I'm of the opinion that Witch Bolt kinda sucks. A hot take, to be sure. So I have two possible alternate versions. Which one is better at
- Actually being a spell someone would want to take and use
- While still being in line with other 1st level combat-type spells on the sorcerer/wizard/warlock list
Witch Bolt v2r1:
1st level evocation
Casting time: 1 action
Components: VSM (a twig from a tree that has been struck by lightning)
Range: 30ft
Duration: Concentration, up to 1 minuteA beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 2d6 lightning damage to the target automatically. The spell ends if the target has total cover from you at the end of your turn or if the target is further away than 120 ft at the end of your turn.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 and the additional damage increases by 1d6 for each slot level above 1st.
Intent: This is a "fix the numbers and make it a bit more flexible" version. No changes other than being a bonus action to re-up the damage, giving scaling re-up'd damage, and relaxing the "the spell ends if" conditions.
Witch Bolt v2r2:
1st level evocation
Casting time: 1 action
Components: VSM (a twig from a tree that has been struck by lightning)
Range: 30ft
Duration: Concentration, up to 1 minuteA beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d6 lightning damage to the target automatically. The target must make a Constitution saving throw each time it takes damage from this spell. On a failed save, the target’s speed is reduced to zero until the end of its next turn. On a success, the target’s speed is reduced by 10 ft until the end of its next turn. The spell ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 and the additional damage increases by 1d6 for each slot level above 1st.
Intent: This one drops the additional damage, but makes it a bonus action to re-up, while adding a movement debuff. Potential issue with multiple rolls. Goal here is less of "dealing damage" but adding in a control option.