Recently in one of my games a player came up with the idea that he could use his class abilities when using his magical wand. He is a Sorcerer, with the Sea Archetype from UA. His argument was that he could use his bonus lightning damage when using a wand of lightning bolts. As far as I am aware you cannot use class abilities in conjunction with magical items. Also, how does the curse of the sea work ?
You cast shocking grasp on someone and they become cursed until the end of your next turn. Can you then immediately trigger the curse to cause +Cha lightning damage on the same turn. It doesn't list an action for this use so I assume it is a free action?
Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
Lightning Damage.
If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier
You cast shocking grasp on someone and they become cursed until the end of your next turn. Can you then immediately trigger the curse to cause +Cha lightning damage on the same turn. It doesn't list an action for this use so I assume it is a free action?
Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
Lightning Damage.
If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier