You are very, very good at casting a particular 1st- or 2nd-level spell. Each of these feats requires that you already be able to cast that spell and grants you the ability to cast it at 2nd level, without a spell slot, using the spellcasting ability, spell attack bonus, and spell save DC associated with the race, class, or other source you can cast the spell from, once per long rest. The spell counts as though you got it from the same source as the prerequisite ability to cast it, but I don't know how to write that out in technical jargon.
I'm not using the D&D Beyond feat creator because, in its current incarnation, it just plain can't handle a feature upgrading a spell other than eldritch blast.
You master the cure wounds spell, with the following benefits.
You can cast cure wounds at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast cure wounds, its range increases to 30 feet and you can divide the healing as you choose among any number of creatures within 5 feet of each other.
You master the hellish rebuke spell, with the following benefits.
You can cast hellish rebuke at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast hellish rebuke, you don't need to be able to see the target. Additionally, when a creature fails its saving throw against your hellish rebuke spell, it takes 1d10 fire damage at the start of its next turn unless it's moved before then.
I'm pretty sure there's a very interesting build there.
You master the thunderwave spell, with the following benefits.
You can cast thunderwave at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast thunderwave, you can choose any number of creatures within the spell's area to not be affected by it. Additionally, when a creature succeeds on its saving throw against your thunderwave spell, it is still pushed back as though it had failed the saving throw.
Now that is what shock troops should look like in a high-magic setting!
You master the magic missile spell, with the following benefits.
You can cast magic missile at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast magic missile, its range doubles and it ignores resistance and immunity to force damage.
At first Cure Wounds seemed a bit OP, but then again it's just once every long rest, and it will seemingly be used as a last resort kind of thing, so it's well balanced. Personally, I'd like to see more of these :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
You master the shield of faith spell, with the following benefits.
You can cast shield of faith at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast shield of faith, its bonus also applies to Dexterity saving throws against area effects.
When you cast shield of faith using a spell slot of 2nd level or higher (or with this feat), you can target up to one additional creature for each slot level above 1st.
Just in case your DM doesn't already rule that shield of faith scales that way. If he or she does, the feat instead gives each target temporary hit points equal to the spell level whenever you cast shield of faith.
You master the shield spell, with the following benefits.
You can cast shield at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast shield, its bonus also applies to Dexterity saving throws against area effects.
When you cast shield using a spell slot of 2nd level or higher (or with this feat), the bonus increases by 1 for each slot level above 1st.
If your DM already rules that shield scales that way, the feat instead lets you decide to concentrate on it for up to a minute at the cost of having to spend a spell slot at the end of each of your turns until the spell ends.
You master the healing word spell, with the following benefits.
You can cast healing word at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast healing word, creatures who don't know you're going to cast it can't take reactions in response to it and you can still cast a non-cantrip spell with your action.
I feel the need. The need for speed-healing.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
You master the inflict wounds spell, with the following benefits.
You can cast inflict wounds at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast inflict wounds, the damage cannot be healed by nonmagical means until the target finishes a long rest. Additionally, when you miss on the attack roll for inflict wounds, the target still takes necrotic damage equal to 1d8 + your spellcasting ability modifier, plus another 1d8 for each spell level above 1st.
Disclaimer: Any similarity to cure wounds is entirely coincidental.
You master the witch bolt spell, with the following benefits.
You can cast witch bolt at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast witch bolt using a spell slot of 2nd level or higher (or with this feat), the secondary damage increases by 1d12 per slot level above 1st, just like the initial damage.
When you cast witch bolt, the target's speed is halved until the spell ends. Additionally, when you miss on the attack roll for witch bolt, the target still takes the initial damage.
"You're using witch bolt? Really? Oh well; I was hoping you might put up at least a semblance of a fight." A flash of blue lightning--
"Agh--what? What--trickery--is--this? I--can't--move--" A scream, then another.
You master the cause fear spell, with the following benefits.
You can cast cause fear at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast cause fear, you can target a creature in darkness as though it wasn't in darkness, and if the target can't see you, casting the spell doesn't give away your location.
