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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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<blockquote data-quote="ro" data-source="post: 7244103" data-attributes="member: 6890747"><p>Gust of Wind may be the only such cantrip, but Light gives a save to hostile creatures yet should be allowed by this feat. I tried to change the word to address conditions from saving throws though.</p><p></p><p>I've added several ideas to this feat. One is removing concentration (makes Dancing Lights more useful, for example). Also, I added scaling for those cantrips which do not currently scale with level. Can you help me write this feat with fewer words?</p><p></p><p><strong>Cantrip Master</strong></p><p></p><p>- You learn two cantrips of your choice, one of which must not deal damage.</p><p>- You may ignore the Concentration requirement of one active cantrip.</p><p>- You may cast as a bonus action or reaction any cantrip that neither deals damage nor imposes a condition.</p><p>- Starting at 11th level you may cast twice any cantrip that neither deals damage nor imposes a condition, and limits on simultaneous effects are doubled.</p><p>- When you cast a cantrip with one damage roll, you may add your spellcasting ability modifier to that damage roll. If you already add it, you may add it a second time.</p><p>- When you cast a cantrip with a damage roll dX that does not scale with character level, the damage increases by 1dX at each of 5th, 11th, and 17th levels if its benefit is not used during the same action as Extra Attack.</p></blockquote><p></p>
[QUOTE="ro, post: 7244103, member: 6890747"] Gust of Wind may be the only such cantrip, but Light gives a save to hostile creatures yet should be allowed by this feat. I tried to change the word to address conditions from saving throws though. I've added several ideas to this feat. One is removing concentration (makes Dancing Lights more useful, for example). Also, I added scaling for those cantrips which do not currently scale with level. Can you help me write this feat with fewer words? [B]Cantrip Master[/B] - You learn two cantrips of your choice, one of which must not deal damage. - You may ignore the Concentration requirement of one active cantrip. - You may cast as a bonus action or reaction any cantrip that neither deals damage nor imposes a condition. - Starting at 11th level you may cast twice any cantrip that neither deals damage nor imposes a condition, and limits on simultaneous effects are doubled. - When you cast a cantrip with one damage roll, you may add your spellcasting ability modifier to that damage roll. If you already add it, you may add it a second time. - When you cast a cantrip with a damage roll dX that does not scale with character level, the damage increases by 1dX at each of 5th, 11th, and 17th levels if its benefit is not used during the same action as Extra Attack. [/QUOTE]
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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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