Armed Wizard (5e Feat)
Armed Wizard
Prerequisites: Ability to cast spells
Your energies recover in the height of combat and your magic roars in the ups and downs of battle.
- Whenever you defeat an enemy with a weapon attack, you get a Spell Charge (maximum 3).
- You can spend Spell Charges to use a spell of a level equal to the number of charges you have or less than it has learned, and without using material components, this cast does not count towards the number of spells you can cast.
Note: Whenever you cast a spell in this way you lose all your charges regardless of the spell level.
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gollark: I mean, stuff will end up needing to interact across chunks.
gollark: No.
gollark: Well, not "easy".
gollark: They should rewrite it in Rust.
gollark: I mean, you can probably split *most* of the block updating stuff across multiple threads.
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