D&D 5E Magic Initiate - A guide to an underestimated (and cool) feat


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Miladoon

First Post
There is enough red in this guide to repudiate itself. Can we please move this guide to the dumpster.



EDIT: Its a dead pan snarker sorta thing.
 
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slaughterj

Explorer
True, it would be blue for them.

Hex takes a bonus action, so it doesn't work well with shield master, polearm master, or hordes of enemies.
Though it is pretty good against a big solo target.

I'm running a Paladin with Shield Master currently and strongly considering this Magic Initiative option at level 8, and figure Hex will work okay enough actually because one round 1 I am using the Channel Divinity action to charge my sword, and have a Bonus Action free then to still cast Hex. Later rounds to switch Hex targets I would need the Bonus Action and not be able to do the shield bash, but practically speaking, I am not expecting Hex to stick around but so long due to the concentration checks when getting damaged (even with 14 CON and 16 CHA, that's still only +5 on checks, meaning losing the concentration spell 25% of the time on the typical DC 10 check), but even 2-3 rounds will be a decent damage bump.
 

LightningArrow

First Post
Updated with my opinion on the SCAG cantrips.

About moving this thread, I'm not sure it's completely an opmitization one - a lot of it is about cool thematical choices. But the mods should do whatever they feel like doing.
 


Grakarg

Explorer
This feat is hands down one of my favorite. It just oozes with possiblilities, everything from roleplaying fluff to powergamer crunch in such a small package. There is something in one tiny feat for many many players.

I especially like how it can be used to emphasize a character's background or development.

Are you a human fighter planning on going Eldritch knight? Or a rogue planning on going Arcane Trickster? Take this feat at lvl 1, and you have some of the feel for the character you're going for right out of the gate instead of waiting until lvl 3, and plus its balanced for a lvl 1 character. Great!

Choose magic initiate 'cleric', pick Acolyte background, and go Paladin of Vengeance. You were a young initiate in the abbey of your god when it was attacked. You survived the assault, and set on the path of the paladin to mete out justice against those that slew the other members of your faith.

Monk- Way of the Shadow, magic initiate warlock, you were part of a dark ninja cult that makes a blood pact with an infernal power for extra power, but left after learning a little about the dark forces behind the cult. But still, a whisper of that power remains, marking you forever from your initiation.

You can even double down on your current class. Wizard, Magic Initiate- Wizard. You were an exceedingly good student and apprentice, mastering additional cantrips and learning an additional spell by heart. As an added bonus, you can add the spell from Magic Initiate into your spellbook and use your regular slots to cast it.

Regarding the rankings, I'd say this is a tough job to do, ranking the individual spells.
There are just so many possible combinations for different classes that one person's trash is another person's treasure.
But thanks for trying though, if anything it will start some discussion.
 

Arial Black

Adventurer
At low levels, it could be worth it. But in higher levels, when magic armor becomes common, a +1 studded leather makes it obsolete. But since you had a good experience with it, I might edit it.

I appreciate your edit. :)

If magic armour is just around the corner, Bracers of Defence have probably already turned up. They give +2 to AC but only of you're unarmoured. The best that actual armour can be is +3.

So, before Dex (but assuming a high Dex PC), mage armour + Bracers gives AC 15, while +3 studded leather (the best light armour) gives AC 15. The same AC, without actually having to wear armour, coming online much sooner (have you seen the rarity of +3 armour?), and it takes one action to 'don', rather than several rounds.
 

LightningArrow

First Post
I appreciate your edit. :)

If magic armour is just around the corner, Bracers of Defence have probably already turned up. They give +2 to AC but only of you're unarmoured. The best that actual armour can be is +3.

So, before Dex (but assuming a high Dex PC), mage armour + Bracers gives AC 15, while +3 studded leather (the best light armour) gives AC 15. The same AC, without actually having to wear armour, coming online much sooner (have you seen the rarity of +3 armour?), and it takes one action to 'don', rather than several rounds.

Long story short, +1 studded and mage armor give the same AC. If you manage to get your hands on +3 studded leather, even better, but that's not necessary.
There's also the issue of the time: Mage Armor lasts for 8 hours, and sooner or later you will find yourself in a fight with no armor whatsoever. So it's a purple spell, with the possiblity of obsolescence and the time it lasts keeping it from being blue.
 


MoonSong

Rules-lawyering drama queen but not a munchkin
Why go for Magic Initiate?


- Versatility
Two cantrips to be used at will and a 1st level spell once for long rest can solve many problems in specific builds, or help characters do what they already do even better (ex. Fighter with Hex). Many times, simple spells like these can also unburden the main caster(s) of the group, allowing them to be more focused.


- Self-sufficiency
In groups/campaigns where magic is scarce, cantrips and 1st level spells make up for "holes" in the group. If your character usually scouts ahead of the group or does solo assignments, this is doubly true. Communication, illumination, reach... you choose.


- Flavor
Let's face it, to some people spell-less classes just feel... plain. Wouldn't it be great if 'Malakai, the Fighter' could be 'Malakai, Defender of the Enduring Flame', with Control Flames, Fire Bolt and Burning Hands? What about 'Nalia, the Monk" becoming "Nalia, the Feyblessed" with Druidcraft, Shillelagh and Faerie Fire? These are not the optimal choices, sure, but who cares - these guys are now cool!
__________________________________________


When is Magic Initiate a good option?


- If you're a Variant Human and/or have a feat to spare;
- If you're not MAD (relying on too many attributes to be decent);
- If you want a little more versatility and fun from a spell-less class;
- If you want a specific spell or cantrip from another class without multiclassing;
- For specific builds who need a spell for their 'combos';


That's about it, I think.

There is another reason for it, If your class doesn't prepare spells and you use magic initiate for your own class, you get extra cantrips and an additional spell known you can use without slots once a day. This is a great buff for sorcerers -who have very limited spells known- and bards, less so for warlocks.
 

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