Does Witch Bolt deal the added 1d12 damage on the turn that it’s cast?

Assuming that Witch bolt is cast at 1st level and hits the target would the target take 2d12 damage in that turn because its the beginning of the spell’s duration and

"on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically."

or does it take effect the turn after you cast it?

Can Witch Bolt be repeatedly activated through a Wizard Scribe’s Manifest Mind ability?

The Scribe subclass of the Wizard has the "Manifest Mind" feature, creating a manifested spectral mind that can be moved by the Wizard as a bonus action. Additionally, the Wizard can cast spells through the spectral mind :

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses.

This allows the Scribe to cast spell remotely through the spectral mind .

The spell Witch Bolt can be cast through spectral mind , but it is not clear to me if it’s damage can be repeated if the spectral mind is within 30 feet, but the Wizard himself is more than 30 feet away.

The problematic part of Witch Bolt is the following:

The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

Is the target is outside the range, if the spectral mind is within 30 feet of the target, but the Wizard isn’t?

Is there a way for a Hex Channeler Witch to gain access to the Displacement spell?

Is there a way for a Witch with the Hex Channeler archetype to have Displacement on her spell list?

For my purpose, I’m dealing with an NPC. I can make changes to the Witch Patron, Feats, Skills, and Archetypes (as long as she retains the Hex Channeler’s ability to channel negative energy offensively). However, I can’t change the NPC’s gear much – if the PCs kill her, they’ll get enough gear without adding a Ring of Spell Storing on top of everything else.

While I could just give a witch the spell via GM fiat, I don’t want to in this case. My players are very interested in character builds and are likely to ask how the NPC worked. Since one or more PCs might die in the fight, I’d prefer to avoid answering "it’s not really possible".

Does the Witch Bolt spell end if you use a bonus action, reaction, or movement (remaining within the spell’s range)?

The obvious things are:

  • ending it voluntarily
  • losing concentration
  • breaking the tether with range or cover
  • using a normal action on your turn for something other than witch bolt

What isn’t specified is whether or not the spell ends when you use a bonus action, movement or reaction. I would assume that reactions would be fine because they are quick spells and not on your turn. Movement is generally not considered an action in 5e afaik, so it seems fine too. The description is less clear about bonus actions however, because they occur on your turn and witch bolt states

On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

BUT Bonus actions are fast and often without a somatic/verbal component, and most cases in the PHB refer to the normal action as "your action". Also, the action required for witch bolt is NOT casting a spell and so the "bonus spell + cantrip" rule is not applicable here. Witch bolt is presumably taking a mental effort to maintain, such that I wouldn’t be able to cast another normal action spell without losing focus on the beam, but for something like misty step, with only a verbal component and taking minimal effort (especially if it’s a wizard spell-mastery spell), it seems to me like it would be possible.

Anyone know if there’s an official ruling for this, or is it entirely up to the DM? If I were a DM I’d rule that it’s allowed, since it requires giving up your standard action, and you’re still limited to the 30ft tether AND line of sight, AND concentration, AND spell slots if you’re not a lvl 18 wizard. Compared to a high level blastlock hitting for 4d10+20+knockback with eblast each turn, with a cantrip that would allow a bonus spell on your turn and a reaction spell on someone else’s turn, witch bolt with bonus action and reaction (now that I think about the math) still seems underpowered at high levels. (especially now that I realize that subsequent turns don’t add the extra damage from a higher lvl spell slot. A lot of text for something not terrible useful. Still curious though.

TL:DR Can I maintain witch bolt on a target and move normally and use my bonus action to teleport around with misty step (provided I maintain line of sight and tether range), while using my reactions on enemy creature’s turns for counterspell or shield?

Witch Character Concept [closed]

I am going to be playing in a Tomb of Annihilation game and I wanted to play a kind of witch/shaman native of Chult. How would you go about doing this? What I kind of have in mind is a Tiefling (rebranded as a witch human) Druid/Warlock. The reason I chose tiefling is I’d like the witch to have some sort of innate magic, as well as resistance to fire (and I later plan to take Infernal Constitution from XGtE for other resistances as well) My leveling would be something like Lock 8 Druid 3 at the end. Do you have any other suggestions? If not, what spells would you use for a witch?

To clarify, what I am looking for is a sort of creepy shaman from the jungle, who the tribes folk would go to for healing or to hire to curse an enemy. Think Calypso from Pirates of the Caribbean.

Does the Tempest domain’s Destructive Wrath maximize ongoing damage from a twinned Witch Bolt?

I have a multiclass tempest cleric/sorcerer.

If I twin Witch Bolt and then use Channel Divinity: Destructive Wrath, which allows me to deal max thunder or lightning damage, are both bolts impacted? I assume I can concentrate on both because it is one spell casting but is the lingering effect of witch bolt also maximized?