NOTE: This is not a Feat, this is a Metamagic option available to Sorcerers. DDB doesn't have a class feature homebrew option, without me having to make it a separate subclass and I can't be bothered to add all the Dragon types (Chaos, Adamantine, Ethereal, Shadow, etc.) to Dragonblood Sorcerer and Dragonborn and add this.
You've learned how to pour the most power into your spells, though it takes a lot out of you, it is magnificent to behold!
You may spend 3 Sorcery Points to boost the damage/healing of one spell (including cantrips) to maximum. This applies to all spell damage/healing a spell can do. A 3rd Level Fireball spells does 8d6 damage normally, and does 48 damage when maximized. Eldritch Blast, cast by a Level 20 Sorcerer fires 4 times at up to 4 separate creatures. When Maximized all successful attacks deal maximum damage.
In short, all damage done is maximized, and all healing done is maximized as well.
NOTE: please leave comments to let me know if I should adjust Sorcery Point cost. This is more powerful than Empower Spell, hence the highest cost. I mean, casting a 9th Level Fireball does 14d6 (84 max damage) to everything in it's radius that fails the save.
Adapted Maximize Spell Metamagic from 3.0/3.5e to 5e
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Posted Dec 17, 2019Seriously? No comments? But no one's added it... is it too powerful? Is it not powerful enough? Is the wording confusing? Let me know so I can tweak it, guys!
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Posted May 31, 2020I love it but as someone who usually plays Spellcasters and would happily cause havoc with thise moption, I think it's too powerful.
I would potentially say that it costs the level of the spell +2 sorcery points because that will prevent someone using like a 9th level spell with this too often. Like meteor swarm with max damage would do 240 damage to every person in the area of effect which is obscenely powerful and the cost should reflect that. 11 sorcery points would make me think hard about whether it was worth it. 3 would not
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Posted Oct 30, 2020Only feed back I could give is that Chaos Bolt and this would just wipe the floor with low level mobs.
2d8+1d6 = 22 Thunder Damage at max rolls on the D8's.
When you roll the same number on the D8's and you will with this as they are counted as the damage dice, you can target another within 30ft of the first/previous target. This would just keep going off until you either decide to not hit something or just run out of targets (Only able to target each mob once.)
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Posted Feb 17, 2021I should have specified it applies to only the initial damage. Not, say, the extra damage dealt by Witchbolt, unless you spend another 3 Sorcerery Points per trigger of the spell. That's on me 100%, but, hey, that's why this is only the 1st version, and I wanted feedback on it.
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Posted Feb 17, 2021@Lamp1nator
I see what you're saying, however, I disagree. Sorcerers are sorely lacking in....... well, every way compared to Wizards. The only thing they get is Metamagics. This gives you a more of a reason to play a Sorcerer, making them leagues stronger, though their selection of spells is still restrained. I will look into bumping up the Sorcery Point requirements, but Spell Level +2 is a bit much for me.
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Posted Aug 18, 2021This is interesting. I feel like 3 Sorcery points is way to low for high level spells. I think I would make it something like;
"After a spell is cast, but before you roll damage, you may state how many Sorcery Points you wish to spend up to the number of damage dice to be rolled, with a minimum of 2 points. Once damage is rolled, you may then change that number of dice to their maximum."
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Posted Aug 29, 2021I don't hate that idea, but again, Sorcerers are lacking in virtually every way to Wizards. Both in sheer flexibility, and in amount of spells known. Which seems like the same thing, and in most cases is, but if you're running a pure Evocation Wizard, you're just innately better than a Sorcerer at dealing damage. You can, with enough time and GP, learn every single Evocation spell in 5e, Official, 3rd Party, or Homebrew, which means you have waaayyy more options to use than a Sorcerer will ever have. Bar none. This lets Sorcerers heal on par with Clerics (a bit better, actually in some cases) and deal damage in sheer numbers better than a Wizard, even though their flexibility is sorely lacking.
To further clarify my decision, looking at 3.5e (we don't talk about 4e), Sorcerers had the flexibility on Wizards in the moment. A Wizard had to sit down in the morning and decide "I'm gonna cast 2 Mage Armor, 3 Magic Missiles and.... 2 Burning Hands", and that's all they could cast that day. Sorcerers, with the same 3 spells known, and the same 7 spell slots, could choose to cast any of those 3 spells at any time, so long as they didn't exceed 7 1st Level Spells that day. So they could choose to cast a single Mage Armor, and then 6 Magic Missiles. Or 7 Burning Hands. Or............. I wanted to (at least try to) un**** the 5e Sorcerer, as there's really no reason to play a full Arcane Caster as a Sorc in 5e, when looking at abilities and potential on paper. Why gimp yourself when you can just play a Wizard and be the best Arcane Caster to ever Cast?