Also... "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn." Does this mean you have to be able to have 5 sorcery point total in the first place (5 levels in Sorcerer) in order to get all 5 point back?
You would have to be a level 5 sorcerer to get all 5 back since you can never get back more than you actually have. It's a little unclear on what happens if you aren't at that level. I would rule that you get back up to 5 points so if you are a level 3 sorcerer and have the Bloodwell Vial you would get 3 points back but I don't know if that is an accurate reading. It would probably be up to the DM who might not let you have it until after you hit Level 5 anyway.
While I wish WoTC had just given sorcerers some sort of Arcane recovery, this is a nice item for DMs to reward the sorcerers in the party with.
Also... "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn." Does this mean you have to be able to have 5 sorcery point total in the first place (5 levels in Sorcerer) in order to get all 5 point back?
No, you have to spend a Hit Dice. Second wind is not a Hit Dice. It would work with dwarven fortitude tho as that does spend a HD.
Sorc lvl 3 is enough for maximum 5 sorcery points with the new metamagic adept feat (either with lvl 4 in another class or by playing variant human). Just saying to keep the thread up to date.
Question comes up to can you spend a hit die if your at full hp to trigger the vial? Or does the sorcerer now need to become emo and start cutting themself to use the vial if at full hp?
Yes and no. In order to regain hit points, you have to be missing them. However, it would be super easy (and thematic) to just cut your hand with a dagger to deal yourself X damage, as a blood sacrifice, then use a hit dice to activate the ability. It's like weapon swapping in that there exists a super simple workaround by RAW and so DMs generally ignore the rule. In the end, you can ultimately just choose to burn a hit dice, but I'd require you be missing HP first.
You would have to be a level 5 sorcerer to get all 5 back since you can never get back more than you actually have. It's a little unclear on what happens if you aren't at that level. I would rule that you get back up to 5 points so if you are a level 3 sorcerer and have the Bloodwell Vial you would get 3 points back but I don't know if that is an accurate reading. It would probably be up to the DM who might not let you have it until after you hit Level 5 anyway.
While I wish WoTC had just given sorcerers some sort of Arcane recovery, this is a nice item for DMs to reward the sorcerers in the party with.
Sorcerer's do have a form of arcane recovery... it's just not the most cost effective because difference in conversion costs so it is mostly ignored. But every Sorcerer gains the ability to turn sorcery points into spell slots. The cost is just higher than the conversion of spell slots into sorcery points.
Question comes up to can you spend a hit die if your at full hp to trigger the vial? Or does the sorcerer now need to become emo and start cutting themself to use the vial if at full hp?
The vial is triggered by spending the hit die, not by healing. You can spend a hit die to heal as part of a short rest even while at full health. So no, you don't have to cut yourself to activate the vial.
To answer OP's question: the rule limiting you to X sorcery points is Font Of Magic. This means the RAW works like this:
A level 5+ Sorcerer with no points remaining can use the vial to recover to 5, no problem.
A level 2 sorcerer with no points remaining can use the vial to recover to 2.
A level 1 sorcerer with the Metamagic Adept feat has an additional 2 sorcery points that, without a house rule, are only available at level 1: as of level 2, Font of Magic will strip the feat's points away. Such a character using a vial has no rule on them limiting them to any number of sorcery points - that's Font of Magic, which doesn't occur until level 2. There might be some question about the word "regain", so there's a (frankly good, imho) opinion that full synergy can't be achieved until the sorcerer has spent at least 5 sorcery points in their lifetime, but by that point, you can definitely use the vial to "regain" the spent 5 and no rule in the game will stop you from getting all 5. Further, no rule in the game caps these points or removes them - you can long rest and keep them, for example. Because, again, the word "regain" is tricky, there's a good argument that your vial cap is the number of points you've ever spent. With that caveat, you can use a vial to gain 5 sorcery points per day (well, per dawn) without any other limit. If left alone for enough downtime, you can reach as many points on your character as you like. If your GM is enforcing the dictionary definition of regain, every day you can spend 2 points the feat generates to add to your cap, and every time the cap is at least 5, you can turn those into real points via the vial. There's math involved if you try to do this in a number of days which is not a multiple of 5, but e.g. in 5 days you can just add 10 points to your character.
