Spell Save Dc Roll20
Beginning at 6th level you can use your channel divinity twice between rests and beginning at 18th level you can use it three times between rests.
Spell save dc roll20. Using the the example of a level 1 with 15 int you get 2 2 4. When you cast a spell that has a range of touch you can spend 1 sorcery point to make the range of the spell 30 feet. Your spell attack is your intelligence modifier proficiency bonus.
The spell save dc refers to the save dc that enemies will have to beat when they are trying to dodge resist your incoming spells. Empowered spell when you roll damage for a spell you can spend 1 sorcery point to reroll a number of the damage dice up to your charisma modifier minimum of one. When you use such an effect from this class the dc equals your cleric spell save dc.
Say fred the sorcerer casts lightning bolt and his spell save dc is 14. The dc to resist one of your spells equals 8 your spellcasting ability modifier your proficiency bonus any special modifiers. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
On a successful save the creature is immune to this effect for 24 hours. Say fred the sorcerer casts lightning bolt and his spell save dc is 14. When a beast or plant creature attacks you that creature must make a wisdom saving throw against your druid spell save dc.
You can put a 1 in the global magic attack modifier and spell save dc mod in the gear menu. When you finish a short or long rest you regain your expended uses. On a failed save the creature must choose a different target or the attack automatically misses.
I went into the settings and bumped up the spell save dc mod to 2 and now the sheet says spell save dc is 15 but when i roll it does say dc 13. So in my character sheet it says that the spell save dc is 13 however whenever i roll a spell with a save it lists it says dc 11. Any enemies hit by his attack will have to make a dex save and try to beat 14.