No edit summary Tag: wikieditor |
No edit summary Tag: wikieditor |
||
Line 1: | Line 1: | ||
<noinclude>{{ScuffedMenu|offset=5.8em|[[Feat/List/Theme/Arcane/Spellcasting|Arcane Spellcasting]]}}</noinclude> | <noinclude>{{ScuffedMenu|offset=5.8em|[[Feat/List/Theme/Arcane/Spellcasting|Arcane Spellcasting]]}}</noinclude> | ||
{{#invoke:feat|list|Arcane}} | <tabs> | ||
<tab name="All">{{#invoke:feat|list|Arcane}}</tab> | |||
<tab name="Arcane Spellcasting">{{:Feat/List/Theme/Arcane/Spellcasting}}</tab> | |||
</tabs> |
Revision as of 16:48, 22 March 2023
Arcane Cantrip Mastery
All you require is mastery of the basics, the rest is just for show.
- You learn two cantrips of your choice from the Arcane spell list.
Arcane Mercy
You are skilled at using the arcane for the benefit of others.
- When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it.
- Any spell that targets yourself, can be used to target friendly creatures within 10 meters.
Arcane Ritual Book
→ Arcane Ritual Book
Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting
- When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.
You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.
When you find an arcane 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 be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. 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.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
Arcane Ritual Casting
With deep preparation and patience, casting spells shouldn't drain you.
- You can cast Arcane spells as rituals if the spells have the ritual tag.
Dual-focused
Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.
- If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
- If you take damage during this time, you must make a concentration check for each spell individually.
- At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DL equals
8 + both spells' levels combined
). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.
Elemental Adept
→ 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.
- When you roll damage for a spell you cast that deals damage of that type, you can reroll any 1 on a damage die, you must keep the new roll.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elemental Mastery
→ Elemental Mastery
Prerequisite: Elemental Adept
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder, of which you also have Elemental Adept in.
- Spells you cast ignore resistance to damage of the chosen type.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Flash Recall
You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.
- As an action, you can instantly prepare a spell from your spellbook that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level.
Once you use this ability, you must finish a short or long rest before you can use it again.
Item Bond
You create a magical bond between yourself and three items. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond.
Once you have bonded an item to yourself, you can't be disarmed of that item unless you are incapacitated. If it is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. You can also with a bonus action dismiss it, sending it to a demiplane.
You can summon only one at a time with your bonus action. If you attempt to bond with a fourth item, you must break the bond with one of the other three.
When summoning armor and weapons, you instantly equip them, not requiring any don and doff times.
Metamagic
As your knowledge of magic grows, you learn to cast spells in ways slightly different from the norm. You gain the ability to twist your spells to suit your needs.
- Spells modified by a metamagic feat often use a spell cost higher than normal. This does not change the level of the spell. This is marked as (X), where X is how many levels higher the cost is.
- You can apply multiple metamagic options to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell, unless otherwise noted.
- If you must prepare your spells in advance, you apply your metamagic during preparation. The character chooses which spells to prepare with metamagic feats.
- Innate Spellcasters can choose when they cast their spells whether to apply their metamagic options to improve them.
You gain two of the following Metamagic options of your choice:
Apocalyptic Spell (I) | When you cast a spell, the area affected by the spell becomes ruined and devastated. All surfaces in the area are treated as difficult terrain. This effect last for a number of rounds equal to the spell’s original spell level. |
Aquatic Spell | When you cast a spell underwater or into water, it functions normally, as if cast in air. |
Bend Spell (I) | When you cast a spell that requires a spell attack roll, you can target a creature that has left your line of sight since your last turn but is still within the range of the spell. Additionally, this spell ignores half cover and three-quarters cover. |
Careful Spell (I) | When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Arcane spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
Delayed Spell (I) | When you cast a spell you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails. |
Distant Spell (I) | When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch or self, you make the range of the spell 30 feet. |
Empowered Spell (I) | When you roll damage for a spell, you can reroll a number of the damage dice up to your Arcane spellcasting ability modifier (minimum of one). You must use the new rolls. |
Extended Spell (I) | When you cast a spell that has a duration, you can double its duration, to a maximum duration of 24 hours. Extended Spell can be applied multiple times. |
Heightened Spell (II) | When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell. |
Merciful Spell | When you cast a spell that inflict damage, you can choose to inflict nonlethal damage instead. |
Precise Spell (I) | When you cast a spell that requires one or more spell attack rolls, you can gain advantage on one roll. |
Quickened Spell (II) | When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. |
Sculpt Spell (I) | When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways: • Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects. • If the spell's range is a line, you can change it to a cone of half range. • If the spell's range is a cone, you can change it to a 5-foot-wide line with double range. • If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height. • If the spell's range is a cylinder, you can change its area to a sphere of the same radius. |
Slippery Spell (II) | When you cast a spell you can make it impose disadvantage on spells like counterspell, dispel magic, and remove curse. |
Subtle Spell (I) | When you cast a spell, you can cast it without any somatic or verbal components. |
Transmute Spell (I) | When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories: • acid, cold, fire, lightning, poison • bludgeoning, piercing, slashing • force, psychic, thunder • necrotic, radiant |
Twinned Spell (III) | When you cast a spell that doesn't have a range of self, you can cast a second copy of the same spell. |
Resolute Caster
Your magic takes on a life of its own when it matters most.
