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View Full Version : D&D 5e/Next Sorcerer Revised [PEACH]



Yunru
2019-11-07, 05:58 PM
Level


Manifestation Cost


Spells Known


Features







1


5






Spellcasting, Sorcerous Origin, Font of Magic




2


4






Metamagic




3


4






-




4


4






Ability Score Improvement




5


3






-




6


3






Sorcerous Origin Feature




7


3






-




8


2






Ability Score Improvement




9


2






-




10


2






Metamagic




11


1






-




12


1






Ability Score Improvement




13


1






-




14


0






Sorcerous Origin Feature




15


0






-




16


0






Ability Score Improvement




17


0






Metamagic




18


0






Sorcerous Origin Feature




19


0






Ability Score Improvement




20


0






Sorcerous Restoration




Font of Magic: At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points. You have sorcery points equal to your level, and regain spent sorcery points when you finish a long rest equal to your level.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

Creating Spell Slots. You can transform unexpended sorcery points into a spell slot as long as you are conscious. Doing so requires no action and takes no time. The created spell slot lasts for only an instant before breaking back down into sorcery points. At the end of each turn, any unspent created spell slots revert back to sorcery points. The creating spell slots table shows the conversion rate between sorcery points and spell slots, as well as the minimum level required to convert from one to the other.



Spell Slot Level


Sorcery Points


Minimum Level




1st


2


1




2nd


3


3




3rd


5


5




4th


6


7




5th


7


9




Metamagic: At 2nd level, you gain the ability to twist your Spells to suit your needs. You gain the following Metamagic options. You also choose 2 to be favoured metamagics. Favoured metamagics cost 1 less sorcery point when used on your Sorcerer spells. You gain another one at 10th and 17th level.
You can't use multiple Metamagic options on a spell when you cast it, unless otherwise noted.
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on saving throws against the spell.

Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

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.

When you apply this metamagic to a spell that lists a range in its effect, that range is doubled.

Empowered Spell:

Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to extend its duration.

If the spell has a duration of less than 10 minutes, multiply its duration by 10.

If the spell has a duration of at least 10 minutes, but less than an hour, multiply its duration by 6.

If the spell has a duration of at least an hour, but less than 8 hours, multiply its duration by 8.

If the spell has a duration of eight hours or more, its duration becomes 24 hours.

Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give a number of targets of the spell, up to your Charisma modifier (minimum of one creature), disadvantage on the first saving throw made against the spell.

Quickened Spell:

Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. If the spell doesn't require material components with a cost, you also cast it without any material components.

Twinned Spell:


Sorcerous Restoration: At 20th level, you regain all expended sorcery points whenever you finish a short rest.




Draconic Ancestor:
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check.

Draconic Physiology:
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Finally, you can spend Sorcery Points equal to your Manifestation Cost to manifest a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn, or until you complete a long rest. You can’t manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Elemental Distortion:
Starting at 6th level, whenever you hit a creature with an attack or cast a spell on a creature that requires it to make a saving throw, that creature takes damage of the type associated with your Draconic Ancestor equal to your Charisma modifier.

Draconic Heritage:
At 14th level, you can tap even more deeply into your heritage. Once per short or long rest, you may awaken your inner dragon as a reaction. For up to 1 minute your gain resistance to the damage type associated with your draconic ancestor, and you gain proficiency in Dexterity, Constitution, Wisdom, and Charisma saving throws.

Draconic Presence:
Beginning at 18th level, you can channel the dread presence of your Dragon Ancestor, causing those around you to become awestruck or Frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For up to 10 minute, each Hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. You can extend the duration of your aura by paying additional sorcery points. Each additional 5 sorcery points extends the duration of your aura by 10 minute. A creature that succeeds on this saving throw is immune to your aura for 24 hours.



Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d10. If you roll equal or lower than the level of the spell, roll on the Wild Magic Surge table to create a random magical effect. If an effect wouldn’t apply to the spell you cast, roll again.

Additionally, you can spend sorcery points equal to your Manifestation Cost to roll twice and pick which effect to apply.

Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time you roll on the Wild Magic Surge table you regain the use of this feature.

Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 2d8 – 9 and add it to the roll. You can do so after the creature rolls but before any effects of the roll occurs. Also, you may spend 2 sorcery points to roll twice and choose which result to use.

Controlled Chaos: At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll to see whether your magic goes wild, you may add or subtract half your proficiency modifier (rounded down) to the die roll.

Spell Bombardment: Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, roll another die of the same size and add that roll to the damage. You can only use this feature on one spell per turn.