A towering Krynnese minotaur, wearing splint armor and carrying a round steel shield, charges through a night-shrouded forest at a high elf. "Thunder!" the minotaur yells, and an invisible wave of force bursts forth from him with an almost-deafening peal of thunder, carrying the elf along with it.
The elf stands up, wincing but trying very hard to conceal it, and futilely brushes off his ornate white robe. "Lightning," he replies, calmly, sending jagged arcs of blue lightning to strike his foe. The minotaur tries to bounce the lightning off his shield, but it still pours into him, making all his fur stand on end.
"Oh yes, very frightening," whispers a black-robed figure from somewhere in the shadows, sarcastically. The dueling mages seem to suddenly recall urgent business elsewhere.
You master the burning hands spell, with the following benefits.
You can cast burning hands at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast burning hands, you can choose any number of creatures within the spell's area to not be affected by it.
You can make a melee spell attack against a creature within 5 feet of yourself as a bonus action immediately after you cast burning hands. On a hit, the target takes fire damage equal to 1d6 + the spell's level + your spellcasting ability modifier.
You master the absorb elements spell, with the following benefits.
You can cast absorb elements at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
You can cast absorb elements as a reaction when you take any type of damage other than bludgeoning, piercing, or slashing, and you can add the extra damage to a melee or ranged attack.
You master the bless spell, with the following benefits.
You can cast shield of faith at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast bless, its bonus also applies to ability checks. Additionally, whenever a creature under the effects of your bless spell is attacked, the creature can roll a d4 and add the result to its AC against that attack.
You master the bane spell, with the following benefits.
You can cast bane at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast bane, its penalty also applies to ability checks. Additionally, the targets automatically fail the saving throw.
You master the scorching ray spell, with the following benefits.
You can cast scorching ray at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast scorching ray, its range doubles and it ignores half cover, treats 3/4 cover as half cover, and treats full cover as 3/4 cover.
You master the heroism spell, with the following benefits.
You can cast heroism at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast heroism, the temporary hit points the target gains at the start of each of its turns increase by an amount equal to the spell's level.
While you are concentrating on heroism, you have advantage on saving throws against being frightened and you gain temporary hit points equal to the spell's level at the start of each of your turns. Damage dealt to these temporary hit points doesn't count as damage dealt to you for the purposes of Constitution saving throws to maintain concentration. You lose any remaining temporary hit points from this feat when the spell ends.
You can cast lesser restoration at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast lesser restoration, it ends all effects of the chosen type on the target.
When you cast lesser restoration using a spell slot of 3rd level or higher, you can target up to one additional creature for each slot level above 1st.
If your DM rules the spell already scales that way, the feat instead adds "stabilize a dying creature" and "restore hit points equal to the spell's level plus your spellcasting ability modifier to a creature with at least 1 hit point" to the list of things you can do by casting lesser restoration.
You master the armor of Agathys spell, with the following benefits.
You can cast armor of Agathys at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast armor of Agathys, its duration increases to 8 hours and the damage applies to ranged attacks as well as melee attacks.
You master the blur spell, with the following benefits.
You can cast blur at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast blur, its duration increases to 10 minutes and it has a range of touch.
Not just a one-combat self-buff spell anymore. For the record, it used to just take away the concentration requirement.
You master the hex spell, with the following benefits.
You can cast hex at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
Once per turn, you can cast hex or curse a new creature without using your bonus action.
When you cast hex using a 2nd-level spell slot (or with this feat), the duration increases to 2 hours.
When you cast hex using a 4th-level spell slot, the duration increases to 12 hours.
You master the hunter's mark spell, with the following benefits.
You can cast hunter's mark at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
Once per turn, you can cast hunter's mark or mark a new creature without using your bonus action.
When you cast hunter's mark using a 2nd-level spell slot (or with this feat), the duration increases to 2 hours.
When you cast hunter's mark using a 4th-level spell slot, the duration increases to 12 hours.
One word, other than the spell name, is different. Yes, that's enough to justify a qualifier.
You master the searing smite spell, with the following benefits.
You can cast searing smite at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast searing smite using a spell slot of 2nd level or higher (or with this feat), the fire damage the ignited target takes each turn increases by 1 for each slot level above 1st.
