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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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<blockquote data-quote="ro" data-source="post: 7244146" data-attributes="member: 6890747"><p>Hm. A clause could be added, "Your target can use an available Legendary Resistance to impose disadvantage on your attack roll."</p><p></p><p></p><p></p><p>How? Strength is not a casting stat and doesn't affect attack bonus for spellcasters at all. Notice that this feat is <em>not</em> making a weapon attack but a spell attack with an illusory magical weapon as the appearance. The illusory weapon is all for show. The only actual ability is the switch to a spell attack from a saving throw.</p><p></p><p></p><p></p><p>If the bonuses apply to spell attacks, as Bardic Inspiration would, then yes, this helps. But again, it already can help some great spells.</p><p></p><p></p><p></p><p>That's true.</p><p></p><p></p><p></p><p>When used, it can have a big impact, but the designers thought it appropriate to give to 2nd level Lore Master wizards once per rest. They must not think it too OP at any level once per rest. The way this feat is written currently, it could eb up to three times per rest. I should change that.</p><p></p><p><strong>Magic Manipulation</strong></p><p><em>Prerequisite: The ability to cast at least one spell</em></p><p></p><p>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.</p><p>- Increase your DC or attack bonus by 2.</p><p>- Change the saving throw ability. (This ability is limited to once per rest even at higher levels.)</p><p> - Change the damage types.</p><p> - Double the range (Touch spells become 10 feet, Self spells become Touch).</p><p></p><p></p><p></p><p>I think a better choice is to create a feature for the feat of commensurate power without giving the cantrip, making the feat balanced but not boring.</p><p></p><p></p><p></p><p>I get what you are saying. There are just a lot of cantrips. I'd rather work to find a wording that encompasses possible problems as best as we can.</p></blockquote><p></p>
[QUOTE="ro, post: 7244146, member: 6890747"] Hm. A clause could be added, "Your target can use an available Legendary Resistance to impose disadvantage on your attack roll." How? Strength is not a casting stat and doesn't affect attack bonus for spellcasters at all. Notice that this feat is [I]not[/I] making a weapon attack but a spell attack with an illusory magical weapon as the appearance. The illusory weapon is all for show. The only actual ability is the switch to a spell attack from a saving throw. If the bonuses apply to spell attacks, as Bardic Inspiration would, then yes, this helps. But again, it already can help some great spells. That's true. When used, it can have a big impact, but the designers thought it appropriate to give to 2nd level Lore Master wizards once per rest. They must not think it too OP at any level once per rest. The way this feat is written currently, it could eb up to three times per rest. I should change that. [B]Magic Manipulation[/B] [I]Prerequisite: The ability to cast at least one spell[/I] 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. (This ability is limited to once per rest even at higher levels.) - Change the damage types. - Double the range (Touch spells become 10 feet, Self spells become Touch). I think a better choice is to create a feature for the feat of commensurate power without giving the cantrip, making the feat balanced but not boring. I get what you are saying. There are just a lot of cantrips. I'd rather work to find a wording that encompasses possible problems as best as we can. [/QUOTE]
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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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