Q: Does the 10th level Sidekick Spellcaster feature Empowered Spells apply to spells with multiple damage (or healing) rolls and ongoing effects? Specifically, I'm thinking about spells like Hex, Chain of Stars or Spiritual weapon.
Here's the language from UA for the Empowered Spells Feature
At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.
First, unlike the Empowered Evocation feature from the wizard class, I don't see any specific limitation on the number of damage rolls or healing rolls. Although "damage roll or healing roll" is singular not plural...perhaps this is a clue to the intent? Here the language from the Wizard Empowered Evocation feature:
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Secondly, does the phrasing imply that the bonus damage is triggered only at the moment (i.e. whenever the sidekick cast the spell) you cast the spell, not every time you roll damage afterward? This would mean that the damage does not apply to spells cast as bonus actions like Hex or spells like Chain of Stars where the spell is cast as an action but the damage is a bonus action.
Am I being too picky or reading this too closely? I'd love your interpretation...
My interpretation of it hinges on the phrase "Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any." Which IMO means when the spell is actively cast.
For a simple example, create bonfire:(I know this is a cantrip, but it is a simple spell that explains my point well) The extra damage comes when the spell is cast; when a bonfire bursts into existence and burns the creature in that space. i.e. whenever the sidekick casts a spell. When a creature stumbles into the space due to stupidity or confusion, the sidekick isn't "casting the spell". Sure, he is very much concentrating on keeping the flames active, but that isn't actively casting the spell. He can fire off an eldritch blast and arms of hadar that will then get the bonus damage if applicable, as he is actively casting those spells.
Now for some more complicated spells like crown of stars and spiritual weapon. These do not require concentration to deal damage, so the motes/spirit weapons are active for the duration, but the caster uses a bonus action to "sick 'em" onto an enemy. IMO, this would arguably apply because while the caster is not actively casting the spell, he is still using some of his power (i.e. his bonus action) to command part of the spell to work. From my game maker mind, this should apply because if you use a resource, you should be rewarded for it.
Now for the interesting ones: hex, healing spirit, and other concentration spells that may apply. These spells are not using a caster's resource to be cast. They are just inherently there, as long as concentration is kept. Since a resource is not used like in the other spells, I feel like the bonus damage shouldn't be applied. Getting a ~+3 for hex for a whole hour seems a bit ridiculous for a 1st level spell. Healing spirit only a minute, but a ~+30 hp for a creature (~+3 for 10 rounds of combat) is also not intended for a bonus action, second level spell.
TLDR: I think the wording of sidekicks could use quite a bit of touching up, but as long as the caster uses a resource to cause harm/healing, the bonus should be applied. If it is just pure concentration, I don't think it should. If you compare the intent of the sidekick version to the Empowered Evocation version, it is clear that the intent is a bit more damage once, not for the entire hour that hex is active.
OK, I understand the first part of your answer. That is, the bonus applies “when you cast the spell” i.e. instantaneous. I could buy that. This would make the feature similar but slightly better than the Wizard feature because it could apply to certain spells with multiple damage rolls. Arms of Hadar is a good example. Maybe also magic missile?
I’m not sure about the second part. I don’t see a distinction between using a resources (i.e. a spell slot and bonus action) to cast spiritual weapon versus casting Hex. I get that you are saying that Chain of Star and S Weapon use part of your subsequent resources (bonus actions) and Hex does not. I just don’t see that distinction when I reread the wording.
I submitted this question to Sage advice. Not sure if they answer questions about UA though. Thanks for the thoughful answer!
I am kind of on the fence about the second part as well. RAW, I think that the second paragraph would not really be applicable. But if we read into the intent a bit, (RAI) it may be possible if it uses a resource. Otherwise, what is the point of the feature if you don't choose evocation or necromancy? Spells like cloud of daggers or flaming sphere get no benefit as they do not deal damage immediately when cast, but on other creatures' turns.
This is UA, so the wording needs to definitely be fine tuned. I think that the wording "add your spellcasting modifier to one damage roll of any spell from that school that you cast by expending a spell slot" or something similar would clear up any confusion.
I also realized upon reviewing that the sidekicks would be great classes for people just starting out. 12 classes with crazy mechanics can be pretty overwhelming for first time players. But choosing from 3, hit stuff good, do skills good, or cast spells good, is much easier to explain and play. I think I might use sidekicks for one-shots aimed at new players.
This is an interesting topic, so be sure to post if/when the sage advice replies!
Yes I am adding a Fairy Dragon warlock sidekick to a 1:1 adventure using the Death House one shot. This should be fun...This is low level so I really don’t need to worry about empowered spells for now...Unless I keep this little guy around!!
