In the D&D 2024 PHB that;s coming out this month this mod is the closest now to how witch bolt is in that, except its 2d12 on initial cast, then subsequent turns are a bonus action to activate again and deal 1d12 damage to the target which is excellent. Requires concentration to maintain as it should but it's now a good early game spell.
Can you please make a version with subsequent activations completely removed? I'd love it to be one-off single cast with no no concentration and no other gimmicks.
Witch Bolt is deceptively weak as the damage in its base form is akin to that of a Cantrip while occupying your one Concentration. However, Witch Bolt is quite cost-effective single-target damage when cast with a higher level Spell Slot. Particularly if you also apply the Wet condition on your target.
So cast as a Level 3 Spell, you will inflict 3d12 damage (6d12 damage vs Wet target) every turn for 10 turns for a Level 3 Spell. Comparable to the 3rd Level Call Lightning Spell, that inflicts 3d10 per turn and also requires your Concentration (more damage, no small AoE).
As a Bonus Action, Witch Bolt is quite overpowered when used effectively (upcast). Particularly for Wizards who does not easily weaponize their Bonus Action.
Honestly, that's the part that should be fixed, I think. Continual damage without more spell slot usage is the entire point of the spell, so those subsequent activations should do the same damage as the initial cast.
@seraphael I'm confused why you think the concentration actions doing only 1d12 is a bug, the description in 5E specifically state that it only increases the initial damage on upcasting, so it's working as intended. It's just not a great spell which is why there are so many mods for it.
Or do you mean that you have another mod that changed it, which is a bug?
@zswitchzI just assumed it would be a bug given the first respondent scoffed at my reasoning this mod was OP. Coupled with my own estimate Witch Bolt is so weak that a damage scaling on subsequent turns would be its one redeeming feature and pretty well balanced (somewhat worse) with Call Lightning cast with the same level slots. It's got a use being ever so slightly stronger than Fire Bolt (still far from worth a spell slot and concentration), but at level 5 the spell is dead weight. This is really poor 5e balancing in my estimation.
Maybe the spell will finally be used now. Is it possible to make the casting take an action and subsequent activations take a bonus action or are they tied to eachother?
Holy hells god bless you. I was always so befuddled by Witch bolt requiring my *Action* to reactivate it, especially at later levels when the reactivation costs the same for 1-12 damage, no matter the spell slot.
Bonus Action activation just makes so much more sense, Thank you so much!
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Requires concentration to maintain as it should but it's now a good early game spell.
However, Witch Bolt is quite cost-effective single-target damage when cast with a higher level Spell Slot. Particularly if you also apply the Wet condition on your target.
So cast as a Level 3 Spell, you will inflict 3d12 damage (6d12 damage vs Wet target) every turn for 10 turns for a Level 3 Spell.
Comparable to the 3rd Level Call Lightning Spell, that inflicts 3d10 per turn and also requires your Concentration (more damage, no small AoE).
As a Bonus Action, Witch Bolt is quite overpowered when used effectively (upcast). Particularly for Wizards who does not easily weaponize their Bonus Action.
but... can these mods work... together? <.<
Or do you mean that you have another mod that changed it, which is a bug?
Bonus Action activation just makes so much more sense, Thank you so much!