D&D 5E Shadow Sorcerer's Hound of Ill Omen

Volund

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I am playing a Vengeance Paladin 6/Shadow Sorcerer 8/Hexblade 1 in a heroic, save the world type of campaign. I chose shadow sorcerer for the free darkness spell and because the Strength of the Grave ability was a cool feature for my melee gish. Overall the character has performed like I hoped, but I am puzzled by the hound of ill omen ability.

At 6th level you gain the ability to call forth a howling creature of darkness to harass your foes.
This description is just fluff; everyone can see the hound, right?

The hound uses the dire wolf statistics with the following changes:

It appears with a number of temp hp equal to half your sorcerer level.
I assume this means that it has 37 hp (the dire wolf stat block) plus the temp hp. I thought this was obvious but I have been in some discussions outside of the campaign with people suggesting that the intent of the temp hp was that the hound should have low hp and couldn't be healed.

At the start of its turn, the hound automatically knows its target's location. If the target is hidden, it is no longer hidden from the hound. Since my character has to be able to see the target to summon the hound in the first place, this feature only comes into play if the target hides after the hound is summoned. Furthermore, just because the hound knows the location of the target doesn't mean my character does, and this feature doesn't give the hound any way to help my character know the target's location. Finally, knowing the location of a target isn't the same as seeing it. Does the hound still have disadvantage on attacks against a target that is invisible or within the radius of a darkness spell, and does such a target have advantage on attacks against the hound? By RAW I think the answer is yes to both. That hardly seems worth 3 SP.

...while the hound is within 5 feet of the target, the target has disadvantage on saving throws against spells you cast.
This seems to be the main benefit of the hound. It grants the same benefit as Heightened Spell for the same 3 SP cost, but Heightened Spell only lasts for one spell while the hound could potentially force disadvantage on saves for more than one round.

On its turn it can move only toward its target by the most direct route, and it can use its action only to attack the target...The hound disappears if it is reduced to 0 hp, if its target is reduced to 0 hp, or after 5 minutes. In a recent session I used a bonus action to summon the hound next to a demon, used my action to cast banishment, and succeeded in banishing the demon. At that point the target was neither present nor at 0 hp so the hound could neither move nor attack. Can it do anything? Is it a sentient being capable of defending itself? I would say the answer is no.

Overall I like shadow sorcerer and feel like the hound is a good fit for my character's outlander/hunter background, but it seems like a weak 6th level ability, especially considering that 3 SP could be used to twin a 3rd level spell like Haste. The few times I have used it was primarily to improve my chances of landing a spell and the hound was only useful for 1-2 rounds. If that's all it's used for, it really doesn't matter if it's a dire wolf. It could just as well be a dire mouse. The 5 minute duration is odd. It's much longer than any combat but not long enough to track anything outside of combat. I would rate this ability much higher if it would help me target hidden creatures, or if it could change to a new target a la Hunter's Mark, or if it didn't require 3 SP to cast and recharged on a short or long rest. Am I missing something? I was hoping you all could help me better understand this class ability.
 

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Amusingly, I just finished updating my shadow sorcerer's character sheet with information about the Hound (which I named Fläck—"spot").

At 6th level you gain the ability to call forth a howling creature of darkness to harass your foes.[/I] This description is just fluff; everyone can see the hound, right?

Yes, I'd say so.

The hound uses the dire wolf statistics with the following changes:

It appears with a number of temp hp equal to half your sorcerer level.
I assume this means that it has 37 hp (the dire wolf stat block) plus the temp hp. I thought this was obvious but I have been in some discussions outside of the campaign with people suggesting that the intent of the temp hp was that the hound should have low hp and couldn't be healed.

I'd assume it keeps the 37 hp, too, as it doesn't say to replace it (like it does with its creature type).

At the start of its turn, the hound automatically knows its target's location. If the target is hidden, it is no longer hidden from the hound. Since my character has to be able to see the target to summon the hound in the first place, this feature only comes into play if the target hides after the hound is summoned.

Right

Furthermore, just because the hound knows the location of the target doesn't mean my character does, and this feature doesn't give the hound any way to help my character know the target's location.

I'd say, no, it doesn't help the sorcerer know where the target is (except indirectly—"Oh, look, the Hound is over there attacking something.").


Finally, knowing the location of a target isn't the same as seeing it. Does the hound still have disadvantage on attacks against a target that is invisible or within the radius of a darkness spell, and does such a target have advantage on attacks against the hound?

I wouldn't think so.

On its turn it can move only toward its target by the most direct route, and it can use its action only to attack the target...The hound disappears if it is reduced to 0 hp, if its target is reduced to 0 hp, or after 5 minutes. In a recent session I used a bonus action to summon the hound next to a demon, used my action to cast banishment, and succeeded in banishing the demon. At that point the target was neither present nor at 0 hp so the hound could neither move nor attack. Can it do anything? Is it a sentient being capable of defending itself? I would say the answer is no.

