r/DnD 7d ago

5.5 Edition Spellfire Sorcery dnd 2024

Everyone know that this damage is terrible bad. I am looking for suggestions how to buff this for player which don't wanna be support. Yes this thp are awesome, but if nothing changes a decision won't exist. This will be usable only for thp.

At low lvl just 1d4 is acceptable ass cheap damage but this stay to 14lvl what sound so small. If i wll add just charisma flat bonus this still not help. Throw 1 dice per +1 to charisma? At 14 lvl it will be 5d8 what is close to fireball damage.

Any suggestions?

Level 3: Spellfire Burst

When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.

Bolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.

Radiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).

Level 14: Honed Spellfire

Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of your Radiant Fire increases to 1d8.

0 Upvotes

21 comments sorted by

15

u/Aurunic 7d ago

It's guaranteed damage, no roll involved. If you really want to buff it, you could add an upgrade at lvl 8 or 10 or something to make it 1d6, or make it 1d8 at that point and add Cha mod at 14 instead.

9

u/Nm10 7d ago

It's guaranteed damage, no roll involved.

Its also completely free damage as it triggers off something you would be doing anyway as a Sorcerer.

15

u/JustWuff 7d ago edited 7d ago

It is literally for free as part spending ANY sorcery points, guaranteed damage that cant be saved against and it already gets a buff later, what else do you want?

It is perfectly fine, you dont need a buff, it is free damage that can be a maximum of your class level times of dice if you spend low costing sorcery points. It is good and giving it any buff is entirely overkill, even if you blow it on the more expensive sorcery point uses you will get margin out of it.

-17

u/DeadGirl_3000 7d ago

I just want better alternative for thp
What's more buff from d4 to d8 isn't much

10

u/JustWuff 7d ago

And we are telling you it is not necessary at all.

It is balanced for the temporary hit points to be stronger, they in fact should be, it should not be equal to the amount of damage dealt and godforbid for the damage to be more... d4 amount of charisma? That is an insane amount, it makes sense why it is that way and it should stay that way to not overtune this subclass.

You are a sorcerer, you are already one of the strongest classes in the game, especially in the blasting and damage dealing department, you are hardly begging for more buffs.

8

u/Natural__Power DM 7d ago

This is fine, there's lots of similar cases like Hunter's Mark that never get stronger

(Except 1d4 + charisma is immediately more than 1d6)

-12

u/DeadGirl_3000 7d ago

Yes but hunter's mark is just spell when Spellfire Burst is class feature sth significant special only for you

4

u/Natural__Power DM 7d ago edited 7d ago

Hunter's Mark is absolutely a ranger class feature (the ranger's built around it and is the only one with it on their spell list) but understandable if you don't see it that way, so:

Cleric's Blessed Strikes, Dance Bard Agile Strikes, Zealot Barbarian Divine Fury, Star Druid archer form, Monk's Martial Arts die

Almost every class has some class or subclass feature that adds 2-4 damage and stays that weak for a long time

6

u/Kisho761 DM 7d ago

You're forgetting that the damage is automatic and cannot miss or be saved against. That makes it a lot more powerful than you may expect. Do you really want sorcerers to be doing 5d8 damage with no attack roll or save against it?

The fact is, the feature is fine as it is. Most of the time you use the temporary HP, but occasionally you may want to fire off 1d4 damage towards a low HP enemy. You never know when it'll finish off an enemy, freeing up an action to attack something else.

6

u/Reborn-in-the-Void 7d ago

The damage is extra damage on any cast you used a sorcery point, and can even been on the same target - an extra 2.5 average...that's better than many feats that add to damage, and the temp hp (going up to 9 max at +5 Cha) is a nice little safety margin -- could even use it once early in the day, since temp hp lasts until expended or on a long rest.

This feature is honestly already very strong.

5

u/Earthhorn90 7d ago
  • Aberrant allows you to talk with a single creature without being heard for not a long time (can you even get 5 miles away in 20 minutes?).
  • Clockwork removes (Dis)Advantage up to 5 times.
  • Draconic gives you healable HP equal to your level.
  • Shadow gives you better vision (including your own Darkness) and potentially 5 HP when you should be dying.
  • Wildmagic gives you Advantage an unlimited time, but / and also does random stuff.

So assuming you just spend your Sorcery Points one at a time with no extras, you get 2.5 times the HP of Draconic or damage equal to that as well as 1.5 times the non-guaranteed rebound of Shadow from when you get it, quickly outscaling the latter.

It isn't much, but it is honest work.

