There is no tank role because there is no aggro mechanic.
there is no "arggo" BUT if you hit something really hard they will 100% try to kill you, the reason arggo was invented is because they couldn't hire a guy to go control every NPC and go: ok kill the dude that hits you the hardest. so yes there is arggo, no there is no tank role because every class can be made to do anything, like a high AC blandsinger wizard with 20 con and toughness and can take hits for days
No. Your theory here of there is aggro and they will 100% try to kill you is wrong.
1. They can, and some in fact do, flee away if you hit them. That already detracts from your 100%.
2. Intelligent monsters/npcs/beasts/etc. won’t just always attack the closest target. Some will go for the seemingly weakest, or the ones that look the most hurt.
3. Even non intelligent ones won’t always go for the tank. Some will go for the smallest (race based) target because “smaller = weaker”
so all these detract from the 100% you mentioned.
and 4. To your blade singer 20 ac wizard with 20con and tough. At the stage where the wizard has 20con and tough. Using standard array/point buy for simplistic sake of a fair comparison for every class across the board.
by the time you get to that point. 20 ac doesn’t mean much anymore and being a tank has more to do with HP than AC. And by that point the 20 AC wizard with ((x-1)(1d6)+6+x(7))hp. Will still be less of a tank. Than a barbarian with the same con and Tough who has an ac of 16. As the barbarian has that same number of hp, but x-1 1d12 rolls vs 1d6 rolls.
overall though. You’re mostly spot on about the point: any class can be made to do anything.
barbarians really aren’t meant to be anything but STR based. And monks aren’t really meant to be anything but dex based. Outside those 2 things. You’re right about the class ambiguity and versatility amongst classes.
In all this talk about aggro and tanking, has anyone mentioned grappling? Controlling enemy movement is one way of controlling their ability to damage party mates. If you have a decent Athletics score and good unarmed attacks you can grapple two enemies, one for each hand, and still dish out some damage via kicks, bites, headbutts, etc. If you can also manage to shove them prone, it's even better.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
The fact that MMOs call the role 'tank' is a bit unfortunate, since it's actually the role filled by infantry in the real world.
It's worth understanding the basic purpose of a tank. In any fight, absent some factor preventing it, the optimal way to attack foes is to focus fire them, going in order from the highest ratio of offense to defense to the lowest. The goal of defensive tactical roles (tank and cc) is to prevent foes from using that tactic.
5e is rather slanted in favor of cc; walls, zones, and summons are really good at limiting enemy movement. The best 5e tank is probably a moon druid.
Excuse me, but monk class is WAY underrated. Elf Monk lvl one alone can have 20 dex and 16 wis, making a 18 AC, and you get dex mod to attack roll and dmg. This means you will deal, with two punches, at least 12 dmg at max 18 dmg. Lvl 8 using same sheet it gets a 20 AC with 20 dex and wis, because monks armoured defense equals 10+your wis mod+your dex mod, and just a reminder, WITH NO ARMOUR. at second lvl, additionally you get 2 ki points and that means in one attack, you can do, using same character, you can use flurry of blows twice, meaning, AT LVL FRICKING 2! You deal a MINIMUM 34 dmg!!! LVL 2! Max is a whopping 46 dmg! Id like to see another class do that! So please change if you see this.
Excuse me, but monk class is WAY underrated. Elf Monk lvl one alone can have 20 dex and 16 wis, making a 18 AC, and you get dex mod to attack roll and dmg. This means you will deal, with two punches, at least 12 dmg at max 18 dmg. Lvl 8 using same sheet it gets a 20 AC with 20 dex and wis, just a reminder, WITH NO ARMOUR. at second lvl, additionally you get 2 ki points and that means in one attack, you can do, using same character, you can use flurry of blows twice, meaning, AT LVL FRICKING 2! You deal a MINIMUM 34 dmg!!! LVL 2! Max is a whopping 46 dmg! Id like to see another class do that! So please change if you see this.
Well, the first problem is that you're wrong because flurry of blows requires a bonus action so you can only use it once and can't use it the same round as your regular bonus action attack. Assuming a 20 stat at level 2, which isn't possible unless rolling stats and getting lucky, your max potential is one weapon attack with a staff in two hands (Versatile for 1d8+5) plus flurry of blows as a bonus action for two unarmed attacks (1d4+5), total 18-31, average 24.5. For comparison, a variant human great weapon fighter with magic initiate (warlock) for hex, using action surge, can do 3d6+4 (reroll 1s and 2s) twice for damage 14-44, average 33.
