Gr7mm Bobb
2017-03-10, 01:00 PM
So this is the second in a series of feat concepts for casters to have a more dynamic spell combat experience. I've already cooked up a few martial combat focused feats. Now I am trying my hand with ones that can provide casters with interesting tools beyond Warcaster, Spellsniper, and upping their primary casting stat for better hits + save DC's.
HARRIER MAGE
Prerequisite: Ability to cast Cantrips or Spells
When you cast a spell that targets a single creature and it has no effect against its target, either due to a successful save or a missed attack roll or other influence, you may use your reaction to select another eligible creature within 30 feet of the initial creature to become a target of the spell. If the spell requires any attack rolls, you must roll new ones against the target. If the original target receives any effect from the spell, you may not redirect it.
When you target a creature with a spell that targets only one creature and it has no effect against that target, either due to a successful save or a missed attack roll, you may use your reaction to reclaim the spell. Holding onto a reclaimed spell uses your concentration. If you do not cast reclaimed spell before the end of your next turn, the spell is lost. You may use your action during your next turn to cast the spell again without using a spell slot or requiring any components. You can not reclaim a spell cast with this feat.
When you subject a creature to the effects of a spell, you may use your bonus action to select a creature that you can see within the spell's range. The selected creature cannot have advantage on saving throws made against that spell until the start of your next turn.
From a design perspective, the first and second bullets were to imply a sense of "casting efficiency" without handing out slots or metamagics. The use of the Reaction was ensure that the user is willing to through caution to the wind to drive their intentions home. The 3rd bullet is the closest I felt comfortable to getting a "spell penetration" (see 3.5 feat and spell resistance for reference) effect without handing out a flat increase to DC or stepping on the Heightened metamagic's toes. Now as written, when done concert with Heighten Spell, you actually get to impose disadvantage against creatures with 5e equivalent of spell resistance.
A suggestion that has been made in case that tips the scales too far is to use your bonus action to impose Disadvantage only when the target would have advantage.
HARRIER MAGE
Prerequisite: Ability to cast Cantrips or Spells
When you cast a spell that targets a single creature and it has no effect against its target, either due to a successful save or a missed attack roll or other influence, you may use your reaction to select another eligible creature within 30 feet of the initial creature to become a target of the spell. If the spell requires any attack rolls, you must roll new ones against the target. If the original target receives any effect from the spell, you may not redirect it.
When you target a creature with a spell that targets only one creature and it has no effect against that target, either due to a successful save or a missed attack roll, you may use your reaction to reclaim the spell. Holding onto a reclaimed spell uses your concentration. If you do not cast reclaimed spell before the end of your next turn, the spell is lost. You may use your action during your next turn to cast the spell again without using a spell slot or requiring any components. You can not reclaim a spell cast with this feat.
When you subject a creature to the effects of a spell, you may use your bonus action to select a creature that you can see within the spell's range. The selected creature cannot have advantage on saving throws made against that spell until the start of your next turn.
From a design perspective, the first and second bullets were to imply a sense of "casting efficiency" without handing out slots or metamagics. The use of the Reaction was ensure that the user is willing to through caution to the wind to drive their intentions home. The 3rd bullet is the closest I felt comfortable to getting a "spell penetration" (see 3.5 feat and spell resistance for reference) effect without handing out a flat increase to DC or stepping on the Heightened metamagic's toes. Now as written, when done concert with Heighten Spell, you actually get to impose disadvantage against creatures with 5e equivalent of spell resistance.
A suggestion that has been made in case that tips the scales too far is to use your bonus action to impose Disadvantage only when the target would have advantage.