General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Cantrip. You learn the Fire Bolt cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The spell’s spellcasting ability is the ability increased by this feat.
Lingering Embers. Once per turn when you deal Fire damage to a creature, you can choose to leave behind some Lingering Embers that possess a trace of magic. The number of Lingering Embers left behind is equal to the minimum possible damage the triggering spell or attack could have dealt.
While Lingering Embers are present, the creature sheds Dim Light in a 5-foot radius, and it can't benefit from being Invisible. With the right stimuli, these embers can also explode, dealing 1 Fire damage per ember present. Lingering Embers explode and end all other effects if;
- The creature takes Fire damage.
- The creature heals Hit Points
- The creature gains Bonus Hit Points
Lingering Embers die out at the end of your next turn, or if you use this feature again; They can also be removed early if a creature takes an action to douse them with at least a gallon of water, or they are completely submerged in water.
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