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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 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. \pagebreak --- ### 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.