Witch Bolt and spell slots: How to effectively manage your resources in combat

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Witch Bolt is a spell in the 5th edition of Dungeons & Dragons. It is a ranged spell that allows the caster to create a bolt of crackling, purple energy that zaps a single target. The spell requires the caster to make a ranged spell attack roll, and if successful, the target takes damage and is then locked onto by the spell. The spell deals 1d12 lightning damage on a hit and continues to deal damage on subsequent turns as long as the caster maintains concentration. This makes Witch Bolt a powerful spell for sustained damage against a single target. The caster can use their action on subsequent turns to automatically deal 1d12 lightning damage to the target without needing to make additional attack rolls.



Does re-casting Witch Bolt use up another spell slot?

I'm relatively new to D&D and was wondering how the second part of the witch bolt spell in 5e works. The first cast allows me to recast it until the target exits the spell range, moves into full cover, or I cast something else. I understand it takes one spell slot to cast, but does re-casting it also use up a spell slot?

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Dec 11, 2018 at 15:50

The caster can use their action on subsequent turns to automatically deal 1d12 lightning damage to the target without needing to make additional attack rolls. The unique aspect of Witch Bolt is that it can also be used to maintain concentration on the spell, which is required for many other spells in Dungeons & Dragons. By using their action on subsequent turns to automatically deal damage, the caster can continue to cast other concentration spells while still dealing damage with Witch Bolt.

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Witch bolt 5e

However, Witch Bolt does have its limitations. It requires the caster to maintain concentration, meaning they cannot cast other concentration spells that require their attention. Additionally, the spell has a range of 30 feet, meaning the caster must stay relatively close to their target to continue dealing damage. Overall, Witch Bolt can be a powerful tool in the arsenal of spellcasters in Dungeons & Dragons 5th edition. Its sustained damage potential makes it a great option for taking down tough enemies, but caution must be exercised to ensure the caster is not putting themselves in harm's way by being too close to their target..

Reviews for "Witch Bolt and solo encounters: Making the most out of this spell in single-combat situations"

1. James - 2/5 stars - Witch Bolt is by far one of the most underwhelming spells in the 5th edition. Despite its potential, the execution falls flat. The initial damage is decent, but after that, the damage becomes static and doesn't scale with the character's level. This makes the spell close to useless at higher levels, when other spells like Fireball or Lightning Bolt can deal much more damage. Additionally, the spell requires concentration, limiting the caster's options in combat. Overall, Witch Bolt just doesn't live up to its potential and is easily overshadowed by other spells.
2. Sarah - 2/5 stars - I was really excited to try Witch Bolt in my spellcaster character, but it turned out to be a huge disappointment. The main issue is that it requires concentration, which means sacrificing other useful spells. Furthermore, the damage it deals is mediocre, and it doesn't scale with the character's level, making it obsolete once you reach higher levels. The only saving grace of Witch Bolt is the ability to automatically hit the target for the duration, but that alone doesn't make up for its other drawbacks. Overall, I regret choosing Witch Bolt and would not recommend it.
3. Michael - 1/5 stars - Witch Bolt is a complete waste of a spell slot. The damage it deals is laughable, and it requires concentration, limiting my spellcaster's options in combat. The fact that it doesn't scale with level makes it even more useless in the long run. I would much rather spend my spell slots on more powerful and versatile spells. Witch Bolt is a disappointment and should be avoided at all costs.
4. Emily - 2/5 stars - Witch Bolt had the potential to be a great damage-dealing spell, but it falls short in several aspects. First, the range of the spell is only 30 feet, which puts the spellcaster at risk and limits its usefulness in many situations. Additionally, the damage it deals is inconsistent and not worth the risk of maintaining concentration on the spell. The lack of scaling with level renders Witch Bolt obsolete as the character progresses. Overall, Witch Bolt is a lackluster spell that I would not recommend to others.

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