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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Dungeons and Dragons (D&D) Fifth Edition (5e) Spell - Fire Bolt - You hurl a mote of fire at a creature or an object within range.
Fire Bolt Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack Make a ranged spell attack
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Dungeons and Dragons (D&D) Fifth Edition (5e) Equipment, Gear, & Items - Crossbow Bolts - Crossbow bolts are used with a weapon that has the ammunition ...
It's better then firebolt because Force is less often resisted then fire. Also making separate attacks for each beam makes it more reliable damage. However the best part of Eldritch Blast is the innovations that add extra damage and forced movement to the cantrip and those picking up via magic initiate miss out on that.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Dungeons and Dragons (D&D) Fifth Edition (5e) Spell - Guiding Bolt - A flash of light streaks toward a creature of your choice within range.
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
Per your quoted text, you have disadvantage on rolls if a hostile creature is within 5 ft of you, even if your target is at ranged distance. So, aiming a fire bolt at the event Archer 80 ft away will still be at disadvantage or you have an enemy fighter next to you. To avoid that, just use spells that require saving throws rather than attack rolls.