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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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<blockquote data-quote="ro" data-source="post: 7244116" data-attributes="member: 6890747"><p>Being able to gain advantage or bonuses is the intent of the feat. Now, many bonuses only apply to weapon attacks anyway, so there shouldn't be too much change. Furthermore, there <em>are</em> spells that use attack rolls instead of saving throws already, such as Scorching Ray. Those spells are not considered OP for having an attack roll. This feat allows more spells to be cast that way and gain what limited benefits do exist. I do not think this is overpowered, but if you feel it is, maybe you could give some examples to express your position?</p><p></p><p>I don't want to link it with weapon attacks because I don't think spellcasters should be bound to using weapons. When it comes to feats, there is definitely a lack of options for spellcasters in comparison to weapon-users.</p><p></p><p></p><p></p><p>I elaborated in a post above on the design philosophy behind this feat.</p><p>As written, it is of similar power to Channel Divinity. If it were only once per rest it would be more boring at higher levels, and again, Channel Divinity scales in the same way.</p><p>The save change may not make complete sense, but it isn't game-breaking.</p><p>I should probably add a line clarifying that you can only use one of the feat's benefits per spell.</p><p>Giving a cantrip instead is lackluster and against the goals of the feat. I don't want every spellcaster feat to be, "Here's an ok benefit. Oh, and here's a cantrip to make it up to you."</p><p></p><p></p><p></p><p>I think the list would quickly get too long and similarly would limit the feat's use with future cantrips.</p></blockquote><p></p>
[QUOTE="ro, post: 7244116, member: 6890747"] Being able to gain advantage or bonuses is the intent of the feat. Now, many bonuses only apply to weapon attacks anyway, so there shouldn't be too much change. Furthermore, there [I]are[/I] spells that use attack rolls instead of saving throws already, such as Scorching Ray. Those spells are not considered OP for having an attack roll. This feat allows more spells to be cast that way and gain what limited benefits do exist. I do not think this is overpowered, but if you feel it is, maybe you could give some examples to express your position? I don't want to link it with weapon attacks because I don't think spellcasters should be bound to using weapons. When it comes to feats, there is definitely a lack of options for spellcasters in comparison to weapon-users. I elaborated in a post above on the design philosophy behind this feat. As written, it is of similar power to Channel Divinity. If it were only once per rest it would be more boring at higher levels, and again, Channel Divinity scales in the same way. The save change may not make complete sense, but it isn't game-breaking. I should probably add a line clarifying that you can only use one of the feat's benefits per spell. Giving a cantrip instead is lackluster and against the goals of the feat. I don't want every spellcaster feat to be, "Here's an ok benefit. Oh, and here's a cantrip to make it up to you." I think the list would quickly get too long and similarly would limit the feat's use with future cantrips. [/QUOTE]
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Community
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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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