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Are there any self-sacrificing spells/abilities in D&D 5e, aside from Compelled Duel? Particularly for a 3rd level half-elf Paladin of Devotion?

Life TransferenceXGEp1603rd-level necromancyCasting Time: 1 actionRange: 30 feetComponents: V, SDuration: InstantaneousYou sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Classes: Cleric, WizardSubclasses: Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight FighterSubclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) SorcererOptional/Variant Classes (legacy): Paladin, WarlockSource: XGE, page 160Now, you won’t be able to touch this spell as a Paladin until level 9, but it’s nice to know it’s there.

Is a sorcerer more powerful than a wizard (DnD)?

If you play the classes without multiclassing, they have vastly different roles in the game.The sorcerers role is to be your magic artillery. Due to limited spell picks, they will usually go for a good variety of damage spells, both single target and AOE. If combined with metamagic, a sorcerer is much more powerful than a wizard as a damage dealer, especially in the early game.The wizard is your magical toolbox. He can learn every spell on his list through his spellbook and prepare for almost every situation. If you use the UA theurg, even the last barriers (no healing) for his spell picks break down. In the later game, he gets the power to literally warp reality. Still, in his core the wizard is a problem solver, not a magic cannon.With this, it is hard to decide who is more powerful. In the endgame you could make a credible case for the wizard, but at the levels you usually play the roles are vastly apart. In a fight, you probably want a sorcerer rather than a wizard most of the time.The real interesting part is multiclassing.The sorcerer is relatively easy to multiclass with a lot of interesting classes because his magic stat is CHA. He is easy to multiclass with Paladin (for booming/green flame blade and a lot of fullcaster spellslots for smiting), Warlock, even Bard if you like to. He can pull of some tricks no other class can due to his metamagic, like multiple cantrips per round with quickened spell and twinned spell, giving him great value for exotic builds.The wizard on the other hand is a INT base character. He is hard to multiclass with only the printed books, only Eldritch Knight and Arcane Trickster fit into the INT stat. You can multiclass with UA Mystic, but the mystic will take up a big part of your levels to get a good synergy. You could multiclass with a UA Artificier, but the artificier also needs a lot of levels to create synergy. So your wizard side will never reach those reality bending high spells, he will add to the toolbox.If you look at multiclassing, the sorcerer is by far the more powerful choice. It is front loaded, has metamagic as a tool for awesome tricks, and it has a main stat that is compatible with many other classes.In the end, power comparisons are not very useful. You have to look at the specific character concept you want to bring to life. The final decision depends on many variables and there is no general “better” here.I think this also shows that the designers of those classes did a pretty good job. If you start thinking and weighting your options, if it is not obvious what the better choice is right from the start, the balancing is good.Finally, you have to think about the whole party, not just your own character. Sure, a wizard is the most powerful character late game. But when push comes to shove, he would rather have a cleric and a beefy fighter for paladin with him than more squishy wizards. A known high level wizard needs protection, and there are threats that can best be answered by a plain old fighter on the front line and a cleric who knows his protection and healing spells.

How do you design a psionic sorcerer with psychic strike with ongoing spells (D&D 5e, spells, unearthed arcana, RPG)?

I feel like this won’t actually answer your question, but I’ll give it a simple try.I’m playing an Aberrant Mind (UA) Sorcerer right now. You know, what the UA’s new Psionic Sorcerer replaces. I have an Infused Focus (actually, I have three) that gives me +1 damage with spells that deal psychic damage (the others boost fire and necrotic). I took Mage Hand (telekinesis) and Mold Earth (terrakinesis, or just focused TK), Minor Illusion (projected pictures via telepathy), and Friends (direct mental manipulation). My “combat cantrip” is Mind Sliver (fairly weak, only d6, but psychic and strikes INT). My go-to spells have been those provided by my background (Arms of Hadar, Dissonant Whispers), or more “mind-flavored” like Sleep (this spell is freaking amazing, when it works!!) and Detect Thoughts. I took Disguise Self as an “upgraded Minor Illusion” (again, telepathy-projected images).My new favorite spell at 5th level is Hunger of Hadar, a lovely battlefield control spell that can’t be seen through (even with truesight), causes blindness, ongoing no-save damage if you stay in it…I also have Maximillian’s Stony Grasp as an “upgrade” to my Mold Earth terrakinesis. Love that spell!And of course, I have the background’s innate Telepathy, any sentient, 30′ (as a bonus action to connect), no save, and they understand me if they have *any* language. I believe the new Psionic Mind’s Telepathy is a bit weaker than that.But… I had to deviate a little to fill my party’s “no wizard or cleric” issue. So I also have Healing Word (flavortext: I don’t actually *heal* you, I just trigger your endorphins to make you *feel* better), and Fireball because… well, because sometimes you just have to blow sh!t up.I will suggest you lobby hard with your GM to allow you to use the Spell Point Variant rule in the Dungeon Master’s Guide. Don’t ask for anything extra or homebrew or tweaky with Sorcery Points vs. Spell Points, just take the pure rule right from the book. For starters, it makes the sorcerer *different* from the other casters (which 5e mostly sucked at). But secondly, it makes you feel more “psionic”, choosing where and how to spend your mind’s energy — five fireballs? thirteen sleep spells? detect thoughts on every creature you meet? your choice!

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