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    Overview

    Hey, new caster buddy, Acid Arrow is a classic 2nd-level single-target blaster that's been around since AD&D, but in 5e it's solidly mediocre—think 'situational pickup' not 'daily driver.' It deals 4d4 (avg 10) acid damage upfront on a hit plus 2d4 (5) at turn's end, or half initial on miss with no DOT. Upcasting adds 1d4 per level to both, scaling decently to 10d4+5d4 at 9th (avg 27.5+12.5=40). But here's the veteran truth: attack roll means it whiffs against high AC (common on bosses), acid resistance is everywhere (devils, dragons, oozes), and single-target focus hurts vs packs. Slot it when fire/poison immune bosses loom and you lack Scorching Ray, but prep Web or Misty Step first. Opportunity cost is huge—same slot buys 21 avg from Scorching Ray. Pro play: snipe from 90ft to DOT through walls or while grappled.

    Stat Block

    PropertyValue
    Level2
    SchoolEvocation
    Casting Time1 action
    Range90 feet
    ComponentsV, S, M
    MaterialPowdered rhubarb leaf and an adder's stomach.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/Attackranged
    ClassesWizard

    When NOT to Use This

    • Against crowds—single target wastes vs AoE like Shatter (3d8 thunder, 10ft radius).
    • When Scorching Ray available—3x2d6 (avg 21 potential) outperforms 90% cases.
    • Vs acid-immune (black pudding, water elemental)—zero dmg.
    • In melee scrum; 90ft range irrelevant, risk OA.
    • Low spell slots left; save for control like Suggestion.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyMediocre: 11-15 avg dmg per 2nd slot (hit-dependent), scales to 40 at 9th but poor early.
    Action EconomyGood
    Opportunity CostScorching Ray (21 potential, multi-target), Web (control > damage), Misty Step (utility). 2nd slots precious pre-lvl5.

    When worth the slot: Fire-resistant bosses (young red dragon), need attack vs save kings, or upcast filler.

    When NOT worth the slot: Minion waves, high AC, acid resist foes, better options available.

    Pro Tips (Veteran Secrets)

    Tip #1: Always calculate expected damage: at +7 to hit vs AC15, 65% hit = 0.65*(10+5) + 0.35*5 = 11.225 avg—below Scorching Ray's 13.65.

    Why veterans know this: We've simmed 1000s combats; blindsides newbies wasting slots on 50% whiffs.

    This avoids the mistake of: Assuming 'miss half like save' ignores no-DOT loss.

    Tip #2: Target fleeing enemies; 90ft range + DOT punishes Disengage.

    Why veterans know this: Chases end turns; DOT averages 3 extra free dmg.

    This avoids the mistake of: Melee casters forget range advantage.

    Tip #3: Upcast to 5th (8d4+4d4=36 avg hit) outperforms Cone of Cold's 35 AoE vs single.

    Why veterans know this: Scaling is linear gold; beats most 5th singles.

    This avoids the mistake of: Never upcast 'cause low level feels weak.

    Common Mistakes to Avoid

    Casting vs groups hoping splash.

    Why it's bad: No AoE—wastes 2nd slot vs Fireball killing 4-6.

    Do this instead: Save for singletons; use Shatter for mobs.

    Ignoring miss DOT absence.

    Why it's bad: Expected dmg drops 33% (no 5 later), feels random.

    Do this instead: Target low AC minions first to bank hits.

    Prepping over Scorching Ray.

    Why it's bad: Ray's 3 attacks (65% each) avg 13.65 >11, ignores single resist.

    Do this instead: Slot Ray primary, Arrow as acid swap.

    Forgetting material (rhubarb+adder).

    Why it's bad: DMs enforce; wastes prep time.

    Do this instead: Stock components or go V/S spells.

    Usage Tips

    • Target isolated bosses at 90ft range to safely apply DOT while allies control adds.
    • Upcast only if base slots are plentiful; 3rd level version (5d4+3d4 avg 17.5) edges Shatter's 13.5 but loses AoE.
    • Combine with Haste for multi-attacks if Sorcerer, but Twinned? No, creates one arrow.
    • Against save-prof foes (wizards), attack roll bypasses legendary resistance if they fail to notice.
    • Track enemy resistances pre-fight; acid shines vs fire-vulnerable like most undead (none resist acid typically).

