New Feat: Magic in the Blood

Caliban

Rules Monkey
Idea for a new feat, let me know what you think.

Magic in the Blood

Prerequisite: Ability to cast at least one spell.

Fluff: You have an innate ability to manipulate magic, perhaps due to exposure to magic as an infant, perhaps due to a magical being in your ancestry.

Effect: You have 2 sorcery points and know one Metamagic option. Twin or Quicken cannot be acquired with this feat. You regain the Sorcery points on a long rest. If you have Sorcery points from another source, your maximum Sorcery points are increased by 2.
 
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cbwjm

Seb-wejem
I think this would be a good feat to have in the game. Perhaps rather than having a prereq. of casting arcane spells, instead allow the feat to also grant access to a single cantrip from the sorcerer spell list.
 

Caliban

Rules Monkey
I think this would be a good feat to have in the game. Perhaps rather than having a prereq. of casting arcane spells, instead allow the feat to also grant access to a single cantrip from the sorcerer spell list.

I was thinking that characters with innate magic (such as tieflings) would be able to qualify for it automatically, otherwise you would need to either have Magic Initiate or a level in an Arcane casting class.
 

cbwjm

Seb-wejem
I was thinking that characters with innate magic (such as tieflings) would be able to qualify for it automatically, otherwise you would need to either have Magic Initiate or a level in an Arcane casting class.

Okay, makes more sense now. I was thinking of the feat representing the awakening of sorcerous power within an individual so thought gaining a cantrip in addition could help represent that. I can see your way of it though.
 

OB1

Jedi Master
So I'm sure the thought here is that this is similar to the Battlemaster Feat, but I think the big difference is that Battlemaster abilities are part of a sub-class, whereas metamagic is a defining feature of the Sorcerer class. In my mind that makes it too big to give out for a feat. But at the same time, I like giving sorcerers a chance to increase their own metamagic ability.

In my campaign, I would change the prerequisite to require one metamagic ability already known and the fluff to say that your innate magic is stronger than normal, perhaps due to multiple sources of power. I'd then up the number of metamagic points you get for the feat to 3.

If however, you really do want to give warlocks and wizards, you might consider limiting the type of metamagic they can take. Something like "Choose one Metamagic ability with a maximum point cost of 1, if you take this feat multiple times, you may select flexible magic on the 2nd or subsequent selection."

This will keep things like Twinned and Quickened (the real sorcerer signatures) in the domain of Sorcerers while giving a bit of the flavor to other classes.
 

Caliban

Rules Monkey
If however, you really do want to give warlocks and wizards, you might consider limiting the type of metamagic they can take. Something like "Choose one Metamagic ability with a maximum point cost of 1, if you take this feat multiple times, you may select flexible magic on the 2nd or subsequent selection."

This will keep things like Twinned and Quickened (the real sorcerer signatures) in the domain of Sorcerers while giving a bit of the flavor to other classes.

Do you think that having access to Twinned or Quickened once per long rest would unbalance Warlocks or Wizards?
 

I admit prior to the current batch of UA's, I would have balked at this feat as taking a little too much from the sorcerer.

Since every third subclass has a "pool of magical power" (only slight exaggeration, and I figure it will eventually include wizards and warlock [and I wouldn't even be shocked at paladins]), I have been reevaluating my thoughts on what is so central to each class's gig that it shouldn't be borrowed by other classes.

By that light it is a good one. I would change arcane spell to spell, since they tend to refer to spells as "class" spells instead of arcane and divine, and so far feats are class specific. Good for the sorcerer, good for other casters: no complaints.
 

Caliban

Rules Monkey
I admit prior to the current batch of UA's, I would have balked at this feat as taking a little too much from the sorcerer.

Since every third subclass has a "pool of magical power" (only slight exaggeration, and I figure it will eventually include wizards and warlock [and I wouldn't even be shocked at paladins]), I have been reevaluating my thoughts on what is so central to each class's gig that it shouldn't be borrowed by other classes.

By that light it is a good one. I would change arcane spell to spell, since they tend to refer to spells as "class" spells instead of arcane and divine, and so far feats are class specific. Good for the sorcerer, good for other casters: no complaints.

Well, I'm slightly concerned about things like Twinned Revivify or Raise Dead - that's a combo that could be deemed a bit too good for a single feat.
 

OB1

Jedi Master
Do you think that having access to Twinned or Quickened once per long rest would unbalance Warlocks or Wizards?

No, I don't think it's a balance issue, I think it's a signature move issue. Again, for me, allowing any other class to have access to Sorcerery points w/o multiclassing diminishes the sorcerer in the same way as having an "Action Surge" feat could diminish the Fighter. I think if you keep Twinned and Quickened out of the feat, it mitigates that issue a bit.
 


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