Feats: Zealotry

by Smyris

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Feats: Zealotry

Wizards aren't the only ones who can specialize! The feats presented here are meant to help casters who want to specialize in one field of magic. They cover many styles of play including certain subschools of magic with the goal of offering options for every caster.

Zealous: Abjurer

Prerequisites: The ability to cast at least one spell


You've mastered the school of defense and are happy to share what you've learned. 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
  • When targeting another willing creature with an abjuration spell you may reduce your AC by 2 to increase the targets AC by 2 for as long as the spell is active.

You may only take one Zealous feat.


Zealous: Diviner

Prerequisites: The ability to cast at least one spell


Your mastery of Divination has taught you to never waste resources. You gain the following benefits:

  • You may cast all Divination spells as though they were rituals.
  • You always know when you are being targeted by divination magic.
  • When being targeted by divination magic you may spend a spell slot of any level to learn the identity of the caster. This ability fails if the caster is protected from divination magic or casts counterspell.

You may only take one Zealous feat.


Zealous: Conjurer

Prerequisites: The ability to cast at least one spell


Most casters can summon a creature, you have trained your mind to go further. You gain the following traits:

  • You may concentrate on 2 conjuration spells at a time as long as they are of the 2nd level or lower.
  • You cannot cast spells while concentrating on more than 1 spell.
  • When using this feature you may remove the level restriction. If you do so you gain 1 level of exhaustion once either spell ends.

You may only take one Zealous feat.

Zealous: Enchanter

Prerequisites: The ability to cast at least one spell


Your enchantment spells overwhelm the minds of your victims. You gain the following traits:

  • When an enchantment spell you cast on a creature ends you may purge their memories of the event. The next time the creature takes a long rest they forget what they did while charmed and who charmed them, however they will still remember that they were the victim of a charm.
  • When you cast an enchantment spell using a spell slot you may spend an additional spell slot of any level to empower the spell.
  • Saving throws to resist Empowered Enchantment spells are taken with disadvantage.
  • When an empowered spell ends any affected creatures must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn.

You may only take one Zealous feat.


Zealous: Evoker

Prerequisites: The ability to cast at least one spell


Your spells cause widespread devastation. You gain the following traits:

  • When casting an evocation spell that requires a saving throw to only take half damage, 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 1 level of exhaustion, and take half the damage you dealt as force damage.

You may only take one Zealous feat.


Zealous: Healer

Prerequisites: The ability to cast at least one spell


You have dedicated your life to the art of healing. 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 hit points, that creatures is granted +5 to it's AC until the start of it's next turn

You may only take one Zealous feat.


Zealous: Illusionist

Prerequisites: The ability to cast Minor Illusion


You have mastered the school of illusion and understand it's subtleties. You gain the following traits:

  • Illusion spells you know can be cast without any verbal or somatic components
  • When casting the Minor Illusion cantrip you may create up to two effects at once.
  • When casting the Minor Illusion cantrip, images you create can be as large as a 10-foot cube.

You may only take one Zealous feat.


Zealous: Necromancer

Prerequisites: The ability to cast at least one spell


The goal of all life is death. When you kill a living creature with a necromancy spell you steal a portion of their soul and gain 1 soul point. You can hold up to 10 soul points. You gain the following traits:

  • If you cast a necromancy spell that uses an attack roll, you may spend a number of soul points to increase the result of the roll by the same amount. You may do this after you roll the die, but before outcome is determined.
  • If you cast a necromancy spell that restores or damages health you may spend a number of soul points and increase the damage dealt or amount healed for a single creature by that number.
  • If you would fail a death saving throw or be forced to fail, you may spend 5 soul points to succeed instead.
  • As long as you have 2 or more soul points you have vulnerability to radiant damage and Divination magic reveals you to be undead.

You may only take one Zealous feat.

Zealous: Gravecaller

Prerequisites: The ability to cast the spell Animate Dead


Death isn't the end, it's the beginning. You can perform an 8 hour ritual to transform an undead creature you control into an Undead General. It gains additional hitpoints equal to your spell modifier and remains under your control until it is destroyed. You gain the following traits:

  • You can command your General and any undead you control within 60ft of it as long as you are both on the same plane of existence
  • When you cast a spell which reasserts control over undead you have animated, your general can deliver the spell as if it had cast the spell. Your general must use its action to deliver the spell when you cast it. Spells cast this way cannot be used to create new undead.
  • You can see through your Generals eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
  • If your General dies, any undead you control stop obeying your commands, become aggressive towards living creatures and become immune to necromancy spells you cast for 1 minute.

You may only take one Zealous feat.


Zealous: Transmuter

Prerequisites: The ability to cast at least one spell


You understand the secrets of transmutation. 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

You may only take one Zealous feat.

 

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