Guiding Bolt vs Inflict Wounds
A clerc's ranged opener vs. melee finisher.
Guiding Bolt
- Level
- 1
- School
- Evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- 1 round
- Concentration
- No
- Ritual
- No
- Classes
- Cleric
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Full entry →Inflict Wounds
- Level
- 1
- School
- Necromancy
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Cleric
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Full entry →Which one should you pick?
- Pick Guiding Bolt: Pick Guiding Bolt to give the rogue Sneak Attack advantage on the boss next turn.
- Pick Inflict Wounds: Pick Inflict Wounds for 3d10 melee necrotic when you need to drop something at touch range.
- Tiebreaker: Guiding Bolt is the better combo in a party with multiple attackers; Inflict Wounds wins as the killing blow.