Excuse me, but monk class is WAY underrated. Elf Monk lvl one alone can have 20 dex and 16 wis, making a 18 AC, and you get dex mod to attack roll and dmg. This means you will deal, with two punches, at least 12 dmg at max 18 dmg. Lvl 8 using same sheet it gets a 20 AC with 20 dex and wis, just a reminder, WITH NO ARMOUR. at second lvl, additionally you get 2 ki points and that means in one attack, you can do, using same character, you can use flurry of blows twice, meaning, AT LVL FRICKING 2! You deal a MINIMUM 34 dmg!!! LVL 2! Max is a whopping 46 dmg! Id like to see another class do that! So please change if you see this.
Well, the first problem is that you're wrong because flurry of blows requires a bonus action so you can only use it once and can't use it the same round as your regular bonus action attack. Assuming a 20 stat at level 2, which isn't possible unless rolling stats and getting lucky, your max potential is one weapon attack with a staff in two hands (Versatile for 1d8+5) plus flurry of blows as a bonus action for two unarmed attacks (1d4+5), total 18-31, average 24.5. For comparison, a variant human great weapon fighter with magic initiate (warlock) for hex, using action surge, can do 3d6+4 (reroll 1s and 2s) twice for damage 14-44, average 33.
so first off, you have to be crazy luck and roll all 6s on all damage for the hex and the attack and great weapon fighter doesn't do alot because if you roll a second 1 you still have to use it, so monk with 3 attacks even if they are all unarmed is around 15ish damage on average, minimum damage (if around 16 str/dex) is 12 (if somehow 20) or is 19 damage and that is rolling all 1s for damage, however with the fighter minimum and average is still lower than that, you no math good.
Fair enough, I checked and my assumption was way off, but what about 20 AC stat? If you roll your character right, you can get it by lvl 8. If you get one 18, put it in the dex stat and choose Elf. If you get a 16, or 17, you can use the ability score mod to increase by two and then by one.
Fair enough, I checked and my assumption was way off, but what about 20 AC stat? If you roll your character right, you can get it by lvl 8. If you get one 18, put it in the dex stat and choose Elf. If you get a 16, or 17, you can use the ability score mod to increase by two and then by one.
How often have you rolled for stats? I don't think you understand how likely 18s are, as well as having a 2nd roll of 15+
You only have a 9.34% chance of rolling an 18. You only have a 56.76% chance of getting a 16+ for your top score. For your 2nd best score, you have just a 17.85% chance of getting 16+, and just a 42.16% chance of getting 15+ for your 2nd best score.
You're using a really bad phrase to talk about "if you roll your character right" like there's a strategy or technique to getting an 18 and a 15 when you roll for stats. That's not how it works.
Your math all around was quite horrible, and you're hurting efforts to convince people that Monk is good by using such poor math and inappropriate assumptions to back up your claims.
Fair enough, I checked and my assumption was way off, but what about 20 AC stat? If you roll your character right, you can get it by lvl 8.
I generally recommend balancing against standard array. As for AC 20, you can get that at level 1 (warforged fighter, defensive fighting style, chain+shield).
Fair enough, I checked and my assumption was way off, but what about 20 AC stat? If you roll your character right, you can get it by lvl 8.
I generally recommend balancing against standard array. As for AC 20, you can get that at level 1 (warforged fighter, defensive fighting style, chain+shield).
I got 20 AC at level 2 on a Ranger as a Variant Human with Medium Armor Master feat + Defense Fighting Style + Scale Mail + Shield.
Why is the sorcerer ranked so much higher than the wizard in DPR? They have almost the same spell list, but the wizard has MORE spells, both known and available. Is it because of empowered spell? WEAK!! I'm a big advocate that the only thing a PC can get via class in dnd is Devine intervention at level 20, but in the grand scheme of things, 5 dice isn't a lot. At early levels? Sure. But 1, how many sorcery points do you have and 2, when rolling for something like Meteor Swarm, is 5d6 all that much? Even out the wizard and the sorc.
