The level 14 feature that Clockwork Sorcerers get allow them to for 1 minute count all rolls of the d20 of 9 or lower as a 10. Does that mean a Clockwork Sorcerer is unable to fail their death savings throws.
Additionally, can they ever miss an attack, assuming they are not fighting something with 22+ armor class. What happens on a natural 1? Their feature should make the roll count as a 10, right?
10 is still a failure of a death save. I'm pretty sure it has to be *over* ten in order to pass. A death save is meant to be a 50/50 shot, meaning 1-10 is a fail and 11-20 is a pass.
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
(Emphasis mine)
So- on that note, could you get a paladin to give you a +5 to death saving throws, a couple spellcasters to cast Resistance and Bless, etc to get a very high death saving throw? Combined with this 14th-level Sorcerer that'd be a min of 17, which to be fair doesn't really make a difference compared to 10. Now I want to make a forum about the highest death saving throw possible- but that's a bit off-topic.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Doesn't the 1-minute feature from level 14 require a bonus action? So they'd need to invoke this ability before falling to 0 hp, or they would not be able to invoke it at that point. They can only do this once/rest, so it's not like they can just start every battle by hedging their bets against possible death and invoking the ability.
I'm sure it would be "best practices" when you see your hp plummeting and the BBEG is targeting you, to use your next BA to invoke this ability. But you're not always going to be able to do that.
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The level 14 feature that Clockwork Sorcerers get allow them to for 1 minute count all rolls of the d20 of 9 or lower as a 10. Does that mean a Clockwork Sorcerer is unable to fail their death savings throws.
As always, this situation requires the current DM to make some judgement calls. The reason that I say that is because the first sentence of the Trance of Order states, "You gain the ability to align your consciousness to the endless calculations of Mechanus." The outlying word being consciousness, so does one consider an incapacitated and dying character to be conscious? Or does the Trance of Order become negated by the incapacitated condition?
Personally, if the character happened to take the bonus action to activate the Trance of Orderprior to being reduced to zero (0) hit points, I would allow it to remain in effect. The ability doesn't state that the sorcerer needs to concentrate upon it, so it would make sense that it stays in effect. Another DM might want a more realistic situation and not allow the sorcerer to automatically succeed on their death saves.
Additionally, can they ever miss an attack, assuming they are not fighting something with 22+ armor class. What happens on a natural 1? Their feature should make the roll count as a 10, right?
General rule is that a natural d20 roll of 1 equates to an automatic miss. Specific rule is that the sorcerer treats all d20 rolls of 9 or lower as a 10. Specific beats general, so the sorcerer cannot automatically miss with a 1 for that minute while the trance is in effect.
Technically, you can fail a death save just by taking damage. As far as rolls of the dice, go, you're correct—if you're level 14 and find yourself falling unconscious with regular frequency, though, you have some serious problems with your build. That kind of edge-of-life-and-death gameplay is much more common at lower levels.
10 is still a failure of a death save. I'm pretty sure it has to be *over* ten in order to pass. A death save is meant to be a 50/50 shot, meaning 1-10 is a fail and 11-20 is a pass.
as is linked in the post below the handbook actually says this: "Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable."
Assuming they have the feature active (it's once per long rest and only lasts a minute) they cannot fail a roll to save vs death. They can still be assigned failures due to taking damage while down, however.
Additionally, can they ever miss an attack, assuming they are not fighting something with 22+ armor class.
Looking at available spells, there are only 4 above level 1 that use attack rolls. So keep in mind most of the good attack spells don't really benefit from this. Certainly you could upcast something like Scorching Ray for nice effect.
Not to say it's a bad feature or anything. I think it's really cool and thematic for them.
The level 14 feature that Clockwork Sorcerers get allow them to for 1 minute count all rolls of the d20 of 9 or lower as a 10. Does that mean a Clockwork Sorcerer is unable to fail their death savings throws.
Additionally, can they ever miss an attack, assuming they are not fighting something with 22+ armor class. What happens on a natural 1? Their feature should make the roll count as a 10, right?
10 is still a failure of a death save. I'm pretty sure it has to be *over* ten in order to pass. A death save is meant to be a 50/50 shot, meaning 1-10 is a fail and 11-20 is a pass.
https://www.dndbeyond.com/sources/basic-rules/combat#DeathSavingThrows
Edit: It's a slight boost to player survivability (along with the nat 1 vs nat 20 thing), and 10 is a very nice round number.
Well for clockwork sorcerers it becomes more than a slight boost-
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I just realized it states that
(Emphasis mine)
So- on that note, could you get a paladin to give you a +5 to death saving throws, a couple spellcasters to cast Resistance and Bless, etc to get a very high death saving throw? Combined with this 14th-level Sorcerer that'd be a min of 17, which to be fair doesn't really make a difference compared to 10. Now I want to make a forum about the highest death saving throw possible- but that's a bit off-topic.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Doesn't the 1-minute feature from level 14 require a bonus action? So they'd need to invoke this ability before falling to 0 hp, or they would not be able to invoke it at that point. They can only do this once/rest, so it's not like they can just start every battle by hedging their bets against possible death and invoking the ability.
I'm sure it would be "best practices" when you see your hp plummeting and the BBEG is targeting you, to use your next BA to invoke this ability. But you're not always going to be able to do that.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
As always, this situation requires the current DM to make some judgement calls. The reason that I say that is because the first sentence of the Trance of Order states, "You gain the ability to align your consciousness to the endless calculations of Mechanus." The outlying word being consciousness, so does one consider an incapacitated and dying character to be conscious? Or does the Trance of Order become negated by the incapacitated condition?
Personally, if the character happened to take the bonus action to activate the Trance of Order prior to being reduced to zero (0) hit points, I would allow it to remain in effect. The ability doesn't state that the sorcerer needs to concentrate upon it, so it would make sense that it stays in effect. Another DM might want a more realistic situation and not allow the sorcerer to automatically succeed on their death saves.
General rule is that a natural d20 roll of 1 equates to an automatic miss. Specific rule is that the sorcerer treats all d20 rolls of 9 or lower as a 10. Specific beats general, so the sorcerer cannot automatically miss with a 1 for that minute while the trance is in effect.
Technically, you can fail a death save just by taking damage. As far as rolls of the dice, go, you're correct—if you're level 14 and find yourself falling unconscious with regular frequency, though, you have some serious problems with your build. That kind of edge-of-life-and-death gameplay is much more common at lower levels.
as is linked in the post below the handbook actually says this: "Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable."
so 10 is actually a succes
Assuming they have the feature active (it's once per long rest and only lasts a minute) they cannot fail a roll to save vs death. They can still be assigned failures due to taking damage while down, however.
Looking at available spells, there are only 4 above level 1 that use attack rolls. So keep in mind most of the good attack spells don't really benefit from this. Certainly you could upcast something like Scorching Ray for nice effect.
Not to say it's a bad feature or anything. I think it's really cool and thematic for them.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you everyone for your kind insight. I consider myself illuminated.