D&D 5E Magic Initiate - A guide to an underestimated (and cool) feat

Personally I think it should be relatively not noticeable (other than perhaps when attacked/hit)
"Psst, Dad - Why does that guy over there built like The Incredible Hulk say he's a Wizard? He's obviously a Barbarian!"

Suppose that Mage Armor causes you to 'bulk up' a bit due to the space it takes up under your cloak...
 

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Mage armor shenanigans with magic initiate:
Step 1 be a druid
Step 2 cast mage armor on yourself
Step 3 wild shape into your favourite form
Step 4 ???
Step 5 profit.
 

With clever and creative players, Message is blue or even light blue.
(This presumes involved PCs and a DM who likes describing the scene and NPC motivations.)
Color guides usually focus on combat and try for objectivity.

All spells can be fun and/or interesting in the right situation. That usage of colors isn't usually useful.

What I'm saying is that I think you are overly enthusiastic if you call Message blue or sky blue in the general sense.
 


"Spare the Dying (Cl) - You don't need to be a cleric to play the combat medic, assuming that's your thing. Consider it a free proficiency in Medicine."

I was just lobbying in another discussion for this to be put on the worst spell in the game list.

It would be a decent cantrip except

Healing Kit... 5gp gets you 10 auto-stabilizations, same range, same 1 action as this spell. Everybody in the party should have a healing kit. If you run out of uses on these you are doing something wrong.
 

Healing Kit... 5gp gets you 10 auto-stabilizations, same range, same 1 action as this spell. Everybody in the party should have a healing kit. If you run out of uses on these you are doing something wrong.

But isn't the definition of PCs on an adventure, a long sequence of Things Going Horribly Wrong One After Another???
 

This is a guide to using the Magic Initiate feat correctly; in my sessions, I've noticed that players don't fully realize all the crazy ways they can change their character, both in terms of roleplay and game mechanics, with it.

I agree that it is brilliant Feat. One of my favourites.

However, I disagree with your cantrip/spell assessments.

In my experience, it doesn't really matter a great deal what spells/cantrips you select with this. The point is more that whatever spell/cantrips you select, you (i.e. the player) then go out of your way to create situations where it is useful, or even just use it when it isn't necessarily the optimal thing to do. Because it is the cool thing to do.

It's thus a brilliant prop/aid to help you (the player) play your PC in an interesting and memorable manner.
 

I liked the Magic Initiate feat since it was in the playtesting rules. I wish they had kept also the 2nd and 3rd tier feats which created a feat chain to gain higher-level spells without multiclassing.
 

Could you care to integrate the unhearted arcana spells and cantrips as well? I'm quite sure there are several that are subpar (as I consider all "save for nothing" spells really low in my wish lists) and not really worth mentioning, but there are some really sweet ones too! I really love the "Healing Elixir" one (even if used only once, as per non-warlocks choosing this feat).

Still, a very good job, kudos for the effort :)
 

Mage armor has a touch range so when its no good for you you may be able to buff a party member, npc or even the party wizard so he can use his slot elsewhere. and its always nice to have armor you can get into in a single action in the middle of the night or other times the DM takes your armor
 

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