What would be the ramifications of allowing a Wild Magic Sorcerer’s Bend Luck ability to scale with level?

I was wondering why a Wild Magic Sorcerer’s Bend Luck ability is always 2 sorcery points and a reaction to increase or reduce another creature’s attack roll, ability check or saving throw by 1d4.

I think it’s pretty wild (pun intended) that is does not scale with levels considering there’s another spellcaster class, Bards, that have a very similar ability with Bardic Inspiration.

Bardic Inspiration affects the same types of rolls (attack rolls, ability checks and saving throws), does not use a reaction (uses a bonus action instead) and players can hold onto their bardic inspiration for a moment of their choosing. Furthermore, Bardic Inspirations are their own unique resource (equal to Charisma modifier, minimum of 1) and best of all they scale with levels (starting as d6’s and ending as d12’s at level 15). After reaching 5th level, Font of Inspiration allows Bards to regain all their Bardic Inspirations after a short rest.

In comparison, Bend Luck is pretty pitiful.

  1. It costs 2 sorcery points (equivalent of a level 1 spell slot and also the resource required for using metamagic, basically the best part of being a Sorcerer).
  2. It is always a flat 1d4. The chance of a 1d4 being impactful diminishes as you level up & enemies get stronger.
  3. It uses your reaction, which can be super valuable for casting Shield, Counterspell, Featherfall etc.

The only real benefit I can see is that it can be used offensively, whereas Bardic Inspiration cannot.

My questions:

  1. Am I missing something? Have I accurately portrayed the usefulness of Bend Luck?
  2. If I’m not missing anything, is it reasonable to have Bend Luck scale with levels? (At 6th level, it becomes a 1d6, 11th level 1d8, 16th level 1d10, for example?)

Can Aberrant Mind Sorcerers upcast Psionic Spells using Sorcery points?

Aberrant Mind Sorcerers get Psionic Sorcery at L6:

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Can you cast these spells at a higher level, using more sorcery points? I.e., cast Arms of Hadar at L2 using 2 sorcery points?

Does the disadvantage on saves from Shadow Sorcerer’s Hound of Ill Omen feature persist beyond the first turn?

Shadow Sorcerer’s Hound of Ill Omen feature’s text reads:

…Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

I’m curious if against any spell you cast refers to the action of casting the spell, or the condition of having been a spell that you cast in any tense.

The difference being that a spell like Hold Person would only get disadvantage on the first saving throw with the first interpretation, but on all following saving throws with the second interpretation.

The only comparable feature that I know of is Heightened Spell, a Sorcerer metamagic, that reads:

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

This feature is clear in its intent, that only the initial saving throw against any spell is affected and given disadvantage.

The lack of clarification on Hound of Ill Omen makes me wary of which way to rule.

What’s behind the widespread negative response to Wild Sorcerers, and how can I ensure they’re fun at my table?

I’m just starting to get into D&D 5e. Magic classes in particular fascinate me, and the one that caught my eye the most is the wild sorcerer. Or, rather, the concept did. The mechanics of the design itself seem particularly lackluster when compared to every other magic class I’ve looked at.

After quite a bit of searching, it seems I’m not alone in this observation. All over the place, people insist that wild sorcerers are unbalanced/underwhelming/generally unwanted. But I haven’t really seen any explanations of what exactly makes them this way, compared to other classes.

I’m now looking at attempting to DM a game with a bunch of other newbies, and trying to figure the game out as a group. One of my players will likely want to play a wild sorcerer. I’m interested in seeing how that plays out in RAW, but more importantly, I want the players to have fun.

I’m new and inexperienced. What should I look out for in the Wild Sorcerer when considering balance, or fun? Are there any gaping flaws in practice for the wild sorcerer’s design?

Right now I’m considering using the existing mechanics, but supplementing them with a secondary system of character progression that slowly takes the sorcerer from fearing their magic that’s unpredictable, to having some, but not total, control over it. Basically there’s a chaos level that increases and decreases based on player ability/spell usage. High chaos means more wild surges, low means less. To get the most out of the design, you have to balance the chaos level (in theory).

Note, I’m well-aware that I should probably stick to RAW during the learning phase. But as someone that works in gaming, I’m also aware that mechanics typically function differently in practice than in theory, and so I want to be prepared for any known “in-practice” shortcomings.

It sounds like the main ones are how often a surge happens (GM overhead, chance of anything happening at all), and exactly what happens (more flavor vs more functionality, which is up to what you want from the game). Both answers were solid, but I’m going with Icy’s, since it approached the question more specifically targeting the Wild Sorcerer’s in-practice functionality with examples and edge cases.

How does the Flames of Phlegethos racial feat interact with the sorcerer’s Metamagic option Empowered Spell?

If I have both the Flames of Phlegethos feat and the sorcerer’s Metamagic option Empowered Spell, can I re-roll the same die twice?

The description of the second benefit of the Flames of Phlegethos tiefling racial feat says (XGtE, p. 74):

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

The description of the sorcerer’s Metamagic option Empowered Spell reads (PHB, p. 102):

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Can you re-roll the same die with both features, or only once? That is, if you re-roll a die with one of these abilities, does the other ability let you re-roll it?

The "You must use the new roll" makes it sound like you cannot, but in general abilities can can override how other abilities work. Is the "keeping the new roll" restriction limited to re-rolls from that ability, or does it apply to all re-rolls from any source?

