Flame Arrows: Hot Penetration
Usable By: Artificer, Druid, Ranger, Sorcerer, Wizard
Spell Level: 3
School: Transmutation
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Review by Sam West, Twitter: @CrierKobold
Hex and Hunter's Mark are two build defining spells. Each are akin to class features in my eyes, as dealing 1d6 damage on hit encourages martial or attack based builds that continue attacking round after round. Flame Arrows comes in at 5th level as a neat support spell that can supplement those builds very well. If you’re the one firing, you probably never want to cast this. If you’re the full caster looking to play a damage support roll, this can be exceptional.
The absolute best case scenario with Flame Arrows is getting all 12d6 damage with a single 3rd level slot. In the upper tiers of play, this can be as few as two or three rounds. This can leave it in a space where you don’t even feel like it's that much of a burden on your concentration, and more so a prep spell for the first round or two of combat. This wildly improves its flexibility, and helps it fit onto more sheets because of it. Going into a fight with it already up can lead characters with higher initiatives (typically your ranged fighters and rangers) with 3-4d6 bonus damage for no extra actions. If you’re going after, you can freely cast a different concentration spell without feeling too bad, as if you weren’t going to use the slot anyway, it cost you functionally nothing. It can feel like free damage.
This support version of Flame Arrows really only applies to druids, sorcerers, and wizards. Artificers might not mind giving up their 3rd level slot for this, but in those moments you’re really going to want all twelve arrows connecting for damage, and want to be in a build where you’re supporting predominantly multi-attack ranged allies. If you’re a ranger, this is nearly uncastable. Hunter’s Mark will nearly always be better than this, as it costs you a 1st level slot for the same damage and duration with the major upside of lasting for more than twelve attacks. Because both take your concentration, there are next to no good reasons to prepare this, which is a shame. This absolutely could not take your concentration and be an exceptional addition to the class. Unlucky for rangers once again.
Most tables will never need Flame Arrows, nor care that they exist. If you’re the ranger looking to shake up your build and do some arcane archer nonsense, unfortunately this ain’t it. If you are playing the full caster who wants to support allies with their spells more than just deal massive damage in areas, Flame Arrows can supplement specific characters very well. That won’t be most tables, and you do have to wonder if you should just be casting something like Haste instead. If you want to feel like an enchanter, this gets you there.
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