Prerequisite: Requires Spellcasting
You have discovered that some spells can be amplified by using your own inner energy. Thus the spells gain potency, but similar you can't control the full power of your magic anymore.
You gain following benefits:
- Ability Increase: You increase your spellcasting ability (Charisma, Intelligence or Wisdom) by 1.
- Spell Amplification: Before you roll to hit for the spell you can choose to amplify it and gain advantage to the attack roles or the targets get disadvantage on the saving throws.
- Damage Recoil: In exchange for that power you take damage for each damage type of the spell with a amount of damage equal to a damage dice roll of the spell + the amount of dices rolled as damage (A cast of an amplified Guiding Bolt would deal 1d6+4 radiant damage to yourself).
This feat is a homebrew feat of our campaign. It may be not balanced, but have fun with it.
Version 1.x>2.x Change: Removed the damage ignorance feature for better compatibility with Elemental Adept.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/9/2021 8:08:36 PM
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16
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2
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1.9
|
Coming Soon
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10/22/2021 7:21:17 PM
|
16
|
0
|
2.2
|
Coming Soon
|
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