won't have used an action to deal it damage that round).
I don't think it's that debatable - as you say "the target" becomes "the targets" - which would have it hit both after the first round. Besides - Witch Bolt is so terrible that I wouldn't hesitate to allow it anyway.
I don't think it's that debatable - as you say "the target" becomes "the targets" - which would have it hit both after the first round. Besides - Witch Bolt is so terrible that I wouldn't hesitate to allow it anyway.
I'd allow it too. Anything to help out Witch Bolt.
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Or they just stuck it out there to encourage people to actually pick the spell. Who knows?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
One of the niche uses that I could think of was a scenario where a creature had a weak ranged attack, was capable of being held in place, and the caster wanted to just sit and hide in safety while the damage was dealt. Then I noticed that being behind total cover negated the damage rider, meaning that you would have to present yourself at 3/4 cover at best. While this is adding +5 to your AC and dex saves, it doesn't do a thing against any other save. You are still susceptible to being targeted to break the damage by a creature that can't move but could still deal ranged attacks.
The fact that it's ideal uses are often easily countered or often duplicated by other less resource intensive options just causes problems. It does deal lightning damage, which means that it could be combined with Elemental Adept feat or something similar, but fire damage is the more likely option just from applicability. Tempest Cleric would be an option for inclusion, but it's not one of the subclass spells and it isn't on the cleric spell list. The channel divinty would be nice with it, but it doesn't combo with the concentration effect (12 damage as a use of your action isn't terrible and would give it better applicability). Using Thunderbolt Strike likely doesn't play nice, since you would be actively pushing the creature closer to breaking the spell via distance. That leaves using it against a creature with less than 20 speed to push it toward something else like a cliff. Divine Strike doesn't interact with it since its not a melee attack.
Storm Sorcerer has tempestuous magic, which interacts with the initial cast, potentially allowing you to disengage while attacking, and increasing your hit rate by getting you out of melee range. Heart of the Storm also has synergy, since it deals damage to all creatures within 10 ft of you. Neither feature reacts to the subsequent activations and both interact better with other spells.
Witch bolt does match up nicely with portent dice. Against a hard to hit opponent you can use the portent dice to get the initial hit in and then guarantee the damage on future turns unless you lose concentration. But I agree it is very niche.
It would be debatable if you could activate both with one action. Twinning would get the initial damage for each target for sure, but I don't see anything that states that the twinning effect carries over past the initial cast. I could see some DMs ruling either way including only being able to concentrate on one target to having every effect be part of the single cast, simply with two targets as if the spell allowed it. As such, verify with your DM prior to going down this rabbit hole for that particular interaction.
"The target" is both targets, so they're both subject to the ongoing effect... but you're right, debatable whether taking the action on the future rounds does d12 to both targets, or if you're picking which one you're using an action to harm (and then losing the spell on the other, since you won't have used an action to deal it damage that round).
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I'm going to make this way harder than it needs to be.
I don't think it's that debatable - as you say "the target" becomes "the targets" - which would have it hit both after the first round. Besides - Witch Bolt is so terrible that I wouldn't hesitate to allow it anyway.
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I'd allow it too. Anything to help out Witch Bolt.