When the target of your searing smite spell succeeds on its saving throw and ends the spell, it still takes the damage that it would take on a failed saving throw.
"Do you feel the pain, or am I only dreaming? Is this burning an eternal flame?"
You master the scrying spell, with the following benefits.
When you cast scrying, it has a casting time of 1 minute and a duration of 1 hour.
When a creature succeeds on its saving throw against your scrying spell, it's only immune for 8 hours, not 24.
Whenever you successfully cast scrying on a creature, you create an invisible, magical link to the target. This link gives the target a permanent, cumulative -1 on all future saving throws against your scrying and similar spells and abilities. This link can only be detected by truesight. Dispel magic cast on the link can dispel it, but it treats the link as a 5th-level spell.
Prerequisite: Ability to cast at least one spell that normally requires concentration
Your spellcasting ability increases by 1, to a maximum of 20.
Choose a spell you can cast that requires concentration. When you cast it, it doesn't require concentration, though it still ends if you cast it again.
That is quite possibly the Spikiest bit of D&D game content I've ever made, but it's also possible that I'm misusing the term.
I've got at least one more weird feat in the pipeline, but I don't think I'll get it out today. Have normal Spell Shaper feats for the rest of the attack-trigger spells instead.
You master the wrathful smite spell, with the following benefits.
You can cast wrathful smite at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast wrathful smite using a spell slot of 2nd level or higher (or with this feat), the initial psychic damage increases by 1d6 for each slot level above 1st.
Whenever a creature fails a saving throw against your wrathful smite spell, the target takes psychic damage equal to 1 + the spell's level.
Oh yeah, if your DM says wrathful smite already scales that way, the feat instead makes the target unable to move closer to you while frightened by the spell.
You master the zephyr strike spell, with the following benefits.
You can cast zephyr strike at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast zephyr strike using a spell slot of 2nd level or higher (or with this feat), the extra damage increases by 1d8 for each slot level above 1st.
When you activate zephyr strike's second effect, it applies to all attacks you make until the start of your next turn, not just the next weapon attack you make that turn.
If you're a 20th-level fighter with this and one of my homebrew Magic Initiate variants (to gain access to a ranger spell), you have incredible nova capabilities. It's fun with steel wind strike, too, if you can somehow arrange that.
Conclusion: Once you break it, it's pretty impressively broken, but that takes a proportionally large amount of effort.
If your DM says zephyr strike already scales that way, the feat instead makes the spell increase your movement speed by 5 ft. (10 ft. the turn you activate the second effect).
You master the thunderous smite spell, with the following benefits.
You can cast thunderous smite at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast thunderous smite, you can choose to push the target back whether it succeeds or fails on the saving throw.
When you cast thunderous smite using a spell slot of 2nd level or higher (or with this feat), the damage increases by 1d6 for each slot level above 1st.
If your DM already has the spell scale that way, the feat instead makes the target automatically fail the saving throw unless it's at least two sizes larger than you.
You master the barkskin spell, with the following benefits.
You can cast barkskin at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast barkskin, its effect applies before AC bonuses, such as those from a shield and the shield and shield of faith spells, as long as those bonuses aren't dependent on the target's armor or lack thereof.
When you cast barkskin using a spell slot of 3rd level or higher, the number the target's AC can't be less than increases by 1 for each slot level above 2nd.
If your DM says it already scales that way, the feat instead lets you target multiple creatures with a single casting by expending a spell slot of 1st level or higher for each additional target.
You master the branding smite spell, with the following benefits.
You can cast branding smite at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast branding smite, you can see invisible creatures as though they were visible until the spell ends or you hit a creature with a weapon attack. Additionally, when you trigger your branding smite spell by hitting a creature with a weapon attack, the next attack against the target before the end of your next turn has advantage.
Finally, I hit a spell that already scales. Pity I can't think of anything to say other than to comment on that.
You can cast blindness/deafness at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast blindness/deafness, you can blind and deafen the target with a single casting of the spell. Additionally, whenever the target fails a saving throw against your blindness/deafness spell, it takes necrotic damage equal to the spell's level.
