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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.

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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.

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