Feats: Zealotry

by Smyris

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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.

 

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