"Bards! Clerics! Sorcerers! Wizards! Druids of the Circle of Spores! Warlocks of the Fiend or the Undying! Tired of blinding blind-fighting specialists when you should be deafening them? Wish you could blind your weaker foes and then sit back and watch them die? Just want to disable your enemy and set up a max-strength toll the dead with a single spell? Then try our new Spell Shaper (Blindness/Deafness) feat!*"
*Availability subject to DM permission. Costs 1 class-granted Ability Score Increase or 1 feat choice. Spell success not guaranteed. Toll the dead sold separately and not necessarily available to all listed classes. Not official content. No refunds."
You master the inflict wounds spell, with the following benefits.
You can cast inflict wounds at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast inflict wounds, the damage cannot be healed by nonmagical means until the target finishes a long rest. Additionally, when you miss on the attack roll for inflict wounds, the target still takes necrotic damage equal to 1d8 + your spellcasting ability modifier, plus another 1d8 for each spell level above 1st.
Disclaimer: Any similarity to cure wounds is entirely coincidental.
For the inflict wounds feat, I might change it to a 1d6 + spellcasting ability, only because that's a little closer to half damage with that spell than 1d8 is; I'm loving these feats though! You also make the subclass feats, right? Those are cool too!
You master the inflict wounds spell, with the following benefits.
You can cast inflict wounds at 2nd level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again using this feat.
When you cast inflict wounds, the damage cannot be healed by nonmagical means until the target finishes a long rest. Additionally, when you miss on the attack roll for inflict wounds, the target still takes necrotic damage equal to 1d8 + your spellcasting ability modifier, plus another 1d8 for each spell level above 1st.
Disclaimer: Any similarity to cure wounds is entirely coincidental.
For the inflict wounds feat, I might change it to a 1d6 + spellcasting ability, only because that's a little closer to half damage with that spell than 1d8 is;
3d10 averages 16.5, half of which is 8.25. Round that to 8.5, which is the average of 1d6 + 5 or 1d8 + 4.
4d10 averages 22, half of which is 11, which is the average of 2d6 + 4 or 2d8 + 2.
Maybe you're right. It probably should be d6s instead of d8s. I'm not going to change it, though, because the other feature isn't really all that good.
All right, also (mainly) because the disclaimer is a joke; the similarity to cure wounds is 100% intentional and I want to keep it.
I'm loving these feats though! You also make the subclass feats, right? Those are cool too!
Thanks, yes, and thanks.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
You are very, very good at casting a particular 1st- or 2nd-level spell. Each of these feats requires that you already be able to cast that spell and grants you the ability to cast it at 2nd level, without a spell slot, using the spellcasting ability, spell attack bonus, and spell save DC associated with the race, class, or other source you can cast the spell from, once per long rest. The spell counts as though you got it from the same source as the prerequisite ability to cast it, but I don't know how to write that out in technical jargon.
I'm not using the D&D Beyond feat creator because, in its current incarnation, it just plain can't handle a feature upgrading a spell other than eldritch blast.
Credit to Eisenfuchs for inspiration.
I'm pretty sure there's a very interesting build there.
Now that is what shock troops should look like in a high-magic setting!
"My helmed horror is immune to your magic missile spells! Ahahahahaha--"
"Oh."
Magic missile, providing a little bit of guaranteed damage since I-don't-know-when.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I like these!
At first Cure Wounds seemed a bit OP, but then again it's just once every long rest, and it will seemingly be used as a last resort kind of thing, so it's well balanced.
Personally, I'd like to see more of these :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am, of course, planning to make one for each and every 1st- or 2nd-level spell.
Just in case your DM doesn't already rule that shield of faith scales that way. If he or she does, the feat instead gives each target temporary hit points equal to the spell level whenever you cast shield of faith.
If your DM already rules that shield scales that way, the feat instead lets you decide to concentrate on it for up to a minute at the cost of having to spend a spell slot at the end of each of your turns until the spell ends.
I feel the need. The need for speed-healing.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Here we go again.
Disclaimer: Any similarity to cure wounds is entirely coincidental.
"You're using witch bolt? Really? Oh well; I was hoping you might put up at least a semblance of a fight." A flash of blue lightning--
"Agh--what? What--trickery--is--this? I--can't--move--" A scream, then another.
Then silence.
