< Enhanced Magic (3.5e Sourcebook)

Enhanced Magic (3.5e Sourcebook)/Magicians with Style

The Failure of Feats

Feats introduced in 3rd edition of D&D was suppose to give you an interesting edge over non hero type characters but they were never really in line for the amount of specialization they were suppose to impart. For fighters does a +1 or even +2 to strike really change the game that much compated to decent attribute rolls or check rolls. How about eschew materials spending one of seven base feats to be able not to carry around a full ton of random stones bull manure and more. I don't know why but the concept of feats has become increasingly insulting through the expansions as they all seem geared to having close to a dozen prerequisites or just unusable.

With this change up and as can be observed in other sourcebooks I am proud to start including feats that improve when your character improves and actually gives you a chance to want to take something other than maximize spell for the 50th time since nothing else is worthwhile. All of the [Magic] feats are of similar vein to the combat ready feats of the Races of War, giving someone a marked investment in there character instead of just assuming that a +4 is enough of a bonus to concentration at level 20 to be worth justifing. Further most bonuses that are given are fairly low since usually with an appropriate magic item you will exceed what the feat can give you. Making a finite resource (feats) less important than magical goods in my mind is wrong since you can almost always get another weapon of magic but those seven feats are the only seven you will have between level 1 and 20.

Unlike fighters the magic classes did have some better options than their melee counterparts as branching in the past was incredibly weakening as they would be picking prerequisite feats if they decided on a new path. With the introduction of scaling feats however a fighter is able to instantly pick up massive skills in another type of combat with a single feat which means he can be good with hand to hand, archery and two handed weapons while you are stuck with a few more low level spells. These feats are all designed to bring the abilities a little more in line with fighters powered by Races of War, so these would be considered "overpower" by normal D&D standards.

Exploits

Ah another section that I believe the same as Races of War, learning a new weapon I would not consider feat worthy. Now that being said the mages and clerics of the world won't learn weapons as fast as a fighter, so there won't be any skill checks to learn to weild something after a week of training. On the bright side any character that goes out and actually uses a weapon they want to be proficient in should automatically gain the weapon proficiency the next time they gain a level.

The same thing goes for armor though this will not remove the arcane penalty for arcane casters. If your character runs into a specific suit of armor that they decide to wear by the next level they should be considered proficient. A level usually isn't gained in a day, if it is and somehow you lived I would say you learned how to use it.

The New Feat System

The idea of scaling feats is shamelessly stolen from the creators of Races of War because quite frankly almost every feat in the book is considerably underpowered. (note: for anyone looking for a cheap way to justify metamagic feats as having less level adjustment those ones are actually useful as you gain levels so it isn't going to happen.) With the [Magic] type skills such as concentration it will scale with your spellcasting ability to give you a level appropriate ability that makes you feel like choosing it was a good option. In short if the feat makes you scratch your head at level 20 and think "why would I even take this?" it is not what I would call a good feat.

The New Magic Feats


Combat Casting [Magic]

Combat Casting allows you to keep your concentration in situations that would be impossible for ordinary people.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = +4 to concentration checks
  • Caster Level 6 = Successful concentration check allows the individual to continue concentration as a swift action. DC is 25+ spell level.
  • Caster Level 11 = +8 to concentration checks
  • Caster Level 16 = Successful concentration check is a free action for concentration spell duration. Bonus to concentration is now equal to 1/2 caster level.

Eschew Materials [Magic]

Eschew Materials lowers or eliminates the need for material spellcasting components.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = Ignore material components up to 1 gold piece in value.
  • Caster Level 6 = Material components are now reduced by one-fifth for all spells
  • Caster Level 11 = Material components are now reduced by half for all spells
  • Caster Level 16 = Material components are no longer required for any spell

Healing Mastery [Magic]

Healing mastery increases the amount of healing power that an individual can call upon at any time.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = +1 caster level for determining all level based healing effects.
  • Caster Level 6 = All variable healing spells are increased by 25% and max bonus from levels is doubled.
  • Caster Level 11 = +2 caster level for determining all level based healing effects.
  • Caster Level 16 = All healing effects are increased by 50%, this ability overwrites level 6 it does not stack with it.

Improved Animal Companion

The druids' animal companion is more powerful than normal.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = Reduces the level adjustment for Druid animal companion by 1
  • Caster Level 6 = Reduces the level adjustment for Druid animal companion by 2
  • Caster Level 11 = Reduces the level adjustment for Druid animal companion by 3
  • Caster Level 16 = Reduces the level adjustment for Druid animal companion by 5

Natural Spell

You have a deeper connection with nature, and you can use your voice in many forms.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = Able to cast spells while in a different shape
  • Caster Level 6 = +1 Caster Level to all spells that are nature based.
  • Caster Level 11 = Able to speak and cast spells in any form regardless if it can normally talk (the sound appears to come from the air if you are an object without a mouth)
  • Caster Level 16 = +2 Caster Level to all spells that are nature based.

Spell Focus

The magic user shows great apptitude with a single school of magic and can overcome enemies resistance to magic.

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = +2 to the saving throw difficulty of a single school of magic, +1 to hit with spells
  • Caster Level 6 = +3 spell penetration
  • Caster Level 11 = +4 to the saving throw difficulty of a single school of magic, +2 to all other schools, +2 to hit with spells
  • Caster Level 16 = +6 to spell penetration checks

Summoning Enhancement

The creatures you summon are impressive and are much stronger than natural creatures of the same type

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = +1 to Caster Level for any summoning spell, +4 to Strength and Constitution for all summoned creatures
  • Caster Level 6 = +4 to Dexterity for all summoned creatures
  • Caster Level 11 = Summoned creatures now gain +2 natural AC and Improved Initiative
  • Caster Level 16 = All summoned creatures now last twice as long

Turning Empowerment

A cleric with turning empowerment is a true bane to the undead

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = Your turning attempts are considered one level higher, and you may turn undead 3 more times a day than normal
  • Caster Level 6 = Your turning attempts are considered two level higher, and you may turn undead 5 more times a day than normal
  • Caster Level 11 = Your turning attempts are considered three level higher, and you may turn undead 7 more times a day than normal
  • Caster Level 16 = Your turning attempts are considered five level higher, and you may turn undead 9 more times a day than normal

Wand Master

You can use wands with precision even in a heated battle

Benefit: This feat scales with the total Caster Level of a magic user

  • Caster Level 1 = +1 to hit with wands, can shoot into melee without penalty
  • Caster Level 6 = +2 to hit with wands
  • Caster Level 11 = On any natural 20 when using a wand the wand does not expend the charge.
  • Caster Level 16 = If the wielder uses 2 charges he can activate the wand and apply a metamagic feat he knows to it (fireball wand maximized does 60 damage instead of 10d6)

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