When you cast this spell, by default, it causes Radiant damage. However, if you have sorcerer points, you may spend 1 point to change the spell's damage type. Choose one of: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Choose a creature in range. Your melee weapon attacks against that creature deal an extra 1d4 + your Charisma modifier damage per hit. The damage is always deferred until you call for the strike at the start of your next turn. You must be able to see the creature to apply the strike, and the creature must be within the spell's range. If so, the creature must make a Constitution saving throw, taking half damage on success. The creature takes full damage on failure and suffers additional effects (see below).
The damage strikes the creature theatrically, taking only 1-2 seconds to complete, according to the damage type:
- Acid: a black vapour whirlwind surrounds the creature and sprays an acid mist inward.
- Cold: a chilly vortex surrounds the creature and flash-freezes it in ice before shattering with a sharp crack.
- Fire: vicious blowtorch flames rise from the ground.
- Lightning: per hit, a rapidly spinning blue Jacob's Ladder arc rises from below.
- Poison: a sickly green cloud condensing into a pestilence of luminous insects crawling over the creature.
- Radiant: for each hit, a searing light ray from above.
- Thunder: a shrouding mist pummels inward with a thunderclap.
Failing their saving throw also inflicts penalties, based upon the damage type:
- Acid, Poison: -1 to all Strength-based attack, ability, and saving throw rolls.
- Cold: half movement speed, -1 to Constitution saving throws.
- Fire, Lightning, Radiant: -1 to all Dexterity-based attack, ability, and saving throw rolls.
- Thunder: deafened, loses blindsight, -1 to armor class.
The creature re-rolls the saving throw at the end of each of its turns. If successful, the effects vanish. Otherwise, the effects remain until the spell ends.
If the creature is immune to the damage type, this spell has no effect. Even the theatrics will not show up.
You may switch the spell to a different creature at any time during your turn (including opportunity attacks) however, you may only apply the strike to one creature. If you fail to apply the strike at the beginning of your turn for any reason, the potential damage harmlessly disappears from all creatures affected.
You may still attack creatures not targeted with the spell, but they aren't subject to the spell's effects.
At Higher Levels. The damage roll increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Note: Compare to Hunter's mark (HM). HM applies to any weapon attack and does 1d6 immediately with no save or restrictions. 3.5 median damage per strike. 1 hour duration. Eiame's Sorcadin Strike (ESS) is melee only, delays damage, lasts only 1 minute, and allows a save. Spell worthiness is highly dependent on the ability of the target to save, character level, and the Charisma modifier.
Here's an ESS damage matrix, with bolded data indicating a likely Sorcadin progression:
|
Median Damage Range Per Hit by Charisma Modifier Avg Damage Range (save value in brackets) |
||||||
|
Level (d)[Med] |
0 |
+1 |
+2 |
+3 |
+4 |
+5 |
|
1 (1d4) [2.5] |
2-3 (1) |
3-4 (1-2) |
4-5 (2) |
5-6 (2-3) |
6-7 (3) |
7-8 (3-4) |
|
5 (2d4) [5] |
5 (2) |
6 (3) |
7 (3) |
8 (4) |
9 (4) |
10 (5) |
|
11 (3d4) [7.5] |
7-8 (3-4) |
8-9 (4) |
9-10 (4-5) |
10-11 (5) |
11-12 (5-6) |
12-13 (6) |
|
17 (4d4) [10] |
10 (5) |
11 (5) |
12 (6) |
13 (6) |
14 (7) |
15 (7) |
ESS is best for clearing mobs at mid-to-high Sorcadin levels when the Sorcadin is looking to conserve smite. At levels 1-4, ESS is better than HM only when Charisma is < 20, and then only if the targets are poor at saving.
Comments