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Community
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New Feats: Energy Adept, Green Adept
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<blockquote data-quote="Merlion" data-source="post: 1547207" data-attributes="member: 10397"><p>I've been working on feats to enhance spells and spellcasting. And I decided to take a page from Monte Cook and Arcana Unearthed, and create some feats that, to a very limited extent, allow a spellcaster to gain access to some spells not normally on their list, as well as enhancing their abilities with a certain type of spell.</p><p> I've got 2 so far, more may well follow.</p><p></p><p>I realize probably more or less everyone is going to think these are drastically to powerful and that the learning of spells not on ones list just cant work...but I'm interested to see how people try to convince me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p>Energy Adept (General)</p><p></p><p>Choose an energy descriptor (acid, cold, electricity, fire or sonic). You have a greater knowledge of spells of that type than normal, and you cast them with greater skill.</p><p>Prerequisites: Spellcaster level 9+, Spellcraft 10 ranks, Charisma or Wisdom or Intelligence 18+</p><p>Benefit: Choose 1 spell of each spell level that has the chosen descriptor and is not on your class spell list. They are now considered to be on your class spell list. For this purpose a spell is considered to be of its highest listed level.</p><p>Also, add +1 to your caster level when casting spells of the chosen descriptor, and add +1 to the saving throw DC of such spells.</p><p>Special: A bard may only choose Sonic energy when taking this feat. A Cleric who wishes to choose acid, cold, electricity or fire must have the Earth, Water, Air or Fire Domain.</p><p>You may take this feat more than once. Its effects do not stack. Each time it applies to a different energy descriptor.</p><p></p><p></p><p>Green Adept (General)</p><p></p><p>You’re knowledge of plant-related spells is greater than normal, and you cast them with greater skill.</p><p>Prerequisite: Spellcaster level 6+, Knowledge (Nature) 10 ranks, Charisma or Wisdom or Intelligence 18+</p><p>Benefit: Choose one spell of each spell level from the list below that is not on you’re class spell list. Those spells are considered to be on you’re class spell list. Additionally, add +1 to you’re caster level when casting those spells, and add +1 to the saving throw DC.</p><p></p><p>1st level: Entangle, Shillelagh</p><p>2nd level: Barkskin, Tree Shape, Warp Wood, Wood Shape</p><p>3rd level: Diminish Plants, Plant Growth, Speak With Plants, Spike Growth</p><p>4th level: Antiplant Shell, Command Plants</p><p>5th level: Tree Stride, Wall of Thorns</p><p>6th level: Repel Wood, Transport Via Plants</p><p>7th level: Changestaff</p><p>8th level: Control Plants</p><p>9th level: Shambler</p><p>Special: You may take this feat multiple times. The bonuses do not stack. Each time you take it you may learn one additionally spell of each spell level from the list.</p><p>A Druid who takes this feat learns no new spells, but gains +2 caster level and saving throw DC with all the spells on the list.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1547207, member: 10397"] I've been working on feats to enhance spells and spellcasting. And I decided to take a page from Monte Cook and Arcana Unearthed, and create some feats that, to a very limited extent, allow a spellcaster to gain access to some spells not normally on their list, as well as enhancing their abilities with a certain type of spell. I've got 2 so far, more may well follow. I realize probably more or less everyone is going to think these are drastically to powerful and that the learning of spells not on ones list just cant work...but I'm interested to see how people try to convince me :D Energy Adept (General) Choose an energy descriptor (acid, cold, electricity, fire or sonic). You have a greater knowledge of spells of that type than normal, and you cast them with greater skill. Prerequisites: Spellcaster level 9+, Spellcraft 10 ranks, Charisma or Wisdom or Intelligence 18+ Benefit: Choose 1 spell of each spell level that has the chosen descriptor and is not on your class spell list. They are now considered to be on your class spell list. For this purpose a spell is considered to be of its highest listed level. Also, add +1 to your caster level when casting spells of the chosen descriptor, and add +1 to the saving throw DC of such spells. Special: A bard may only choose Sonic energy when taking this feat. A Cleric who wishes to choose acid, cold, electricity or fire must have the Earth, Water, Air or Fire Domain. You may take this feat more than once. Its effects do not stack. Each time it applies to a different energy descriptor. Green Adept (General) You’re knowledge of plant-related spells is greater than normal, and you cast them with greater skill. Prerequisite: Spellcaster level 6+, Knowledge (Nature) 10 ranks, Charisma or Wisdom or Intelligence 18+ Benefit: Choose one spell of each spell level from the list below that is not on you’re class spell list. Those spells are considered to be on you’re class spell list. Additionally, add +1 to you’re caster level when casting those spells, and add +1 to the saving throw DC. 1st level: Entangle, Shillelagh 2nd level: Barkskin, Tree Shape, Warp Wood, Wood Shape 3rd level: Diminish Plants, Plant Growth, Speak With Plants, Spike Growth 4th level: Antiplant Shell, Command Plants 5th level: Tree Stride, Wall of Thorns 6th level: Repel Wood, Transport Via Plants 7th level: Changestaff 8th level: Control Plants 9th level: Shambler Special: You may take this feat multiple times. The bonuses do not stack. Each time you take it you may learn one additionally spell of each spell level from the list. A Druid who takes this feat learns no new spells, but gains +2 caster level and saving throw DC with all the spells on the list. [/QUOTE]
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New Feats: Energy Adept, Green Adept
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