Wizard Feats

Satyrn

First Post
Your second point about the warlock spells does require some thinking.

That's easy. The feat just needs to require the spellcasting feature, and your notes just need to remind players that the warlock's feature is called pact magic, not spellcasting.
 

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Li Shenron

Legend
I am against adding options which grants spellcasters the ability to alter spells in real time.

Because that is called metamagic and is one of the only 2 reasons to play a Sorcerer (the other being specific archetypes).

If you give the Sorcerer's unique feature to others, then to be fair you should give other's unique features to the Sorcerer, like a feat that allows to add more known spells from scrolls for a small fee.
 

I am against adding options which grants spellcasters the ability to alter spells in real time.

Because that is called metamagic and is one of the only 2 reasons to play a Sorcerer (the other being specific archetypes).

If you give the Sorcerer's unique feature to others, then to be fair you should give other's unique features to the Sorcerer, like a feat that allows to add more known spells from scrolls for a small fee.

I had similar reservations, which is why Sorcerous Aptitude has only 2 sorcery points. Outside of sorcerers, I figure the main audience for this is people in high-intrigue games, where two uses of subtle sorcery could be really useful (it seems tailor made for bestow curse).
 

There is a feat that gives any class the ability to use rituals (which is a feature limited to only a few classes)...giving a spellcasting class a feat that gives them a single metamagic and 2 sorcery points to power it doesn't seem too crazy. And nothing prevents a sorcerer from taking that same feat to give them an extra meta-magic and a couple extra points to add to their pool.

I might limit how often you can take that feat, though.


Another suggestion...Dare I say it....magic item creation feats.... then the character can retire from adventuring and open a magic shop.

*Taran hides*
 

double post: I was going to do an edit to my last post but it turned in to its own post.

I should add that I'm half joking about the magic item creation feats...there's need to be so much homebrew added to make that work and I wouldn't recommend using the 3.e method. (although, I did have an idea about how to do it...it probably deserves its own thread.)

I'd also like to add that I loved the [MENTION=6919838]5ekyu[/MENTION] 's idea of re-skinned fighter maneuvers. Very creative and since there is already a feat that give maneuver dice, there's precedent.

Being able to cast an extra spell in a day would be a nice boost also...although that might be too powerful at lower levels?
 

Dessert Nomad

Adventurer
Also, I am not sure how it fits with warlocks--it seems like those 1st level spell slots would eventually become 5th level spell slots. That would be a pretty substantial benefit compared to other classes.

Why would you think that the feat does something that directly contradicts the text of the feat? It explicitly says 2 level 1 spell slots, not 'two additional spell slots of the same level as other spell slots you have' or any other phrasing that would indicate that the slots are anything other than 1st level slots. You could add verbiage saying 'These slots are actually level 1 spell slots like I said and don't turn into higher level slots at any point, this includes warlocks' if you're really worried about people deciding the feat does something contrary to it's wording, but it seems clear enough to me. There's already precedent for warlocks to use spells of multiple levels in the rules, any warlock who multiclasses with a caster class will have some regular, long rest spell slots as well as their 2-3 max level, short rest spell slots.

Two additional level 1 spell slots is very handy for a warlock, because they get so few slots - being able to use both real slots for powerful spells and still have a slot for a spell like hex, shield, or dissonant whispers is a very nice backup plan. This feat as written would work well for them.
 

Boost Spell Save DC Much like Krachek's Magic Sharpness idea. This could be a little OP but is kind of in line with the archery fighting style (+2 to hit) but more powerful than an ASI (+1 to save DC) since it almost gives you two ASI at once less the other benefits of your casting stat (like better saves for you).

I find this a bit too broad. I would limit this to one or two schools of magic. "Choose two schools of magic. When you cast spells from these schools, add +2 to the save DC"

It kind of gives you a 'specialist' flavour that the wizard sub-classes kind of ignored.
 

TallIan

Explorer
I find this a bit too broad. I would limit this to one or two schools of magic. "Choose two schools of magic. When you cast spells from these schools, add +2 to the save DC"

It kind of gives you a 'specialist' flavour that the wizard sub-classes kind of ignored.

That’s quite a nice restriction that reigns in he power of he feat. Not perfectly balanced as not all schools are created equal but still a nice restriction on what amounts to almost two ASIs.
 



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