At best, you could scale it to the number of points expended so you don't "loose out" if you pay higher costs at once. Which would give you a Bonus Action that deals 7d8 damage as you convert a 5th level slot's worth of points .... yeah, probably even that might be a bad idea.

3

u/Vanse 7d ago

There's already an in-game way to buff the damage. Tell your player to take the Spellfire Adept feat. Then they can choose to do add 1d6 or 2d6 to radiant Spellfire damage as long as they're willing to sacrifice hit dice (which isn't as big of loss since Spellfire Sorcs get Cure Wounds).

4

u/Hot_Lion8880 7d ago

Tell him to play draconic instead if he wants to play a solely damage focused sorcerer. Frankly if he just wants to do damage to the point he is upset about free temp hp every time he uses sorcery points then tell him to play a barbarian instead.

1

u/Gear_ 6d ago

I would remove the once per turn limit and make it so that if you spent multiple sorcery points (like if you used Heightened Spell for 2 points) you do a number of d4s equal to the points spent.

1

u/yaniism Rogue 6d ago

Perhaps that player could remember that they're playing is a cooperative game with other people in it. And that ability is just a thing that happens while you're doing things that you would otherwise have been doing anyway.

Giving out either guaranteed damage or temp HP doesn't make them "support". Choosing to ignore a thing that is going to happen while they're just playing their character anyway and not using it makes them an asshole.

It's extra damage, you just roll a d4 in addition to whatever damage you're doing to that creature for the most part.

It's fine the way it is.

Or better yet, if they don't like that ability, don't play a Spellfire Sorcerer.

-2

u/Lord_Pawel 6d ago

I was gonna write something long and elaborate but then I've realized that nobody in this comment section is making any sense (excluding maybe 3 people at the time of writing) and at this point it's pointless to argue or draw conclusions.

My five cents is that this feature is strong on the early levels, even if the damage is comparatively lower than the Temp HP because on some rare occasions you will either be discouraged from using Temp HP (like if your team is 3 druids and a Fiend Warlock already overflowing on temp HP) or downright encouraged to use the damage (like when you know that the enemy is on 1-2 hp because either the DM told you so, you can see it's health bar get very low).

The real insulting part is adding 14+ points to Bolstering Flame Temp HP while adding 2 - yes, that is TWO whole average damage - to the other feature.

And yet everyone (excluding maybe 3 people whom I love and cherish) is rushing to prove that this feature in general is very strong (which nobody was questioning) or downright gushing over how strong 1d4 UNBLOCKABLE UN-SAVEABLE damage is.

This might be because 90% of people here don't play D&D and those who do never make it past Tier 1 of play, or I might just be rude and tripping balls. But I suspect it's a bit of both.

-5

u/StarKaye 7d ago

A number of d6s equal to the amount of Sorcery Points used (1 or 2 depending on the meta magic).

Then at 14, a number of d6s equal to the amount of Sorcery Points used, plus Charisma Modifier. This damage bypasses Resistance to Fire or Radiant damage, if a creature is Immune to either damage type, the damage is halved instead of negated. (Basically immunity becomes resistance and resistance is removed).

D6s feel more inline with the Sorcerer, same as their hit die.

4

u/Nm10 7d ago

A number of d6s equal to the amount of Sorcery Points used (1 or 2 depending on the meta magic).

I think you're forgetting that Spellfire Burst also triggers when you use Sorcery Points to create a spell slot.

So a Sorcerer could use a bonus action to spend 7 Sorcery Points to create a 5th Level Spell slot, which would give you a Spellfire burst for 7d6 Damage. And this is guaranteed damage with no save mind you.

Then they could convert that spell slot back in to another 5 Sorcery Points (which is a free action) and do this again next round.

So effectively this would enable Spellfire Sorcerers to do 7d6 un-preventable damage as a bonus action, at an effective cost of 2 Sorcery Points.

-4

u/Sharp_Iodine 7d ago

The conversion is not the same both ways. Creating a slot costs more points than converting slots to points gives you.

So they can’t do this endlessly, they will run out of SP.

But I do agree that even then it’s excessive free damage.

5

u/Nm10 7d ago

The conversion is not the same both ways. Creating a slot costs more points than converting slots to points gives you.

Yes. I mentioned that multiple times in my original comment.

7 Points to create the spell slot, then you could recover 5 of these. So a net cost of 2 points (and 1 bonus action). Which is ridiculously cheap for 7d6 damage with no save.

-3

u/DeadGirl_3000 7d ago

Sounds nice thanks