Why is the sorcerer ranked so much higher than the wizard in DPR? They have almost the same spell list, but the wizard has MORE spells, both known and available. Is it because of empowered spell? WEAK!! I'm a big advocate that the only thing a PC can get via class in dnd is Devine intervention at level 20, but in the grand scheme of things, 5 dice isn't a lot. At early levels? Sure. But 1, how many sorcery points do you have and 2, when rolling for something like Meteor Swarm, is 5d6 all that much? Even out the wizard and the sorc.
I already started this thread up again on how super wrong he is about the list, also sorcerer is good, they share a lot of spells with wizard but wizard doesn't have too many features and really only a few of the subclasses can really make them perform differently than most wizards (deviation, evocation, or lore master if your using UA, the rest all function the same) like a dragon sorcerer can add there CHA mod to spells that match there elements, divine soul can heal people, they become a multi purpose toolkit. On that note that's the reason why druid and cleric is really good and why bard is best because they get heat metal and whatever spells they want from whatever class they want
There is no tank role because there is no aggro mechanic.
100% the truth.
there is no aggro mechanic.
tou have to forcibly create aggro scenarios. Which is not easily done. And is not guaranteed to stay an aggro scenario.
Not entirely true. There is compelled duel which is basically aggro. There is sentinel and polearm master that will keep baddies pinned down to keep things from getting to your back line. Granted, it's not like a WoW hotkey taunt I'll give ya that, but there are tactics and mechanics to use that make someone an effective tank if they like.
Why is the sorcerer ranked so much higher than the wizard in DPR? They have almost the same spell list, but the wizard has MORE spells, both known and available. Is it because of empowered spell? WEAK!! I'm a big advocate that the only thing a PC can get via class in dnd is Devine intervention at level 20, but in the grand scheme of things, 5 dice isn't a lot. At early levels? Sure. But 1, how many sorcery points do you have and 2, when rolling for something like Meteor Swarm, is 5d6 all that much? Even out the wizard and the sorc.
Sorcerers are supposed to out damage a wizard. Smaller spell list but has metamagic to make up for it and they do more damage. Wizards are still more than capable of doing damage, but they are way more versatile which is the Wizard forte. I think Wizards has done a great job of having pros and cons for classes (save Ranger and Monk, as they lag behind all others). If you have a Wizard complaining he should be doing more damage and the Sorcerer *****ing he should have spell access like the Wizard, it's working correctly lol.
Why is the sorcerer ranked so much higher than the wizard in DPR? They have almost the same spell list, but the wizard has MORE spells, both known and available. Is it because of empowered spell? WEAK!! I'm a big advocate that the only thing a PC can get via class in dnd is Devine intervention at level 20, but in the grand scheme of things, 5 dice isn't a lot. At early levels? Sure. But 1, how many sorcery points do you have and 2, when rolling for something like Meteor Swarm, is 5d6 all that much? Even out the wizard and the sorc.
Sorcerers are supposed to out damage a wizard. Smaller spell list but has metamagic to make up for it and they do more damage. Wizards are still more than capable of doing damage, but they are way more versatile which is the Wizard forte. I think Wizards has done a great job of having pros and cons for classes (save Ranger and Monk, as they lag behind all others). If you have a Wizard complaining he should be doing more damage and the Sorcerer *****ing he should have spell access like the Wizard, it's working correctly lol.
metamagic doesn't actually effect the damage of spells and you can only cast one spell and one cantrip per turn so the only way it buffs damage if that you do a damage spell with quicken and then cast a cantrip and both have to work (hit or have the creature fail the save) otherwise there damage is no better than any other caster...unless that caster has heat metal than they are automatically better
The only limit to the number of spells that a character can cast is the number of actions that a player can take. Typically, the only way to cast two leveled spells without casting one as a bonus action (which limits the selection of spells cast along with the bonus action spell to a cantrip) is to have Action Surge or another feature that gives a second action (and doesn't limit it like Haste).
As you mentioned, quickened spell gives more options for a bonus spell. Pantagruel666 mentioned twinning spells can increase damage and started that Heightened spell to increase the expected damage by increasing the likelihood of those spells not being saved.
