This matches my experience: guiding bolt is a good spell if you're a cleric with maxed wisdom (rather than building up melee options), but the rest just... aren't very good. Not because they use attack rolls, but for other reasons. And there's not many of them anyways.It's not that I don't like attack roll spells, it's just that those spells are weak.
Guiding Bolt is probably the best one but I don't like playing Clerics. If I was playing a Wild Magic Sorcerer I'd be into them as I can get Advantage to the attack rolls. That's probably the best case for them. High chance to hit and a decent chance to crit with big damage.
There are probably other cases I'd use them but not many.
I have 0 attack roll spells on my top spells lists and only a few direct damage ones. I've got Magic Missile as #7 and Dissonant Whispers as #8 for 1st level spells. Heat Metal at #7 on 2nd level. Fireball at #1, Spirit Guardians at #5, and Hunger of Hadar at #7 for 3rd level spells.
I play with a divine soul sorcerer who in and out of game turns red when he misses with it... we joke next level (and have for like 5 levels) he should take a level of barbarian and use rage when he misses.This matches my experience: guiding bolt is a good spell if you're a cleric with maxed wisdom (rather than building up melee options), but the rest just... aren't very good. Not because they use attack rolls, but for other reasons. And there's not many of them anyways.
AC | Modified AC | Fighter | M Missile | C. Orb | S. Ray |
11 | 6 | 11.05 | 14 | 14.4 | 16.8 |
12 | 7 | 10.35 | 14 | 13.5 | 15.75 |
13 | 8 | 9.65 | 14 | 12.6 | 14.7 |
14 | 9 | 8.95 | 14 | 11.7 | 13.65 |
15 | 10 | 8.25 | 14 | 10.8 | 12.6 |
16 | 11 | 7.55 | 14 | 9.9 | 11.55 |
17 | 12 | 6.85 | 14 | 9 | 10.5 |
18 | 13 | 6.15 | 14 | 8.1 | 9.45 |
19 | 14 | 5.45 | 14 | 7.2 | 8.4 |
20 | 15 | 4.75 | 14 | 6.3 | 7.35 |
No. As a caster I try to get a mix of offensive spells between hit roll spells and save spells. Save spells are often wasted too if they save.First a bit of a disclaimer. I fully understand that I tend to lean toward a conservative cautious side when dealing with limited resources, so maybe this observation is just me. But one thing I'm noticing after an extended period of playing 5e now is that spells that require an attack roll are generally avoided during game play, and I was wondering if this were true for others as well.
The reason for this is because of the very limited number of spells you can cast, and if you miss, that slot is wasted. In our games, we easily have 3-5 full encounters before even a short rest is done, and 5-8 encounters before we can do a long rest. If you've only got a total of 6 spell slots, you really can't afford to waste them on a spell that requires an attack roll that you have a good chance on missing with. I'm finding that I almost never cast a spell requiring an attack roll unless I have advantage, or I am pretty sure I will hit (or if it's a cantrip of course).