Wild Magic Surge


d100
effect
d100
effect


01-02
For the next minute, any spells you cast go wild. If you roll this result again during that minute, reroll.
51-52
The air near you distorts in eldritch ways for the next minute, granting you a +2 bonus to AC and immunity to magic missile.


03-04
For the next minute, any creature effected by the spell can see invisible creatures if they have line of sight to it.
53-54
You and a number of closest friendly creatures equal to your Charisma modifier gain immunity to poison for 1 minute, then all creatures effected by your spell must make a Constitution saving throw against your spell DC or become poisoned.


05-06
You cast fireball as a 3rd-level spell centred on yourself.
55-56
You transform into a dragon with CR equal to half your level (rounded down) as if using the Druid’s Wildshape feature, except you can still cast spells. After a minute your form reverts.


07-08
For each creature effected by your spell, you cast Thunderwave as a 1st-level spell centred on them.
57-58
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. Additionally magical flames coat anything you hold, although it doesn’t damage it. Your weapon attacks deal an extra 1d6 fire damage.


09-10
You fire a single Magic Missile bolt against each creature effected by your spell.
59-60
Roll a d10. If you roll higher than the level of the spell slot used to cast this spell, you regain it.


11-12
Roll a d4. If you roll higher than a 2 each creature effected by your spell increases by a number of sizes equal to the difference. If you roll lower than a 3, they instead shrink by a number of sizes equal to the difference.
61-62
For the next minute, you must shout when you speak. A creature that hears your voice for the first time while under the effect must succeed on a Charisma saving throw against your spell DC or become frightened of you for the duration.


13-14
Every creature effected by your spell also has to resist the effect of a Confusion spell that lasts for its full duration.
63-64
A 20-foot-radius sphere of fog emerges from around you. The sphere spreads around corners, and its area is heavily obscured. It lasts until dispersed by a wind of at least 10 miles per hour.


15-16
Every creature within a number of feet of your equal to 5 times your proficiency modifier fall under the effect of a Heroism spell that lasts for the full duration.
65-66
Lighting strikes at hostile creatures within 30 feet of you a number of times equal to your Charisma modifier (minimum of 1), dealing 4d10 lightning damage to a random enemy with each strike.


17-18
Before your spell takes effect, each creature that would be effected by it must make a Charisma saving throw against your spell DC or be turned into chickens as if under the effect of Polymorph.
67-68
Magic infuses the nearest creature to you. For the next 10 minutes, a creature that looks at it must make a Wisdom saving throw against your spell DC or become frightened of it. A creature that succeeds on the save is immune to the effect until it looks away.


19-20
Terrain within a 10 feet radius of you distorts and blurs. For the next 10 minutes treat the area as if under a Grease spell that uses your spell DC, then the terrain returns to normal.
69-70
You and each creature within 30 feet of you become invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.


21-22
Your spell grows in size and power. If the spell has a radius, it increases by 5 feet. Otherwise each creature within 5 feet of creatures effected by the spell must make a Dexterity saving throw or also be effected by it. A creature may choose to not make the saving throw.
71-72
For the next minute, a magical bubble appears around you whenever you would take damage, absorbing half of the damage you would take.


23-24
A metamagic chosen at random, excluding any that change the casting time, is applied to your spell before it takes effect.
73-74
If your spell effects an area, it becomes centred on you, and there is no limit to the number of creatures it can affect. Otherwise you cast a copy of the spell (including applied metamagics) once against each creature of your choice within range.


25-26
Your skin turns a vibrant shade of blue and an eye appears on your forehead that gives you advantage on Wisdom (Perception) checks that rely on sight. A remove curse spell can end this effect.
75-76
You glow with bright light in a 30-foot radius for the next minute. Another creature that ends its turn within 5 feet of you is blinded until the end of its next turn.


27-28
For the next minute, all your spells with a casting time of 1 bonus action have a casting time of 1 reaction, and all your spells with a casting time of 1 action have a casting time of 1 bonus action.
77-78
Each creature within 60 feet of you must resist the effect of a Polymorph spell with your spell DC or be turned into a sheep for the duration of the spell.


29-30
For the next minute, all your speeds drop to 0 and you gain a teleport speed of 30 feet.
79-80
Illusory butterflies and flower petals flutter in the air within 10 feet of your for the next minute. You and creatures within 10 feet of you have half cover.


