Those pips are your spell slots for spells of that level. Under the spell icons, you can see white pips. When you click the spellcasting button, you see your spells grouped by spell level. For each spell level, you have a number of spell slots. Spell slots are basically what you are calling mana. I generally consider twinned and empowered as the best options, although if you are going for a control type sorcerer heightened is very powerfull, if expensive. Twinned spell: Hit 1 extra target with spell, only counts with single target spells (1 sp*Spell level ) Quickened spell: cast spell with bonus action rather than main (2 sp) Heightened spell: Forces target to re-roll save at disadvantage (3 sp) When you cast a spell which can be altered by one of the your metamagic feats you get a popup asking if you want to apply the feat to that spell.Ĭarefull spell: allies in target area autmatically save (1 SP)ĭistant Spell: Double range or make touch spell 30' range (1sp)Įmpowered Spell: Re-roll all 1's and 2' on damage dice, but only once (1sp)Įxtended Spell: double duration of spell (1 sp) At level 3 you get to choose 2 metamagic feats out of a list of several, you will get a third at level 10. Metamagic feats alter spells as you cast them in various ways. The second thing you can use sorcery points for is metamagic feats. Note that you can go the other way as well, converting spell slots back into sorcery points, but that won't have any value until you get the the second use of SP's. This is the first function of sorcery points. When you convert sorcery points to spell slots you either refresh a used slot of the chosen level or if you haven't cast any spells of that level you get an extra temporary slot that goes away as soon as you use it. As long as you have grey bars you can cast any spell of that level that you know. When you cast a spell, one of the bars will be X'ed over and when you run out of bars you have cast your limit of that level of spells. Each block of spells will have the icons representing the spells you know on the top with a number of grey bars below on the right of the icons (with the infinity sign for cantrips). You can also see the bars in the cast window of the main view if you select your sorcerer and hit c or click on the cast spell button. The spell icons are the spells you 'know' and can cast, the bars are the number of spells you can cast of that level, generally referred to as slots or spell slots. Each block has several spell icons below the numeral and several bars under the word slots. You should blocks of spell icons for each level - cantrip, I (Level 1), II (Level 2), etc. Go into your characters inventory and then to the 'sorcerer spells' tab. Or Use an Object action.(Note: This next paragraph is a little pedantic so please don't take it as an insult, I have no way to know what your level of DnD 5e knowledge is so I like to cover all bases) That action can be used only to take theĪttack (one weapon attack only), Dash, Disengage, Hide, Saving throws, and it gains an additional action on each Gains a +2 bonus to AC, it has an advantage on Dexterity Until the spell ends, the target’s speed is doubled, it Haste: Choose a willing creature that you can see within range. You can spend 2 sorcery points to change the casting Quicken: When you cast a spell that has a casting time of 1 action, I believe that would be two spells and a melee attack, or one of the other Haste actions? Is there a caveat with the bonus action? I heard you can only cast a cantrip on the bonus action, but haven't found it yet in the PHB. This grants an action under these specific rules: Attack (one weapon attack only), Dash, Disengage, Hide, If an action + movement is taken, and a quickened spell is taken as a bonus action, and the quicken spell is Haste. Action + Bonus Action + Special Haste Action?
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