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    Quick Answer

    Inflict Wounds is a 1st-level necromancy spell for Clerics. In the 2014 rules you make a melee spell attack against a creature you can reach, and on a hit it takes 3d10 necrotic damage (average 16.5). Each slot level above 1st adds 1d10. In the 2024 rules the target makes a Constitution save instead: 2d10 necrotic on a failure, half on a success.

    Overview

    The 2014 Inflict Wounds hits harder than any other 1st-level damage spell in the 2014 SRD. 3d10 averages 16.5, against 14 for Guiding Bolt's 4d6 and 10.5 for Burning Hands' 3d6. A critical hit doubles the dice to 6d10 (average 33).

    It has three costs. It is touch range, so the cleric must be in melee. It uses a spell attack, so a miss deals nothing and the slot is gone. And necrotic damage is the damage type most undead shrug off, which matters for a cleric, who often fights undead.

    The 2024 version trades peak damage for reliability. It now deals 2d10 (average 11) on a failed Constitution save and half on a success, so a cast never fully whiffs. It can't crit, because no attack roll is made.

    Stat Block

    PropertyValue
    Level1
    SchoolNecromancy
    Casting Time1 action
    RangeTouch
    ComponentsV, S
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackMelee spell attack
    ClassesCleric

    When NOT to Use This

    • •The target is immune to necrotic damage. In the 2014 SRD that includes the mummy, wraith, shadow, specter, ghost, mummy lord, and solar.
    • •The target resists necrotic. A wight resists it in both editions. The lich resists it in 2014 and is immune in 2024.
    • •You're not built for melee. A cleric in light armor taking hits next to the target may lose more than the spell deals.
    • •The target has very high AC (2014). Against AC 18 a 1st-level cleric hits only 40% of the time.
    • •A cantrip would do. Sacred Flame at range keeps your slot and your hit points.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyStrong at 1st level in 2014 (16.5 average on a hit). Weaker in 2024 (11 on a failed save).
    Action EconomyOne action, no concentration. Pairs with a bonus-action spell like Spiritual Weapon on a later turn.
    Opportunity CostA slot that could have been Healing Word, Bless, or Shield of Faith.

    When worth the slot: A single high-value target with low AC (2014) or a weak Constitution save (2024), especially one you can crit.

    When NOT worth the slot: Undead, armored targets in 2014, or when the party needs healing slots.

    Upcasting

    Slot level2014 damage (average)2014 crit (average)2024 damage (average)
    1st3d10 (16.5)6d10 (33)2d10 (11)
    2nd4d10 (22)8d10 (44)3d10 (16.5)
    3rd5d10 (27.5)10d10 (55)4d10 (22)
    4th6d10 (33)12d10 (66)5d10 (27.5)
    5th7d10 (38.5)14d10 (77)6d10 (33)

    Each slot adds one d10 in both editions. The 2024 column is the damage on a failed save; a success deals half.

    Pro Tips

    Tip #1: Cast it on a paralyzed or unconscious target (2014).

    Why it works: A hit from within 5 feet on a paralyzed creature is a critical hit. Touch range means you're always within 5 feet. A held target takes 6d10 at 1st level.

    This avoids the mistake of: Casting Hold Person and then using a cantrip on the held creature.

    Tip #2: Look for low AC in 2014, low Constitution in 2024.

    Why it works: The 2014 spell checks AC. The 2024 spell checks the Constitution save. An ogre has AC 11 and a +3 Constitution save. A knight has AC 18 and a +4 Constitution save. The ogre is the better target in both, but the gap is much bigger in 2014.

    This avoids the mistake of: Swinging a melee spell attack at the best-armored enemy.

    Tip #3: Pick the right undead.

    Why it works: Plenty of undead don't resist necrotic. Zombies and ghouls take full damage in both editions. A zombie's Undead Fortitude doesn't trigger on a critical hit, so a 2014 crit drops it for good.

    This avoids the mistake of: Skipping Inflict Wounds against every undead, or casting it at a wraith.

    Tip #4: Don't hold back the upcast in 2014.

    Why it works: At 3rd level, 5d10 averages 27.5 on a hit. A Fireball deals 8d6 (28) but allows a save for half. For one big target, upcast Inflict Wounds is in the same range for one creature.

    This avoids the mistake of: Saving high slots only for area spells when the fight is one big monster.

    Common Mistakes to Avoid

    Forgetting it's melee

    Why it's bad: Touch range puts you next to the target. You'll likely take attacks on its turn.

    Do this instead: Cast it when you are already in melee, or have a high AC.

    Using it on a necrotic-immune target

    Why it's bad: Immunity means zero damage. Mummies, wraiths, shadows, specters, and ghosts are immune in both editions.

    Do this instead: Use radiant damage. Sacred Flame and Guiding Bolt hit undead without the resistance problem.

    Rolling a save in 2014, or an attack in 2024

    Why it's bad: The editions work differently. 2014 is a melee spell attack with no save. 2024 is a Constitution save with no attack roll.

    Do this instead: Check which rules your table uses before the session.

    Usage Tips

    All examples use a 1st-level cleric with Wisdom 16: +5 to hit with spell attacks, spell save DC 13.

    • •2014, ogre (AC 11): You hit on 6 or higher: 75%, including a 5% crit. Expected damage: 0.70 × 16.5 + 0.05 × 33 = 13.2. That's about a fifth of the 2014 ogre's 59 hit points per cast.
    • •2014, knight (AC 18): You hit on 13 or higher: 40%. Expected damage: 0.35 × 16.5 + 0.05 × 33 = 7.4.
    • •2024, ogre (Constitution save +3): It fails on 9 or lower: 45%. Expected damage: 0.45 × 11 + 0.55 × 5.25 = 7.8 (half damage rounds down, so a success averages 5.25).
    • •2024, knight (Constitution save +4): It fails on 8 or lower: 40%. Expected damage: 0.40 × 11 + 0.60 × 5.25 = 7.6.
    • •The 2024 version averages less against the ogre but slightly more against the knight. The 2014 version's ceiling is higher.
    • •Necrotic count: Of 334 stat blocks in the 2014 SRD, 7 are immune to necrotic damage and 8 resist it. In the 2024 SRD's 342 stat blocks, 8 are immune, including the lich, which moved from resistant to immune.
    • •Enemies use it: The 2014 cult fanatic has Inflict Wounds prepared with +3 to hit. Against AC 16 it hits on 13 or higher: 40%.
    • •Roll it with the dice roller. Related spells: Guiding Bolt, Sacred Flame, Hold Person, Chill Touch. Browse the full spell guide index.

    Rules Notes

    • •2014: melee spell attack against a creature you can reach. On a hit, 3d10 necrotic.
    • •No half damage on a miss in 2014.
    • •Critical hits double the dice: 6d10 at 1st level.
    • •Upcasting: +1d10 per slot level above 1st in both editions.
    • •No concentration, no material component.
    • •Hitting a paralyzed or unconscious creature from within 5 feet is a critical hit in both editions, but only the 2014 version uses an attack roll.

    Synergies

    • •Hold Person (2014): Hold the target, then Inflict Wounds for an automatic crit if you hit. Attacks against a paralyzed creature also have advantage.
    • •Spiritual Weapon: Bonus-action attacks on later turns, while your action goes to Inflict Wounds.
    • •Bane (2024): Subtracts 1d4 from the target's saves.

    Anti-Patterns

    • •Walking a light-armored cleric into a group of enemies to cast it.
    • •Casting it on a mummy or wraith.
    • •Burning all your slots on it when the party's front line needs healing.

    Tactical Modules

    • •Hold and hit (2014): Hold Person on round one. If it lands, walk up and cast Inflict Wounds for 6d10.
    • •Finisher: Use it on the wounded boss when a hit would drop it.
    • •Zombie cleanup: Inflict Wounds the zombie, Sacred Flame the rest.

    Countermeasures

    • •Threat: High AC (2014). Response: Use a save-based spell. Fallback: Get advantage from a restrained, prone, or paralyzed target.
    • •Threat: Necrotic resistance. Response: Switch to radiant. Fallback: Upcast to make up for halved damage.
    • •Threat: You're taking heavy damage in melee. Response: Cast and then step back. Fallback: Shield of Faith before closing in.

    Inflict Wounds in the 2024 Rules

    The 2024 Player's Handbook keeps Inflict Wounds as a 1st-level necromancy spell for Clerics, with touch range and verbal and somatic components. The mechanics changed completely.

    • •No attack roll: "A creature you touch makes a Constitution saving throw."
    • •Less damage: 2d10 necrotic on a failed save instead of 3d10 on a hit.
    • •Half on a success: A successful save still takes half damage, so the spell always does something unless the target is immune.
    • •No crits: Without an attack roll, the spell can't score a critical hit. Holding a target no longer doubles its damage. Paralyzed doesn't make a creature fail Constitution saves.
    • •Upcasting: Still +1d10 per slot level above 1.

    Outside the Cleric list, the 2024 Magic Initiate (Cleric) origin feat lets any character pick Inflict Wounds as its level 1 spell, cast once per long rest without a slot.

    Frequently Asked Questions

    How much damage does Inflict Wounds do in 5e?

    In 2014, 3d10 necrotic (average 16.5) on a hit, or 6d10 on a crit. In 2024, 2d10 necrotic (average 11) on a failed Constitution save and half on a success. Both add 1d10 per slot level above 1st.

    Is Inflict Wounds an attack or a save?

    In 2014 it is a melee spell attack. In 2024 it is a Constitution saving throw.

    Can Inflict Wounds crit?

    In 2014, yes. A critical hit deals 6d10 at 1st level. In 2024 it uses a save and can't crit.

    Does Inflict Wounds work on undead?

    On some. Zombies and ghouls take full necrotic damage. Wights resist it. Mummies, wraiths, shadows, specters, and ghosts are immune. Liches resist it in 2014 and are immune in 2024.

    Does Inflict Wounds heal undead?

    No. It deals necrotic damage. Nothing in the spell text heals any creature.

    Is Inflict Wounds good in 5e?

    In 2014, it is one of the strongest single-target spells at 1st level, if you can hit. In 2024 it is more reliable but deals less damage, so it competes with cantrips.

    Which classes get Inflict Wounds?

    Clerics in both editions. In 2024, any character with the Magic Initiate (Cleric) feat can choose it.

    Does Inflict Wounds have disadvantage in melee?

    No. It is a melee spell attack in 2014, which is meant to be made within reach. Ranged attacks get disadvantage when an enemy is within 5 feet, not melee attacks.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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