I decided to create a spell for my dragonborn sorcerer that would tie to his backstory and act like a cool (and deadly) quirk of his. In his backstory he explodes after a tense situation and sends bolts of lightning everywhere around him, representing how he can't really control the magic inside him. To adapt this I created this spell that I named Volt Vortex.
The spell is a 4th level evocation spell that can be cast only once per long rest and only during tense or stressful situations that take the character to his breaking point. The spell sends lightning bolts that emanate from the character's body to a radius of 20ft around him and every creature inside said radius must succeed on a Constitution saving throw or take 8d12+20 Lightning damage or become paralyzed until the end of their next turn. A creature that succeeds on the saving throw takes half damage and does not get paralyzed. After sending your body into total stress and exhausting your energy you must make a Constitution saving throw (DC 10 + proficiency bonus) or fall unconscious for 1d4 turns.
The amount of damage the spell does can be really high but, proportionally, the risk of losing up to 4 turns potentially in the middle of the enemy team as someone with a d6 hit die makes up for it. Not to mention that the spell is limited to once per long rest and can only be casted if the character is at his limit. DM revised the spell and says he's ok with it, it has huge damage potential but falling unconscious balances it out. I wanted to ask you guys anyways to see how I can improve the spell. I thought of lowering the damage to 8d10+20 instead so the maximum damage possible is somewhat in line with other high damaging spells.
What do you think? What would you change? Looking forward for your suggestions!
It is definitely unique. 5e doesn't really function on the limited circumstances for spells outside of material components and casting time. My immediate reaction to having it be a fourth level spell and have it be limited to a one time use per long rest makes me wonder why you don't just make it an ability of the character and not tied to a spell. It would still be a magical effect and cost a spell slot to use, but making it a spell complicates the amount of times you can cast it. You could word it something like
"Volt Vortex : you can expend one 4th level spell slot to send lightning bolts that emanate from centered on you extending to a radius of 20ft. Every creature inside said radius must succeed on a Constitution saving throw or take 8d12+20 Lightning damage or become paralyzed until the end of their next turn. A creature that succeeds on the saving throw takes half damage and does not get paralyzed. After sending your body into total stress and exhausting your energy you must make a Constitution saving throw (DC 10 + proficiency bonus) or fall unconscious for 1d4 turns. This ability can be used once per long rest."
Also, having the DC to maintain consciousness be 10+your proficiency bonus defeats the purpose of you having a proficiency bonus and makes it more difficult to use as time goes on. I would recommend having it be equal to the con save that the creatures caught in the radius need to make to not feel the effects, which i assume is still your spell save DC.
Hi everyone!
I decided to create a spell for my dragonborn sorcerer that would tie to his backstory and act like a cool (and deadly) quirk of his. In his backstory he explodes after a tense situation and sends bolts of lightning everywhere around him, representing how he can't really control the magic inside him. To adapt this I created this spell that I named Volt Vortex.
The spell is a 4th level evocation spell that can be cast only once per long rest and only during tense or stressful situations that take the character to his breaking point. The spell sends lightning bolts that emanate from the character's body to a radius of 20ft around him and every creature inside said radius must succeed on a Constitution saving throw or take 8d12+20 Lightning damage or become paralyzed until the end of their next turn. A creature that succeeds on the saving throw takes half damage and does not get paralyzed. After sending your body into total stress and exhausting your energy you must make a Constitution saving throw (DC 10 + proficiency bonus) or fall unconscious for 1d4 turns.
The amount of damage the spell does can be really high but, proportionally, the risk of losing up to 4 turns potentially in the middle of the enemy team as someone with a d6 hit die makes up for it. Not to mention that the spell is limited to once per long rest and can only be casted if the character is at his limit. DM revised the spell and says he's ok with it, it has huge damage potential but falling unconscious balances it out. I wanted to ask you guys anyways to see how I can improve the spell. I thought of lowering the damage to 8d10+20 instead so the maximum damage possible is somewhat in line with other high damaging spells.
What do you think? What would you change? Looking forward for your suggestions!
It is definitely unique. 5e doesn't really function on the limited circumstances for spells outside of material components and casting time. My immediate reaction to having it be a fourth level spell and have it be limited to a one time use per long rest makes me wonder why you don't just make it an ability of the character and not tied to a spell. It would still be a magical effect and cost a spell slot to use, but making it a spell complicates the amount of times you can cast it. You could word it something like
"Volt Vortex : you can expend one 4th level spell slot to send lightning bolts that emanate from centered on you extending to a radius of 20ft. Every creature inside said radius must succeed on a Constitution saving throw or take 8d12+20 Lightning damage or become paralyzed until the end of their next turn. A creature that succeeds on the saving throw takes half damage and does not get paralyzed. After sending your body into total stress and exhausting your energy you must make a Constitution saving throw (DC 10 + proficiency bonus) or fall unconscious for 1d4 turns. This ability can be used once per long rest."
Also, having the DC to maintain consciousness be 10+your proficiency bonus defeats the purpose of you having a proficiency bonus and makes it more difficult to use as time goes on. I would recommend having it be equal to the con save that the creatures caught in the radius need to make to not feel the effects, which i assume is still your spell save DC.
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It’s super cool.