Inflict Wounds is the most powerful damage spell that is available to the Cleric class. 

Damage increases per level without a cap and is available from the 1st level. 

If you use it, you risk getting engaged in a melee battle against the enemy, however.

The guidelines for Inflicting Wounds are found inside the Players Handbook on page 253.

Inflict Wounds 5e

Necromancy 1st Level

Time to Cast: 1 Action

Touch: Range

Components: V, S

Duration: Instantaneous

Create a melee spell against an opponent you can reach. When you succeed, the target is hit with three times the necrotic hit.

Higher Levels: When it is cast with the slot for spells of 2nd or greater the damage is increased by 1d10 for each higher than 1st.

The rules of Inflict Wounds provide the immense damage potential of this 1st stage spell. A successful roll of 3d10 is enough to bring nearly every low-level opponent to their feet. 

Getting close enough to unleash this devastating attack isn’t easy, but it is possible.

Do Inflict Wounds have the power to be overpowered?

Inflict Wounds is an extremely powerful spell at 1st level when used by either the attacker or the party. It is difficult to know whether a spell is powerful enough by not considering alternatives available. 

The commonality that the magic spell uses is something that should be taken into consideration.

The first is that the ability to inflict wounds only applies to clerics as the standard class. In a typical group, there’s only one person who can cast it. 

In the beginning, the spell can be cast two times in one session. It is also one of the ranges of touch spells and the user has to be in the range of melee to be able to use it.

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The damage is significant in Inflict Wounds. However, it’s balanced in comparison with other Cleric spells that are of the same level. 

Guiding Bolt has a range of 120 feet and causes 4d6 damage, and also it grants an advantage to attacks that follow against the monster. When using averages, the comparison is as the following:

  • Afflict wounds on the victim: 3d10 = Average Damage
  • Guiding Bolt: 4d6 = 12 Average damage plus the next attack that is at the advantage

Inflict wounds can make it appear as if you’re overwhelmed by the damage that is dealt. This is particularly true on the occasion of a devastating hit. 

Three times 10 is an incredibly huge amount of damage, even at low levels. This is also true for most attack spells that can critically damage. 

They don’t affect Inflict Wounds in a significant way.

Is Inflict Wounds a good Spell?

Inflict Wounds is an extremely powerful spell with the capacity to be used at a higher level, thereby keeping the spell relevant. 

The determination of whether it’s an effective spell could depend on the kind of Cleric you choose to cast it on.

If you’re wearing a high-end armored character that is in the melee range frequently, it could be the most effective choice for you. 

The danger of dealing fatal damage is if you miss the attack, and thus are unable to use the spell. This might not be a major issue if you’re not relying on it to perform the party’s healing.

If you’re playing the healing and supporting Cleric kind, Inflict Wounds are likely to be difficult without the preparation. 

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Guiding Bolt can provide similar damage in a distance if you must deliver damage over Sacred Flame

Bane, as well as Bless, are better spells to buff allies. It’s also unlikely you’ll be able to trade a dangerous attack spell for a healing wound.

Inflict Wounds doesn’t differ from the other types of spells. Its effectiveness is often directly dependent on the type of character. 

Touch spells don’t help an empathetic character. This doesn’t mean that it’s bad however it is more than that it’s not a great choice for the particular character’s playstyle. 

It is important to take into account the playstyle when evaluating the effectiveness of a spell.

Can wounds inflicted by Inflict Wounds be re-?

Inflict Wounds can be considered for Twin Spelled via metamagic; it is because it is only able to target one creature and can reach a wide range.

However, to achieve this feat, the person must be been multi-classed with a Sorcerer in some way, or to become a Divine Soul Sorcerer who has a bad affinity.

Necrotic damage was used to heal undead players in earlier editions. This was removed as a standard effect in 5e. 

If a spell that deals necrotic damage is utilized to heal the undead, it should be stated explicitly in the description of the spell.

Is Inflict Wounds a Wizard Spell?

Although Inflict wounds are a part of the Necromancy School of Magic, It is not included in the Wizard spell list, even if the Wizard follows the Necromancy arcane tradition. 

This can be a bit frustrating and confusing. However, the spell inflicts Wounds is believed to be a reinterpretation of the Cure Wounds spell. Both spells are Cleric spells.

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The Oathbreaker Paladin and Divine Soul Sorcerer are also equipped with the ability to inflict wounds. To obtain it this way usually means taking a sinister route. 

In other cases, the spell is limited for the Cleric class.

Final Words

Inflict Wound is an excellent spell for both damage and roleplay. It’s well-balanced against other spells on the Cleric list. 

It can be upcast or extremely struck. The concept of manipulating the nature of life itself is quite fascinating in the normal divine caster scenario.

The efficiency and necessity of this depend on the character you are playing. So long as you can afford to swap healing in exchange for the damage, it’s the best chance to do so.