A towering Krynnese minotaur, wearing splint armor and carrying a round steel shield, charges through a night-shrouded forest at a high elf. "Thunder!" the minotaur yells, and an invisible wave of force bursts forth from him with an almost-deafening peal of thunder, carrying the elf along with it.
The elf stands up, wincing but trying very hard to conceal it, and futilely brushes off his ornate white robe. "Lightning," he replies, calmly, sending jagged arcs of blue lightning to strike his foe. The minotaur tries to bounce the lightning off his shield, but it still pours into him, making all his fur stand on end.
"Oh yes, very frightening," whispers a black-robed figure from somewhere in the shadows, sarcastically. The dueling mages seem to suddenly recall urgent business elsewhere.
Now you can hit people with your burning hands.
Absorb all the elements!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Okay, let's see if I can manage to get this batch finished before Windows 10 resets.
"Bless you, my children."
It's not actually broken. It just looks broken.
First 2nd-level spell!
Go team.
If your DM rules the spell already scales that way, the feat instead adds "stabilize a dying creature" and "restore hit points equal to the spell's level plus your spellcasting ability modifier to a creature with at least 1 hit point" to the list of things you can do by casting lesser restoration.
Good old Auntie Agathys.
Not just a one-combat self-buff spell anymore. For the record, it used to just take away the concentration requirement.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Got some normal ones and some not-so-normal ones this time. I'll start with the normal ones.
Hunter's mark is pretty much the same. Behold!
One word, other than the spell name, is different. Yes, that's enough to justify a qualifier.
"Do you feel the pain, or am I only dreaming?
Is this burning an eternal flame?"
Combo with crystal ball.
That is quite possibly the Spikiest bit of D&D game content I've ever made, but it's also possible that I'm misusing the term.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I've got at least one more weird feat in the pipeline, but I don't think I'll get it out today. Have normal Spell Shaper feats for the rest of the attack-trigger spells instead.
Not sure why wrathful smite is an evocation spell. . .
Oh yeah, if your DM says wrathful smite already scales that way, the feat instead makes the target unable to move closer to you while frightened by the spell.
If you're a 20th-level fighter with this and one of my homebrew Magic Initiate variants (to gain access to a ranger spell), you have incredible nova capabilities. It's fun with steel wind strike, too, if you can somehow arrange that.
Conclusion: Once you break it, it's pretty impressively broken, but that takes a proportionally large amount of effort.
If your DM says zephyr strike already scales that way, the feat instead makes the spell increase your movement speed by 5 ft. (10 ft. the turn you activate the second effect).
If your DM already has the spell scale that way, the feat instead makes the target automatically fail the saving throw unless it's at least two sizes larger than you.
If your DM says it already scales that way, the feat instead lets you target multiple creatures with a single casting by expending a spell slot of 1st level or higher for each additional target.
Finally, I hit a spell that already scales. Pity I can't think of anything to say other than to comment on that.
"Bards! Clerics! Sorcerers! Wizards! Druids of the Circle of Spores! Warlocks of the Fiend or the Undying! Tired of blinding blind-fighting specialists when you should be deafening them? Wish you could blind your weaker foes and then sit back and watch them die? Just want to disable your enemy and set up a max-strength toll the dead with a single spell? Then try our new Spell Shaper (Blindness/Deafness) feat!*"
*Availability subject to DM permission. Costs 1 class-granted Ability Score Increase or 1 feat choice. Spell success not guaranteed. Toll the dead sold separately and not necessarily available to all listed classes. Not official content. No refunds."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
For the inflict wounds feat, I might change it to a 1d6 + spellcasting ability, only because that's a little closer to half damage with that spell than 1d8 is; I'm loving these feats though! You also make the subclass feats, right? Those are cool too!
3d10 averages 16.5, half of which is 8.25. Round that to 8.5, which is the average of 1d6 + 5 or 1d8 + 4.
4d10 averages 22, half of which is 11, which is the average of 2d6 + 4 or 2d8 + 2.
Maybe you're right. It probably should be d6s instead of d8s. I'm not going to change it, though, because the other feature isn't really all that good.
All right, also (mainly) because the disclaimer is a joke; the similarity to cure wounds is 100% intentional and I want to keep it.
Thanks, yes, and thanks.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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