Question comes up to can you spend a hit die if your at full hp to trigger the vial? Or does the sorcerer now need to become emo and start cutting themself to use the vial if at full hp?
The vial is triggered by spending the hit die, not by healing. You can spend a hit die to heal as part of a short rest even while at full health. So no, you don't have to cut yourself to activate the vial.
To answer OP's question: the rule limiting you to X sorcery points is Font Of Magic. This means the RAW works like this:
A level 5+ Sorcerer with no points remaining can use the vial to recover to 5, no problem.
A level 2 sorcerer with no points remaining can use the vial to recover to 2.
A level 1 sorcerer with the Metamagic Adept feat has an additional 2 sorcery points that, without a house rule, are only available at level 1: as of level 2, Font of Magic will strip the feat's points away. Such a character using a vial has no rule on them limiting them to any number of sorcery points - that's Font of Magic, which doesn't occur until level 2. There might be some question about the word "regain", so there's a (frankly good, imho) opinion that full synergy can't be achieved until the sorcerer has spent at least 5 sorcery points in their lifetime, but by that point, you can definitely use the vial to "regain" the spent 5 and no rule in the game will stop you from getting all 5. Further, no rule in the game caps these points or removes them - you can long rest and keep them, for example. Because, again, the word "regain" is tricky, there's a good argument that your vial cap is the number of points you've ever spent. With that caveat, you can use a vial to gain 5 sorcery points per day (well, per dawn) without any other limit. If left alone for enough downtime, you can reach as many points on your character as you like. If your GM is enforcing the dictionary definition of regain, every day you can spend 2 points the feat generates to add to your cap, and every time the cap is at least 5, you can turn those into real points via the vial. There's math involved if you try to do this in a number of days which is not a multiple of 5, but e.g. in 5 days you can just add 10 points to your character.
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
There's no wording in the feat for specific to beat general. Here's the rule from Font of Magic:
You can never have more sorcery points than shown on the table for your level.
Metamagic Adept has no text in it overriding this rule. It gives you 2 sorcery points and says these are added to your points from another source, but it has no text in it at all saying the two points it gives you that stack with other points also raise your maximum number of points by 2.
You can almost certainly convince a GM to rule in your favor that the feat should raise your cap by 2, but RAW, it does not. A GM could just as easily rule that you can "bank" the Adept points and pull them out after Short Resting. Both rulings are roughly equivalent violations of the RAW.
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
There's no wording in the feat for specific to beat general. Here's the rule from Font of Magic:
You can never have more sorcery points than shown on the table for your level.
Metamagic Adept has no text in it overriding this rule. It gives you 2 sorcery points and says these are added to your points from another source, but it has no text in it at all saying the two points it gives you that stack with other points also raise your maximum number of points by 2.
You can almost certainly convince a GM to rule in your favor that the feat should raise your cap by 2, but RAW, it does not. A GM could just as easily rule that you can "bank" the Adept points and pull them out after Short Resting. Both rulings are roughly equivalent violations of the RAW.
It doesn't does it?
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Then how come when I copy and paste the exact feat (seen above) The Feat does exactly that in the second bullet point?
Question comes up to can you spend a hit die if your at full hp to trigger the vial? Or does the sorcerer now need to become emo and start cutting themself to use the vial if at full hp?
The vial is triggered by spending the hit die, not by healing. You can spend a hit die to heal as part of a short rest even while at full health. So no, you don't have to cut yourself to activate the vial.
To answer OP's question: the rule limiting you to X sorcery points is Font Of Magic. This means the RAW works like this:
A level 5+ Sorcerer with no points remaining can use the vial to recover to 5, no problem.
A level 2 sorcerer with no points remaining can use the vial to recover to 2.
A level 1 sorcerer with the Metamagic Adept feat has an additional 2 sorcery points that, without a house rule, are only available at level 1: as of level 2, Font of Magic will strip the feat's points away. Such a character using a vial has no rule on them limiting them to any number of sorcery points - that's Font of Magic, which doesn't occur until level 2. There might be some question about the word "regain", so there's a (frankly good, imho) opinion that full synergy can't be achieved until the sorcerer has spent at least 5 sorcery points in their lifetime, but by that point, you can definitely use the vial to "regain" the spent 5 and no rule in the game will stop you from getting all 5. Further, no rule in the game caps these points or removes them - you can long rest and keep them, for example. Because, again, the word "regain" is tricky, there's a good argument that your vial cap is the number of points you've ever spent. With that caveat, you can use a vial to gain 5 sorcery points per day (well, per dawn) without any other limit. If left alone for enough downtime, you can reach as many points on your character as you like. If your GM is enforcing the dictionary definition of regain, every day you can spend 2 points the feat generates to add to your cap, and every time the cap is at least 5, you can turn those into real points via the vial. There's math involved if you try to do this in a number of days which is not a multiple of 5, but e.g. in 5 days you can just add 10 points to your character.
