Would you take these feats? How would you improve/balance them?
Magical Weapon
Prerequisite: The ability to cast at least one spell
When you create a magical effect that targets another creature, a magical weapon appears in your hand. If your target is within 5 feet of you, it looks like a melee weapon; otherwise it looks like a ranged weapon. You gain the following benefit:
- When you cast a spell or use another racial or class feature that causes one or more creatures other than you to make a saving throw, you instead make a spell attack roll for each target. If you hit, the results of failing the saving throw take effect; otherwise, the results of succeeding on the saving throw take effect.
Magic Manipulation
Prerequisite: The ability to cast at least one spell
You have mastered the art of modifying magic on the fly. Once per short rest you change a spell you cast in one of the following ways. Starting at level 6, you can use this ability twice, and at level 18, three times, per short rest.
- Increase your DC or attack bonus by 2.
- Change the saving throw ability.
- Change the damage types.
- Double the range (Touch spells become 10 feet, Self spells become Touch).
Cantrip Master
- You learn any cantrip of your choice.
- You learn a second cantrip of your choice that does not deal damage.
- You can cast as a bonus action or reaction any cantrip that does not deal damage.
- When you cast a cantrip with one damage roll, you may add your spellcasting ability modifier to that damage roll. If you already add it, you may add it a second time.
Magical Weapon
Prerequisite: The ability to cast at least one spell
When you create a magical effect that targets another creature, a magical weapon appears in your hand. If your target is within 5 feet of you, it looks like a melee weapon; otherwise it looks like a ranged weapon. You gain the following benefit:
- When you cast a spell or use another racial or class feature that causes one or more creatures other than you to make a saving throw, you instead make a spell attack roll for each target. If you hit, the results of failing the saving throw take effect; otherwise, the results of succeeding on the saving throw take effect.
Magic Manipulation
Prerequisite: The ability to cast at least one spell
You have mastered the art of modifying magic on the fly. Once per short rest you change a spell you cast in one of the following ways. Starting at level 6, you can use this ability twice, and at level 18, three times, per short rest.
- Increase your DC or attack bonus by 2.
- Change the saving throw ability.
- Change the damage types.
- Double the range (Touch spells become 10 feet, Self spells become Touch).
Cantrip Master
- You learn any cantrip of your choice.
- You learn a second cantrip of your choice that does not deal damage.
- You can cast as a bonus action or reaction any cantrip that does not deal damage.
- When you cast a cantrip with one damage roll, you may add your spellcasting ability modifier to that damage roll. If you already add it, you may add it a second time.
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