Magic Feats

These feats deal in everything related to spellcasting and magic.

Lightning Caster

Prerequisite: The ability to cast at least one cantrip
Your rapid fire style of using cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
  • Whenever you cast a cantrip that can target only a single enemy, you can use your bonus action to target two enemies that are within 5 ft. of eachother.

Runesmithing Adept

You have excelled in your study of runesmithing and are regarded as a prodigy by your peers, gaining the following benefits:
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Your proficiency bonus is doubled for any ability check you make with runesmith’s tools.
  • Over the course of a short rest, you can attempt to remove a runestone affixed to a piece of equipment without destroying it. At the end of the short rest, make a check with your runesmith’s tools, where the DC is equal to the DC to create the runestone. On a success, the runestone is recovered.

CIRCLE SPELLCASTER

Prerequisite: The ability to cast at least one spell.
You have learned to create a circular flow of magic between yourself and an allied spellcaster to bolster your spells. You gain the following benefits.
  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can spend 2 hours (including during a long rest) creating a mystical bond with another spellcaster. Both of you must spend this time in meditation, and you must remain within 10 feet of each other. Once the bond is formed, you can work together to bolster one another’s magic. When one of you casts a spell that requires concentration, the other can use their reaction to help maintain the spell. If the caster must make a Constitution saving throw to maintain concentration on the spell, both of you make the saving throw. If either of you succeeds, concentration is unbroken. If both saving throws fail, you both lose concentration on any spells you are currently maintaining and you both take 2d6 psychic damage from the strain. You can maintain this bond with only one spellcaster at a time. If you create a new bond, the previous bond breaks. Otherwise, it lasts until the end of your next long rest.

RING-BOUND

Prerequisite: The ability to cast at least one spell.
You have acquired a ring-magic-imbued ring as a token of respect. You gain the following benefits.
  • You have advantage on saving throws against transmutation spells.
  • You can physically bind your ring token to a weapon with 1 hour of work that can be completed during a short rest. While the ring is attached to the weapon, you can use a bonus action to make the weapon magical until the start of your next turn. After activating this ability twice, you must complete a short or long rest before using it again.
  • Ring wardens and others who respect the traditions of ring magic are favorably disposed toward you. Their starting attitude toward you automatically improves by one step, and you have advantage on Charisma checks related to social interaction with such creatures.

STAR AND SHADOW CASTING

Prerequisite: The ability to cast at least one spell.
By tracking the movements of the heavens, you gain the following benefits.
  • When you gain this feat, choose either radiant or necrotic damage. Spells you cast ignore resistance (but not vulnerability) to the type of damage you chose.
  • You can cast augury once between each of your long rests without expending a spell slot.
  • You gain darkvision to a distance of 15 feet. If you already have darkvision, increase its range by 15 feet.

LEY INITIATE

Prerequisite: Intelligence or Wisdom 13 or higher
You see ley lines and can draw on their power. You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can sense the presence of every ley line within 1 mile of your location. If you have line of sight to the line itself, it's visible to you in some obviously magical fashion.
  • When you finish a short rest within 1 mile of a ley line, you can regain one expended spell slot whose level is no higher than your Intelligence or Wisdom modifier (your choice, minimum of 1st level). You can’t use this ability again until you finish a long rest.

LEY-BOUND

Prerequisite: The ability to cast at least one spell.
You instinctively feel the flow of ley line energy and draw insight from it. You gain the following benefits.
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Survival) checks made to track a creature overland or forage for food and water.
  • When you finish a long rest within 1 mile of a ley line, you gain inspiration. If unused, this inspiration fades away after your next long rest.
  • When you finish a long rest within 1 mile of a ley line, you can infuse ley energy into a token in your possession. If you make a saving throw while you have the infused token in your possession, you can use your reaction to roll a d4 and add the result to your saving throw. You can trigger this ability after rolling the d20 but before success or failure is revealed. You can’t use this ability again until you finish a long rest.

CAREFUL DRAGON MASK

Prerequisite: The ability to invoke a dragon mask
You've mastered the ability to cast spells while wearing your dragon mask. With this feat, you no longer have disadvantage on attack rolls with spells and cantrips, and the targets of your spells don't have advantage on saving throws, while you're under the effect of your dragon mask.

FEARSOME DRAGON MASK

Prerequisite: The ability to invoke a dragon mask
You can manipulate the visage of your dragon mask to be a terrifying sight to your foes. Any target struck by your mask’s bite attack must make a successful Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. If you augmented the attack with a spell slot, the frightened condition lasts an additional number of rounds = the level of the expended spell slot.

FORTIFYING HEALER

Prerequisite: The ability to cast at least one spell
Your healing magic is augmented by the fortifying magic of resolute bravery. If you target one or more allies with a spell that allows them to regain hit points, those allies are immune to being frightened for a number of rounds = the level of the healing spell. In addition, one ally who healed hit points (your choice) gains inspiration. You must complete a short or long rest before you can grant inspiration again.

RADIANT DRAGON HEART

Prerequisite: The ability to invoke a dragon heart
You can link radiant power to your dragon heart. In addition to the damage type done by your dragon heart’s breath attack, the damage is also considered radiant. A creature that fails its saving throw against the breath weapon is also blinded until the end of your next turn.

Comments

Please Login in order to comment!