Additionally, Careful Spell allows for placement of AoE that would normally be suboptimal when considering allies, distant spell increases the number of times that you can cast by increasing the range of the spell, Empowered allows you to reroll up to 5 damage die to potentially increase actual damage, Extended Spell could give more damage to a Damage over Time spell (but that could also use up multiple actions like Witch Bolt), and subtle spell could allow for casting a spell when the repercussions of casting would normally be too great. Each of those could be considered increasing damage to a certain extent.
Edit: to clarify the distant spell comment, if Sorcerer's max range attack is Fire Bolt then the Sorcerer can't attack anything beyond 120 ft. If the closest that the sorcerer can get is 121 ft (125 ft if using a grid with 5 ft squares) then the Sorcerer can't attack that turn. They can do many other things, including readying a spell to attack (which would be wasted if the condition for the attack was not met). Distant Spell can double that range to 240 feet and the Sorcerer can get extra attacks in during rounds that they would not normally be able to attack. To me, that's an increase in damage. In a different scenario, a Sorcerer who has access to Fireball may see a bunched group of enemies sitting 200 ft ahead of where she can get a Fireball to reach. Distant Spell can increase the range up to 300 ft from 150 ft and include a large chunk of those enemies. This would be an increase in damage done, particularly if the terrain within the normal range would dictate that the enemies disperse more closer in.
Finally, I'm not saying that the damage increase for each option would be significant or even worth the SP cost, just that each option could potentially offer more damage from a sorcerer with the options than any other character without those options and possessing same spell options that the Sorcerer would use.
So some people in this thread don't know how magic works, as per the PHB you can only cast one spell a turn ONE, it doesn't matter if one is a bonus action or not, now take in mind that cantrips don't count toward this limit. So if your spell costs a spell slot you can only use ONE PER TURN UNLESS ONE IS A CANTRIP OR REACTION!!!!
Casting more than one spell a turn is spell jammer homebrew rules, probably because you have watched too much critical role and wasn't aware that wasn't normal rules and even then IT IS A FEAT.
So when I say meta magic doesn't effect damage or how many spells you can cast in one turn I am correct.
To review once more: on your turn you can cast one spell that uses a spell slot per turn, one cantrip per turn and one reaction spell per turn. Casting more than one per turn in a homebrew rule and really strong witch is why when I use this rule in my games the player must use one additional spell slot of the level of the extra spell they are going to cast and this keeps them from being too powerful
Also witch bolt sucks, only the initial damage is up cast otherwise it always does 1d12 and that cost a action and the effect ends when the creature moves 30 feet away and it's a concentration spell. Just use cantrips you will do more damage
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100% the truth.
there is no aggro mechanic.
tou have to forcibly create aggro scenarios. Which is not easily done. And is not guaranteed to stay an aggro scenario.
Blank
No. Your theory here of there is aggro and they will 100% try to kill you is wrong.
1. They can, and some in fact do, flee away if you hit them. That already detracts from your 100%.
2. Intelligent monsters/npcs/beasts/etc. won’t just always attack the closest target. Some will go for the seemingly weakest, or the ones that look the most hurt.
3. Even non intelligent ones won’t always go for the tank. Some will go for the smallest (race based) target because “smaller = weaker”
so all these detract from the 100% you mentioned.
and 4. To your blade singer 20 ac wizard with 20con and tough. At the stage where the wizard has 20con and tough. Using standard array/point buy for simplistic sake of a fair comparison for every class across the board.
by the time you get to that point. 20 ac doesn’t mean much anymore and being a tank has more to do with HP than AC. And by that point the 20 AC wizard with ((x-1)(1d6)+6+x(7))hp. Will still be less of a tank. Than a barbarian with the same con and Tough who has an ac of 16. As the barbarian has that same number of hp, but x-1 1d12 rolls vs 1d6 rolls.
overall though. You’re mostly spot on about the point: any class can be made to do anything.
barbarians really aren’t meant to be anything but STR based. And monks aren’t really meant to be anything but dex based. Outside those 2 things. You’re right about the class ambiguity and versatility amongst classes.
Blank
In all this talk about aggro and tanking, has anyone mentioned grappling? Controlling enemy movement is one way of controlling their ability to damage party mates. If you have a decent Athletics score and good unarmed attacks you can grapple two enemies, one for each hand, and still dish out some damage via kicks, bites, headbutts, etc. If you can also manage to shove them prone, it's even better.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
The fact that MMOs call the role 'tank' is a bit unfortunate, since it's actually the role filled by infantry in the real world.
