Exploring the Origins of the Dnd Witch Bolt Spell

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Dnd witch bolt is a spell found in the popular tabletop role-playing game Dungeons and Dragons. This spell is available to spellcasters who have access to the Sorcerer, Warlock, and Wizard classes. Witch bolt is a 1st-level spell that allows the caster to create a beam of crackling, blue energy that latches onto a target within range. This beam, once connected, channels through the target, dealing damage on subsequent turns. When the spell is cast, the caster makes a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage.



Thread: Fixing Witch Bolt?

Sure! You asking this question made me think of an idea I felt like sharing.

For reference, the thread from which the above quote is taken was discussing how to fix true strike so that it ideally remained a cantrip but became competitive as a choice with other cantrips and wasn't a waste of time to cast in 99% of situations. See that thread for discussion.

Now, to witch bolt!

This spell isn't in the SRD, so I'll just summarize it here: You pick a target, and an arc of electricity connects you and him. He takes 1d12 damage now and on each of your turns while you maintain Concentration. If he ever is more than 30 feet from you, or makes his save, the spell ends. There is scaling damage based on increased spell slot expenditure for round 1's damage, but not for subsequent rounds.

The most obvious flaw with this spell is that it relies on its continued damage to be a useful expenditure of a spell slot compared to other spells of its level, but it ends if the target creature devotes even part of its move action to getting out of range, even briefly. The damage being over time and taking Concentration is also problematic, but it's the fact that it is mostly a few d12 one-shot for a 2nd level spell is the biggest weakness.

So, here's my proposed change:

Witch Bolt
Level 2 Evocation
Casting time:
1 action
Range: 30 feet
Components: V, S, M (a lodestone)
Duration: Concentration, up to 1 minute
When you cast this spell, you set up an electrical force between you and the target which has either attractive or repulsive properties (chosen at the time of casting). The target immediately takes 1d12 electricity damage, and may make a Dexterity save for half. The electrical force is visible as an arc of lightning between you and your target for the duration while the target is within range (though it becomes invisible if he leaves it, and resumes visibility if the range closes once again).

If you chose to make the effect attractive, on each of your subsequent turns in which you end within 30 feet of him, the target takes an additional 1d12 electricity damage (Dexterity save for half). While the electrical force is visible, the target must make a Strength saving throw on each of his turns; if he fails, he cannot move away from you. If he succeeds, he treats any movement that increases the distance (while the electrical force is visible) from you as though passing through difficult terrain.

If you chose to make the effect repulsive, on each of the target's subsequent turns in which he ends within 30 feet of you, the target takes an additional 1d12 electricity damage (with no save). While the electrical force is visible, he must succeed on a Strength saving throw before he can move closer to you, and treats any attempt to move closer to you as though passing through difficult terrain.


I do not choose to add an augment, because the damage is not the primary purpose of the spell at this point, and I don't think messing with the other parameters by upcasting is worthwhile. If I were going to, I'd probably give it a push/pull effect of 5 ft. per upcast slot, active at the end of your turn (for attractive) or the target's turn (for repulsive), just to further emphasize the battlefield control aspect.

Witch Bolt 5E: 1st Level Evocation Spell

In D&D, there are few things that are as versatile as spellcasting. You have spells that deal damage all at once. You have spells that apply damage on a later turn. And in some cases, there are spells that do all of these things. One of those spells is witch bolt. The spell is much -maligned, but is it really that bad? You might be surprised at our answer. Learn all about what this spell does and how to get the most out of it with our Witch Bolt 5E Guide.

Table of Contents

On a hit, the target takes 1d12 lightning damage. On subsequent turns, as long as the caster maintains concentration and the target remains within range, the spell automatically deals damage to the target. This damage increases with each turn, reaching 2d12, 3d12, and so on.

Witch Bolt 5E Guide

Witch Bolt

Level: 1st
School: Evocation
Class: Sorcerer, Warlock, Wizard
Range: 30 feet
Components: V S M (a twig from a tree struck by lightning)
Casting Time: Action
Duration: 1 Minute

Dnd witch bolt

If the caster decides to use their action on subsequent turns to maintain the spell, they have the potential to deal significant damage over time. However, if the caster loses concentration or the target moves out of range, the spell ends, and no further damage is dealt. Witch bolt is an excellent spell for spellcasters who prefer sustained damage over time. It can be particularly useful against single, powerful enemies, allowing the caster to focus their efforts on whittling down their opponents. The spell also has the added advantage of not requiring line of sight for subsequent turns, as once the initial attack hits, the beam of energy remains connected regardless of obstacles. However, witch bolt does have its limitations. It only targets a single creature, so it may not be as effective against groups of enemies. Additionally, since the spell requires concentration and uses the caster's action on subsequent turns, they may be unable to cast other spells or perform certain actions that require their attention. In summary, witch bolt is a powerful 1st-level spell in Dungeons and Dragons that allows spellcasters to create a beam of energy that deals damage over time. While it has its limitations, it can be a valuable tool in a spellcaster's arsenal, especially against powerful single enemies..

Reviews for "Developing a Witch Bolt-focused Character Build: A Step-by-Step Guide"

- John - 1 star - I was really excited to use the witch bolt spell in my Dnd campaign, but I found it to be extremely underwhelming. The damage output is lackluster, and the fact that you need to maintain concentration for the entire duration makes it even worse. It's just not worth it compared to other spells that can deal much more damage or have additional effects. I ended up regretting choosing this spell and wished I had gone with something else.
- Emily - 2 stars - I tried using the witch bolt spell in a few battles, and I have to say, it was quite disappointing. The initial damage might seem decent, but it quickly becomes underwhelming as the damage fails to scale with higher spell slots. On top of that, the concentration requirement makes it risky to use in combat. I found myself losing concentration more often than not, and the spell lost its effectiveness. Overall, I think there are much better options for offensive spells in Dnd.
- Alex - 2 stars - While the idea of a lightning-based spell like witch bolt sounds cool, it falls short in practice. The range of the spell is limited, and once you hit with it, you're locked into maintaining concentration for up to a minute. This can be quite a challenge in combat situations, especially if you're facing multiple enemies. The damage is also lackluster, considering the concentration and duration required. I would suggest looking for other offensive spells that offer more versatility and better damage potential. Witch bolt is just not worth it.

Bolting into Battle: The Versatility of Witch Bolt in Dnd

Choosing the Perfect Witch Bolt: A Guide to Selecting the Right Version for Your Build