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Inflict Wounds

Level 1 · Necromancy

  • Damage
  • Save

Listed under necromancy, Inflict Wounds costs a 1st-level slot for cleric casters. Cast time: Action. Range Touch, components V/S, duration instantaneous. Effect: 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. At higher levels: The damage increases by 1d10 for each spell slot level above 1.

Stat Block

Level
1
School
Necromancy
Casting Time
Action
Range / Area
Touch
Components
V, S
Duration
Instantaneous
Ritual
No
Concentration
No
Classes
Cleric
Material

Description

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.

At Higher Levels: The damage increases by 1d10 for each spell slot level above 1.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

The Necromancy tradition has two sides: harm and persistence. Harm-Necromancy drains life from a target; persistence-Necromancy refuses to let life end. Inflict Wounds reads as Necromancy because the spell works on the boundary between life and death — draining, raising, or extending vitality. Level-1 slots come back on every long rest; Inflict Wounds is one of the spells the slot column fills first.

Class Fit

  • Cleric: Domain-bonus spells fill some of the Cleric's prep automatically; check whether the chosen Domain already grants Inflict Wounds before manual prepping. The higher-level scaling on Inflict Wounds is described in the spell text; check it before upcasting.
Cleric spellsNecromancy schoolLevel 1

Related Spells

Frequently Asked Questions about Inflict Wounds

What level spell is Inflict Wounds?
Inflict Wounds sits at level 1 in the Necromancy school of magic, prepared by Cleric.
How much damage does Inflict Wounds deal?
The damage roll on Inflict Wounds is 2d10 of necrotic damage at base. Upcast slots add to that figure.
What save does Inflict Wounds require?
Inflict Wounds forces a Constitution save. The DC is the caster's spell save DC (8 + proficiency + casting modifier).
What is the range of Inflict Wounds?
Touch range on Inflict Wounds means the caster has to make physical contact with the target.
What components and casting time does Inflict Wounds need?
To cast Inflict Wounds: the spell uses V, S components with a standard Action.
Can Inflict Wounds be upcast?
Inflict Wounds scales when upcast: The damage increases by 1d10 for each spell slot level above 1.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/inflict-wounds. Point a phone camera at this code to open the Inflict Wounds page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.