Inflict Wounds is a 1st level spell in the Necromancy school of magic in the game of Dungeons & Dragons 5e. The spell has a casting time of 1 action and requires the caster to touch the target to inflict damage.
The spell has verbal and somatic components (V, S) but requires no material components. Upon successfully hitting the target, Inflict Wounds deals 3d10 necrotic damage, making it a potent offensive spell.
The spell’s effects are instantaneous, meaning that it does not have a lasting effect beyond the initial damage dealt. Additionally, the spell can be cast using higher-level spell slots to increase its damage output, making it even more powerful in the hands of a skilled caster.
Overall, Inflict Wounds is a useful spell for players looking to deal significant amounts of damage to their enemies in close combat situations.
Inflict Wounds is a necromancy spell that allows the caster to make a melee spell attack against a creature they touch in DnD 5e, dealing necrotic damage on a successful hit.
The effect of Inflict Wounds is to deal necrotic damage to a target creature that the caster touches. This damage is dealt with immediately upon a successful hit and is not subject to any ongoing effects or conditions.
It is a one-time burst of damage that can be useful for quickly dispatching enemies in close combat.
The amount of damage dealt by Inflict Wounds increases as the spell is cast using a higher-level spell slot. At 1st level, the spell deals 3d10 necrotic damage on a hit. However, at higher levels, the spell’s damage increases significantly.
For example, when cast using a 9th-level spell slot, the spell deals 11d10 necrotic damage on a hit.
The effectiveness of Inflict Wounds is determined by the caster’s spellcasting ability. This ability affects both the spell’s attack bonus and the damage dealt by the spell.
For example, a cleric with a high Wisdom score would have a higher chance of successfully hitting with the spell and dealing more damage than a cleric with a lower Wisdom score.
To cast Inflict Wounds, the caster must use a free hand to touch the target creature and focus its spellcasting energy on the spell. This means that the caster cannot be holding a weapon or shield in the hand they use to cast the spell.
The spell does not require any material components, but it does require the use of both verbal and somatic components.
How to Use Inflict Wounds
Inflict Wounds is a powerful spell that can deal significant damage to a single enemy. However, its range of touch and the need for a successful melee spell attack roll make it a risky choice to use in combat.
The spell is best used in situations where the caster can get up close to a single enemy and needs to deal a lot of damage quickly.
- Determine the Target: Inflict Wounds is a touch spell, which means that the caster must be in physical contact with the target to cast the spell. The caster must choose a target creature within their reach.
- Declare the Spell: Once the target has been chosen, the caster declares that they are casting Inflict Wounds and uses their action to do so.
- Make a Melee Spell Attack: Inflict Wounds requires a melee spell attack roll to determine if the spell hits the target. The caster rolls a d20 and adds their spellcasting ability modifier plus their proficiency bonus, if applicable. If the total is equal to or greater than the target’s AC, the spell hits.
- Roll for Damage: If the spell hits, the caster rolls damage dice to determine how much necrotic damage the target takes. For Inflict Wounds at the 1st level, the caster rolls 3d10 necrotic damage. If the caster is using a higher-level spell slot to cast the spell, the number of damage increases accordingly.
- Apply Damage: The target takes the full amount of necrotic damage rolled by the caster. This damage is not halved or otherwise reduced by any resistances or immunities that the target may have to necrotic damage.
- End of Spell: Inflict Wounds has an instantaneous duration, which means that its effects happen immediately upon casting. Once the damage has been applied, the spell ends.
Higher Level Casting
Here’s a table showing the increased damage of Inflict Wounds when cast using higher-level spell slots:
|Spell Slot Level||Damage|
As shown in the table, casting Inflict Wounds using higher-level spell slots increases the amount of necrotic damage dealt. At 2nd level, the spell deals 4d10 damage instead of 3d10 at 1st level.
This pattern continues, with each higher-level spell slot adding an additional d10 of damage to the spell’s base damage.
How Do Inflict Wounds Work?
Inflict Wounds is a necromancy spell in D&D 5e that allows the caster to deal a large amount of necrotic damage to a target creature. The spell requires the caster to be in physical contact with the target, which makes it a high-risk, high-reward choice in combat situations.
Once the spell has been cast, the caster makes a melee spell attack roll against the target, adding their spellcasting ability modifier and proficiency bonus if applicable.
If the attack roll is successful, the spell deals a significant amount of necrotic damage to the target, with the amount increasing with the spell slot used to cast it.
Inflict Wounds has an instantaneous duration, meaning that its effects happen immediately upon casting, and the spell ends once the damage has been applied.