31-32
Each creature between you and any targets of your spell must make a Dexterity saving throw against your spell DC or also be affected. A creature can choose to fail its saving throw.
81-82
A surge of energy invigorates you, and you can take one additional action immediately.


33-34
Any dice rolled for your spell are treated as if they rolled their maximum (this does not effect features that depend on the number rolled, such as Spell Bombardment).
83-84
You and each creature within 30 feet of you transforms into a random beast of equal CR, or CR equal to 1/3 their level, as if using a Druid’s Wildshape feature, except they can’t change back. This transformation lasts 1 hour.


35-36
For each creature affected by your spell, roll a die. If you roll odd, that creature must resist the effect of a Slow spell that uses your spell DC and lasts for its duration. If you roll even, that creature falls under the effect of a Haste spell that lasts for its duration.
85-86
You fall under the effect of a mirror image spell.


37-38
Your spell becomes Polymorph, but effects all creatures that the original spell would have.
87-88
A killer whale appears 40 feet in the air in an unoccupied spot of the DM’s choosing within 60 feet of you.


39-40
Each creature effected by your spell loses 1d10 hit points, and you regain hit points equal to the total lost.
89-90
For the next minute you become invisible at the start of your turn. While invisible, other creatures can’t hear you. You become visible again if you attack or cast a spell.


41-42
You turn into a potted plant with 10 hit points until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
91-92
For the next minute, reduce all damage dealt to you by the amount of hit points you’ve lost.


43-44
You are transported to the Astral Plane until the start of your next turn, after which time you return to an unoccupied space closest to the target of your spell (chosen at random if there are multiple targets).
93-94
Your spell is effected by every applicable metamagic, regardless of restrictions.


45-46
For the next 1d4 rounds you float in the air unable to touch the ground. You gain a fly speed of 60 feet and do not fall to the ground if made prone.
95-96
You and all creatures within 30 feet of you turn into skeletal versions of yourself for the next minute, gaining resistance to piercing damage.


47-48
You transform into a unicorn for 1 minute, as if using the Druid’s Wildshape feature, except you can still cast spells.
97-98
You are surrounded by faint, ethereal music until you take a long rest. If the d100 roll was odd, you have advantage on intimidation checks as the music makes you more intimidating. If the d100 roll was even, you have advantage on persuasion checks as the music inspires awe.


49-50
Creatures effected by your spell can’t speak for the next minute. Whenever a creature tries, pink bubbles float out of their mouth.
99-00
You gain sorcery points equal to your level.

Trandir
2019-11-07, 06:12 PM
Just two questions:

How much does the metamagic options cost?

What does this homebrew fixes?

Yunru
2019-11-07, 06:19 PM
Just two questions:

How much does the metamagic options cost?

What does this homebrew fixes?

In order:
They cost the same as usual. If I added any, please point them out as the ones I did add I then decided to move to a subclass.

It fixes the Sorcerer not feeling unique enough, hopefully. Allowing all metamagics makes them feel distinct from other casters, while reduced costs should make them feel somewhat different to each other.
For the subclasses, they have powerful late game effects at 1st level, but with a steep SP cost that wanes as you grow in power (reaching 0 "coincidentally" at the time you would normally expect them without cost). This hopefully makes their origin feel more apparent.

There's also a few balance fixes thrown in, such as the rework to Elemental ... I forget what it was originally called, which in vanilla heavily favours certain elements over others.

AdAstra
2019-11-08, 12:39 AM
When converting spell slots to sorcery points, do you use the table to determine how many sorcery points you gain, or the PHB method?

The manifestation costs feel... off. Unless you're allowed to use spell slots to gain sorcery points over your max, it's impossible to pay for the manifestations until 4th level. Also, there's no duration on how long the dragon wings last, so from the way it's presented it seems like it's permanent? The manifestation system seems interesting, but severely incomplete.

Trandir
2019-11-08, 03:45 AM
In order:
They cost the same as usual. If I added any, please point them out as the ones I did add I then decided to move to a subclass.




So the new ones cost 1 point per option?

Yunru
2019-11-08, 05:20 AM
When converting spell slots to sorcery points, do you use the table to determine how many sorcery points you gain, or the PHB method?The table, this completely replaces the PHB sorcerer.


The manifestation costs feel... off. Unless you're allowed to use spell slots to gain sorcery points over your max, it's impossible to pay for the manifestations until 4th level. Also, there's no duration on how long the dragon wings last, so from the way it's presented it seems like it's permanent? The manifestation system seems interesting, but severely incomplete.There's no cap on sorcery points, just how high a level of spell slot you can manipulate. The wings should last until a long rest or you dismiss them, although currently it's just until you dismiss them.


