Elemental Adept turns 1s into 2s on acid damage and ignores acid resistance. All three damage spells (Chromatic Orb, Sorcerous Burst, Dragon's Breath) default to acid to maximize bounce probability.
Switch off acid only vs. acid-immune foes (black dragons, oozes) — pivot to lightning or cold.
| Slot | Dice | Bounce chance (acid + EA) | Bar |
|---|---|---|---|
| 1st | 3d8 | ~34% | |
| 2nd | 4d8 | ~59% | |
| 3rd | 5d8 | ~80% | |
| 4th | 6d8 | ~92% | |
| 5th | 7d8 | ~96% | |
| 6th | 8d8 | ~100% |
Crit: doubles damage dice. A 2nd-level crit becomes 8d8 (~99.8% bounce). Elven Accuracy + Innate Sorcery means ~14% crit per attack.
Roll the orb. Same number on two or more dice → it bounces to a new target within 30 ft. Empowered Spell rerolls up to 4 dice to fish for matches. Elemental Adept makes every 1 count as a 2 on acid damage.
Reroll up to CHA mod (4) damage dice. Must use new rolls. Stacks with other metamagic.
Use: fish for matching numbers on Chromatic Orb to trigger the bounce.
Cast an Action-cast spell as a Bonus Action. Cannot cast another levelled spell on the same turn (cantrips OK).
Use: Quickened Chromatic Orb in the bonus, Sorcerous Burst cantrip in the action.
Two more metamagic slots open at Sorcerer 10. Strong candidates: Subtle (1pt) for pre-combat Dragon's Breath, Seeking (1pt) for Elven-Accuracy reroll fishing.
After short/long rest, play flute → grant Heroic Inspiration to up to 4 allies who can hear you. Save your own inspiration for bad surge rolls.
When you have advantage on a CHA attack, roll 3 dice instead of 2 and take the highest. Crit chance ~14%. Crit doubles dice → near-certain bounce.
Treat 1s as 2s on acid damage rolls. Ignore acid resistance. CHA → 20 (+5).
Cast Dragon's Breath on the Raven (ideally Subtle, pre-init). Each turn it exhales a 15 ft cone — 3d6 acid, DEX DC 17, half on save — from above, hitting clusters. If downed, resummon with Find Familiar (1 hr ritual, no slot).
Sidran O'Thellas is an ancient High Elf who has lived long enough that the present has become the least real part of time for him. He experiences the future as something closer and more textured than the past, arriving at conversations already knowing roughly how they'll end, walking into rooms he's never been in but somehow knows the layout of. He spent centuries as a precise, methodical diviner. Then the wild magic manifested — and for the first time in an extraordinarily long life, something refused to be predicted.
He has come to treasure this. The wild magic is the only thing that still surprises him.
In daily life he is the Diviner: composed, courteous, slightly distant, operating on a timescale nobody else in the party understands. In combat he lets the door open and becomes something else entirely — gleeful, reckless, grinning in a way that doesn't quite match the face from five seconds ago. When it's over, the door closes, he straightens his robes, and asks if anyone needs healing.
Composed, ancient, precise. Speaks carefully. Finishes others' sentences in his head and deliberately doesn't. Occasionally sad about things that haven't happened yet. Watches the world with quiet, weary intelligence.
Door opens. Gleeful, reckless, loud. Makes choices the Diviner would consider suboptimal and doesn't care. Having the time of his very long life. Transitions back the moment combat ends, sometimes mid-sentence.
Always finds a place to perform — inn, circus, court — and while there receives free lodging and food and gathers local news and gossip.
Acrobatics, Performance, Flute (musical instrument). Origin feat: Musician.