Regarding #3. RAW for the Bloodwell vial uses the word "regain". Regain, by definition means "to get back to" or "obtain possession of after losing". There is no other definition to use. Therefore, if you only had 2 sorcery points to start with(as a lvl 1 sorcerer) from the metamagic feat, you can only get back to a max of 2 sorcery points by using the bloodwell vial. And, if you haven't used any sorcery points, you cannot regain any points.
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
There's no wording in the feat for specific to beat general. Here's the rule from Font of Magic:
You can never have more sorcery points than shown on the table for your level.
Metamagic Adept has no text in it overriding this rule. It gives you 2 sorcery points and says these are added to your points from another source, but it has no text in it at all saying the two points it gives you that stack with other points also raise your maximum number of points by 2.
You can almost certainly convince a GM to rule in your favor that the feat should raise your cap by 2, but RAW, it does not. A GM could just as easily rule that you can "bank" the Adept points and pull them out after Short Resting. Both rulings are roughly equivalent violations of the RAW.
It doesn't does it?
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Then how come when I copy and paste the exact feat (seen above) The Feat does exactly that in the second bullet point?
I don't know what to tell you. I can't prove a negative beyond what you already did. The text you pasted here does not contain the text I said it did not contain. What more can I add?
Regarding #3. RAW for the Bloodwell vial uses the word "regain". Regain, by definition means "to get back to" or "obtain possession of after losing". There is no other definition to use. Therefore, if you only had 2 sorcery points to start with(as a lvl 1 sorcerer) from the metamagic feat, you can only get back to a max of 2 sorcery points by using the bloodwell vial. And, if you haven't used any sorcery points, you cannot regain any points.
You are correct. Grammatically speaking, to get all 5 points out, you need at least 3 days: spend 2 points per day, so that on the third day, after you've spent 6 points, you now exist in a state where you have spent 6 points, and can legally regain them.
Note that you can, grammatically, regain the same points over and over, so this is a one-time necessity.
You would have to be a level 5 sorcerer to get all 5 back since you can never get back more than you actually have. It's a little unclear on what happens if you aren't at that level. I would rule that you get back up to 5 points so if you are a level 3 sorcerer and have the Bloodwell Vial you would get 3 points back but I don't know if that is an accurate reading. It would probably be up to the DM who might not let you have it until after you hit Level 5 anyway.
While I wish WoTC had just given sorcerers some sort of Arcane recovery, this is a nice item for DMs to reward the sorcerers in the party with.
Sorcerer's do have a form of arcane recovery... it's just not the most cost effective because difference in conversion costs so it is mostly ignored. But every Sorcerer gains the ability to turn sorcery points into spell slots. The cost is just higher than the conversion of spell slots into sorcery points.
The conversion of Sorcery points into spell slots is actually better than the Wizard's Arcane recovery. For example, at Level 10 a wizard can recover one 5th level spell slot, a 4th and a 1st, a 3rd and a 2nd, or any other combination as long as the total does not go over 5. The conversion for Sorcerer's though allows them at level 10 to covert Sorcery points into a 5th level spell slot only using 7 points, which leaves enough to covert the remainder into a 2nd spell slot as well. While this doesn't always work, like at 5th level you can only covert all your Sorcery points into a single 3rd level spell slot. Over all, the Sorcery point conversion to spell slots is better than Arcane Recovery. Only other downside is that it does use up your sorcery points that is the main deal for sorcerers.
As for the Metamagic Adept feat, it specifically says that the Sorcery Points are added to any Sorcery points you have from another source. Pretty sure that means that you add 2 points to the total allowed amount of Sorcery points that you have whether those points come from being a Sorcerer or some other way such as some magic item. This IS an example of a specific rule beating a general.
