[RPG] What would be the ramifications of allowing a Wild Magic Sorcerer’s Bend Luck ability to scale with level

balancednd-5ehouse-rulessorcererwild-magic

I was wondering why a Wild Magic Sorcerer's Bend Luck ability is always 2 sorcery points and a reaction to increase or reduce another creature's attack roll, ability check or saving throw by 1d4.

I think it's pretty wild (pun intended) that is does not scale with levels considering there's another spellcaster class, Bards, that have a very similar ability with Bardic Inspiration.

Bardic Inspiration affects the same types of rolls (attack rolls, ability checks and saving throws), does not use a reaction (uses a bonus action instead) and players can hold onto their bardic inspiration for a moment of their choosing. Furthermore, Bardic Inspirations are their own unique resource (equal to Charisma modifier, minimum of 1) and best of all they scale with levels (starting as d6's and ending as d12's at level 15). After reaching 5th level, Font of Inspiration allows Bards to regain all their Bardic Inspirations after a short rest.

In comparison, Bend Luck is pretty pitiful.

  1. It costs 2 sorcery points (equivalent of a level 1 spell slot and also the resource required for using metamagic, basically the best part of being a Sorcerer).
  2. It is always a flat 1d4. The chance of a 1d4 being impactful diminishes as you level up & enemies get stronger.
  3. It uses your reaction, which can be super valuable for casting Shield, Counterspell, Featherfall etc.

The only real benefit I can see is that it can be used offensively, whereas Bardic Inspiration cannot.

My questions:

  1. Am I missing something? Have I accurately portrayed the usefulness of Bend Luck?
  2. If I'm not missing anything, is it reasonable to have Bend Luck scale with levels? (At 9th level, it becomes a 1d6, 12th level 1d8, 17th level 1d10, for example?)

Best Answer

What you are missing: Bend Luck is applied on demand.

Bardic Inspiration is applied, one per turn, using your bonus action, before any dice are rolled. That means you need to decide beforehand who you think might be needing that little bump, during your own turn.

Bend Luck is applied after someone rolls a die, when you dislike the number shown. That means it takes far less thinking ahead and is far more likely to be applicable.

Especially if you take in that Inspiration is likely noticeable by a clever enemy. If they have a potent stun-spell, they might see the Bard inspiring someone and pick another target. Bend Luck still works. Likewise, the Bard might inspire the Fighter, since they seem to be in the most danger, totally missing the Assassin sneaking up on their Wizard buddy. Bend Luck might still protect the Wizard, even if the Sorcerer wasn't aware of the Assassin on their own turn.

This already gives Bend Luck and advantage over Bardic Inspiration, which will only get worse if the effect becomes more potent. A d10 on demand bonus to a saving throw means the odds of a party member failing a critical check becomes far less.

As a result, it makes Bend Luck an incredibly reliable support feature. And that then steps on the toes of the Wild Magic Sorcerer's own flavor. "Reliable" and "Wild Magic" do not belong in the same sentence.