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 on that creature instead
- If your concentration is ever broken, you cannot use this feature for 1 minute
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
- After casting a Divination ritual you have disadvantage on Perception checks for 1 hour
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:
- Creatures you target with Enchantment spells cannot benefit from advantage on saving throws to resist.
- If an enchantment spell you cast on a creature ends, that creature must succeed on a Wisdom saving throw or become frightened of you until their next turn.
- While concentrating on an Enchantment spell you cannot cast spells from other schools
You may only take one Zealous feat.
Zealous: Conjurer
Prerequisites: The ability to cast at least one spell
You always were good at making friends. You gain the following traits:
- You can concentrate on 2 conjuration spells at a time
- You cannot cast spells while concentrating on more than 1 spell
- While concentrating on more than 1 spell, if your concentration is broken or you end either spell early, you gain 1 level of exhaustion, cannot cast spells from other schools, and cannot use this feature again until you finish a long rest
You may only take one Zealous feat.
Zealous: Evoker
Prerequisites: The ability to cast at least one spell
The best defense is a good offense. You gain the following traits:
- Your spells cause widespread devastation. When casting an evocation spell that requires a saving throw, 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
- 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 one level of exhaustion, cannot cast spells from other schools of magic, and cannot use this feature again until you finish a long rest
You may only take one Zealous feat.
Zealous: Healer
Prerequisites: The ability to cast at least one spell
Primum non nocere. You gain the following traits:
- Spells you know that restore hitpoints to other creatures additionally grant temporary hitpoints equal to your proficiency bonus
- If you cast a spell that restores hitpoints on a creature with 0 hitpoints, that creatures is granted +5 to it's AC until the start of it's next turn
- You swore an oath to do no harm. Your spells cannot reduce a creature below 1 hitpoint
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 have advantage on checks to spot illusions
- Illusion spells you know can be cast without any verbal or somatic components
- Your illusions are especially vivid. Your proficiency bonus is doubled for any Illusion spells you cast
- Your illusions are only as strong as your confidence in them. If a creature succeeds on a saving throw against an illusion spell you cast you gain disadvantage on charisma checks and saving throws for 1 hour.
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 hit point maximum
- Necrotic damage dealt to undead you control instead heals them for half the damage dealt
- You can no longer cast spells that deal radiant damage
- You can no longer cast spells from other schools that restore hit points
You may only take one Zealous feat.
Zealous: Transmuter
Prerequisites: The ability to cast at least one spell
Reality was overrated anyway. 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
- While an extended spell is in effect, you may only cast transmutation spells.
You may only take one Zealous feat.