Magic Initiate | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Magic Initiate

Choose a class: Artificer, Bard, Cleric, Ranger, Warlock, or Wizard. You learn two cantrips of your choice from that class’s spell list. Additionally, choose one 1st-level spell from that same list. You also gain 6 spell points which can be used to cast, scale or augment these spells as you see fit.   You regain your spell points when you complete a long rest. Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, or Warlock; Wisdom for Cleric or Ranger, Intelligence for an Artificer or Wizard.   Your spellcasting modifier is whatever ability score modifier is appropriate to the class of the spells you selected as described above. You do not get to add your Proficiency Modifier to your spell casting or your spell attack roll (if applicable).   Your Spell Save DC = 8 + your ability modifier as described above.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so represents the time you’ve spent practicing casting your spells, allowing you to add your Proficiency Modifier to your spell casting and attack rolls. You also gain 4 additional spell points.


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Velociryx.

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Feat

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