There is another interpretation of "You must use the new roll." There is a feat called Savage Attacker which reads:

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

If you compare this to the language in the previous two abilities, you see that the "re-roll and must use the new roll" could be viewed as the alternate to "re-roll and use either roll", and therefore imposes no restriction on other features re-rolling the die.

What are some good feats for sorcerer’s from current or any other previous versions of Dnd? [closed]

I am playing a shadar kai, Giant Soul(strom) sorcerer(level 06).
I took the crossbrow experties feat at level 1.
I have +4 mod on both Dex and Cha, and a +3 mod on Con. (I have +6 bonus on Con saves).
With haste, shield, absorb element and shadar kai’s necrotic damage resistance I fight in melee.

My my usual attack pattern is-
1.Go in mele use shocking grasp
2.haste atk-use a hand crossbow
3.bonus action-another hand crossbow atk(Through crossbow experties feat)

Why min-maxing? Because eveeryone in the party does. If I don’t I will feel useless in combat. The DM has allwed a lot of previous version material to the other players.

I have already thought of war caster, but with the defence I have conscentration is not a big problem. Also, if shocking grasp hits I can back off without provoking opportunity attack and have the 60′ movement due to haste.

With this build of mine what would be the best feat for me(any verion/any book)?

Does the Pyromancer sorcerer’s Fiery Soul feature work with the Elemental Adept feat (fire damage) to effectively ignore immunity as well?

The Pyromancer sorcerous origin from Plane Shift: Kaladesh gains the Fiery Soul feature at 18th level. Part of its description says:

[…] any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

The Elemental Adept (Fire) feat says (PHB, p. 166):

Spells you cast ignore resistance to fire damage.

Would these two stack together to allow the user to completely ignore fire immunity (so Fiery Soul treats the immunity as resistance, and then Elemental Adept further allows you to ignore that)?
Or would Elemental Adept be useless to a pyromancer at 18th level, as they can already ignore resistances?

Can multi-classing improve a sorcerer’s solo-potential?


Can multi-classing improve a sorcerer’s solo-potential?

And how should I do this?

My friend has started a new series of 3.5 D&D sessions where I have been leveling my half-elf sorceress.

Due to in-game events and elaborate RP, my character has been forced to solo a lot, and will probably keep doing so with only occasionally teaming up with others. She is currently level 6, and the rest of the PC’s are level 4. In order to tome her XP-gain down, she has Craft Wondrous Items.

Now, I have been considering multi-classing in order to improve my solo-potential. I can dish out enough damage already as a sorcerer, but I can barely take any hits. I wonder if multi-classing could improve my survivability. For example, taking a level in a healing-class for some self-healing.

However, I have done my research and everyone says NOT to multi-class a caster-class, in order to prevent falling behind. However, because the party has fallen behind instead, would that make multi-classing more viable? If so, what class could successfully fulfill my needs?

Beyond this point, I will explain some details about the situation for those that are interested.

We only use the PHB, the rest is done custom. (I.E. monsters, magic items, etc.)

The setting is custom, just like the bosses. They are no normal monsters, instead customly created creatures that either have a specific way to get beaten or have special abilities that can be countered in a smart way. Their health almost always exceeds 100 HP, but up until now none of them have turned out to be too difficult or easy for us, due to the mechanics.

It is also not sure if we will quit this series of sessions either very soon or far beyond level 20, but we do not plan on stopping at level 20 itself, so it’s not like I will lose sorcerer-levels with this decision. I also won’t fall behind, because I have two more levels than the rest of the party.

The sessions mainly consist of RP and boss-battles, with surprisingly less dungeon-crawling.


Character: (extremely narrowed down)

Level 6 half-elf sorcerer, chaotic neutral.
STR 8; DEX 18; CON 14; INT 14; WIS 13; CHA 18

Feats can be changed.

Spells:
Level 0

  • Detect Magic
  • Dancing Lights
  • Touch of Fatigue
  • Mending
  • Message
  • Prestidigitation
  • Resistance
  • Detect Poison

Level 1

  • Shield (I have armour that gives no ASF, hence why I choose Shield.)
  • Charm Person
  • Shocking Grasp
  • Feather Fall
  • Grease
  • Identify

Level 2

  • Command Undead (I have a corpse-holding cloak.)
  • Spectral Hand
  • See Invisibility

Level 3

  • Fireball
  • Vampiric Touch

Besides spells, has several daggers at her disposal.


If you need more information, let me know.

How do spell components work in regards to the UA Psionic Soul Sorcerer’s Psychic Sorcery ability?

The UA Psionic Soul Sorcerer has the following Psionic Talent option:

Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

(Emphasis Mine)

This strikes me as confusing due to how the player’s handbook describes spell components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell

I had assumed that you needed to be able to provide the components before attempting to cast the spell, but the wording on the subtle spell metamagic begs to differ

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

According to This Answer this metamagic allows you to cast it without being able to provide the components if you cast it using the subtle spell metamagic. However, comparing this to the UA we see a problem. The psychic sorcery ability activates at the same time, but isn’t guaranteed to make the spell castable necessarily, so that brings me to my question

Can you attempt to cast a spell without having the needed components by using this psionic talent option, and if you don’t succeed on the roll and find yourself needing to provide components that you can’t provide, what happens to the casting?

(Note additionally that if you cast a lv 1 spell or a cantrip it’s functionally guaranteed to succeed by not from a rules perspective if that matters to the answer)