trentonjoe
Explorer
My group feels like there aren't any good feats for wizards to take which leads to all wizards (and sorcerers) to pretty much always take the ASI and jack up their spell casting stat. I am tinkering around with ideas and I want them to be good enough that a 4th or 8th level wizard would take this instead of the +2 INT.
I was looking for some constructive criticism on the feat below. It is based around the idea that spell casters can trade damage for an additional effect. The one concern I have is that it feels a bit like casting 2 spells at one time but personally i am okay with that....
Enhanced Spellcasting
Prerequisite: Can cast at least one 2nd level spell (is this even needed?)
Skilled in manipulating eldritch forces, you can replace some of the damage dice from a spell with an effect. When you cast a spell with an instantaneous effect that causes damage and targets one creature you can:
swap out 2 dice of damage for the ability to restrain the target of the spell (spell DC to negate)
swap out 4 dice of damage for the ability to blind the target of the spell (spell DC to negate)
swap out 6 dice of damage for the ability to paralyze the target of the spell (spell DC to negate)
The target of the spell must take damage for the secondary effect to occur.
I was looking for some constructive criticism on the feat below. It is based around the idea that spell casters can trade damage for an additional effect. The one concern I have is that it feels a bit like casting 2 spells at one time but personally i am okay with that....
Enhanced Spellcasting
Prerequisite: Can cast at least one 2nd level spell (is this even needed?)
Skilled in manipulating eldritch forces, you can replace some of the damage dice from a spell with an effect. When you cast a spell with an instantaneous effect that causes damage and targets one creature you can:
swap out 2 dice of damage for the ability to restrain the target of the spell (spell DC to negate)
swap out 4 dice of damage for the ability to blind the target of the spell (spell DC to negate)
swap out 6 dice of damage for the ability to paralyze the target of the spell (spell DC to negate)
The target of the spell must take damage for the secondary effect to occur.