D&D 5E Melf's Acid Arrow

FuelDrop

First Post
Now I may be missing something, but I've been looking at this spell and am not seeing any redeeming features for it.

Let me sum up: a 2nd level spell that deals 6d4 damage over two rounds, or 2d4 on a miss. For comparison, a level 1 slot for Chromatic Orb (acid) is still an attack roll and deals 3d8 damage, in other words exactly the same max damage from a level 1 slot. Furthermore, Chromatic Orb is front-loaded with damage rather than dealing damage over time and can switch between damage types to be effective against practically anything, neither of which apply to acid arrow.

Now before reading the spell fully I was foolish and thought: Well, I suppose that if you had an acid bloodline dragon sorcerer with extend spell to buff it out to 4 rounds you're exponentially increasing the damage and getting to apply your charisma to damage 4 times for one spell. At that point it becomes highly damaging if taking a while to take full effect. However no, it's an immediate duration and thus cannot be extended. At best, some classes can add their ability modifier twice with it, once per turn. That's still crap.

The final nail in the coffin for me is Magic Missile. Cast with a second level slot magic missile does an average of 14 damage, a measly 1 point less than Acid Arrow's average 15. However, when you factor in stuff like chance to miss, likelyhood of resistance, ect. Magic Missile comes out way on top due to its reliability!

I could be entirely missing the point, and I'd love someone to show me how wrong I am because I'm an old fan of the spell (Persistent acid arrow from 3.5: 2d4 damage a round for 24 hours makes for one of the most damaging spells in the game, if you've got the patience and they can't dispel it). It's just that in this edition it seems completely worthless, even when throwing it a bone and only comparing it to 1st level spells :(
 

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One thing you missed is that it is not on the sorcerer's spell list because it has a name in the title.

It is much better than Chromatic Orb against enemy spellcasters. It does damage on a miss which forces a concentration save and on a hit it does damage over 2 rounds for 2 concentration saves total versus the 1 from Chromatic Orb.

Chromatic Orb also requires an expensive material component which prevents it from being cast with a focus.

But yes, Melf's Acid Arrow is weak.
 

One thing you missed is that it is not on the sorcerer's spell list because it has a name in the title.
Naturally I missed that. I suppose I should be thankful it's an evocation spell so a wizard with Empowered Evocation can get some extra damage out of it...

Good points on Chromatic Orb, though I still feel that a direct damage spell should do more damage than a comparable spell of lower level.
 

Yes, a nice point about the miss and the two round damage. Against Trolls that allows for extended regeneration prevention. seldom useful that spell, but a redeeming feature at least.
 

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