It seems there is no true limit to the number of hounds a shadow magic sorcerer can summon in a given encounter (especially if given a few minutes to prepare). Here's how a pack of ill omens could work (assuming you want to devote everything to this plan):
Step 1: Convert spell slots into sorcery points. At 6th level, a sorcerer should have 4 first-level spells, 3 second-level spells, and 2 third-level spells. With an equal rate from spell slots to sorcery points, you could cash every slot available into gaining points. This gives you a total of 16 points, but you'll only need 15 to be efficient, so spare a 1st level slot.
Step 2: Add your original sorcery points to the total. Once you consider the original amount of 6 sorcery points, you now have a total of 21 sorcery points.
Step 3: Release the hounds. Now that you have 21 points to work with, you can summon 1 hound of ill omen each round for 7 rounds. For the next 4 minutes (and change) you have 7 hounds of ill omen in a pack ready to attack.
This plan works best on a non-adventuring day, where you are likely to have all of your resources at your disposal, prep time, and you are unlikely to need the remainder of your spell slots to protect yourself in a fight.
YOMP. Now that you are commanding a pack of ill omens, the poor soul that has been targeted is taking an average of 10 damage per hound each round. Yep - if every hound hits and deals average damage, you're looking at 70 damage per round against that creature. Make sure you pay attention to the chance of opportunity attacks against that target, too, since that's pretty deadly with this many hounds. That 70 damage could happen with their reactions if they each hit with opportunity attacks.
Just TRY to run. In the likely event that your target tries to run away, you'll soon realize that's not going to get them very far. Unless the target can Dash as a bonus action, their land speed is going to determine how far they can run from the hounds. Without provoking an attack, a normal human with a speed of 30 ft simply cannot outrun the hounds. If they do attempt to run with a Dash, that would provoke opportunity attacks. Should one attack hit, and the commoner fails their Strength save against the bite attack, their first speed of 30 is cut in half, making their getaway speed 45 ft instead of 60 ft. Well within biting range. You could even command one of them to grapple the target, since a grapple is considered part of the Attack action, and lock them in place, surrounded by 7 hounds.
Shadows on the Wall. One of the best pieces of advice I heard about these creatures is they CAN end their turns inside solid objects, like walls or even the floor. The 5 force damage they take from staying inside a solid object is a nice price to pay to avoid all damage (even from areas of effect like fireballs) because of the total cover. With the hound out of the way, feel free to blast with spells that force a saving throw and watch the target roll with disadvantage on something like hold person! With 37 HP when they are summoned and 3 temp HP, they can take that 5 force damage for 8 rounds!
SURPRISE! If you're familiar with the rule of surprise in 5e combat, you'll see where this is going. If your pack of ill omens (either individually or as a group) rolls higher in initiative than their target, and gain surprise, the target will not be able to react in the first round of combat. If their initiatives are higher than the target, that's two full rounds of combat that they can attack without the target getting a chance to fight or flee. If all 7 hounds are attacking and hit both rounds, that's an average of 140 damage. Oof, that's brutal - and that's not even considering if you kept a few spells to yourself for the attack. While the hounds can't use actions other than to attack, they do have a +4 stealth; if your DM allows passive Stealth, their score is 14 and likely to slip right past the common folk. Imagine looking through a window from over 100 ft away (using your darkvision) and summoning your hounds outside of the target's house. The scene would play out like a horror film, with the hounds phasing through the house's walls and attacking your sleeping target.
Anyway, I hope this helps some shadow magic sorcerers out there unlock the full summoning power of this subclass! I'm enjoying the possibilities for my own (CE) character as a shadow assassin who doesn't even have to be in the vicinity of her intended victim to kill them. Truly terrifying 😱💀
might be more than 10 damage per hound...the Dire wolf stats have pack tactics so get advantage on attacks if an ally is within 5ft, so if the target is surrounded or flanked its chomp, chomp, chomp, in addition to potentially knocking the target prone on a hit.
I'm picturing a sorcerer that looks like Monty Burns form the Simpsons...."release the hounds!"
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Haha, yeah - a friend of mine said this reminded him of Mr. Burns, too! I did a quick test with about 5 hounds attacking at advantage on Roll20 and got two misses and two crits. So you're definitely right about that. You could always save a 2nd level spell slot for Hold Person to guarantee those crits, and now you're easily doing over 100 damage a round on a paralyzed target!
As a note, your amount of current sorcery points held at any one time cannot exceed your maximum for your class level: which is 6 in your example. Both coverting slots to points and summoning the hound are bonus actions - so you cannot do both on the same turn. It will therefore take some time to get all the hounds created. During this time your enemy has to be in sight becaue you have to specifically target an enemy you can see at the time of summoning the hound - so you cannot make them in advance.
I'd rather just create one and cast Hold Person on the enemy while the hound is within 5 ft so the constant disadvantage makes it easier for the target to be stuck paralysed granting free advantage with auto-crit to your hound. THEN you focus on summoning another hound and watch the enemy get torn to shreds. Then convert some slots to points for later and move on to next encounter.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Another major consideration is the hounds must begin within 30 ft. of the target (though the target can be 120 ft. away, the hounds can technically be up to 150 ft. from you).