I believe that the intent is that the Hound disappears when its target is no longer viable (0 hp, banished, etc.).

Overall I like shadow sorcerer and feel like the hound is a good fit for my character's outlander/hunter background, but it seems like a weak 6th level ability, especially considering that 3 SP could be used to twin a 3rd level spell like Haste. The few times I have used it was primarily to improve my chances of landing a spell and the hound was only useful for 1-2 rounds. If that's all it's used for, it really doesn't matter if it's a dire wolf. It could just as well be a dire mouse. The 5 minute duration is odd. It's much longer than any combat but not long enough to track anything outside of combat. I would rate this ability much higher if it would help me target hidden creatures, or if it could change to a new target a la Hunter's Mark, or if it didn't require 3 SP to cast and recharged on a short or long rest. Am I missing something? I was hoping you all could help me better understand this class ability.

I haven't used the ability yet, so I can't say how it plays. But keep in mind, that it can also be a boon for the party (especially if there's a rogue in the party).
 

I am playing a Vengeance Paladin 6/Shadow Sorcerer 8/Hexblade 1 in a heroic, save the world type of campaign. I chose shadow sorcerer for the free darkness spell and because the Strength of the Grave ability was a cool feature for my melee gish. Overall the character has performed like I hoped, but I am puzzled by the hound of ill omen ability.

At 6th level you gain the ability to call forth a howling creature of darkness to harass your foes.
This description is just fluff; everyone can see the hound, right?

The hound uses the dire wolf statistics with the following changes:

It appears with a number of temp hp equal to half your sorcerer level.
I assume this means that it has 37 hp (the dire wolf stat block) plus the temp hp. I thought this was obvious but I have been in some discussions outside of the campaign with people suggesting that the intent of the temp hp was that the hound should have low hp and couldn't be healed.

At the start of its turn, the hound automatically knows its target's location. If the target is hidden, it is no longer hidden from the hound. Since my character has to be able to see the target to summon the hound in the first place, this feature only comes into play if the target hides after the hound is summoned. Furthermore, just because the hound knows the location of the target doesn't mean my character does, and this feature doesn't give the hound any way to help my character know the target's location. Finally, knowing the location of a target isn't the same as seeing it. Does the hound still have disadvantage on attacks against a target that is invisible or within the radius of a darkness spell, and does such a target have advantage on attacks against the hound? By RAW I think the answer is yes to both. That hardly seems worth 3 SP.

...while the hound is within 5 feet of the target, the target has disadvantage on saving throws against spells you cast.
This seems to be the main benefit of the hound. It grants the same benefit as Heightened Spell for the same 3 SP cost, but Heightened Spell only lasts for one spell while the hound could potentially force disadvantage on saves for more than one round.

On its turn it can move only toward its target by the most direct route, and it can use its action only to attack the target...The hound disappears if it is reduced to 0 hp, if its target is reduced to 0 hp, or after 5 minutes. In a recent session I used a bonus action to summon the hound next to a demon, used my action to cast banishment, and succeeded in banishing the demon. At that point the target was neither present nor at 0 hp so the hound could neither move nor attack. Can it do anything? Is it a sentient being capable of defending itself? I would say the answer is no.

Overall I like shadow sorcerer and feel like the hound is a good fit for my character's outlander/hunter background, but it seems like a weak 6th level ability, especially considering that 3 SP could be used to twin a 3rd level spell like Haste. The few times I have used it was primarily to improve my chances of landing a spell and the hound was only useful for 1-2 rounds. If that's all it's used for, it really doesn't matter if it's a dire wolf. It could just as well be a dire mouse. The 5 minute duration is odd. It's much longer than any combat but not long enough to track anything outside of combat. I would rate this ability much higher if it would help me target hidden creatures, or if it could change to a new target a la Hunter's Mark, or if it didn't require 3 SP to cast and recharged on a short or long rest. Am I missing something? I was hoping you all could help me better understand this class ability.

Most of your understanding of the ability is correct, I think. Though I'm not sure what is the actual intent, and nowhere says that it can't be healed.

All the usual combat rules are assumed to apply to the hound unless otherwise stated. It does seem silly that a 'creature of darkness' can't see through magical darkness, so I'd probably houserule that.

Regarding the Banishment combo, the hound would wait patiently for the target to return, and cannot do anything else. It cannot even defend itself because its Action can only be used to attack the target.

The best use I can think of is using spell with repeated saves such as Hold Person/Monster. If your DM ever deploy single monsters, he is going to regret it lol.
 

