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<blockquote data-quote="Quickleaf" data-source="post: 7529528" data-attributes="member: 20323"><p>A 6th-level wizard casts a <em>fire bolt</em> at a fleeing enemy 100 feet away, swaps out both damage dice to restrain the target. The flames deal no damage but...uh... somehow wrap around the target and bind it in place. Huh, that seems a little weird narratively – fire ensnaring a creature? and dealing no damage while wrapped around them? </p><p></p><p>But wait! How long does the restrained condition last on the target? Is it concentration, up to 1 minute (which is typical)? Then we've just allowed out wizard to replicate <em>entangle</em> (a 1st level spell) at a greater range than <em>entangle</em> itself can accomplish using only a cantrip!</p><p></p><p>Upon attaining 7th-level, the wizard learns and casts <em>wall of fire</em> in a battle against a solo villain, hoping to trade out 4 of the damage dice when a creature passes through to blind it. However, because the <em>wall of fire</em> doesn't have a target, this feat cannot be used with that spell. Even though the narrative makes perfect sense.</p><p></p><p>I feel like this falls into the trap may homebrew feats do: the story behind it doesn't serve to further clarify the character's theme/personality/style.</p><p></p><p>I mean vaguely it's a "control" mage, but "control" really doesn't correspond to anything in the fiction.</p><p></p><p>An opposing example would be back in the playtest that had "implement feats" (IIRC one was called Golden Wyvern Adept or something) which were to spellcasters kind of what like Crossbow Expert, et cetera, are to warriors.</p><p></p><p>There's also a red flag right there in your title: <em>Enhanced</em> Spellcasting. Who <em>wouldn't</em> want Enhanced Spellcasting? So many characters in this game have spellcasting ability. This would be so hugely attractive that it would start to edge into that territory of "must take." And that's something to be avoided in feat design.</p><p></p><p>EDIT: Not to leave with just a critique, but to contribute something positive, I'd suggest starting with the story first...</p><p></p><p>For example, let's say True Names play a significant role in your game – not just of fiends but of other fey and other spirits. You might devise a <strong><em>True Namer</em></strong> feat that grants the PC benefits to spellcasting when it knows a creature's True Name, and conversely can be used to help a friendly creature whose True Name is known to the caster shake off charm/possession/shapeshifting effects.</p><p></p><p>Another example, let's say you have a player who loves to blow stuff up with magic – I've heard those types of players are out there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> You might create a <strong><em>Concussive Magic</em></strong> spell that allows them to upcast evocation spells in a way unique to the feat, forcing Strength/Constitution saves to remain standing and not be pushed backward and/or knocked prone. You could even include bits about dealing extra damage to untended objects to simulate blowing stuff up. Possibly give them a reaction feature to absorb kinetic energy that would knock them prone/push them, requiring the expenditure of spell slots to use.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7529528, member: 20323"] A 6th-level wizard casts a [I]fire bolt[/I] at a fleeing enemy 100 feet away, swaps out both damage dice to restrain the target. The flames deal no damage but...uh... somehow wrap around the target and bind it in place. Huh, that seems a little weird narratively – fire ensnaring a creature? and dealing no damage while wrapped around them? But wait! How long does the restrained condition last on the target? Is it concentration, up to 1 minute (which is typical)? Then we've just allowed out wizard to replicate [I]entangle[/I] (a 1st level spell) at a greater range than [I]entangle[/I] itself can accomplish using only a cantrip! Upon attaining 7th-level, the wizard learns and casts [I]wall of fire[/I] in a battle against a solo villain, hoping to trade out 4 of the damage dice when a creature passes through to blind it. However, because the [I]wall of fire[/I] doesn't have a target, this feat cannot be used with that spell. Even though the narrative makes perfect sense. I feel like this falls into the trap may homebrew feats do: the story behind it doesn't serve to further clarify the character's theme/personality/style. I mean vaguely it's a "control" mage, but "control" really doesn't correspond to anything in the fiction. An opposing example would be back in the playtest that had "implement feats" (IIRC one was called Golden Wyvern Adept or something) which were to spellcasters kind of what like Crossbow Expert, et cetera, are to warriors. There's also a red flag right there in your title: [I]Enhanced[/I] Spellcasting. Who [I]wouldn't[/I] want Enhanced Spellcasting? So many characters in this game have spellcasting ability. This would be so hugely attractive that it would start to edge into that territory of "must take." And that's something to be avoided in feat design. EDIT: Not to leave with just a critique, but to contribute something positive, I'd suggest starting with the story first... For example, let's say True Names play a significant role in your game – not just of fiends but of other fey and other spirits. You might devise a [B][I]True Namer[/I][/B] feat that grants the PC benefits to spellcasting when it knows a creature's True Name, and conversely can be used to help a friendly creature whose True Name is known to the caster shake off charm/possession/shapeshifting effects. Another example, let's say you have a player who loves to blow stuff up with magic – I've heard those types of players are out there. ;) You might create a [B][I]Concussive Magic[/I][/B] spell that allows them to upcast evocation spells in a way unique to the feat, forcing Strength/Constitution saves to remain standing and not be pushed backward and/or knocked prone. You could even include bits about dealing extra damage to untended objects to simulate blowing stuff up. Possibly give them a reaction feature to absorb kinetic energy that would knock them prone/push them, requiring the expenditure of spell slots to use. [/QUOTE]
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