Witch Bolt

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

At a Glance

Level
1st
School
Evocation
Casting Time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Witch Bolt Works

Casting Time1 action
Range30 feet
ComponentsV, S, M (a twig from a tree that has been struck by lightning)
DurationConcentration, up to 1 minuteCONCENTRATION

Damage

1d12 lightning initially, then 1d12 automatic each turn

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Common Mistakes

Common Mistake
Forgetting the automatic damage requires your action each turn
Common Mistake
Not tracking the 30-foot range limit - spell ends if target moves beyond it
Common Mistake
Thinking upcast damage applies to repeated damage - only affects initial hit
Common Mistake
Not realizing any cover or leaving range immediately ends the spell

DM Tips

DM Tip
Generally considered weak because it consumes concentration and action economy
DM Tip
Best used against stationary or <a href="/rules/conditions/restrained-condition-5e/">restrained</a> enemies
DM Tip
The automatic damage never misses, which can be useful against high AC foes
DM Tip
Enemies can break the spell by moving away or getting behind cover

Frequently Asked Questions

Sources & Further Reading