mellored
Legend
Bummer.Minor note: warlock pacts don't add known/prepared spells. They add options which the warlock can choose to learn.
Still, a warlock can use it to pick up his own spells then.
Bummer.Minor note: warlock pacts don't add known/prepared spells. They add options which the warlock can choose to learn.
So you are suggesting a feat that a warlock can use to get +1 Charisma and add 10 to the 15 spells they normally know?Bummer.
Still, a warlock can use it to pick up his own spells then.
ok, so drop the +1 cha.So you are suggesting a feat that a warlock can use to get +1 Charisma and add 10 to the 15 spells they normally know?
Your theory of diminishing returns supposes that said returns begin to diminish at a low threshold.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.
Thank you.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.
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.
(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.