D&D 5E (2024) Drow High Magic as an Origin Feat?

ECMO3

Legend
In my 5.5 Game I allow all the old 2014 Feats that are not reprinted in the 2024 PHB or additional official 5.5E material. If it has been replaced in 5.5 you can't use the old 2014 version. So no 2014 GWM, Defensive Duelist, Shield Master etc.

As far as the remaining 2014 feats go I split them into 2 groups. If it comes with a +1 to an ability it is a General Feat. If it doesn't then it is an Origin Feat. So things like Eldritch Adept, Prodigy and Metamagic Adept are origin feats and Second Chance, Gunner, Gift of the Gem Dragon are General Feats.

Overall this has worked well. However, this week I did get a PC making a character who asked about Drow High Magic on a PC (Drow of course). I am not sure what to do about this. On one hand I made the houserules and by those rules this is an Origin Feat. The player actually asked me about it as opposed to showing up to session 1 with it which she could have done.

At level 1 this feat is way OP I think. You have a 1st level medicore spell you can cast at will, an ok 2nd level spell you can cast once a day and a good 3rd level spell you can cast once a day. Meanwhile your actual Drow spells come online at 3rd and 5th level for a good 1st and weak 2nd level spell respectively.

On the other hand the feat is not awesome as a general feat, or awesome at all levels. The game is going to level 20 and it is weak once you get to high level. While it is probably better than alert and lucky and way better than tough at 1st level, it is not better than those at 10th level, let alone 20th level.

I am inclined to allow it. What do you think?
 

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IMNSHO, too overpowered as an origin feat.

At some point, you have to ask "Why do we even play low levels instead of just starting as higher level heroes?" For me, that's because I actually enjoy a game where the players are much more limited, solving problems is harder, and they get to enjoy playing with basic abilities while working their way up to power. But when your 1st level players can already detect all magic, can fly past obstacles, and can even dispel magic, what's the point? A player with this as an origin feat could waltz through some of my first level dungeons like they were nothing. Just start everyone at 4th level where it doesn't matter.

Of course, I am biased. I generally prefer a lower powered game. It's one of my personal struggles with 5.5e.
 

It’s definitely too strong for an Origin Feat, given that it gives you access to a 2nd and 3rd level spell, which you normally have to be level 3 and 5 respectively to have access to. I would recommend splitting it up into two Feats. An Origin Feat that gives you just the at-will Detect Magic (which still feels pretty strong for an Origin Feat, but not unreasonably so) and a General Feat that gives the other two spells once per day for free, also lets you cast them with any spell slots you have, and gives you a +1 to your choice of Int, Wis, or Cha.
 



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