One of the cool things about Scorching Ray is that its three attacks off of one spell. This makes it excellent for builds where quantity of attacks are preferable, rather than relying on failed DC saving throws.
My question is, are there other spells at higher levels that run that way? I know I could always upcast Scorching Ray, but that seems.... sub-optimal.
I remember playing a Bardlock multiclass once, and I was trying to maximize Hex damage, so I used my Magical Secrets to get Scorching Ray and Crown of Stars. CoS is concentration-free and gives you a bonus action ranged spell attack you can use 7 times... combining CoS with Hex and an upcast Scorching Ray would occasionally output a massive outburst of damage, but it takes a decent amount of setup and I really only pulled off the full combo like... twice in a long running campaign.
There's Eldritch Blast, which is only worth nabbing if you have a CHA-heavy build. There's also Steel Wind Strike, though that's limited to rangers and wizards. A couple of the 'wall of' or 'x sphere' spells have bonus action attacks, but require concentration.
Blade of Disaster allows for two attacks, but is 9th level so probably not worth hanging a hat on.
There's Eldritch Blast, which is only worth nabbing if you have a CHA-heavy build. There's also Steel Wind Strike, though that's limited to rangers and wizards. A couple of the 'wall of' or 'x sphere' spells have bonus action attacks, but require concentration.
Blade of Disaster allows for two attacks, but is 9th level so probably not worth hanging a hat on.
I should have mentioned Eldritch Blast. I mean, it is the standard for what I asked.
Alas - i'm playing a Sorceror. I *could* Multi-class, but i would have to dip 11 levels into Warlock to reach three attacks, and I only just hit Level 6.
There's Eldritch Blast, which is only worth nabbing if you have a CHA-heavy build. There's also Steel Wind Strike, though that's limited to rangers and wizards. A couple of the 'wall of' or 'x sphere' spells have bonus action attacks, but require concentration.
Blade of Disaster allows for two attacks, but is 9th level so probably not worth hanging a hat on.
I should have mentioned Eldritch Blast. I mean, it is the standard for what I asked.
Alas - i'm playing a Sorceror. I *could* Multi-class, but i would have to dip 11 levels into Warlock to reach three attacks, and I only just hit Level 6.
Eldritch Blast, like all cantrips, scales off character level.
So no need to get to lv 11 warlock to have three attacks.
One of the cool things about Scorching Ray is that its three attacks off of one spell. This makes it excellent for builds where quantity of attacks are preferable, rather than relying on failed DC saving throws.
My question is, are there other spells at higher levels that run that way? I know I could always upcast Scorching Ray, but that seems.... sub-optimal.
Thanks.
Sadly, this isn't many other multitrack spells like scorching ray. If you want a scorching ray equivalent at higher levels, if you build around scorching ray it can be a very potent damage spell, even if by default it's not the best.
Taking the classic hexblade dip allows for scorching ray to be massively upgraded. At the start of combat, cast hex and use eldritch blast on the opponent you want to nuke. Then on the 2nd round, use hexblade's curse and use your action to cast scorching ray.
Assuming you're level 5 in total, with a 2nd level spell slot, you can deal (2d6 fire + 1d6 necrotic + 3 fire/necrotic) for each of the 3 attacks. Assuming a 65% accuracy on attacks you'll deal 26.33 damage on average with that 2nd level spell slot. Scorching ray with this combo is a much better upcast as well, and for each attack you'd deal an additional 8.775 per spell slot level, which is much better than scorching ray's typical additional 4.55 damage per upcast level. This math does not factor in critical hits btw.
There's Eldritch Blast, which is only worth nabbing if you have a CHA-heavy build. There's also Steel Wind Strike, though that's limited to rangers and wizards. A couple of the 'wall of' or 'x sphere' spells have bonus action attacks, but require concentration.
Blade of Disaster allows for two attacks, but is 9th level so probably not worth hanging a hat on.
I should have mentioned Eldritch Blast. I mean, it is the standard for what I asked.
Alas - i'm playing a Sorceror. I *could* Multi-class, but i would have to dip 11 levels into Warlock to reach three attacks, and I only just hit Level 6.
Eldritch Blast, like all cantrips, scales off character level.
So no need to get to lv 11 warlock to have three attacks.
One of the cool things about Scorching Ray is that its three attacks off of one spell. This makes it excellent for builds where quantity of attacks are preferable, rather than relying on failed DC saving throws.
My question is, are there other spells at higher levels that run that way? I know I could always upcast Scorching Ray, but that seems.... sub-optimal.
Thanks.