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Q: Does the 10th level Sidekick Spellcaster feature Empowered Spells apply to spells with multiple damage (or healing) rolls and ongoing effects? Specifically, I'm thinking about spells like Hex, Chain of Stars or Spiritual weapon.
Here's the language from UA for the Empowered Spells Feature
At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.
First, unlike the Empowered Evocation feature from the wizard class, I don't see any specific limitation on the number of damage rolls or healing rolls. Although "damage roll or healing roll" is singular not plural...perhaps this is a clue to the intent? Here the language from the Wizard Empowered Evocation feature:
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Secondly, does the phrasing imply that the bonus damage is triggered only at the moment (i.e. whenever the sidekick cast the spell) you cast the spell, not every time you roll damage afterward? This would mean that the damage does not apply to spells cast as bonus actions like Hex or spells like Chain of Stars where the spell is cast as an action but the damage is a bonus action.
Am I being too picky or reading this too closely? I'd love your interpretation...
My interpretation of it hinges on the phrase "Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any." Which IMO means when the spell is actively cast.
For a simple example, create bonfire:(I know this is a cantrip, but it is a simple spell that explains my point well) The extra damage comes when the spell is cast; when a bonfire bursts into existence and burns the creature in that space. i.e. whenever the sidekick casts a spell. When a creature stumbles into the space due to stupidity or confusion, the sidekick isn't "casting the spell". Sure, he is very much concentrating on keeping the flames active, but that isn't actively casting the spell. He can fire off an eldritch blast and arms of hadar that will then get the bonus damage if applicable, as he is actively casting those spells.
Now for some more complicated spells like crown of stars and spiritual weapon. These do not require concentration to deal damage, so the motes/spirit weapons are active for the duration, but the caster uses a bonus action to "sick 'em" onto an enemy. IMO, this would arguably apply because while the caster is not actively casting the spell, he is still using some of his power (i.e. his bonus action) to command part of the spell to work. From my game maker mind, this should apply because if you use a resource, you should be rewarded for it.
Now for the interesting ones: hex, healing spirit, and other concentration spells that may apply. These spells are not using a caster's resource to be cast. They are just inherently there, as long as concentration is kept. Since a resource is not used like in the other spells, I feel like the bonus damage shouldn't be applied. Getting a ~+3 for hex for a whole hour seems a bit ridiculous for a 1st level spell. Healing spirit only a minute, but a ~+30 hp for a creature (~+3 for 10 rounds of combat) is also not intended for a bonus action, second level spell.
TLDR: I think the wording of sidekicks could use quite a bit of touching up, but as long as the caster uses a resource to cause harm/healing, the bonus should be applied. If it is just pure concentration, I don't think it should. If you compare the intent of the sidekick version to the Empowered Evocation version, it is clear that the intent is a bit more damage once, not for the entire hour that hex is active.
--- --- We want Grung! --- ---
~https://www.dmsguild.com/browse.php?author=DragonbornDoug ~
OK, I understand the first part of your answer. That is, the bonus applies “when you cast the spell” i.e. instantaneous. I could buy that. This would make the feature similar but slightly better than the Wizard feature because it could apply to certain spells with multiple damage rolls. Arms of Hadar is a good example. Maybe also magic missile?
I’m not sure about the second part. I don’t see a distinction between using a resources (i.e. a spell slot and bonus action) to cast spiritual weapon versus casting Hex. I get that you are saying that Chain of Star and S Weapon use part of your subsequent resources (bonus actions) and Hex does not. I just don’t see that distinction when I reread the wording.
I submitted this question to Sage advice. Not sure if they answer questions about UA though. Thanks for the thoughful answer!
I am kind of on the fence about the second part as well. RAW, I think that the second paragraph would not really be applicable. But if we read into the intent a bit, (RAI) it may be possible if it uses a resource. Otherwise, what is the point of the feature if you don't choose evocation or necromancy? Spells like cloud of daggers or flaming sphere get no benefit as they do not deal damage immediately when cast, but on other creatures' turns.
This is UA, so the wording needs to definitely be fine tuned. I think that the wording "add your spellcasting modifier to one damage roll of any spell from that school that you cast by expending a spell slot" or something similar would clear up any confusion.
I also realized upon reviewing that the sidekicks would be great classes for people just starting out. 12 classes with crazy mechanics can be pretty overwhelming for first time players. But choosing from 3, hit stuff good, do skills good, or cast spells good, is much easier to explain and play. I think I might use sidekicks for one-shots aimed at new players.
This is an interesting topic, so be sure to post if/when the sage advice replies!
--- --- We want Grung! --- ---
~https://www.dmsguild.com/browse.php?author=DragonbornDoug ~
Yes I am adding a Fairy Dragon warlock sidekick to a 1:1 adventure using the Death House one shot. This should be fun...This is low level so I really don’t need to worry about empowered spells for now...Unless I keep this little guy around!!