Magic Feats in Svalskogenheim | World Anvil

Magic Feats

Elemental Adept

Prerequisite: The ability to cast at least one spell.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder, necrotic, or radiant. Spells you cast with that damage type gain the following benefits.
  • Spells with the damage type you chose ignore resistance.
  • When you roll damage for a spell you cast that deals damage of that type, you may reroll any 1 on a damage die (you may reroll until a result other than 1 appears on the die).
  • If a successful saving throw would negate the damage of a spell with your chosen energy, it does half damage instead.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.
 

Mage Slayer

You have practiced techniques that are useful in combat against spellcasters. You gain the following benefits:
  • Gain proficiency in one skill from the following list (Arcana, History, Nature, or Religion).
  • When a creature within 15 feet of you casts a spell, you may use your reaction to make an opportunity attack against that creature. This attack may occur with as a melee attack or as a ranged attack with a dagger, handaxe, light hammer, or throwing knife.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures that are within 15 feet of you.
 

Magical Initiate

Your adventures or training have awakened a latent magical ability within you. You gain the following benefits:
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a short or long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.  

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher.
Through your adventures, training, dabbling, or a strange act of fate, you have learned to channel magic through the use of rituals. In this process, you have learned a couple of spells that you can cast but only as rituals. These spells are written in your ritual book, which you must have at hand while casting them.
  • When you choose this feat, choose either Intelligence, Wisdom, or Charisma to be your spellcasting ability for your rituals.
  • You acquire or make a ritual book holding two 1st-level rituals of your choice. The spells you choose must have the ritual tag but can be from any class’s spell list.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must have the ritual tag, and the spell's level can be no higher than half your level (rounded up).
  • The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
 

Spell Sniper

Prerequisite: Ability to cast at least one spell.
You have learned techniques that allow you precise control over your magicks even at long distances. You gain the following benefits:
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
 

War Caster

Prerequisite: Ability to cast at least one spell.
Casting spells in the chaos of combat has become second nature to you. You gain the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have items, weapons, or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell, rather than make an opportunity attack. The spell must have a casting time of 1 action and must target only one creature.
  • You do not have disadvantage on ranged spell attacks when casting them within 5 feet of a hostile creature.
 

Forceful Spell

Prerequisite: the ability to cast at least one spell
You have mastered a specific spell. Choose a spell you know of a level no greater than half your spellcasting class (rounded up, maximum 4th level spell) which has at least one damage die associated with it. The die type of your chosen spell increases by one type. You may change your choice of spell each time you level.  

Magic Expertise

Prerequisites: Wizard Class of 4th level or higher
You have devoted a long time to a specific school of magic. Choose a school of magic from Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. You gain the following benefits:
  • Increase your spellcasting DC by 1 for all spells of the chosen school.
  • Increase your spell attack bonus by 1 for all spells of the chosen school.
  • Choose a 1st level spell from the wizard list of chosen school, and add it to the spells that you know.
 

Mystic Reservoir

Prerequisite: the ability to cast at least one spell You have developed the ability to conserve a small portion of your magical reserves, ready to be used in the most dire straits. You gain the following benefits:
  • Increase your spellcasting ability score by 1, up to a maximum of 20.
  • You gain an additional spell slot equal to one half of your highest level spell slot, rounded up.
 

Spell Breaker

Your endurance to the effects of magic is notable and spells can’t keep a grip on you for long. You gain the following benefits:
  • You can add half your proficiency bonus to a saving throw made against a spell, if you do not already add your proficiency bonus.
  • Once per long rest, when you are hit by a spell attack you can force the enemy to re-roll the attack roll and choose which roll to apply.
 

Spell Duellist

Prerequisites: The ability to cast Counterspell
You have trained to stop spell casters enacting their magic before it is cast. You gain the following benefits:
  • Once per short rest, when you successfully use counterspell, you can turn the spell countered back against its caster. The spell targets its caster if it can target one or more targets, or else the centre is placed on the caster’s location or on you if it has an area of effect. If the spell forces a saving throw, the chosen caster makes its own save. If the spell is an attack, the attack roll is rolled against the caster.
  • When you use dispel magic or a similar spell to end one or more spells on a target, you can have the target take 1d6 force damage for each level of the highest level of those spells.


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