So the new ones cost 1 point per option?There shouldn't be any new ones, as far as I know all the listed ones are vanilla.

Trandir
2019-11-08, 05:37 AM
There shouldn't be any new ones, as far as I know all the listed ones are vanilla.

My bad. Carry on then

Yunru
2019-11-09, 07:13 AM
Mostly made formatting changes, but also got around to typing out the metamagics that have been changed. Please say if anything feels off with how they read (and if you've suggestions for how to make them read better, even better).

Yunru
2019-11-09, 10:01 AM
Eurgh, I know now why I hated Wild Mage so much. Asides from the fact that Wild Magic is far too rare, over 50% of the outcomes are do-nothings or worse.

Rewrote almost the whole bloody table. Now everything will have at least some effect, and none are actively hostile to you, just danger-close.

AdAstra
2019-11-09, 10:10 PM
Eurgh, I know now why I hated Wild Mage so much. Asides from the fact that Wild Magic is far too rare, over 50% of the outcomes are do-nothings or worse.

Rewrote almost the whole bloody table. Now everything will have at least some effect, and none are actively hostile to you, just danger-close.

This feels like it would result in a lot of rolls on the Wild Magic table past level 5 or so, which given how powerful the effects are. I feel like some sort of system of increasing risk might be more useful.

When your spell is Counterspelled, does it require another roll? If not, it seems like it would only ever take effect if you cast a cantrip that gets Counterspelled, which seems like a bit of an edge case.

The magical effects seem to trend very powerful too. There's minimal risk to surges and a lot to gain.

Also some of the effects have odd wording. They're not exactly all that confusing, but they could be cleared up:

The flower petals give partial cover, which I assume means half cover?

Thunderwave as a spell isn't really centered on anything? I would assume that the creature's space would be the center of the 15 ft. cube, but the actual spell description puts the caster at the edge of the effect.

Teleport speed does not exist. It's not hard to figure out but could be confusing.

The descriptions of the Grease and Slow effects don't describe what the DC would be, nor does it treat you as the caster.

The size-changing effect would probably be better worded as "rolling a 3 or more" and "rolling a 2 or less"

For the "spell turns into an area spell" effect, it says at the end "A creature may choose to not make the saving throw.". What does this mean? Can they just decline to be affected? Or can they voluntarily decide to fail? If the latter, it should probably be described as "A creature may choose to fail this saving throw"

Can you use Bend Luck on every roll you can see? That seems like a recipe for extreme inconvenience. There's also usually no reason to not use it when an ally fails a roll or an enemy succeeds on one. Since most rolls don't have "degree" of failure or success aside from nat 1s and 20s, There's no reason not to at least try Bend Luck most of the time. It's both more powerful than it seems (since if it can help at all, there's usually no way for it to make things worse) and would slow down the game by a good margin.

Once you get to level 14, you effectively get to roll on the Wild Magic table SIX times and take whatever result you want (two rolls, and can add or subtract proficiency from each). Your manifestation cost is 0 at that level, so every wild magic roll is like this. You also have enough spell slots that getting at least one or two WMS per combat is trivial.

There's also no explanation of what happens if you use Controlled Chaos to get a number above 100 or below 1. Does nothing happen? Can you just not do it?

Overall, this seems like an excessive amount of rolling. Like, way excessive, so much so as to actively interfere with playing the game.

I know that's a lot of criticisms, but all of them should probably be addressed in some form, because as is this subclass is a bit of a mess.

Yunru
2019-11-10, 05:46 AM
I know that's a lot of criticisms, but all of them should probably be addressed in some form, because as is this subclass is a bit of a mess.Not at all, better too much than too little, at least when it comes to criticism.


When your spell is Counterspelled, does it require another roll?Yes, although I might just remove it because in most cases it's not going to do anything but add delay.


The magical effects seem to trend very powerful too. There's minimal risk to surges and a lot to gain.Remember you can surge on any levelled spell you cast, including the ones you cast on your allies. But rule of thumb I only added one or two new strictly-positive effects, the rest either modified or replaced old strictly-positive effects.


The flower petals give partial cover, which I assume means half cover?Umm... *checks book* Yes, half cover.


Thunderwave as a spell isn't really centered on anything? I would assume that the creature's space would be the center of the 15 ft. cube, but the actual spell description puts the caster at the edge of the effect. Yeah, I can see that causing confusion. Might just swap it to a different spell then.


