Human Prowess: Magecraft (5e Feat)

From D&D Wiki

Jump to: navigation, search


Human Prowess: Magecraft

Prerequisites: human race, the ability to cast at least 1 spell or cantrip
Unlike the more naturally talented magic users in the world, humans must learn to channel magic by their own will, and not by inborn power. You have learned to shape and manipulate your magical power in new and innovative ways. When you take this feat, you gain the following benefits:

Overchannel

When you cast a spell of 3rd level or lower that targets only one creature, you may choose to target one additional creature within 10 feet of the original target at no additional spell slot or action cost. As a result of this, however, you may not use any spells or magical effects until the end of your next turn.

Once you have used this feature, you may not do so again until you complete a long rest.

Cantrip Shift

You gain the ability to shape your cantrips in unique ways. Select one of the following options. You may not change this decision.

-Distracting Strike: When you cast a ranged cantrip that calls for an attack roll, if you land the hit, you may choose to forgo dealing damage to reduce the target's AC by 2 until the beginning of your next turn.

-Ensured Strike: When a cantrip you cast calls for a saving throw to evade damage, you may force the target of your cantrip to take damage equal to your spellcasting ability modifier on a successful save.

-Magus Barrier: When you cast a cantrip of the abjuration or evocation schools of magic, you may use your bonus action to increase your AC by 1 until the end of your next turn.

Once you have used your Cantrip Shift, you may not do so again until you complete a long or short rest.



Back to Main Page5e HomebrewFeats

Home of user-generated,
homebrew pages!


Advertisements: