
In the fifth edition of Dungeons and Dragons, a lawful good character can use the inflict wounds spell. While the spell is dark and deals heavy necrotic damage, it does not have the Evil descriptor, meaning that a cleric of any alignment can cast it. However, it is still up to the Dungeon Master's discretion, and they may decide that certain spells are off-limits for certain characters.
Characteristics of 'Can a lawful good character use inflict wounds'
Characteristics | Values |
---|---|
Cleric Spell List Division | Cleric spell list is never divided among alignment lines |
Cleric of Pelor | Would likely avoid inflict wounds |
Spells | Animate dead, bestow curse, contagion, insect plague, or create undead |
Dark Spells | Inflict wounds and harm |
Cleric Alignment | Cannot cast spells with Evil or Chaotic descriptor |
Cleric Deities | Evil gods like Bane, lawful gods like St. Cuthbert, good gods like Lathander |
Cleric Requirements | Physically touch the target, requiring proximity |
Damage | 3d10 necrotic |
Scaling | +1d10 per slot level above 1st |
What You'll Learn
- Clerics of good deities can cast inflict wounds spells, but not spontaneously
- Clerics can't cast spells of an alignment opposed to their own or their deity's
- Clerics must physically touch the target to cast inflict wounds
- Casters can enhance their odds of survival through spells like blink or mirror image
- Combining inflict wounds with hold person against paralyzed enemies results in an automatic critical hit
Clerics of good deities can cast inflict wounds spells, but not spontaneously
In the 3rd and 3.5th editions of Dungeons and Dragons, clerics of good deities can cast inflict wounds spells, but not spontaneously. This means that while a good cleric can prepare inflict wounds spells, they cannot cast them without first preparing them. In other words, they cannot cast them "on the fly". This is because, while inflict wounds spells do not have the Evil descriptor, they are still considered dark or morally ambiguous.
In the 5th edition, a cleric's spells are not limited by their alignment or deity, and a good cleric can cast inflict wounds spells without restriction. However, it is still up to the Dungeon Master's (DM) discretion, and they may choose to restrict certain spells based on the deity the cleric follows. For example, a cleric of Pelor would likely avoid casting spells like animate dead, bestow curse, contagion, insect plague, or create undead, and might hesitate to cast inflict wounds due to its dark nature.
It is important to note that the inflict wounds spell is strongly associated with clerics, and all clerical domains can access and use it. Certain domains, like War or Death, amplify the effects of the inflict wounds spell. To cast this spell, the cleric must physically touch the target, which can be risky in melee range. However, clever casters can enhance their odds of survival by using spells like blink or mirror image before approaching.
The inflict wounds spell is a powerful tool for clerics, causing heavy damage to targets. When cast using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. This can result in immense power, capable of vaporizing lower-level monsters and even wounding legendary creatures like dragons.
Bureaucrats: Lawmakers or Law Executors?
You may want to see also
Clerics can't cast spells of an alignment opposed to their own or their deity's
In the game of Dungeons and Dragons, a cleric's deity influences their alignment, magic, values, and how others perceive them. Clerics who do not worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a powerful aura of the corresponding alignment.
A cleric's alignment may restrict them from casting certain spells that go against their moral or ethical beliefs. Clerics cannot cast spells of an alignment opposed to their own or their deity's. For example, a cleric who is neither good nor evil and whose deity is also neutral can convert spells to either cure or inflict spells, but this choice is permanent.
In 5e, a cleric's spells are not limited by their alignment or deity, so a Neutral Good cleric could use inflict wounds spells. However, some players suggest that certain spells, such as inflict wounds, are dark, and a cleric of Pelor would likely avoid them.
In 3.5e, a Good cleric can prepare inflict wounds spells because they do not have the Evil descriptor. However, they cannot spontaneously cast inflict wounds spells in the same way they can with cure wounds.
Law Partners' K1 and QBI: What's the Verdict?
You may want to see also
Clerics must physically touch the target to cast inflict wounds
In 5e, a cleric's spells are not limited by their alignment or deity, so a Lawful Good character can use the inflict wounds spell. However, the inflict wounds spell is considered dark, so it is up to the Dungeon Master's (DM's) discretion whether to allow it.
As for the casting of the inflict wounds spell, the rules state that the cleric must make a melee spell attack against a creature you can reach. This means that the cleric must be within touching distance of the target, but it does not necessarily mean that the cleric must physically touch the target. Some players have argued that the inflict wounds spell should require physical touch, as it is a touch melee spell, and the somatic component of the spell involves touching the target. However, others have pointed out that casting a spell involves complex hand gestures and vocal sounds, so even if the cleric is grappling the target, they may not be able to get the timing right to touch the creature at the exact moment the spell is cast.
