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Inflict Wounds

Necromancy
Level: 1st-level
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Components: V, S

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spell Details

School: Necromancy
Level: 1
Ritual: No
Concentration: No
Classes: Cleric
B-Tier Solid melee damage option for clerics, but requires proximity and spell attack roll, limiting use cases.

Player Guide

Use Inflict Wounds when you're already in melee range or can safely approach a vulnerable enemy. The spell's damage (3d10) scales well for a 1st-level slot, but the melee attack requirement means you need good AC or cover to avoid opportunity attacks. Pair it with spells that restrict enemy movement or grant you advantage on the attack roll for maximum effectiveness.

DM Tips

Clarify that the caster must be within 5 feet to cast Inflict Wounds, so enemies can provoke opportunity attacks when moving into position. Consider whether melee-focused clerics get sufficient action economy compared to ranged damage dealers.