Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Instantaneous
Damage Type: Acid
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Material Component:
powdered rhubarb leaf and an adder's stomach
Verbal Component:
Sie Sagittas Acidum
Verbal Component (Alternative):
From my hand, faster than a sparrow, fly forth and strike, this acid arrow.
Classes: Wizard, Rogue
Tags: Damage
Source: Player's Handbook [5th Edition] (page 259)
View Melf's Acid Arrow Spell Card
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Acid Effects
None of the acid spells mention water interaction in any way. In addition, the section in the PHB about underwater combat (pg. 198) doesn't mention anything about acid spells behaving differently in water. So officially, there are no rules amplifiying or diminishing the spell effects. In addition, Jeremy Crawford has made a comment regarding a fireball in water that relates to this subject, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."
As a DM, I would personally treat acid like fire, "Creatures and objects that are fully immersed in water have resistance to fire damage." (PHB p198)