Ultimately, it is up to the DM to decide whether the cleric must physically touch the target to cast inflict wounds. Some DMs may rule that the cleric can automatically succeed in the touch attack if they are already grappling or climbing onto the target. Others may still require the cleric to roll for the touch attack, even if they are already touching the target, to represent the difficulty of timing the spellcasting with the touch.
It is worth noting that requiring the cleric to be within touching distance of the target can have tactical implications. If the cleric has to be within touching distance, they may be more vulnerable to opportunity attacks or have more limited movement options. On the other hand, allowing the cleric to cast the spell from a distance may make them too powerful by giving them more flexibility and reducing their risk of taking damage.
Barr's Power: Asylum Law Changes Examined
You may want to see also
Casters can enhance their odds of survival through spells like blink or mirror image
In the game of Dungeons and Dragons, casters can increase their chances of survival by using spells such as Blink and Mirror Image. These spells are effective tools for deception, evasion, and gaining strategic advantages in different scenarios.
Blink offers a defensive mechanism by phasing the caster in and out of the Ethereal Plane, making them temporarily untouchable and unpredictable. This spell combines elements of Invisibility and Mirror Image, creating an illusory double that can be used to mislead and distract enemies. It is particularly useful when used before a tough combat encounter, as it does not require concentration, allowing the caster to maintain other concentration spells while still benefiting from its defensive capabilities.
Mirror Image is an illusion spell that creates three illusory duplicates of the caster, which move with them and mimic their actions, making it impossible to track the real person. This deception causes confusion among enemies, potentially impacting them psychologically and causing them to hesitate or make poor tactical decisions. It is a useful spell when facing multiple attackers and works against both melee and ranged physical attacks.
While both spells can be used effectively on their own, some players choose to layer them for added protection. However, casting both spells simultaneously takes up two spell slots and requires two actions, which may not be the best use of a player's time during combat. Instead, casters might consider using Misty Step, which is a bonus action spell that allows for quick evasion.
Ultimately, the decision to use Blink, Mirror Image, or a combination of the two depends on the specific situation and the player's strategic choices. These spells can be powerful tools for any caster looking to enhance their survival odds and outwit their enemies.
State Law vs Constitution: Who Wins?
You may want to see also
Combining inflict wounds with hold person against paralyzed enemies results in an automatic critical hit
In the world of Dungeons and Dragons, players can combine certain spells to deal maximum damage to enemies. One such combination is using the inflict wounds spell with the hold person spell against paralysed enemies, resulting in an automatic critical hit.
Firstly, it is important to understand the individual effects of these spells. Inflict Wounds is a melee spell attack that deals necrotic damage to a target within reach. The amount of damage increases when cast using a higher-level spell slot. On the other hand, Hold Person is a spell that induces the paralysed condition in the target, granting all melee attacks made against them an advantage and causing all hits to automatically become critical hits.
When used together, these spells create a powerful combination. By casting Hold Person on an enemy, players can paralyse them, rendering them unable to defend themselves. This paralysis effectively guarantees that any subsequent melee attacks, such as Inflict Wounds, will result in critical hits. The critical hit from Inflict Wounds deals significantly more damage than a regular hit, potentially allowing players to defeat powerful enemies or bosses with a single blow.
While this strategy can be highly effective, it is not without its limitations. As mentioned in one source, the Hold Person spell only works on humanoid enemies, restricting its applicability. Additionally, players must also consider the ethical implications of using certain spells. While there are no explicit alignment restrictions on casting Inflict Wounds, some players and Dungeon Masters (DMs) may consider it a "dark" spell, prompting raised eyebrows if used by a good-aligned cleric.
Ultimately, the decision to use this combination is at the discretion of the players and the DM. When utilised strategically, combining Inflict Wounds with Hold Person against paralysed enemies can be a potent tactic in Dungeons and Dragons, allowing players to vanquish formidable foes with ease.
Practicing Law in Florida: Can Retired Lawyers Return?
You may want to see also
Frequently asked questions
Yes, a lawful good character can use inflict wounds. In 5e, a cleric's spells aren't limited by their alignment or deity, so you can use inflict wounds if you want to. However, it's up to the DM's discretion as spells like inflict wounds are considered dark.
"Inflict Wounds" is a spell used by clerics to make a melee spell attack against a creature within reach. On a hit, the target takes 3d10 necrotic damage. At higher levels, the damage increases by 1d10 for each slot level above the first.
Yes, a good cleric can prepare "Inflict Wounds" as the spell does not have the Evil descriptor. However, they cannot spontaneously cast their prepared spells as "Inflict Wounds" spells, unlike "Cure Wounds" spells.
Yes, a neutral good cleric can cast "Inflict Wounds". While a cleric's spell list is not divided by alignment in 5e, there are still some spells that a cleric of a certain alignment might avoid or be discouraged from using by their DM.