Artificer, Sorcerer, Wizard
Spell Attack Modifier
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|1st level||5th level||11th level||17th level|
Cantrip, Evocation, Damage, Fire
Level: Artificer (1), Sorcerer (1), Wizard (1), Eldritch Knight (3), Arcane Trickster (8), Bard (10, Magical Secrets)
Materials Required: None
Number of Targets: 1
Die Type: d10
Number of Dice: 1 (increased by 1 at 5th, 11th, and 17th level)
Damage Type: Fire
Damage On Successful Save: N/A
Statuses Inflicted: Ignites flammable, non-living objects that are not being carried or worn
Status Duration: Until put out
Affected By Cover: No
Who Can Cast Fire Bolt?
Artificers, Wizards, and Sorcerers can all take Fire Bolt at level 1 as Fire Bolt is a cantrip on their spell lists. Bards can take Fire Bolt when they reach level 10 and get access to Magical Secrets.
What Is Fire Bolt?
Fire Bolt is a damaging cantrip from the Evocation school of magic. It deals Fire damage on hit and ignites flammable objects so long as they are non-living and not being worn or carried.
When and Where Should I Cast Fire Bolt?
Fire Bolt is the primary damaging spell for low-level Wizards, Sorcerers, and Artificers. Its high base damage output and low resource cost make it a perfectly spammable damage option for players to nuke down small enemies.
Why Should I Take Fire Bolt?
It does so much damage for a cantrip. It is, by and far, one of the most reliable damage cantrips in the game so far.
Common Questions About Fire Bolt
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When I’m not writing about RPGs, I’m playing Dungeons & Dragons, Magic: the Gathering, Yu-Gi-Oh!, X-Wing miniatures, and many other lovingly-crafted tabletop games with the people I love.