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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.