D&D 5E (2014) Your best suggestion for a spellcaster's feat?


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I'd like to see something--maybe it'd be a feat or feats, maybe something else, but it would almost certainly have to include new spells, too--to expand the options for summoners. Especially wizards and warlocks, who lack access to many of the "conjure X" spells.
 


Just some vague ideas:

Blood Magic
- lets you perform any spell as a ritual by sacrificing a living creature. Higher level spells require more significant sacrifices.

Calvary Mage
- ability to sacrifice spell slots to remove levels of exhaustion from a mount
- advantage on ranged spell attacks while on horseback.
- the mage armor spell also applied to your mount.
 


ok, so drop the +1 cha.
but there is diminishing returns on spells known. you took the 15 best, so the 16th though 26th spell isn't too much.
Your theory of diminishing returns supposes that said returns begin to diminish at a low threshold.

I think it is more like the first 25 spells, if sorted in order of what the player felt was "best", would involve more than 10 ties along the lines of "I'd really like to take hunger of hadar, but I think I'll get more use out of greater invisibility in the long run" that would no longer need to be chosen between thanks to such a significant boost in spells known.

And taking a feat that makes one of the classes with intentionally fewer spells known have as many at their disposal as a wizard could prepare? That's a warning flag for me since spells-prepared is most definitely not a "ribbon" feature.
 

Just some vague ideas:

Blood Magic
- lets you perform any spell as a ritual by sacrificing a living creature. Higher level spells require more significant sacrifices.

Calvary Mage
- ability to sacrifice spell slots to remove levels of exhaustion from a mount
- advantage on ranged spell attacks while on horseback.
- the mage armor spell also applied to your mount.
Thank you.

Unlike much of the recent posts in the thread, your contribution is exactly what I'd hoped for this thread! [emoji3]

These feats, or feat ideas, enable archetypes and don't get bogged down by existing class designs. Excellent!
 

(1) A metamagic feat to borrow a touch of the sorcerer's ability. Similar to martial adept and battlemasters.

(2) A change damage type feat, either at will or per short rest or per long rest. So change fireball to a lightning ball, or whatever. That kind of caper.

(3) A feat where you can kind of overchannel a spell, get some kind of minor damage or save bonus, but then you must roll on the wild magic table. Of limited use so as not to encroach too much on wild sorcerors (similar to martial adept).

Custom feats = 5e awesome.
 

I believe earlier I created a Feat that counters that weight. Consider for a moment a sorcerer gets 15 spells max.

A specialist spell. The spell is considered +1-2 DC for Saving throws, and you are always considered to have this spell ready as part of your list as long as you have the spell slots to cast it. If the spell has no saving throw, you can cast the spell as if it was 1 spell level higher, up to 9th.

according to the PHB, "Remember this: If a specific rule contradicts a general rule, the specific rule wins." Feats are always considered specific rules, so you can break any rule in the game with them, including maximum spells known.

As to spell research, there is no current ruling on that. However, I can cite this tradition from previous editions:



Typical spell research took 9-25 weeks to complete, depending on the spell level, and cost about as much as creating a Rare magic item. (about 500gp/spell level) and the research lab typically cost as much as Noble Estate, although the high level labs cost as much as a Temple or Small Castle (DMG p 128).

Now we can say the Spell Max Applies even if you research, or we can say that Research doesn't apply to the max. Without rules clarification from someone asking, we have no way of knowing. If someone wants to ask Wizards of the Coast designers if they have changed that Tradition for the Sorcerer, and they are now officially frozen at 15 spells, it would be good to know.

I know of that tradition, it just happens to be a tradition for wizards/Mages, from 2e. The sorcerer happened later, I doubt the Tradition applies to them to begin with, and they aren't scholars. There has never been rules for that as far as I know.
 

(2) A change damage type feat, either at will or per short rest or per long rest. So change fireball to a lightning ball, or whatever. That kind of caper.

I think a feat that allowed you to prepare spells as a specific element would be cool and fairly balanced.

I think it would be cool to have a feat that allowed you to create one-shot items that consume a spell slot until expended and can be triggered by others with appropriate instruction. Possibly ban concentration and spells that target yourself just to make sure nothing too awful is possible. It might even need bundled with further benefits to be viable as a whole feat. The goal is to make some sort of arcane tinkerer.

A feat to turn overflow healing into temporary hitpoints?

It's pretty difficult to create feats actually - they need to be genuine advantages, not little flavour things, but they also need to be balanced against existing feats... and since there are very few worthwhile caster feats it's hard to balance them.
 

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