Feats: Zealotry

by Smyris

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Feats: Zealotry

Wizards aren't the only ones who can specialize! The feats presented here are meant to help casters who want to specialize in one field of magic. They cover many styles of play including certain subschools of magic with the goal of offering options for every caster.

Zealous: Abjurer

Prerequisites: The ability to cast at least one spell


You've mastered the school of defense and are happy to share what you've learned. You gain the following traits:

  • Abjuration spells you cast with a range of touch now have a range of 30 feet
  • When casting an Abjuration spell with a range of self you may touch another willing creature and have the spell be cast on that creature instead
  • When targeting another willing creature with an abjuration spell you may reduce your AC by 2 to increase the targets AC by 1 for as long as the spell is active.

You may only take one Zealous feat.


Zealous: Diviner

Prerequisites: The ability to cast at least one spell


Your mastery of Divination has taught you to never waste resources. You gain the following benefits:

  • Divination spells you know up to the 6th level may be cast as though they were rituals.
  • You always know when you are being targeted by divination magic.
  • When being targeted by divination magic you may spend a spell slot of any level to learn the identity of the caster. This ability fails if the caster is protected from divination magic.

You may only take one Zealous feat.


Zealous: Conjurer

Prerequisites: The ability to cast at least one spell


Your skill as a conjurer is unyielding. You gain the following traits:

  • You may concentrate on 2 conjuration spells at a time as long as they are of the 2nd level or lower.
  • You cannot cast spells or attack while concentrating on more than 1 spell.
  • When using this feature you may remove the level restriction. If you do so you gain 1 level of exhaustion once either spell ends.

You may only take one Zealous feat.

Zealous: Enchanter

Prerequisites: The ability to cast at least one spell


Your enchantment spells overwhelm the minds of your victims. You gain the following traits:

  • You have advantage on rolls to determine if someone is charmed.
  • When you cast an Enchantment spell using a spell slot you may spend an additional spell slot of the any level. If you cast a spell this way any saving throws to resist the spell are taken with disadvantage. Additionally, when the spell ends any affected creatures must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn.

You may only take one Zealous feat.


Zealous: Evoker

Prerequisites: The ability to cast at least one spell


Your spells cause widespread devastation. You gain the following traits:

  • When casting an evocation spell that requires a saving throw to only take half damage, you can double the spells range and area of effect. If you do so, creatures affected only suffer half damage on a failed save, and none on a successful save. If a creature has the 'evasion' ability they automatically succeed on this saving throw.
  • When using this feature, you can choose to have creatures suffer full damage on a failed save and half damage on a successful save. After casting a spell this way you gain 1 level of exhaustion, and take half the damage you dealt as force damage.

You may only take one Zealous feat.


Zealous: Healer

Prerequisites: The ability to cast at least one spell


You have dedicated your life to the art of healing. You gain the following traits:

  • When you take this feature you may select 3 spells which restore hit points from any class's spell list and add them to your own. You may not choose spells above the 5th level.
  • When you target a creature with a healing spell and the number of hit points restored through the spell exceeds its maximum hit points, these excess hit points are instead bestowed as temporary hit points. These temporary hit points are lost at the end of its next turn.

You may only take one Zealous feat.


Zealous: Illusionist

Prerequisites: The ability to cast at least one spell


You have mastered the school of illusion and understand it's subtleties. You gain the following traits:

  • Illusion spells you know can be cast without any verbal or somatic components
  • When casting an illusion spell using a spell slot you may spend an additional spell slot of the any level. If you cast a spell this way any saving throws to reveal or resist the spell is taken with disadvantage. In addition, images created by spells cast in this manner can interact with objects. You can use them to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The illusion can't attack, activate magic items, or carry more than 10 pounds and must be of an appropriate form to perform the action you request.

You may only take one Zealous feat.


Zealous: Necromancer

Prerequisites: Level 4, The ability to cast at least one spell


The goal of all life is death. When you kill a living creature with a necromancy spell you steal a portion of their soul and gain 1 soul point. You can hold up to 10 soul points. You may spend these points in the following ways:

  • If you cast a necromancy spell that restores or damages health you may spend a number of soul points and increase the damage dealt or amount healed for a single creature by that number.
  • If you would fail a death saving throw or be forced to fail, you may spend 5 soul points to succeed instead.
  • You may spend 10 soul points to cast revivify on a creature without consuming a spell slot or material components. Creatures revived this way gain 4 levels of exhaustion. In addition these creatures get the ominous feeling that their body is not their own and will obsess over their reflection, this feeling fades after 1 week.
  • As long as you have 2 or more soul points you have vulnerability to radiant damage and Divination magic reveals you to be undead.

You may only take one Zealous feat.

Zealous: Gravecaller

Prerequisites: The ability to cast the spell Animate Dead


Death isn't the end, it's the beginning. You can perform an 8 hour ritual to transform an undead creature you control into an Undead General. It gains additional hitpoints equal to your spell modifier and remains under your control until it is destroyed. Performing this ritual destroys any other Undead Generals you control. You gain the following traits:

  • You can command your General and any undead you control within 60ft of it as long as you are both on the same plane of existence
  • When you cast a spell which reasserts control over undead you have animated, your general can deliver the spell as if it had cast the spell. Your general must use its action to deliver the spell when you cast it. Spells cast this way cannot be used to create new undead.
  • You can see through your Generals eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
  • If your General dies, any undead you control within 60ft of it will frenzy for 1 minute. While frenzied, undead will ignore your commands and will attack who or whatever killed the General, once their target is destroyed they will become aggressive towards all living creatures. Generals destroyed because you created a new General do not trigger this effect.

You may only take one Zealous feat.


Zealous: Transmuter

Prerequisites: The ability to cast at least one spell


You understand the secrets of transmutation. You gain the following traits:

  • If you cast a transmutation spell and maintain concentration on it for it's full duration you may use an action to extend the spell
  • An extended spells duration is doubled. You do not need to maintain concentration on an extended spell and can use an action to dismiss it
  • You can only extend one spell at a time

You may only take one Zealous feat.

Rule clarifications


Ability Description: Evasion

Features affected: Evoker


When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Adding Spells to Your Spell List

Features affected: Healer


Spells which are added to your spell list do not count as spells you know or have prepared, they instead become spells you can learn through regular means. Spells added to your spell list use your spellcasting modifier.

For example, if a wizard used a magical item to add the bard exclusive spell Compulsion to their spell list they would not automatically know the spell and would still need to learn and prepare it through leveling up or using their spellbook to copy it from a spell scroll.


Advantage and Disadvantage

Features affected: Echanter


If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.


Attack Actions

Features affected: Conjurer


Not being able to attack does not prevent you from using your action to command another creature or conjuration to attack.


Exhaustion and Death

Features affected: Necromancer


Conditions affecting creatures are not removed upon death and remain even if the creature is revived.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

 

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