Feats: Zealotry
The feats presented here are meant to help casters who want to specialize in one field of magic. In an effort to ensure they don't become a 'required feat' like Lucky is, each feat presented here comes with a downside that affects spells outside of the school the feat is made for.
Zealous: Abjurer
Prerequisites: The ability to cast at least one spell
The best offense is a good defense. 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 as though that creature was the caster.
- When concentrating on a spell from another school, you cannot cast other spells.
You may only take one Zealous feat.
Zealous: Diviner
Prerequisites: The ability to cast at least one spell
Despite what the doctors say, your Sight is 20/20 . You gain the following traits:
- You always know when you are being observed by divination magic
- You may cast all Divination spells as rituals
- Divination rituals take half the time to cast
- You have disadvantage on Perception checks
You may only take one Zealous feat.
Zealous: Enchanter
Prerequisites: The ability to cast at least one spell
Be persuasive, be charming, use force. You gain the following traits:
- You have advantage against being charmed
- You immediately recognise when someone is under the effects of a charm.
- Creatures you target with Enchantment spells cannot benefit from advantage on saving throws.
- Spells you cast from other schools cannot benefit from your proficiency bonus.
You may only take one Zealous feat.
Zealous: Conjurer
Prerequisites: The ability to cast at least one spell
Creation, Destruction. When it really comes down to it, you choose the former. You gain the following traits:
- You can concentrate on 2 conjuration spells at a time
- The duration of conjuration spells you cast is doubled
- You cannot cast spells while concentrating on more than one spell
- If your concentration is ever broken, you suffer one level of exhaustion
You may only take one Zealous feat.
Zealous: Evoker
Prerequisites: The ability to cast at least one spell
The best defence is a good offense. You gain the following traits:
- You learn two Evocation cantrips, these do not count against the number of spells you know
- When casting an Evocation spell using a spell slot, it is cast one level above the spell slot used
- Spells you cast from other schools cannot be cast above their base level.
You may only take one Zealous feat.
Zealous: Illusionist
Prerequisites: The ability to cast at least one spell
Deceive. Inveigle. Obfuscate. You gain the following traits:
- You automatically succeed on ability checks to detect illusions
- Illusion spells you know can be cast without any verbal or somatic components
- Illusion spells you know with a casting time of 1 action can be cast as a bonus action
- The range of spells you cast from other schools is halved
You may only take one Zealous feat.
Zealous: Necromancer
Prerequisites: The ability to cast at least one spell
All you really want to do is settle down and raise a family. You gain the following traits:
- Undead creatures you control add your proficiency bonus to their health and damage rolls
- Necrotic damage dealt to undead you control instead heals them for half the damage dealt
- You cannot cast spells that deal radiant damage
- Spells you cast from other schools cannot benefit from your proficiency bonus
You may only take one Zealous feat.