Make a melee spell attack against a creature you’ll reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: once you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d10 for every slot level above 1st.
Inflict Wounds 5e
- Casting Time: 1 action
- Range: Touch
- Components: V S
- Duration: Instantaneous
- Classes: Cleric
Considering none of the domains of the Cleric receive inflict wounds at level 1, you do not see it as overpowered. Also, confine mind the sorcerer stays at a secure range (usually) when casting spells or deals area of effect damage.
Worst case scenario for both: Cleric misses attack and loses spell. Sorcerer casts low damage thunderwave and every one three creatures save. Your sorcerer still has more damage output. Now this is not to mention one is best than the opposite, it’s just to point out that within the right conditions either side may have more of a plus given different conditions
By which I mean for instance that no, inflict wounds aren’t particularly more powerful than other 1st-level attack spells. Yes, it does do more damage than any of the others within the books thus far, but it’s also the one that needs the foremost risk to be taken by the caster and therefore the one with the least targeting potential because it’s melee-range and single-target only.
If you assume a 70% chance to hit, inflict has similar average damage (slightly higher, but no range) to magic missile. However, that average masks the very fact that inflict is many swingers. a number of the time, it won’t deal any damage in the least, but it can easily reach the 20s, far beyond magic missile’s maximum of 15. That creates it pretty scary from a low-level PC’s point of view.
This power is often wont to heal injuries or to cause harm. Either use requires touching the topic and a Heal skill check, with a DC that rises whenever an effort is formed thereon subject during an equivalent day (by any psychic) because the subject’s aura, becomes progressively scrambled: the DC is 5 for the primary attempt, and rises by 5 for every subsequent attempt. Curative spells will stabilize the aura and reduce the DC by 5 for a cure light wounds spell, 10 for a cure moderate wounds or mass cure light wounds, and 15 for a cure serious wounds: more powerful spells will “reset” the subject’s aura completely.
If successful, this power will cure or inflict damage at the speed of 1 hp per round for as long as you maintain concentration, up to a maximum number of rounds adequate to your overall character level plus the subject’s level plus your Wisdom modifier.
The harmful version is often used on sleeping subjects without waking them, and if death ensues, it’ll appear to flow from to natural causes (heart failure): this system is usually utilized by psychic assassins. This power also can be wont to repair temporary ability damage and fatigue, because the lesser restoration spell does. It cannot cure wounds and act as a lesser restoration at an equivalent time.