D&D 5E - A slight tweak to the new UA spell: Chaos Bolt

July 2024 ยท 3 minute read
So as most everyone here know, there was a recent UA that provided some new cantrips and 1st level spells. One of the cooler one IMO was Chaos Bolt. It provided a neat new mechanic. All the way up until the end, when suddenly it fizzled out. Normally the spell deal 2d8 damage die. Most spells deal more of the same type of damage die when cast at higher levels, except Chaos Bolt, which gain 1d6 per spell level. Now I understand their reasoning. It allows you to differentiate the d8s for picking the damage type, and also places a limits on the jump to a new target when two of the same number are rolled. But I think they should have just went with it! That possibility to leap to a new target is the best part about the spell, and I think pumping it with a higher level slot should make that more likely. So I tweaked the spell a bit as follows. I'd appreciate your thoughts.

Chaos Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below.

d8 - DamageType
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Poison
7 - Psychic
8 - Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by this mass of chaotic energy.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial target takes extra damage equal to 1d8 for each slot above 1st. You may choose the damage based on any d8 rolled. Regardless of the number of dice rolled, rolling two of the same number results in a leap to a new target. However, each leap deals one damage dice less, to a minimum of 2d8.

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I believe this new take allows greater flexibility and also encourages the spell to be better at doing the cool thing it is meant to do. What are your thoughts?

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