You would have to be a level 5 sorcerer to get all 5 back since you can never get back more than you actually have. It's a little unclear on what happens if you aren't at that level. I would rule that you get back up to 5 points so if you are a level 3 sorcerer and have the Bloodwell Vial you would get 3 points back but I don't know if that is an accurate reading. It would probably be up to the DM who might not let you have it until after you hit Level 5 anyway.
While I wish WoTC had just given sorcerers some sort of Arcane recovery, this is a nice item for DMs to reward the sorcerers in the party with.
Sorcerer's do have a form of arcane recovery... it's just not the most cost effective because difference in conversion costs so it is mostly ignored. But every Sorcerer gains the ability to turn sorcery points into spell slots. The cost is just higher than the conversion of spell slots into sorcery points.
The conversion of Sorcery points into spell slots is actually better than the Wizard's Arcane recovery. For example, at Level 10 a wizard can recover one 5th level spell slot, a 4th and a 1st, a 3rd and a 2nd, or any other combination as long as the total does not go over 5. The conversion for Sorcerer's though allows them at level 10 to covert Sorcery points into a 5th level spell slot only using 7 points, which leaves enough to covert the remainder into a 2nd spell slot as well. While this doesn't always work, like at 5th level you can only covert all your Sorcery points into a single 3rd level spell slot. Over all, the Sorcery point conversion to spell slots is better than Arcane Recovery. Only other downside is that it does use up your sorcery points that is the main deal for sorcerers.
As for the Metamagic Adept feat, it specifically says that the Sorcery Points are added to any Sorcery points you have from another source. Pretty sure that means that you add 2 points to the total allowed amount of Sorcery points that you have whether those points come from being a Sorcerer or some other way such as some magic item. This IS an example of a specific rule beating a general.
I wasn't arguing cost effective in that way. What I mean is that It is never going to break even with spells that you turn into sorcery points. Which is the first thing most people want when they look at the power and they are never going to get. The other thing is that most of them are going to want to do various Metamagic feats regularly which is going to reduce the number of spell slots they get out of it to something more in line with what Arcane recovery does for Wizards. So yes it's potential is higher but it's potential is mitigated. It's basically Arcane Recovery with different restrictions.
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
There's no wording in the feat for specific to beat general. Here's the rule from Font of Magic:
You can never have more sorcery points than shown on the table for your level.
Metamagic Adept has no text in it overriding this rule. It gives you 2 sorcery points and says these are added to your points from another source, but it has no text in it at all saying the two points it gives you that stack with other points also raise your maximum number of points by 2.
You can almost certainly convince a GM to rule in your favor that the feat should raise your cap by 2, but RAW, it does not. A GM could just as easily rule that you can "bank" the Adept points and pull them out after Short Resting. Both rulings are roughly equivalent violations of the RAW.
It doesn't does it?
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Then how come when I copy and paste the exact feat (seen above) The Feat does exactly that in the second bullet point?
I don't know what to tell you. I can't prove a negative beyond what you already did. The text you pasted here does not contain the text I said it did not contain. What more can I add?
You may not have proved a negative. But I indeed Proved a Positive, which is the point of my argument which you are choosing to ignore. It says any Source. That source includes the Sorcerer Class Ability which would indeed be more general than the feat. It is a case of a specific instance that over rules something more general and it's words are Explicit.
Regarding #3. RAW for the Bloodwell vial uses the word "regain". Regain, by definition means "to get back to" or "obtain possession of after losing". There is no other definition to use. Therefore, if you only had 2 sorcery points to start with(as a lvl 1 sorcerer) from the metamagic feat, you can only get back to a max of 2 sorcery points by using the bloodwell vial. And, if you haven't used any sorcery points, you cannot regain any points.
You are correct. Grammatically speaking, to get all 5 points out, you need at least 3 days: spend 2 points per day, so that on the third day, after you've spent 6 points, you now exist in a state where you have spent 6 points, and can legally regain them.
Note that you can, grammatically, regain the same points over and over, so this is a one-time necessity.
No you can't. It's as simple as that, despite the attempt to twist grammar to fit what you want to happen.
You or your DM can make this a house rule at your table, but per RAW, RAI and the definition of regain, your argument is not valid.