Inflict Wounds is a powerful spell that can deal a lot of damage quickly, making it a popular choice for spellcasters who want to take down a single enemy quickly. However, its range of touch and the need for a successful melee spell attack roll make it a risky spell to use in combat.
Here is a detailed table outlining which classes and subclasses can use Inflict Wounds in D&D 5e:
|Class/Subclass||Level Acquired||Spell Level|
|Death Domain Cleric||1st Level||1st|
|Oathbreaker Paladin||2nd Level||1st|
|Shadow Sorcerer||Learned via Sorcerer Spellcasting||1st|
As shown in the table, the Inflict Wounds spell is available to all Clerics at 1st level, as well as Death Domain Clerics who gain access to it as a domain spell.
Oathbreaker Paladins can learn to Inflict Wounds as a Paladin spell at the 2nd level, and Shadow Sorcerers can learn to Inflict Wounds through their Sorcerer spellcasting abilities in DnD 5e.
It’s worth noting that Inflict Wounds is a necromancy spell, so it may not be available to certain classes or subclasses that don’t allow the use of necromancy spells.
Is Inflicting Wounds a Good Spell?
Inflict Wounds can be a very effective spell in the right situations. It deals with a high amount of necrotic damage, which is a relatively uncommon damage type that many creatures are vulnerable to.
Additionally, its damage scales with higher-level spell slots, allowing it to remain useful as a character level up. However, it does require the caster to be in the melee range, which can be risky for spellcasters who are typically less durable than melee combatants.
It also requires a successful melee spell attack roll, which means that it is not a guaranteed hit. Ultimately, whether or not Inflict Wounds is a good spell will depend on the specific circumstances of each encounter and the preferences and tactics of the player using it.
Advantages and Disadvantages
Here are some advantages and disadvantages of using the Inflict Wounds spell in D&D 5e:
- High damage potential: Inflict Wounds can deal a significant amount of necrotic damage to a single target, especially when cast using higher-level spell slots.
- Instantaneous duration: The spell takes effect immediately upon casting, meaning that the target can’t dodge or resist the damage once the spell hits.
- Can be used in close combat: As a touch spell, Inflict Wounds can be used in close combat without the risk of hitting allies or bystanders.
- Available to multiple classes: Inflict Wounds can be learned or acquired by multiple classes and subclasses, making it a versatile spell for many different character builds.
- Range: Inflict Wounds require physical contact with the target, meaning that the caster must be in melee range and potentially at risk of taking damage themselves.
- Low accuracy: As a melee spell attack, Inflict Wounds requires a successful attack roll to hit the target, which may not always be successful depending on the caster’s ability scores and the target’s armor class.
- Vulnerability: Some creatures, such as undead or those with resistance to necrotic damage, may be immune or partially resistant to the effects of Inflict Wounds.
- Limited uses: As a 1st-level spell, Inflict Wounds may not deal as much damage as higher-level spells and can only be cast a limited number of times per day by lower-level characters.
Inflict Wounds is a necromancy spell that allows the caster to make a melee spell attack against a creature they touch, dealing necrotic damage on a hit. The spell’s damage increases as the caster uses higher-level spell slots.
The spell’s attack bonus and damage are determined by the caster’s spellcasting ability. The caster must use a free hand to touch the creature and cast the spell. Overall, Inflict Wounds is a powerful spell for dealing damage in close combat situations.
Can a Wizard Learn to Inflict Wounds?
Yes, a wizard can learn to Inflict Wounds if they have access to the Necromancy school of magic. Inflict Wounds is a 1st-level Necromancy spell that can be learned and added to a wizard’s spellbook as long as they meet the requirements of the spell.
Can Monks Dispel Magic?
Monks do not have the ability to cast Dispel Magic as a spell. However, some subclasses such as the Way of the Four Elements or the Way of the Sun Soul have abilities that can dispel magical effects.
Additionally, some magic items or spells can grant the ability to dispel magic to any character, including monks.
Do Inflict Wounds Affect the Undead?
Inflict Wounds can affect the undead as it deals necrotic damage, which is a type of damage that many undead creatures are vulnerable to. However, some undead may also be resistant or immune to necrotic damage, so it depends on the specific creature being targeted.
Can You Cast Inflict Wounds While Grappling?
Yes, you can cast Inflict Wounds while grappling. The spell only requires that you touch the target creature, and grappling involves physically restraining and holding onto the creature, which would allow you to touch them.
However, keep in mind that casting a spell while grappling would require a free hand to perform the somatic and verbal components of the spell, so if both of your hands are currently occupied in the grapple, you would need to release one of them to cast the spell.
Additionally, casting a spell in the melee range of an opponent can provoke an opportunity attack, so be mindful of this potential risk.