    Rules Notes

    • Attack is ranged spell attack, so adds proficiency + spell mod (avg +7 at lvl 5 vs AC 15 = 65% hit).
    • Miss still does half initial (2d4 avg 5), unique for attack spells—no DOT on miss.
    • Acid damage; resisted by many fiends/constructs, immune oozes/elementals.
    • No splash to nearby foes—pure single target.
    • DOT triggers even if target dies before its next turn (RAW).

    Synergies

    • Pairs with Slow (3rd) to deny reactions/attacks, letting DOT tick safely.
    • Synergizes with Wizard's Evocation subclass for safe AoE if upcast? No, single target—but Sculpt Spells irrelevant.
    • Great follow-up to Hold Person; paralyzed auto-crits attack rolls for 8d4+4d4 avg 30 initial.
    • Works with Contingency (teleport away after cast) for hit-and-run sniping.

    Anti-Patterns

    • Don't upcast routinely—3rd slot for 5 more avg dmg loses to Fireball's 28 AoE.
    • Avoid vs swarms; kills one, wastes vs Melf's Fireball hitting 10.
    • Never cast if target has 3/4 cover; attack disadvantage drops expected dmg below 7.

    Tactical Modules

    • Boss DOT Setup — When to use: Solo elite with fire resist, allies tanking adds.. Synergy: Follow with Web or Hypnotic Pattern; DOT free-damages while CC holds.
    • Snipe Through Cover — When to use: Enemy behind minions/wall, 90ft line clear.. Synergy: Ray of Sickness (poison) if vuln, or synergizes with Familiar's Help for adv.
    • Upcast Finisher — When to use: 7th+ slots free, target low HP with acid weakness.. Synergy: With Power Word Kill prep; DOT pushes over if survives initial.

    Countermeasures

    • Threat: High AC boss (AC 18+), attack whiffs. — Response: Use Portent (Diviner) to force miss or Familiar Help for adv.. Fallback: Switch to Shatter or Dragon's Breath cantrip.
    • Threat: Acid resistant/immune (young dragon). — Response: Downgrade to Chromatic Orb (fire option) or upcast Fireball.. Fallback: Misty Step reposition for better angle.
    • Threat: Legendary resistance on spellcaster. — Response: Attack roll bypasses (not save), force LSR use.. Fallback: Hold Monster then auto-crit.

    Frequently Asked Questions

    is acid arrow good 5e

    Situational at best. Solid 15 avg single-target dmg vs fire-resistant foes, but mediocre vs Scorching Ray's 21 multi-hit and common acid resists. Prep if no alternatives.

    acid arrow vs scorching ray 5e

    Scorching Ray wins 90% time: 3 rays avg 13.65 expected vs Arrow's 11.2, splits targets. Arrow better only vs single fire-resist high-AC (attack adv).

    does acid arrow work underwater 5e

    Yes, RAW—no fire clause, arrow flies true. Acid spray unaffected by water (unlike fire spells). Great vs sahuagin bosses.

    can you twin acid arrow 5e

    No, Twinned Spell requires one creature; Arrow targets one but 'bursts in spray' doesn't specify single. Sage Advice: not twinable.

    acid arrow damage calculation 5e

    Hit: 4d4 now +2d4 end next turn (avg 15). Miss: 2d4 now (5). Upcast +1d4 each. Expected ~11 at 65% hit.

    best class for acid arrow 5e

    Wizard (Evocation safe cast), but Sorcerer upcasts via slots. Rangers ignore—poor list. Diviner forces hits.

    does acid arrow damage objects 5e

    Yes, acid harms objects (DMG 246). Great vs animated armor/doors, but attack roll needed.

    acid arrow upcast worth it 5e

    Rarely; 3rd slot (17.5 avg) loses to Fireball 28 AoE. Only vs solo bosses post-lvl 9.


    Citations: api:spells/acid-arrow

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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