I have heard rumblings that it is actually a bad spell in actual gameplay, but not actual stories when it was used.
Can people give some examples of how it worked / did not worked in actual gameplay. I am crafting an NPC Storm Sorcerer and want to see if this should be one of the spells to be used. Thematically, it makes sense, but want to actually challenge the players.
I think so many people complain about it in principle (and I agree that the mechanic does not look that great) that you'll have trouble finding players who have actually tried. I know that using it from an NPC was a bit difficult and the NPC did not do that much damage to the PCs with it, but it's a small experience...
What was the issue? The range, the concentration, the cover?
I am thinking of giving the Sorcerer Distant Spell, which should help with the 30 feet issue. Based on my initial stats, the NPC would have a +5 to Con (8th level), so that Conc issue is also mitigated, to some extent.
I think so many people complain about it in principle (and I agree that the mechanic does not look that great) that you'll have trouble finding players who have actually tried. I know that using it from an NPC was a bit difficult and the NPC did not do that much damage to the PCs with it, but it's a small experience...
What was the issue? The range, the concentration, the cover?
I am thinking of giving the Sorcerer Distant Spell, which should help with the 30 feet issue. Based on my initial stats, the NPC would have a +5 to Con (8th level), so that Conc issue is also mitigated, to some extent.
I've used it with NPCs, because why not - they're NPCs. The issues are multifold, however. Range is one for sure, but the big thing is really just that there are better alternatives. It's a first level spell so takes a spell slot, but you have a handful of cantrips that do only a bit less damage (mostly from further away as well) initially and scale with your level, unlike Witch Bolt (which scales only if you upcast with a higher spell slot). In addition you have several other first level spells that are plain more useful, so why - other than for flavour - expend your spell slots on this one? If the damage on subsequent rounds could be done with your bonus action instead of your action it'd be a bit different, but the combo of using up an action per round and costing a spell slot for a 1d12 damage spell with some additional restrictions is too inefficient. That's less of an issue for NPCs who only matter for one fight in their entire existence, but for PCs who have to manage their resources from one long rest to the next it's a pretty big deal.
OK, enough said. It is a bad spell. I missed the part where the subsequent damage is only a d12. You are both right, it is not worth any kind of spell slot for this damage.
One of my PCs uses it often. She flies so staying close yet out of reach is relatively easy. She also strategically uses it on targets are already engaged. If the target wants to move away from the bolt, they suffer OAs.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
The spell is OK when low levels , but the instant you hit 5th level, your cantrips will outmatch it in damage, resource and flexibility.
It is good in enclosed spaces for Sorcs who can quicken other spells for their bonus and still use the action to maintain. But again, cantrips will still get better at mid-tier play even in those situations. Fortunately, Sorcs can then get rid of it in favour of something else.
Good for sorcs in very specific circumstances - shit in all other instances.
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I have heard rumblings that it is actually a bad spell in actual gameplay, but not actual stories when it was used.
Can people give some examples of how it worked / did not worked in actual gameplay. I am crafting an NPC Storm Sorcerer and want to see if this should be one of the spells to be used. Thematically, it makes sense, but want to actually challenge the players.
What was the issue? The range, the concentration, the cover?
I am thinking of giving the Sorcerer Distant Spell, which should help with the 30 feet issue. Based on my initial stats, the NPC would have a +5 to Con (8th level), so that Conc issue is also mitigated, to some extent.
I've used it with NPCs, because why not - they're NPCs. The issues are multifold, however. Range is one for sure, but the big thing is really just that there are better alternatives. It's a first level spell so takes a spell slot, but you have a handful of cantrips that do only a bit less damage (mostly from further away as well) initially and scale with your level, unlike Witch Bolt (which scales only if you upcast with a higher spell slot). In addition you have several other first level spells that are plain more useful, so why - other than for flavour - expend your spell slots on this one? If the damage on subsequent rounds could be done with your bonus action instead of your action it'd be a bit different, but the combo of using up an action per round and costing a spell slot for a 1d12 damage spell with some additional restrictions is too inefficient. That's less of an issue for NPCs who only matter for one fight in their entire existence, but for PCs who have to manage their resources from one long rest to the next it's a pretty big deal.
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OK, enough said. It is a bad spell. I missed the part where the subsequent damage is only a d12. You are both right, it is not worth any kind of spell slot for this damage.
One of my PCs uses it often. She flies so staying close yet out of reach is relatively easy. She also strategically uses it on targets are already engaged. If the target wants to move away from the bolt, they suffer OAs.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The spell is OK when low levels , but the instant you hit 5th level, your cantrips will outmatch it in damage, resource and flexibility.
It is good in enclosed spaces for Sorcs who can quicken other spells for their bonus and still use the action to maintain. But again, cantrips will still get better at mid-tier play even in those situations. Fortunately, Sorcs can then get rid of it in favour of something else.
Good for sorcs in very specific circumstances - shit in all other instances.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.