Sadly, this isn't many other multitrack spells like scorching ray. If you want a scorching ray equivalent at higher levels, if you build around scorching ray it can be a very potent damage spell, even if by default it's not the best.
Taking the classic hexblade dip allows for scorching ray to be massively upgraded. At the start of combat, cast hex and use eldritch blast on the opponent you want to nuke. Then on the 2nd round, use hexblade's curse and use your action to cast scorching ray.
Assuming you're level 5 in total, with a 2nd level spell slot, you can deal (2d6 fire + 1d6 necrotic + 3 fire/necrotic) for each of the 3 attacks. Assuming a 65% accuracy on attacks you'll deal 26.33 damage on average with that 2nd level spell slot. Scorching ray with this combo is a much better upcast as well, and for each attack you'd deal an additional 8.775 per spell slot level, which is much better than scorching ray's typical additional 4.55 damage per upcast level. This math does not factor in critical hits btw.
This is excellent.
For the record, one of the reasons I'm taking this route is I recently procured the Staff of the Ivory Claw.
My Critical Hits off spell attacks do an additional 3d6 Radiant.
Sadly, this isn't many other multitrack spells like scorching ray.
If you want a scorching ray equivalent at higher levels, if you build around scorching ray it can be a very potent damage spell, even if by default it's not the best.
Taking the classic hexblade dip allows for scorching ray to be massively upgraded. At the start of combat, cast hex and use eldritch blast on the opponent you want to nuke. Then on the 2nd round, use hexblade's curse and use your action to cast scorching ray.
Assuming you're level 5 in total, with a 2nd level spell slot, you can deal (2d6 fire + 1d6 necrotic + 3 fire/necrotic) for each of the 3 attacks. Assuming a 65% accuracy on attacks you'll deal 26.33 damage on average with that 2nd level spell slot. Scorching ray with this combo is a much better upcast as well, and for each attack you'd deal an additional 8.775 per spell slot level, which is much better than scorching ray's typical additional 4.55 damage per upcast level. This math does not factor in critical hits btw.
Also - is there a potential Multi-class that WOULDN'T benefit from a Hexblade dip?
Sadly, this isn't many other multitrack spells like scorching ray.
If you want a scorching ray equivalent at higher levels, if you build around scorching ray it can be a very potent damage spell, even if by default it's not the best.
Taking the classic hexblade dip allows for scorching ray to be massively upgraded. At the start of combat, cast hex and use eldritch blast on the opponent you want to nuke. Then on the 2nd round, use hexblade's curse and use your action to cast scorching ray.
Assuming you're level 5 in total, with a 2nd level spell slot, you can deal (2d6 fire + 1d6 necrotic + 3 fire/necrotic) for each of the 3 attacks. Assuming a 65% accuracy on attacks you'll deal 26.33 damage on average with that 2nd level spell slot. Scorching ray with this combo is a much better upcast as well, and for each attack you'd deal an additional 8.775 per spell slot level, which is much better than scorching ray's typical additional 4.55 damage per upcast level. This math does not factor in critical hits btw.
Also - is there a potential Multi-class that WOULDN'T benefit from a Hexblade dip?
Yeah hexblade dips are wacky haha. A lot of people tend to immediately think about dipping for hex warrior but I've learned just how insanely exploitable Hexblade's Curse is. Scorching Ray is one way to use it, but Hexblade's Curse is great with Magic Missile as well, since the added damage applies to each missile individually. At level 5, Magic Missile + Hexblade's Curse deals an automatic (4d4 + 4 + 12) when combined with Hexblade's Curse for an average of 24 damage when used with a 2nd level spell slot, slightly less than Scorching Ray + Hex + Hexblade's Curse. Not as good, but still a great backup option if the enemy is immune to fire damage, or if you don't want to spend a round setting up Hex prior. Back to hexblade, if you're finding it a bit OP of a multiclass dip, but you don't want to entirely nuke it, then I would recommend giving Hexblades only one of the two features they get at level one (the player's choice) and giving them the other feature upon hitting level 2 in Warlock. This lets them take the feature which benefits their build the most, without giving the excess power of the other feature without investment. I've recently made that a house rule in my campaigns, mainly because I decided I wanted to make a few ways of armor-dipping, including the Hexblade Dip, a bit tougher for full casters
Also - is there a potential Multi-class that WOULDN'T benefit from a Hexblade dip?