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It seems there is no true limit to the number of hounds a shadow magic sorcerer can summon in a given encounter (especially if given a few minutes to prepare). Here's how a pack of ill omens could work (assuming you want to devote everything to this plan):
Step 1: Convert spell slots into sorcery points. At 6th level, a sorcerer should have 4 first-level spells, 3 second-level spells, and 2 third-level spells. With an equal rate from spell slots to sorcery points, you could cash every slot available into gaining points. This gives you a total of 16 points, but you'll only need 15 to be efficient, so spare a 1st level slot.
Step 2: Add your original sorcery points to the total. Once you consider the original amount of 6 sorcery points, you now have a total of 21 sorcery points.
Step 3: Release the hounds. Now that you have 21 points to work with, you can summon 1 hound of ill omen each round for 7 rounds. For the next 4 minutes (and change) you have 7 hounds of ill omen in a pack ready to attack.
This plan works best on a non-adventuring day, where you are likely to have all of your resources at your disposal, prep time, and you are unlikely to need the remainder of your spell slots to protect yourself in a fight.
YOMP. Now that you are commanding a pack of ill omens, the poor soul that has been targeted is taking an average of 10 damage per hound each round. Yep - if every hound hits and deals average damage, you're looking at 70 damage per round against that creature. Make sure you pay attention to the chance of opportunity attacks against that target, too, since that's pretty deadly with this many hounds. That 70 damage could happen with their reactions if they each hit with opportunity attacks.
Just TRY to run. In the likely event that your target tries to run away, you'll soon realize that's not going to get them very far. Unless the target can Dash as a bonus action, their land speed is going to determine how far they can run from the hounds. Without provoking an attack, a normal human with a speed of 30 ft simply cannot outrun the hounds. If they do attempt to run with a Dash, that would provoke opportunity attacks. Should one attack hit, and the commoner fails their Strength save against the bite attack, their first speed of 30 is cut in half, making their getaway speed 45 ft instead of 60 ft. Well within biting range. You could even command one of them to grapple the target, since a grapple is considered part of the Attack action, and lock them in place, surrounded by 7 hounds.
Shadows on the Wall. One of the best pieces of advice I heard about these creatures is they CAN end their turns inside solid objects, like walls or even the floor. The 5 force damage they take from staying inside a solid object is a nice price to pay to avoid all damage (even from areas of effect like fireballs) because of the total cover. With the hound out of the way, feel free to blast with spells that force a saving throw and watch the target roll with disadvantage on something like hold person! With 37 HP when they are summoned and 3 temp HP, they can take that 5 force damage for 8 rounds!
SURPRISE! If you're familiar with the rule of surprise in 5e combat, you'll see where this is going. If your pack of ill omens (either individually or as a group) rolls higher in initiative than their target, and gain surprise, the target will not be able to react in the first round of combat. If their initiatives are higher than the target, that's two full rounds of combat that they can attack without the target getting a chance to fight or flee. If all 7 hounds are attacking and hit both rounds, that's an average of 140 damage. Oof, that's brutal - and that's not even considering if you kept a few spells to yourself for the attack. While the hounds can't use actions other than to attack, they do have a +4 stealth; if your DM allows passive Stealth, their score is 14 and likely to slip right past the common folk. Imagine looking through a window from over 100 ft away (using your darkvision) and summoning your hounds outside of the target's house. The scene would play out like a horror film, with the hounds phasing through the house's walls and attacking your sleeping target.
Anyway, I hope this helps some shadow magic sorcerers out there unlock the full summoning power of this subclass! I'm enjoying the possibilities for my own (CE) character as a shadow assassin who doesn't even have to be in the vicinity of her intended victim to kill them. Truly terrifying 😱💀
might be more than 10 damage per hound...the Dire wolf stats have pack tactics so get advantage on attacks if an ally is within 5ft, so if the target is surrounded or flanked its chomp, chomp, chomp, in addition to potentially knocking the target prone on a hit.
I'm picturing a sorcerer that looks like Monty Burns form the Simpsons...."release the hounds!"
Haha, yeah - a friend of mine said this reminded him of Mr. Burns, too! I did a quick test with about 5 hounds attacking at advantage on Roll20 and got two misses and two crits. So you're definitely right about that. You could always save a 2nd level spell slot for Hold Person to guarantee those crits, and now you're easily doing over 100 damage a round on a paralyzed target!
As a note, your amount of current sorcery points held at any one time cannot exceed your maximum for your class level: which is 6 in your example. Both coverting slots to points and summoning the hound are bonus actions - so you cannot do both on the same turn. It will therefore take some time to get all the hounds created. During this time your enemy has to be in sight becaue you have to specifically target an enemy you can see at the time of summoning the hound - so you cannot make them in advance.
I'd rather just create one and cast Hold Person on the enemy while the hound is within 5 ft so the constant disadvantage makes it easier for the target to be stuck paralysed granting free advantage with auto-crit to your hound. THEN you focus on summoning another hound and watch the enemy get torn to shreds. Then convert some slots to points for later and move on to next encounter.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Just don’t forget when you summon one, you have to choose a target within 120 feet. Each hound is a onesie.
Another major consideration is the hounds must begin within 30 ft. of the target (though the target can be 120 ft. away, the hounds can technically be up to 150 ft. from you).