It's worth understanding the basic purpose of a tank. In any fight, absent some factor preventing it, the optimal way to attack foes is to focus fire them, going in order from the highest ratio of offense to defense to the lowest. The goal of defensive tactical roles (tank and cc) is to prevent foes from using that tactic.
5e is rather slanted in favor of cc; walls, zones, and summons are really good at limiting enemy movement. The best 5e tank is probably a moon druid.
Excuse me, but monk class is WAY underrated. Elf Monk lvl one alone can have 20 dex and 16 wis, making a 18 AC, and you get dex mod to attack roll and dmg. This means you will deal, with two punches, at least 12 dmg at max 18 dmg. Lvl 8 using same sheet it gets a 20 AC with 20 dex and wis, because monks armoured defense equals 10+your wis mod+your dex mod, and just a reminder, WITH NO ARMOUR. at second lvl, additionally you get 2 ki points and that means in one attack, you can do, using same character, you can use flurry of blows twice, meaning, AT LVL FRICKING 2! You deal a MINIMUM 34 dmg!!! LVL 2! Max is a whopping 46 dmg! Id like to see another class do that! So please change if you see this.
Well, the first problem is that you're wrong because flurry of blows requires a bonus action so you can only use it once and can't use it the same round as your regular bonus action attack. Assuming a 20 stat at level 2, which isn't possible unless rolling stats and getting lucky, your max potential is one weapon attack with a staff in two hands (Versatile for 1d8+5) plus flurry of blows as a bonus action for two unarmed attacks (1d4+5), total 18-31, average 24.5. For comparison, a variant human great weapon fighter with magic initiate (warlock) for hex, using action surge, can do 3d6+4 (reroll 1s and 2s) twice for damage 14-44, average 33.
so first off, you have to be crazy luck and roll all 6s on all damage for the hex and the attack and great weapon fighter doesn't do alot because if you roll a second 1 you still have to use it, so monk with 3 attacks even if they are all unarmed is around 15ish damage on average, minimum damage (if around 16 str/dex) is 12 (if somehow 20) or is 19 damage and that is rolling all 1s for damage, however with the fighter minimum and average is still lower than that, you no math good.
Fair enough, I checked and my assumption was way off, but what about 20 AC stat? If you roll your character right, you can get it by lvl 8. If you get one 18, put it in the dex stat and choose Elf. If you get a 16, or 17, you can use the ability score mod to increase by two and then by one.
How often have you rolled for stats? I don't think you understand how likely 18s are, as well as having a 2nd roll of 15+
You only have a 9.34% chance of rolling an 18. You only have a 56.76% chance of getting a 16+ for your top score.
For your 2nd best score, you have just a 17.85% chance of getting 16+, and just a 42.16% chance of getting 15+ for your 2nd best score.
You're using a really bad phrase to talk about "if you roll your character right" like there's a strategy or technique to getting an 18 and a 15 when you roll for stats. That's not how it works.
Your math all around was quite horrible, and you're hurting efforts to convince people that Monk is good by using such poor math and inappropriate assumptions to back up your claims.
I generally recommend balancing against standard array. As for AC 20, you can get that at level 1 (warforged fighter, defensive fighting style, chain+shield).
I got 20 AC at level 2 on a Ranger as a Variant Human with Medium Armor Master feat + Defense Fighting Style + Scale Mail + Shield.
Why is the sorcerer ranked so much higher than the wizard in DPR? They have almost the same spell list, but the wizard has MORE spells, both known and available. Is it because of empowered spell? WEAK!! I'm a big advocate that the only thing a PC can get via class in dnd is Devine intervention at level 20, but in the grand scheme of things, 5 dice isn't a lot. At early levels? Sure. But 1, how many sorcery points do you have and 2, when rolling for something like Meteor Swarm, is 5d6 all that much? Even out the wizard and the sorc.
I already started this thread up again on how super wrong he is about the list, also sorcerer is good, they share a lot of spells with wizard but wizard doesn't have too many features and really only a few of the subclasses can really make them perform differently than most wizards (deviation, evocation, or lore master if your using UA, the rest all function the same) like a dragon sorcerer can add there CHA mod to spells that match there elements, divine soul can heal people, they become a multi purpose toolkit. On that note that's the reason why druid and cleric is really good and why bard is best because they get heat metal and whatever spells they want from whatever class they want
Not entirely true. There is compelled duel which is basically aggro. There is sentinel and polearm master that will keep baddies pinned down to keep things from getting to your back line. Granted, it's not like a WoW hotkey taunt I'll give ya that, but there are tactics and mechanics to use that make someone an effective tank if they like.