Yeah hexblade dips are wacky haha. A lot of people tend to immediately think about dipping for hex warrior but I've learned just how insanely exploitable Hexblade's Curse is. Scorching Ray is one way to use it, but Hexblade's Curse is great with Magic Missile as well, since the added damage applies to each missile individually. At level 5, Magic Missile + Hexblade's Curse deals an automatic (4d4 + 4 + 12) when combined with Hexblade's Curse for an average of 24 damage when used with a 2nd level spell slot, slightly less than Scorching Ray + Hex + Hexblade's Curse. Not as good, but still a great backup option if the enemy is immune to fire damage, or if you don't want to spend a round setting up Hex prior. Back to hexblade, if you're finding it a bit OP of a multiclass dip, but you don't want to entirely nuke it, then I would recommend giving Hexblades only one of the two features they get at level one (the player's choice) and giving them the other feature upon hitting level 2 in Warlock. This lets them take the feature which benefits their build the most, without giving the excess power of the other feature without investment. I've recently made that a house rule in my campaigns, mainly because I decided I wanted to make a few ways of armor-dipping, including the Hexblade Dip, a bit tougher for full casters
Ahhh... nice. Although with Magic Missle, the expanded critical range would be a lost expenditure.
Not necessarily a higher level spell, but it can dish out a few more attacks per spell level. With this in mind, if you are stacking ontop of the spell things like hex, spirit shroud and hexblades curse etc etc can trigger more often. This spell being Jims Magic Missile, an absolute meme of a spell but in this niche it works. (It also has a much better damage type, if that is in consideration).
It's hard to top the sheer number of attacks one can get from upcasting scorching ray, but if playing fighter taught me anything, it's that Action Surge to (almost) double your attacks for a turn is great.
Also, if your setup cares that much about critical hits, why not use hold person or hold monster?
With [Tooltip Not Found] or [Tooltip Not Found], you would also want to take Crossbow Expert, so that you don't lose the advantage granted by HP/HM by making ranged attacks within 5 ft.
But that would be an insane combo: take 2 levels of Fighter (for Action Surge), 1 level of Hexblade Warlock, and 17 levels of Evocation Wizard, making sure you pick up CE along the way. On your turn, BA Hexblade's Curse, cast HP/HM, then Action Surge and cast SR as a 5th level spell while within 5 ft. This gets you 6 spell attacks, all at advantage, that all crit for max damage (thanks to Overchannel): Max damage [(12 + 6) x 6 (number of rays) x 2 (crit)] = 216 damage on a single turn.
You can do it again the next turn if you don't mind taking the Overchannel damage, or just cast it as a 9th level spell: [(2d6 (7) + 6) x 10 x 2] = 260 damage, assuming that HP/HM holds.
This works because Hexblade's Curse is a) not a spell and b) does not require concentration.
You could juice this damage even higher if you play as a Bugbear from the Multiverse book, which adds a special sneak attack bonus to any attack roll they make against a creature that hasn't had a turn yet, even spell attacks.
There is also Spiritual Weapon and Mordenkainen's Sword that give you a bonus action spell attack every turn. SW does not require concentration, but is only on the Cleric list. MS does require concentration and is on the Wizard and Bard list as a 7th level spell. So you could pick this up before having access to the Blade of Disaster.
But yeah, Eldritch Blast will get you a max of 4 rays without any cost (yay cantrips!). Scorching Ray tops out at 10 rays, but that would take up your 9th level slot for the day.
Alas - doesn't work for my Sorceror build. (Once again i regret not taking Divine Soul.)
With [Tooltip Not Found] or [Tooltip Not Found], you would also want to take Crossbow Expert, so that you don't lose the advantage granted by HP/HM by making ranged attacks within 5 ft.
But that would be an insane combo: take 2 levels of Fighter (for Action Surge), 1 level of Hexblade Warlock, and 17 levels of Evocation Wizard, making sure you pick up CE along the way. On your turn, BA Hexblade's Curse, cast HP/HM, then Action Surge and cast SR as a 5th level spell while within 5 ft. This gets you 6 spell attacks, all at advantage, that all crit for max damage (thanks to Overchannel): Max damage [(12 + 6) x 6 (number of rays) x 2 (crit)] = 216 damage on a single turn.
You can do it again the next turn if you don't mind taking the Overchannel damage, or just cast it as a 9th level spell: [(2d6 (7) + 6) x 10 x 2] = 260 damage, assuming that HP/HM holds.
This works because Hexblade's Curse is a) not a spell and b) does not require concentration.
Alas - doesn't work for my build. But thanks.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
One of the cool things about Scorching Ray is that its three attacks off of one spell. This makes it excellent for builds where quantity of attacks are preferable, rather than relying on failed DC saving throws.
My question is, are there other spells at higher levels that run that way? I know I could always upcast Scorching Ray, but that seems.... sub-optimal.
