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 Time | 1 action |
|---|---|
| Range | 30 feet |
| Components | V, S, M (a twig from a tree that has been struck by lightning) |
| Duration | Concentration, 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
- Witch Bolt — D&D 5e Wikidot — Full SRD text
- Witch Bolt — Roll20 Compendium — Structured reference
- Witch Bolt — D&D Beyond — Official digital reference