Use a mechanic that doesn't require twisting NPC behavior to suit the player's needs?I don't know, this is something that I see all the time in homebrew materials I use. It just doesn't register to me as a problem, because a three line discussion with my player will likely have them eagerly RPing this and giving me the in-world justification on how they were able to pull it off.
I get it bothers you, I just can't think of any other way or direction to try and help you with this.
I mean, if you want to use your resources to do that, my opinion is knock yourself out. And since spellcasters can benefit from it, too, I don't really see the issue with it.Something that feels off to me is a human taking Magic Initiate x2, and starting with as much or more magic than a spellcasting class.
Right, but a Human Fighter might prefer having Tough and Savage Attacker.Something that feels off to me is a human taking Magic Initiate x2, and starting with as much or more magic than a spellcasting class.
Four cantrips and two first level spells? You spent two feats to cast like a level 1 sorcerer.Something that feels off to me is a human taking Magic Initiate x2, and starting with as much or more magic than a spellcasting class.
That's like... exactly what a sorcerer is. Or was until this most recent reimagining is the magical equivalent of the kid who grew up next to the toxic waste dump.It is a bit weird that a wizard/cleric/sorcerer turns out with little more than someone who was just born with it
Use a mechanic that doesn't require twisting NPC behavior to suit the player's needs?
a Human Rogue that can cast Find Familiar, Bless, Light, Guidance, Mending and True Strike* would be a blast to play.Something that feels off to me is a human taking Magic Initiate x2, and starting with as much or more magic than a spellcasting class.
To me, the characters' whole life led up to the moment they become an adventurer. It is a bit weird that a wizard/cleric/sorcerer turns out with little more than someone who was just born with it, or that what is functionally the bulk of lvl 1 spellcasting features is a footnote of stuff a character learned along the way. Instead of a whole lifetime of study to be a wizard, or being born a rare sorcerer, magic is just laying around like a pint in a tavern waiting to be quaffed.
I don't think casters get an equal benefit from taking Magic Initiate as martials because they already had access to non-physical ranged damage and utility options via spells.
We know some spells were changed to improve their action economy - I think some spells (or portions of spells) are bonus actions instead of actions, and concentration was dropped for some - in general, spells were buffed, and buffed in a way that works well with martials.
There's also nothing going the other way. No fighter initiate feat that gives a choice of weapon mastery and/or fighting style. So a martial can add magic but a caster can't add fighting? And forget about wearing armor - that's not possible to learn, unlike multiple paths of magic.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.