You unleash a string of insults laced with subtle enchantments at a creature you’ll see within range. If the target can hear you (though it needn’t understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have an obstacle on consecutive attack roll it makes before the top of its next turn. This spell’s damage increases by 1d4 once you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).
Vicious Mockery 5e
Vicious Mockery is one among the simplest attack cantrips from levels 1-4. Maybe the simplest. Compare it to Firebolt or Eldritch Blast. Vicious Mockery represents a tenth loss in damage per round during this scenario. That single spell saved the lifetime of party members numerous times that it’s impossible to count all of them. That spell is just great. Damage and disadvantage imposition is just too good to ignore. If you think about only the damage, that spell isn’t that great. it’s only you’re taking the disadvantage under consideration that the spell shines. Most heavy hitters have just one attack. This spell saves tons of dmg.
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Classes: Bard
Vicious Mockery may be a perfect filler for a tactical hole in Bard’s arsenal, which mainly becomes apparent once you examine Shakespeare in older editions of D&D versus Shakespeare in the 5th edition.
Bards in Pathfinder and 3rd edition D&D have a nasty habit of going, “I sing again,” then trying and failing to hit enemies with a rapier during all those turns where a spell isn’t involved. It’s boring, it puts them in disproportionate danger relative to the advantage of hitting something, and therefore the better part of getting Shakespeare on the sector in these instances may be a completely passive bonus that they broadcast to the party, not something due to the player’s decisions.
Even when their rapier skills are up to snuff, tons of the time there are often issues closing distances before having the ability to land successfully, and Bards aren’t exactly filled with attack spells. That leaves them either fumbling with a brief bow or… just spending a turn going, “I sing again and move closer” while all their buddies actually get to contribute to moving the encounter forward.
It’s imposed through a Wisdom save rather than an attack roll, so most enemies that are either too covered during a plate or too agile for a Bard to hit with a physical attack are getting to be tons easier to hit with Vicious Mockery than with a rapier. It’s only chip damage, but it moves the fight forward tons better than consistently missing attack rolls against physically superior opponents.
These spells have the subsequent additional effects: targets an adjacent creature, creates one square of the persistent wall for a moment with concentration, causes disadvantage on ensuing weapon attack roll (almost an equivalent effect as Vicious Mockery), reduces speed by 10 ft for one round, attack ignores ALL cover, bonus damage against damaged foes.
The weakest of these is perhaps slow. Its usefulness is extremely situational. The bonus damage on the first it’s also situational, just not as much. The adjacent creature’s target is pretty situational, as things should move far away from one another once they see it happen. and that I don’t think any of our clerics (me included) knew about the Sacred Flame additional effect has honestly never come up in the least in our game, and one among our clerics has it.