D&D 5E Melee Combat and Spells...

acorn_stasis

First Post
So, Paladin, my turn. Bonus action first, cast: Blinding Smite. My attack action gives me two attacks, looking to stack some heavy Smite damage.
Then both attacks miss.
Then I take damage and lose concentration. Then that third level spell slot disappears into the aethyr... for nothing.

When and why would I ever do this (again)? Seems like nothing but an easy way to blow a spell slot. Is spell concentration and melee attacks just a rubbish combination? Or am I missing some way that makes these types of spells work?
 

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You missed twice (presumably with a decent attack bonus), got hit (presumably with a decent AC), and failed a concentration check (presumably with a decent Con bonus).
That is just a run of bad luck, and doesn't mean that melee combat and spells are unviable.

Its one of the risks that melee spellcasters have to take in order to be as good as pure martial characters in melee.
 

My take on your description is its good to learn from mistakes and YES its a mistake to call up your 3rd level slot when its likely you will miss multiple times, take damage and fail con saves.

Next time, you may wait until you arrange to have advantage on your attacks before triggering the smite option or until the situation is such that a concentration threat is not likely.

Sent from my VS995 using EN World mobile app
 

All well made points. It was unlucky, but our foe needed killing. It seems like the harder the foe, the harder the rolls, the more likely the fail. But the harder the foe, the more I need the extra damage. But you are all very correct.

It just makes me think of other spells that when they hit a fail, like condition saves or something, still do half damage or whatever. This category of spell that can be cast with zero effect needs special care. Should this be a primary consideration for choosing spells, like this can give me nothing while this always produces?
 


When and why would I ever do this (again)? Seems like nothing but an easy way to blow a spell slot. Is spell concentration and melee attacks just a rubbish combination? Or am I missing some way that makes these types of spells work?
Truly if you don't like taking that risk, you shouldn't use those spells. No shame in saving all your slots for divine smites with guaranteed damage. Or go for a spell like Crusader's Mantle instead.
 



Using the "standard" 65% to hit, you've got about a 12% chance to miss with both. Say once every three combats, about twice a day.

If you're pulling out a 3rd level spell to Smite because it's a particularly difficult opponent, say 50% chance to hit so a 25% chance to miss twice.

With a decent CON and CHR (Aura of Protection), say +7 total at 9th, but not proficient in CON saves, you only fail the most basic DC 10 concentration check 10% of the time. But at 9th level (min to get 3rd level paladin spells), the DMG suggests a CR 9 foe as 57-62 damage per round. Call it 60. In a single attack it's DC 30, impossible to make. In two attacks it's DC 15, with a 65% chance to succeed at one, and about a 42% chance to succeed at both.

So ... at around 9th level, missing twice and failing a Con save should happen once or twice an adventuring day. Not a huge risk, but one that exists.

As for "why would I ever do this again". It could be:

You have advantage or some other bonus to hit like Bless from some other PC's action.
Blinding this particular foe will be a really big help, either in winning quickly (and saving other resources) or more importantly but turning around a combat that is going pear shaped.
You have a short time frame to do massive damage and a smite spell plus a Divine Smite are your best chance to do that.

Your risk isn't all that high, but it will happen occasionally. You trade your bonus action, d8 of radiant damage (a Divine Smite with the slot would give 4d8), and a bit of risk for the chance to deliver a very powerful condition. Pick the targets it's worthwhile to spend those and use it then.
 

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