Thanks.
Doesn’t look to be any; there’s not many attack roll spells to begin with
I remember playing a Bardlock multiclass once, and I was trying to maximize Hex damage, so I used my Magical Secrets to get Scorching Ray and Crown of Stars. CoS is concentration-free and gives you a bonus action ranged spell attack you can use 7 times... combining CoS with Hex and an upcast Scorching Ray would occasionally output a massive outburst of damage, but it takes a decent amount of setup and I really only pulled off the full combo like... twice in a long running campaign.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
There's Eldritch Blast, which is only worth nabbing if you have a CHA-heavy build. There's also Steel Wind Strike, though that's limited to rangers and wizards. A couple of the 'wall of' or 'x sphere' spells have bonus action attacks, but require concentration.
Blade of Disaster allows for two attacks, but is 9th level so probably not worth hanging a hat on.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I should have mentioned Eldritch Blast. I mean, it is the standard for what I asked.
Alas - i'm playing a Sorceror. I *could* Multi-class, but i would have to dip 11 levels into Warlock to reach three attacks, and I only just hit Level 6.
Eldritch Blast, like all cantrips, scales off character level.
So no need to get to lv 11 warlock to have three attacks.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Sadly, this isn't many other multitrack spells like scorching ray.
If you want a scorching ray equivalent at higher levels, if you build around scorching ray it can be a very potent damage spell, even if by default it's not the best.
Taking the classic hexblade dip allows for scorching ray to be massively upgraded. At the start of combat, cast hex and use eldritch blast on the opponent you want to nuke. Then on the 2nd round, use hexblade's curse and use your action to cast scorching ray.
Assuming you're level 5 in total, with a 2nd level spell slot, you can deal (2d6 fire + 1d6 necrotic + 3 fire/necrotic) for each of the 3 attacks. Assuming a 65% accuracy on attacks you'll deal 26.33 damage on average with that 2nd level spell slot. Scorching ray with this combo is a much better upcast as well, and for each attack you'd deal an additional 8.775 per spell slot level, which is much better than scorching ray's typical additional 4.55 damage per upcast level. This math does not factor in critical hits btw.
I am a cabbage.
Thank you, sir.
This is excellent.
For the record, one of the reasons I'm taking this route is I recently procured the Staff of the Ivory Claw.
My Critical Hits off spell attacks do an additional 3d6 Radiant.
Also - is there a potential Multi-class that WOULDN'T benefit from a Hexblade dip?
Yeah hexblade dips are wacky haha. A lot of people tend to immediately think about dipping for hex warrior but I've learned just how insanely exploitable Hexblade's Curse is.
Scorching Ray is one way to use it, but Hexblade's Curse is great with Magic Missile as well, since the added damage applies to each missile individually. At level 5, Magic Missile + Hexblade's Curse deals an automatic (4d4 + 4 + 12) when combined with Hexblade's Curse for an average of 24 damage when used with a 2nd level spell slot, slightly less than Scorching Ray + Hex + Hexblade's Curse. Not as good, but still a great backup option if the enemy is immune to fire damage, or if you don't want to spend a round setting up Hex prior.
Back to hexblade, if you're finding it a bit OP of a multiclass dip, but you don't want to entirely nuke it, then I would recommend giving Hexblades only one of the two features they get at level one (the player's choice) and giving them the other feature upon hitting level 2 in Warlock. This lets them take the feature which benefits their build the most, without giving the excess power of the other feature without investment. I've recently made that a house rule in my campaigns, mainly because I decided I wanted to make a few ways of armor-dipping, including the Hexblade Dip, a bit tougher for full casters
Ahhh... nice. Although with Magic Missle, the expanded critical range would be a lost expenditure.
Not necessarily a higher level spell, but it can dish out a few more attacks per spell level. With this in mind, if you are stacking ontop of the spell things like hex, spirit shroud and hexblades curse etc etc can trigger more often. This spell being Jims Magic Missile, an absolute meme of a spell but in this niche it works. (It also has a much better damage type, if that is in consideration).
It's hard to top the sheer number of attacks one can get from upcasting scorching ray, but if playing fighter taught me anything, it's that Action Surge to (almost) double your attacks for a turn is great.
Also, if your setup cares that much about critical hits, why not use hold person or hold monster?
You could juice this damage even higher if you play as a Bugbear from the Multiverse book, which adds a special sneak attack bonus to any attack roll they make against a creature that hasn't had a turn yet, even spell attacks.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Alas - doesn't work for my Sorceror build. (Once again i regret not taking Divine Soul.)
Alas - doesn't work for my build. But thanks.