The descriptions of the Grease and Slow effects don't describe what the DC would be, nor does it treat you as the caster.Nice catches. Yeah, they don't use you as the caster because concentration, but they should still use your DC.


The size-changing effect would probably be better worded as "rolling a 3 or more" and "rolling a 2 or less"That would make the wording a bit more complex for how many sizes to change, although I could just switch it to one size.


For the "spell turns into an area spell" effect, it says at the end "A creature may choose to not make the saving throw.". What does this mean? Can they just decline to be affected? Or can they voluntarily decide to fail? If the latter, it should probably be described as "A creature may choose to fail this saving throw"Yes, to all. I think I even use that wording in a similar effect latter.


Can you use Bend Luck on every roll you can see? That seems like a recipe for extreme inconvenience. There's also usually no reason to not use it when an ally fails a roll or an enemy succeeds on one. Since most rolls don't have "degree" of failure or success aside from nat 1s and 20s, There's no reason not to at least try Bend Luck most of the time. It's both more powerful than it seems (since if it can help at all, there's usually no way for it to make things worse) and would slow down the game by a good margin.Once per round, yes (it uses your reaction after all).


Once you get to level 14, you effectively get to roll on the Wild Magic table SIX times and take whatever result you want (two rolls, and can add or subtract proficiency from each).

There's also no explanation of what happens if you use Controlled Chaos to get a number above 100 or below 1. Does nothing happen? Can you just not do it?First, the half proficiency is to the check if a spell goes Wild, not for the roll on the Wild Magic Table. Second, I'm not seeing how you get six rolls in a turn? At least, without using every action (including your reaction).

Trandir
2019-11-11, 02:10 PM
Now that I think about it. Is it really balanced the metamagic discount? Appart from the wizard dip bait for unlimited subtle and twin spell, you are devaluating metamagic that from using a resource become almost free to use 2 or even 3 option with every single cast.

Yunru
2019-11-11, 02:56 PM
Now that I think about it. Is it really balanced the metamagic discount? Appart from the wizard dip bait for unlimited subtle and twin spell, you are devaluating metamagic that from using a resource become almost free to use 2 or even 3 option with every single cast.

Honestly I'm more worried about the dip bait than I am Sorcerers using metamagic too often. Metamagic is what makes Sorcerers different from other spellcasters, they should be using it fast and often.

Edit: And fixed the dip bait: the discount now only applies to your Sorcerer spells.

Trandir
2019-11-11, 03:07 PM
Honestly I'm more worried about the dip bait than I am Sorcerers using metamagic too often. Metamagic is what makes Sorcerers different from other spellcasters, they should be using it fast and often.

Edit: And fixed the dip bait: the discount now only applies to your Sorcerer spells.

Well then if there is no more multiclass shenanigans and the metamagic fiesta is intendeed and balanced, for me this rework is good to be tested

AdAstra
2019-11-12, 04:57 AM
Once per round, yes (it uses your reaction after all).

First, the half proficiency is to the check if a spell goes Wild, not for the roll on the Wild Magic Table. Second, I'm not seeing how you get six rolls in a turn? At least, without using every action (including your reaction).

Ah, my bad on those two. I didn't notice the reaction cost for Bend Luck and thought that Controlled Chaos applied to the roll on the table, not the initial roll. I do still think that Bend Luck is a little too cost/risk-free, though. If you use it even slightly competently there's no chance for it to cause you any harm. Worst case it just doesn't work. It also has the odd effect of kinda reducing the randomness of the d20 roll rather than increasing it.


Honestly I'm more worried about the dip bait than I am Sorcerers using metamagic too often. Metamagic is what makes Sorcerers different from other spellcasters, they should be using it fast and often.

Edit: And fixed the dip bait: the discount now only applies to your Sorcerer spells.

I will point out that in addition to the dip bait, picking Twinned means that your Sorc cantrips and 1st level spells (that meet the requirements anyhow) can be twinned for free. Empowered could also be taken for the damage spells since it can be used alongside other metamagics, for very powerful at-will damage (especially if combined with Draconic Sorc's bonus damage). It feels closer to a 10th or even higher level feature than something available so early in the game.

This is probably something especially to keep in mind when designing Divine Soul (assuming you choose to do so), since they have a number of quite strong single-target spells. Toll the Dead, Fire Bolt, Guiding Bolt, Command, Healing Word, even Booming Blade if you can get the tools required for melee, all benefit immensely from free twinning (and empowering if applicable).