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Spellcaster Feats

Here is a list of feats tailored both for pure spellcasters and those who dabble with fablecraft.


Forcefield

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic feature)
You gain the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.

Shield Mastery. You learn the Shield spell and always have it prepared. The spells’ spellcasting ability is the ability increased by this feat. If a melee attack made against you misses whilst you are under the effects of Shield, your attacker takes Force damage equal to your Proficiency Bonus.


Spell Fencer

General Feat (Prerequisite: Level 4+ Spellcasting or Pact Magic feature)
You gain the following benefits:

Ability Score Increase. Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.

Blade Infusion. After casting a spell that deals damage, you may choose to infuse a weapon you are holding. For 1 minute your weapon deals damage of one type that the spell dealt instead of its normal type. This effect ends if you end your turn no longer wielding the weapon. Additionally, the first attack you make with this weapon after imbuing it deals extra damage equal to your Proficiency Bonus.


Spelltracer

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits:

Ability Score Increase. Increase your Intelligence or Charisma score by 1, to a maximum of 20.

Arcane Intuition. If you have seen a spell cast once, you can identify it being cast again by seeing any its components, and you have Advantage on Study checks made to identify active magical effects.

Tracemage. As a Reaction, which you take when a creature you can see and hear within 60 feet of you casts a spell that lacks a Material component, you can trace that spell. For 1 minute, you have the spell prepared, and can cast it once using an appropriate spell slot. Any spell cast this way ends immediately when the minute ends.
You can use this feature once, regaining the ability to do so upon finishing a Short or Long Rest.


Fey Speaker

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic feature)
You gain the following benefits:

Ability Score Increase. Increase your Intelligence or Charisma score by 1, to a maximum of 20.

Twisted Words. You learn Sylvan. When a spell you cast forces a creature to make a saving throw, if that spell had verbal components, you may speak those words in Sylvan and impose Disadvantage on one target of the spell. Creatures that understand Sylvan are immune to this effect. After a target fails a saving throw altered in this way, you may not use this feature again until you finish a Short or Long Rest.

Fey Habits. Choose one level 1 or 2 spell from the Enchantment school of magic. You always have it prepared. You may cast the spell using spell slots of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.

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