Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Acid (...)
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
I would rule the crit is seperate. It specifically states "maximum number of these" (referring to the extra d8 from rolling max) is your modifier.
Whereas crit rules state: " A Critical Hit lets you roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together". It does not state it comes from the same source of pool, and instead implies these additional dice are for all intents and purposes, crit dice.
So it may mind, similar to sneak attack, you roll everything twice. If we ruled this way, you could argue that a rogue only gets 3d8 sneak attack damage,. and a crit doesn't affect that as the rules state they only get 3d8 sneak damage, and therefore can't get more.
It would be 5d8.
When you reach level 5 the damage increases two 2d8. However, the "maximum number of these" (referring to the extra d8 from rolling max) is your modifier. So it would be the 2d8 from the base attack, plus an extra 3 if you roll an 8 3 times.
Now if you also managed to crit, and roll a load of 8s. It would be a cantrip that did 10d8 at level 5. But the odds are so very very very small.
"...Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: ..."
It is not an errata? It is says RANGED ATTACK ROLL, NOT RANGED SPELL ATTACK ROLL??!!
It was updated after the last errata, but at the time of writing this, it's not in the Changelog - - D&D Beyond
I have been thinking of shenanigans you could pull with this but it would depend on the minutiae of the rules and what your DM allows.
My first thought is Twinned Spell - reading the exact description it says ‘the maximum number of d8s you can add to the spell’s damage equals your spellcasting modifier’ and twinned spell says ‘you make a SINGLE spell target two creatures instead of one’ - since it is one spell being cast, it could be interpreted that between the two targets, you only add up to your spellcasting modifier’s worth in total. However, I’d argue that you could double the amount of dice by rolling damage separately for each target and applying the adding effect to each set of damage.
Then, if you were to multiclass this with Tempest Cleric and used Channel Divinity: Destructive Wrath (if you were using lightning or thunder damage) - you could automatically roll a number of d8s equal to ‘1 + spellcasting modifier’ because with Destructive Wrath ‘When you roll lightning or thunder damage you can use your channel divinity to deal max damage instead of rolling’ meaning you would get an 8 on every die, thus meaning you would automatically add the most d8s you can.
This is deffo something to discuss with your DM to see if they would allow it because it’s not exactly clear by interpretation of the rules but I think it’s pretty cool for a cantrip!
There was a discussion on the D&D Beyond forums a while ago about that second thing, the Destructive Wrath thing. I think the general consensus was that because Destructive Wrath says you deal max damage "instead of rolling", and Sorcerous Burst's exploding die effect says "if you roll an 8", technically this interaction doesn't apply. Some DMs might choose to allow it.
I've been playing with the D&D Beyond dice roller, and if I'm understanding it correctly, here's how it seems to work. Let's use a 17th level character with +5 Charisma modifier, who rolls a critical success:
Now I already know what you're saying:
And yeah, I was surprised by that "6d8" too. But that's how the D&D Beyond Dice Roller works, at least as of this writing. Whether it's wrong or right, that's what I got.
But also, I think I understand why. Or at least, I can rationalize it. But everything from here on is mere conjecture, because I'm not rolling thousands of virtual dice just to check one result out of 16,777,216 or more. But assuming the result above is not a glitch, bug, or oversight, here's what I think this means. The reason we stopped at Burst Die 2, instead of rolling Burst Die 3 from the 2 "8's" we rolled, is because we've already rolled "5d8s" (although technically 10, due to the crit).
With our spellcasting modifier of +5, that is the maximum number of "burst die" we can add, even though the critical hit does let us double it.
So, what would happen in the "best case scenario?" Suppose in that scenario above, we rolled all 8's, all the time. I think it goes something like this:
So, there it is. The maximum amount of damage that the D&D Beyond Dice roller will (probably?) let you roll on a Sorcerous Burst is 18d8, or 144 damage.*
*Unless you also multiclass as a Druid and learn Conjure Minor Elementals. Or read from the Tome of Leadership and Influence five times. But this is already quite silly, even as theorycrafting and thought experiments go.
D&D Beyond's online tools are an implementation of the rules, not the rules. The fact that the online dice roller does (or doesn't do) something has no impact on what the rules actually are.
Honestly I would split this up into the different damage types and merge it with fire bolt covering every possible element and damage type which appears on all spell lists. Like that one bg3 mod. Maybe even have separate rules for fundamental spells like simple bolts and rays to add flexible cantrips without just outright giving out seven damage types in one go. If any character can cast spells they should also be able to simply lob a bit of magic
Thematically a simple "bolt" spell could be an abjuration spell containing a mote of raw magic and launching it at an enemy, and a simple "ray" is a simple evocation that does the same. Bolts scale higher with levels but rays get more rays. Spells like Scorching Ray, and Chaos Bolt are just more specialized and potent applications of this, and Ray of Frost would be a more specialized variation of the Cold Ray cantrip designed to deal oess damage but produce a secondary effect. A sea sorcerer would probably use both of these cantrips
Since true strike is now a temu crusader strike, and radiant damage is already typically not resisted, it would also make sense to add "strike" cantrips to the list. Since true strike exists, it wouldn't affect this meta. Now you can use elemental melee attacks to cast frost strike or fire strike without jumping through hoops, you can cast them as opportunity attacks with warcaster, it still isn't in direct competition with career melee classes, smites are still better, and you're not actually dealing more damage that way unless you have a gish build
There might also be something to be said for doing it with "produce flame" as well, letting druids keep that as the version with strong utility akin to a torch. The produce spells conjure a small mote of magic held in hand
So have an optional rule called sorcerous burst which all spellcasters get to make their own cantrips, and then optional rules in certain magic classes to interact with sorcerous burst more specifically. Sorcerers get the produce and ray cantrip for free in the element of their choosing and it doesn't count against their cantrips known, and they can ignore the vocal component. Wizards using the feature also get the produce cantrip in the chosen element. Warlocks can use bolt spells as if it was eldritch blast to trigger features (not rays because rays can hit multiple times which is what led to the warlock memes with eldritch blast). Rangers can use strike cantrips with ranged weapon attacks, and the material component becomes a piece of ammunition. When Paladins take the attack action, they can replace any number of melee attacks with the strike cantrips (the only difference is damage type and that they're canonically yelling "FOR SIGMAR" to do so). Druids past lvl 5 can use the strike cantrips in wild shape, and past lvl 5 they can also cast the produce cantrips in wild shape. Druids, tavern brawlers, and dwarves can use strike cantrips on unarmed attacks with dwarves also getting stone strike or another strike cantrip
Warlocks can finally spam shadowbolt as is their destiny, and still have cause to actually do other things