Grod_The_Giant
2019-01-10, 09:27 AM
Abjure Ally
Prerequisite: The ability to cast at least one spell
When you cast a spell which requires concentration on an ally, they gain a +1 bonus to AC for the duration of the spell. If you are damaged while concentrating on a spell affecting an ally, your ally may also roll a Constitution save against the same DC. If either of you succeed, you maintain concentration on the spell.
Blighter
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal necrotic or poison damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals necrotic or poison damage, their hit point maximum is reduced by half the damage dealt until they complete a short or long rest. This reduction takes place after they are damaged—for example a creature with 30 maximum hit points who takes 10 necrotic damage would be left 20 hit points out of a maximum of 25.
Flamebringer
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal fire damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals fire damage, they catch on fire, taking 1d6+spell level damage at the beginning of your next turn.
Ice Mage
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal cold damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals cold damage, their speed is halved until the beginning of your next turn.
Illusionary Tell
Prerequisite: The ability to cast at least one spell
When you cast an Illusion spell, you may choose to clue in your allies. They automatically know that the effect is illusionary, and both you and your allies can see through your illusions as though they were transparent. Clued in allies automatically succeed on saves against your Illusion spells.
Light of Life
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal radiant damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.
Once per turn, when a creature is affected by one of your spells of first level or higher that deals radiant damage or restores hit points, one ally within 30ft gains temporary hit points equal to the level of the spell.
Lingering Transmutation
Prerequisite: The ability to cast at least one spell
When you cast a Transmutation spell with a duration, its effects remain for one round after the spell ends. This benefit applies even if the spell ends prematurely due to being dispelled or losing concentration.
Practiced Diviner
Prerequisite: The ability to cast at least one spell
You may cast a Divination spell of 5th level or lower as a ritual, even if it does not normally have the Ritual tag. Once you have done so, you may not use this ability again until you have completed a short or long rest.
Stormcaster
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal thunder or lightning damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals lightning damage, they cannot take reactions until the start of their next turn. If the spell deals thunder damage, they are pushed 5ft in a direction of your choice.
Telekine
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal force damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals force damage, they are pushed 5ft in a direction of your choice.
True Conjuration
Prerequisite: The ability to cast at least one spell
When you cast a Conjuration spell, the effect manifested is fully real. As such, your Conjuration spells are unaffected by aesistance to magic damage, advantage on saves against spells, antimagic fields, and so on.
Versatile Caster
Prerequisite: The ability to cast at least one spell
Upon choosing this feat, you learn one cantrip from your class list (or the Cleric list in the case of Paladins, or the Druid list in the case of Rangers). If you prepare spells, you may prepare an additional two spells at once; if you have a list of spells known, you may immediately learn two additional spells of first level or higher from your class list, which do not count towards your total number of spells known.
Vitriolic Sage
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal acid damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals acid damage, their armor class is reduced by 1 until the beginning of your next turn.
Prerequisite: The ability to cast at least one spell
When you cast a spell which requires concentration on an ally, they gain a +1 bonus to AC for the duration of the spell. If you are damaged while concentrating on a spell affecting an ally, your ally may also roll a Constitution save against the same DC. If either of you succeed, you maintain concentration on the spell.
Blighter
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal necrotic or poison damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals necrotic or poison damage, their hit point maximum is reduced by half the damage dealt until they complete a short or long rest. This reduction takes place after they are damaged—for example a creature with 30 maximum hit points who takes 10 necrotic damage would be left 20 hit points out of a maximum of 25.
Flamebringer
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal fire damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals fire damage, they catch on fire, taking 1d6+spell level damage at the beginning of your next turn.
Ice Mage
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal cold damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals cold damage, their speed is halved until the beginning of your next turn.
Illusionary Tell
Prerequisite: The ability to cast at least one spell
When you cast an Illusion spell, you may choose to clue in your allies. They automatically know that the effect is illusionary, and both you and your allies can see through your illusions as though they were transparent. Clued in allies automatically succeed on saves against your Illusion spells.
Light of Life
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal radiant damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.
Once per turn, when a creature is affected by one of your spells of first level or higher that deals radiant damage or restores hit points, one ally within 30ft gains temporary hit points equal to the level of the spell.
Lingering Transmutation
Prerequisite: The ability to cast at least one spell
When you cast a Transmutation spell with a duration, its effects remain for one round after the spell ends. This benefit applies even if the spell ends prematurely due to being dispelled or losing concentration.
Practiced Diviner
Prerequisite: The ability to cast at least one spell
You may cast a Divination spell of 5th level or lower as a ritual, even if it does not normally have the Ritual tag. Once you have done so, you may not use this ability again until you have completed a short or long rest.
Stormcaster
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal thunder or lightning damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals lightning damage, they cannot take reactions until the start of their next turn. If the spell deals thunder damage, they are pushed 5ft in a direction of your choice.
Telekine
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal force damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals force damage, they are pushed 5ft in a direction of your choice.
True Conjuration
Prerequisite: The ability to cast at least one spell
When you cast a Conjuration spell, the effect manifested is fully real. As such, your Conjuration spells are unaffected by aesistance to magic damage, advantage on saves against spells, antimagic fields, and so on.
Versatile Caster
Prerequisite: The ability to cast at least one spell
Upon choosing this feat, you learn one cantrip from your class list (or the Cleric list in the case of Paladins, or the Druid list in the case of Rangers). If you prepare spells, you may prepare an additional two spells at once; if you have a list of spells known, you may immediately learn two additional spells of first level or higher from your class list, which do not count towards your total number of spells known.
Vitriolic Sage
Prerequisite: The ability to cast at least one spell
When you cast a spell that deals damage, you may choose to have it deal acid damage in place of its usual damage type.
Once per turn, when an enemy is affected by one of your spells of first level or higher that deals acid damage, their armor class is reduced by 1 until the beginning of your next turn.