- Your spells with concentration and a duration, remain in effect even after you lose concentration, until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed.
Scripted Spellbook
Through researching lengthy, ancient, arcane scripts salvaged from ruins, you have discovered a more efficient method of recording spells.
- Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would. It also only takes you half the amount of time it would usually take to scribe a spell.
- Additionally, as the scripted spellbook becomes somewhat sentient, you can do other lighter activities during this time like eating, reading and walking.
Select Fire
Sometimes aiming is pretty hard.
- When you cast a cantrip that deals damage, you can select multiple targets and make a spell attack roll against each. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target.
Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining 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.
Spellbook
→ Spellbook
Prerequisite: Intelligence 15 or higher, Ritual Book
You gain a spellbook containing the repository of the arcane spells you know.
- Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
- Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.
When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. 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.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level
. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you 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 weapons or a shield in one or both hands.
- When a hostile creature moves out of your 5 ft. reach, you can use your reaction to cast a spell at the creature. The spell must target only that creature.
1st-Level Arcane Spellcasting
You uncover magical abilities, and gain the following benefits:
- You learn one 1st-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 6.
1st-Level Arcane Power
Prerequisite: 1st-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 9.
2nd-Level Arcane Spellcasting
Prerequisite: 1st-Level Arcane Power, 3rd level
You uncover magical abilities, and gain the following benefits:
- You learn one 2nd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 14.
2nd-Level Arcane Power
Prerequisite: 2nd-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 21.
3rd-Level Arcane Spellcasting
Prerequisite: 2nd-Level Arcane Power, 5th level
You uncover magical abilities, and gain the following benefits:
- You learn one 3rd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 27.
3rd-Level Arcane Power
Prerequisite: 3rd-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 35.
4th-Level Arcane Spellcasting
Prerequisite: 3rd-Level Arcane Power, 7th level
You uncover magical abilities, and gain the following benefits:
- You learn one 4th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 42.
4th-Level Arcane Power
Prerequisite: 4th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 51.
5th-Level Arcane Spellcasting
Prerequisite: 4th-Level Arcane Power, 9th level
You uncover magical abilities, and gain the following benefits:
- You learn one 5th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 60.
5th-Level Arcane Power
Prerequisite: 5th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 70.
6th-Level Arcane Spellcasting
Prerequisite: 5th-Level Arcane Power, 11th level
You uncover magical abilities, and gain the following benefits:
- You learn one 6th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 80.
6th-Level Arcane Power
Prerequisite: 6th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 91.
7th-Level Arcane Spellcasting
Prerequisite: 6th-Level Arcane Power, 13th level
You uncover magical abilities, and gain the following benefits:
- You learn one 7th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 101.
7th-Level Arcane Power
Prerequisite: 7th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 113.
8th-Level Arcane Spellcasting
Prerequisite: 7th-Level Arcane Power, 15th level
You uncover magical abilities, and gain the following benefits:
- You learn one 8th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 125.
8th-Level Arcane Power
Prerequisite: 8th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 138.
9th-Level Arcane Spellcasting
Prerequisite: 8th-Level Arcane Power, 17th level
You uncover magical abilities, and gain the following benefits:
- You learn one 9th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 150.
9th-Level Arcane Power
Prerequisite: 9th-Level Arcane Spellcasting
Your power for magical abilities increases, and you gain the following benefits:
- You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 164.
10th-Level Arcane Spellcasting
Prerequisite: 9th-Level Arcane Power, 19th level
You uncover magical abilities, and gain the following benefits:
- You may learn and cast 10th-level spells or higher from the Arcane spell list if such are found.
- You may research spells and create spells of extra-ordinary power, which is decided together with the DM.
- Your spellcasting ability for these spells is Intelligence.
- Your Arcane Pool for Arcane spellcasting is increased to 177.