Arcane Destruction (5e Feat)
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Arcane Destruction
Prerequisites: Level 4, spellcaster Wizard, Sorcerer or Warlock, proficiency with any ranged weapon
Maybe you are a promising wizard, a charming sorcerer or perhaps a sorcerer who has understood the mysterious flow of mana, the truth is that by shooting ranged weapons you have also understood mechanics that are similar to magic and therefore you have concentrated on these details , this allowed you to improve your cantrips and inadvertently also your skill with ranged weapons.
Get the following benefits:
Add 1 characteristic point of your choice between Intelligence, Wisdom or Charisma, without exceeding 20;
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
You also get Arcane Charges. Initially you have Arcana Charges equal to your competence (you can have a maximum of them, competence + spellcasting characteristic, Arcana Charges), to have more you must use your bonus action to convert your spell slots one at a time, 1st level ones give you 1 charge arcane, 2nd level they give you 2 and so on. Arcane Charges reset at every dawn or long rest and you regain equal proficiency. You can use only one of the following effects each round. Arcane Charges give you access to some upgrades that are only possible on Cantrips.
Swashbuckling Cantrip: When you cast a spell that forces other creatures to make a saving throw, add +1 to the DC. Costs 1 Arcana Charge.
Lucky Cantrip: When you cast your cantrip and it makes an attack roll, you cast it with advantage. It costs 2 Arcane Charges, in the case of multiple rays, it applies only to the first, otherwise, you spend more Arcane Charges for each Ray.
Accelerated Cantrip: When you are Casting your Cantrip, you can spend 2 Arcane Charges and convert it from an Action to a Bonus Action. You cannot use it on Cantrips that fire multiple beams.
Gemini Cantrip: When you are casting a Cantrip that rolls to hit, you can add an additional attack from that cantrip, then you will have to roll to hit again. For cantrips that already add a ray or bolt, add another one. You pay for this effect with 1 Arcane Charge.
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