There are a number of spells that include a section on "At Higher Levels." The actual effect varies from spell to spell; longer duration, more targets, summon better creatures, etc. I am specifically asking about spells that satisfy the following conditions:
- The spell deals damage and when cast at a higher level than their base it causes additional damage.
- The spell deals more than damage. There is also a rider/sub-effect as part of the spell.
- The spell involves a saving throw. This saving throw may or may not be related to the damage the spell does. It is directly related to the rider effect.
For instance, Ray of Sickness:
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Another example would be Thunderwave:
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
No matter what level the spell is cast at, the Con save DC is a constant based on the caster's spellcasting ability modifier and proficiency bonus.
My question is, would it be overpowered to say that instead of causing more damage, the caster can opt to make the rider effect harder to resist?
For the sake of discussion, consider the rule to be for every slot level above base it increases the DC by 1. And it's completely either/or per casting. A caster could cast once to grant a better DC, and a second time to grant more damage. But they cannot cast a spell two levels higher and boost the DC by one and an additional damage dice.
So a 20th level wizard could cast a 1st-level spell using a 9th-level slot would have a final DC of (barring magic items): 8 (base) + 6 (proficiency bonus) + 5 (20 Int bonus) + 8 (higher spell slot) for a max of DC 27. That seems pretty high, but consider that a Androsphinx, a CR17 monstrosity, has the following bonuses to saving throws...
Dex +6, Con +11, Int +9, Wis +10
Most saves are still within the realm of possibility on a good roll.
So in the case of Ray of Sickness, instead of doing on average 45hp damage and a slim chance of poisoning, the spell would average 9hp damage, but a very good chance of poisoning. Thunderwave would generally be saved at higher levels so would average 5hp damage and that's it. But with the increased DC, it would do about 9hp damage and most likely shove.
Would giving this option to casters be a fair house rule?
Since it was brought up in the comments and the top answer; here is the why:
Because I am but a squishy wizard. And a number of times I have found myself cornered by a brute. Now I know that I can upcast my spells to do more damage, but I also know that it would never be enough to take the brute down. HOWEVER, I know that some of my spells do more than damage, but something that will help me escape. Ray of Sickness would give them disadvantage when I run and they get an Opportunity Attack. Shocking Grasp would also stop that Opportunity Attack. Or Thunderwave would push them 10 feet away to give me an even better chance to escape. So I would rather focus less on damage and more on secondary effects that would keep me alive.