Also note in the feat description it states that "You regain all spent sorcery points when you finish a long rest." Which means the writers have stated that you have 2 sorcery points per long rest. You can never regain more sorcery points than you had to begin with. If you only had 2 per long rest to start, you cannot ever have more than 2 per long rest.
Also, if you need further proof, let's look at hit point recovery. With say, a ring of regeneration, it states "you regain 1d6 hit points every 10 minutes". Say a fighter had 50 hp to start with and takes 40 points of damage in an encounter but survives. Instead of regenerating the entire amount, he gets 20 hp healed by the cleric and regenerates the rest. Then he takes another 30 hp damage in the next encounter. Using your logic, not only would he be able to regenerate the 30 hp of damage he took, he could then "regain" an additional 20 hp (putting him at 70 hp) because at some point in time he "lost" a total of 70 hit points but only regenerated 50 hp. During downtime, he could have someone in the party damage him, then the cleric could heal him with a spell instead of him regenerating. Eventually he would get to a nearly unlimited amount of hit points by "regaining" those lost hit points.
The Bloodwell Vial is still a fantastic magic item though.
Yes and no. In order to regain hit points, you have to be missing them. However, it would be super easy (and thematic) to just cut your hand with a dagger to deal yourself X damage, as a blood sacrifice, then use a hit dice to activate the ability. It's like weapon swapping in that there exists a super simple workaround by RAW and so DMs generally ignore the rule. In the end, you can ultimately just choose to burn a hit dice, but I'd require you be missing HP first.
what i've said above, in this quote from earlier comment, is how it can and easily will work within RAW.
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Does this work? Seem's amazing?
Also... "In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn." Does this mean you have to be able to have 5 sorcery point total in the first place (5 levels in Sorcerer) in order to get all 5 point back?
You would have to be a level 5 sorcerer to get all 5 back since you can never get back more than you actually have. It's a little unclear on what happens if you aren't at that level. I would rule that you get back up to 5 points so if you are a level 3 sorcerer and have the Bloodwell Vial you would get 3 points back but I don't know if that is an accurate reading. It would probably be up to the DM who might not let you have it until after you hit Level 5 anyway.
While I wish WoTC had just given sorcerers some sort of Arcane recovery, this is a nice item for DMs to reward the sorcerers in the party with.
No, you have to spend a Hit Dice. Second wind is not a Hit Dice. It would work with dwarven fortitude tho as that does spend a HD.
Sorc lvl 3 is enough for maximum 5 sorcery points with the new metamagic adept feat (either with lvl 4 in another class or by playing variant human). Just saying to keep the thread up to date.
Question comes up to can you spend a hit die if your at full hp to trigger the vial? Or does the sorcerer now need to become emo and start cutting themself to use the vial if at full hp?
It is possible to deal 0 damage, and recover 0 hitpoints, so there should be no issue with burning a Hit Die to trigger this effect at full health.
Yes and no. In order to regain hit points, you have to be missing them. However, it would be super easy (and thematic) to just cut your hand with a dagger to deal yourself X damage, as a blood sacrifice, then use a hit dice to activate the ability. It's like weapon swapping in that there exists a super simple workaround by RAW and so DMs generally ignore the rule. In the end, you can ultimately just choose to burn a hit dice, but I'd require you be missing HP first.
Sorcerer's do have a form of arcane recovery... it's just not the most cost effective because difference in conversion costs so it is mostly ignored. But every Sorcerer gains the ability to turn sorcery points into spell slots. The cost is just higher than the conversion of spell slots into sorcery points.
The vial is triggered by spending the hit die, not by healing. You can spend a hit die to heal as part of a short rest even while at full health. So no, you don't have to cut yourself to activate the vial.
To answer OP's question: the rule limiting you to X sorcery points is Font Of Magic. This means the RAW works like this:
The Font of Magic class feature does not stop the meta magic adept feat from working. The class feature is more general and the feat is more specific adding on top of the Font of Magic Feature, not being supersceded by it. The only caveat is that these extra points can only be used to activate metamagic powers but for no other purpose that Font of Magic allows. The Feat even expressly says this.
There's no wording in the feat for specific to beat general. Here's the rule from Font of Magic:
Metamagic Adept has no text in it overriding this rule. It gives you 2 sorcery points and says these are added to your points from another source, but it has no text in it at all saying the two points it gives you that stack with other points also raise your maximum number of points by 2.
You can almost certainly convince a GM to rule in your favor that the feat should raise your cap by 2, but RAW, it does not. A GM could just as easily rule that you can "bank" the Adept points and pull them out after Short Resting. Both rulings are roughly equivalent violations of the RAW.
It doesn't does it?
Then how come when I copy and paste the exact feat (seen above) The Feat does exactly that in the second bullet point?
Regarding #3. RAW for the Bloodwell vial uses the word "regain". Regain, by definition means "to get back to" or "obtain possession of after losing". There is no other definition to use. Therefore, if you only had 2 sorcery points to start with(as a lvl 1 sorcerer) from the metamagic feat, you can only get back to a max of 2 sorcery points by using the bloodwell vial. And, if you haven't used any sorcery points, you cannot regain any points.
I don't know what to tell you. I can't prove a negative beyond what you already did. The text you pasted here does not contain the text I said it did not contain. What more can I add?
You are correct. Grammatically speaking, to get all 5 points out, you need at least 3 days: spend 2 points per day, so that on the third day, after you've spent 6 points, you now exist in a state where you have spent 6 points, and can legally regain them.
Note that you can, grammatically, regain the same points over and over, so this is a one-time necessity.
The conversion of Sorcery points into spell slots is actually better than the Wizard's Arcane recovery. For example, at Level 10 a wizard can recover one 5th level spell slot, a 4th and a 1st, a 3rd and a 2nd, or any other combination as long as the total does not go over 5. The conversion for Sorcerer's though allows them at level 10 to covert Sorcery points into a 5th level spell slot only using 7 points, which leaves enough to covert the remainder into a 2nd spell slot as well. While this doesn't always work, like at 5th level you can only covert all your Sorcery points into a single 3rd level spell slot. Over all, the Sorcery point conversion to spell slots is better than Arcane Recovery. Only other downside is that it does use up your sorcery points that is the main deal for sorcerers.
As for the Metamagic Adept feat, it specifically says that the Sorcery Points are added to any Sorcery points you have from another source. Pretty sure that means that you add 2 points to the total allowed amount of Sorcery points that you have whether those points come from being a Sorcerer or some other way such as some magic item. This IS an example of a specific rule beating a general.
I wasn't arguing cost effective in that way. What I mean is that It is never going to break even with spells that you turn into sorcery points. Which is the first thing most people want when they look at the power and they are never going to get. The other thing is that most of them are going to want to do various Metamagic feats regularly which is going to reduce the number of spell slots they get out of it to something more in line with what Arcane recovery does for Wizards. So yes it's potential is higher but it's potential is mitigated. It's basically Arcane Recovery with different restrictions.
You may not have proved a negative. But I indeed Proved a Positive, which is the point of my argument which you are choosing to ignore. It says any Source. That source includes the Sorcerer Class Ability which would indeed be more general than the feat. It is a case of a specific instance that over rules something more general and it's words are Explicit.
No you can't. It's as simple as that, despite the attempt to twist grammar to fit what you want to happen.
You or your DM can make this a house rule at your table, but per RAW, RAI and the definition of regain, your argument is not valid.
Also note in the feat description it states that "You regain all spent sorcery points when you finish a long rest." Which means the writers have stated that you have 2 sorcery points per long rest. You can never regain more sorcery points than you had to begin with. If you only had 2 per long rest to start, you cannot ever have more than 2 per long rest.
Also, if you need further proof, let's look at hit point recovery. With say, a ring of regeneration, it states "you regain 1d6 hit points every 10 minutes". Say a fighter had 50 hp to start with and takes 40 points of damage in an encounter but survives. Instead of regenerating the entire amount, he gets 20 hp healed by the cleric and regenerates the rest. Then he takes another 30 hp damage in the next encounter. Using your logic, not only would he be able to regenerate the 30 hp of damage he took, he could then "regain" an additional 20 hp (putting him at 70 hp) because at some point in time he "lost" a total of 70 hit points but only regenerated 50 hp. During downtime, he could have someone in the party damage him, then the cleric could heal him with a spell instead of him regenerating. Eventually he would get to a nearly unlimited amount of hit points by "regaining" those lost hit points.
The Bloodwell Vial is still a fantastic magic item though.
what i've said above, in this quote from earlier comment, is how it can and easily will work within RAW.