Sorcerers are supposed to out damage a wizard. Smaller spell list but has metamagic to make up for it and they do more damage. Wizards are still more than capable of doing damage, but they are way more versatile which is the Wizard forte. I think Wizards has done a great job of having pros and cons for classes (save Ranger and Monk, as they lag behind all others). If you have a Wizard complaining he should be doing more damage and the Sorcerer *****ing he should have spell access like the Wizard, it's working correctly lol.
metamagic doesn't actually effect the damage of spells and you can only cast one spell and one cantrip per turn so the only way it buffs damage if that you do a damage spell with quicken and then cast a cantrip and both have to work (hit or have the creature fail the save) otherwise there damage is no better than any other caster...unless that caster has heat metal than they are automatically better
Not directly, but Heighten Spell certainly increases expected damage, and Twinned Spell doubles the damage if you have two targets.
The only limit to the number of spells that a character can cast is the number of actions that a player can take. Typically, the only way to cast two leveled spells without casting one as a bonus action (which limits the selection of spells cast along with the bonus action spell to a cantrip) is to have Action Surge or another feature that gives a second action (and doesn't limit it like Haste).
As you mentioned, quickened spell gives more options for a bonus spell. Pantagruel666 mentioned twinning spells can increase damage and started that Heightened spell to increase the expected damage by increasing the likelihood of those spells not being saved.
Additionally, Careful Spell allows for placement of AoE that would normally be suboptimal when considering allies, distant spell increases the number of times that you can cast by increasing the range of the spell, Empowered allows you to reroll up to 5 damage die to potentially increase actual damage, Extended Spell could give more damage to a Damage over Time spell (but that could also use up multiple actions like Witch Bolt), and subtle spell could allow for casting a spell when the repercussions of casting would normally be too great. Each of those could be considered increasing damage to a certain extent.
Edit: to clarify the distant spell comment, if Sorcerer's max range attack is Fire Bolt then the Sorcerer can't attack anything beyond 120 ft. If the closest that the sorcerer can get is 121 ft (125 ft if using a grid with 5 ft squares) then the Sorcerer can't attack that turn. They can do many other things, including readying a spell to attack (which would be wasted if the condition for the attack was not met). Distant Spell can double that range to 240 feet and the Sorcerer can get extra attacks in during rounds that they would not normally be able to attack. To me, that's an increase in damage. In a different scenario, a Sorcerer who has access to Fireball may see a bunched group of enemies sitting 200 ft ahead of where she can get a Fireball to reach. Distant Spell can increase the range up to 300 ft from 150 ft and include a large chunk of those enemies. This would be an increase in damage done, particularly if the terrain within the normal range would dictate that the enemies disperse more closer in.
Finally, I'm not saying that the damage increase for each option would be significant or even worth the SP cost, just that each option could potentially offer more damage from a sorcerer with the options than any other character without those options and possessing same spell options that the Sorcerer would use.
So some people in this thread don't know how magic works, as per the PHB you can only cast one spell a turn ONE, it doesn't matter if one is a bonus action or not, now take in mind that cantrips don't count toward this limit. So if your spell costs a spell slot you can only use ONE PER TURN UNLESS ONE IS A CANTRIP OR REACTION!!!!
Casting more than one spell a turn is spell jammer homebrew rules, probably because you have watched too much critical role and wasn't aware that wasn't normal rules and even then IT IS A FEAT.
So when I say meta magic doesn't effect damage or how many spells you can cast in one turn I am correct.
To review once more: on your turn you can cast one spell that uses a spell slot per turn, one cantrip per turn and one reaction spell per turn. Casting more than one per turn in a homebrew rule and really strong witch is why when I use this rule in my games the player must use one additional spell slot of the level of the extra spell they are going to cast and this keeps them from being too powerful
Also witch bolt sucks, only the initial damage is up cast otherwise it always does 1d12 and that cost a action and the effect ends when the creature moves 30 feet away and it's a concentration spell. Just use cantrips you will do more damage