Overall I like shadow sorcerer and feel like the hound is a good fit for my character's outlander/hunter background, but it seems like a weak 6th level ability, especially considering that 3 SP could be used to twin a 3rd level spell like Haste. The few times I have used it was primarily to improve my chances of landing a spell and the hound was only useful for 1-2 rounds. If that's all it's used for, it really doesn't matter if it's a dire wolf. It could just as well be a dire mouse. The 5 minute duration is odd. It's much longer than any combat but not long enough to track anything outside of combat. I would rate this ability much higher if it would help me target hidden creatures, or if it could change to a new target a la Hunter's Mark, or if it didn't require 3 SP to cast and recharged on a short or long rest. Am I missing something? I was hoping you all could help me better understand this class ability.
A Dire Mouse wouldn't do significant damage to its target with a decent chance of knocking them prone every round.
The hound has the capability to chase down most targets unerringly and bring them down for you and your allies to kill. Even without its capability to boost your spells against its target, it is an effective boost to your more melee-oriented allies in a mob beatdown.

It makes it quite difficult for a foe to escape your sorcerer. It might not have the duration for overland tracking, but in a chase scene or in combat, or when something is trying ti use hit-and-run attacks it is highly effective.
 

The other thing to consider is that what other options does the sorcerer have to summon a flunky? Not much (divine soul sorcerers do better since they can get [and maybe twin] planar ally and conjure celestial, but those are 6th and 7th level spells, so the sorcerer who wants to have flunkies is in for a long wait). Any minion is better than no minion.
 

In the case of banishing a demon (which is unlikely to return soon), I would have the hound disappear. If you've banished a monster that will return when the spell expires, I would have the hound wait, probably baying at the spot the monster vanished from.
 

The other thing to consider is that what other options does the sorcerer have to summon a flunky? Not much (divine soul sorcerers do better since they can get [and maybe twin] planar ally and conjure celestial, but those are 6th and 7th level spells, so the sorcerer who wants to have flunkies is in for a long wait). Any minion is better than no minion.

That depends on what you concider a flunky/minion, the Divine Soul can summon spirits (spirit guardians), Spiritual Weapon (which can be shaped however you want), Wish and Gate can also be used to summon creatures, Animate Undead, Create Undead, Guardian of Faith, even True Resurrection (if your clever in your use), Animate Objects, Finger of Death also creates a Zombie and of course the two you mentioned Conjure Celestial and Planar Ally. Yes several of these minions are things that can't be attacked, Spirits and a Weapon made of Force, but they still follow your orders to a limited degree.
 

That depends on what you concider a flunky/minion, the Divine Soul can summon spirits (spirit guardians), Spiritual Weapon (which can be shaped however you want), Wish and Gate can also be used to summon creatures, Animate Undead, Create Undead, Guardian of Faith, even True Resurrection (if your clever in your use), Animate Objects, Finger of Death also creates a Zombie and of course the two you mentioned Conjure Celestial and Planar Ally. Yes several of these minions are things that can't be attacked, Spirits and a Weapon made of Force, but they still follow your orders to a limited degree.

Honestly I forgot that finger of death was a sorcerer spell. Divine soul is the best option if you want a minion-controlling sorcerer, but almost all of that comes from grabbing cleric spells. The other sorcerers are stuck with animate objects and FoD until almost the end of the game, except for shadow sorcerers, who are getting a minion a couple of levels before animate objects is available (and a lot of levels before finger of death). By that standard it is the second best minion sorcerer currently available.
 

The aren't enough shadow themed sorcerer spells to tempt me into this instead of a Warlock but I'd probably reskin the Hound as an alternate form for my black cat familiar, like a Panther of I'll omen...
 

It does seem silly that a 'creature of darkness' can't see through magical darkness, so I'd probably houserule that.

The best use I can think of is using spell with repeated saves such as Hold Person/Monster. If your DM ever deploy single monsters, he is going to regret it lol.

Good suggestions. I think I'll ask for a ruling that if I use Eyes of the Dark to cast Darkness with SP then the hound can see through the darkness the same as I can. Also, I hadn't thought about the "save every round" spells being much more attractive with the hound next to them. My first level warlock spell, Cause Fear, is looking a lot better now. Thanks for that one.

I'd assume it keeps the 37 hp, too, as it doesn't say to replace it (like it does with its creature type).

I believe that the intent is that the Hound disappears when its target is no longer viable (0 hp, banished, etc.).

I haven't used the ability yet, so I can't say how it plays. But keep in mind, that it can also be a boon for the party (especially if there's a rogue in the party).

Yeah, that was my thinking about the 37 hp, but it threw me for a loop when someone said that it was only supposed to have the temp hp. I've been wrong enough times that I thought it was worth asking.

Since the demon could potentially come back if I broke concentration, the hound just stood there for 9 rounds. It blocked movement - I guess that was something.

I hadn't thought about the hound creating sneak attack opportunities. Our rogue is a swashbuckler so it didn't come up in our game.
 

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