Prerequisite: Spellcasting class Requires a Constitution score of 10 or higher
During your adventuring times as combat caster you have trained yourself to push your spell casting ability to the limit. Taxing your body to the point of total Exhaustion and suffering damage, you are able to cast more spells between your rests.
- Increase your Spell casting Ability (Charisma, Intelligence or Wisdom) by 1, up to a maximum of 20
- You can cast any of your prepared spells following the standard spell casting rules even if you have no spell slot available, following these conditions:
- Self-inflicted wounds: You suffer half of your Hit Dice damage (rounded up), per level of spell cast this way. You cannot cast spells at a level for which you would not have slot available. For example, a level 1 Wizard can not cast level 2 spells using this Feat and casting spell of 1st level will cause the character to take half 1d6 (rounded up) damage.
- You must make a Constitution saving throw with the following DCs. If you are successful, nothing happens. If you fail, you suffer a point of Exhaustion.
- DC 10 Constitution saving throw - spell of level 5 or lower and character has more than 50% max hit points (after resolving the Self-inflicted wounds ability above)
- DC 12 Constitution saving throw - spell of level 6 or higher, or character has less than 50% max hit points (after resolving the Self-inflicted wounds ability above)
- DC 15 Constitution saving throw (maybe DC12 with disadvantage??) - spell of level 6 or higher and character has less than 50% max hit points (after resolving the Self-inflicted wounds ability above)