![]() ![]() You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. At 14th-level, they get a feature called Song of Victory: Song of Victory The Bladesinger is a bit of an odd duck among wizards, it focuses on melee weapons for dealing damage. ![]() The 14th-level Bladesinger can get a bonus to melee weapon attacks. This is different from Empowered Evocation in that it works on any wizard spell, but it does requires charging up to use more than once. The extra damage equals half your wizard level. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. If you end a short rest with no power surges, you gain one power surge. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. Whenever you finish a long rest, your number of power surges resets to one. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). In its stored form, this energy is called a power surge. Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. The War Magic wizard has a feature that can do what you re looking for, but it requires some "charging up", so to speak: Power Surge It doesn't get you every spell, but it does get you every Evocation spell. The Evocation Wizard's Empowered Evocation says: Empowered Evocationīeginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. The Evocation Wizard can do this for Evocation spells. I have searched and have not found anything, but it's a big ruleset.Īlternatively, I'd be interested in any other insight that can be backed up by rules or personal experience. Failing that, is that a feature that is similar in some way, such as damage dealt with edged weapons, or some other category?.Is there a feature in the published official rules that applies x damage that the character deals with any wizard spell?.I am looking for something to compare and contrast this feature to, to help us come to concensus, so, my question is: We aren't reaching it based on the language provided by the author: some of us read it one way, some another. In the end, interpretation is up to the DM, but several of us DM, and we'd like to have consensus. Contrasting with a normal MM upcast to 5th of 14-35 (ave 24), that's a pretty big difference. POV 1, a 20-Intelligence wizard a 5th level spell that does 19-40 (ave 29) points of no-save, no-miss force damage. Magic Missile upcast, say to 5th, is 7 missiles. The DM made a call, saying no precedent was being established, and we moved on with the game. One point of view, each missile gets the +3 another point of view, the spell as a whole gets the +3. In a recent game, Sleepy, our Hibernator, cast magic missile. You cast an average fireball, doing 27 points of damage, let's say your Intelligence modifier is +5, so that's 32 points of damage. (Benefits 1 and 2 are unimportant for this question.)īenefit #3 seems pretty straight-forward. You add your Intelligence modifier to the damage you deal with any wizard spell.One feature of this subclass called "Winter Reserves" is as follows:Īs long as you have three spell slots remaining, you gain the following benefits: In our 5e game, we have play-tested a 3rd-party wizard subclass from MCDM Productions, the Order of Hibernation. Are there any game features that allow a wizard to add damage to every spell cast? ![]()
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