So after seeing, at least in my opinion, the fact that the feat choices for spellcasters are Abysmal at best, here is a feat that I came up with.
Spellcasting Flexibility:
Gain two spellslots. They are level two. You may combine two lower spellslots to create a spellslot of a higher level. (EX: Using two level twos to create a single level three, or two level threes to create a single level four)
Massively overpowered for warlocks. Could be okay for other casters if only available at higher levels. Available for non-warlocks at level 10 maybe
I guess I can kind of see why it might be OP for Warlocks, since they can regain spellslots at a short rest, but at the same time I thought of that so I made a change. For Warlocks, who get so little spellslots, the thing is all their spellslots become max level while these can only be level 2 unless you fuse them. Incidentally Warlocks would likely never use that part in the first place because it gets rid of one of their very few and precious spell slots.
As for other spellcasters, I think being able to unlock at level 4 is fine. That’s because aside from the fact that most feats are not even worth considering, even the magic based ones, for Spellcasters, by the time you unlock this by next level, you are going to get level three spells if you take at level 4. Sure, this would let you get a level four Spell slot if you use the fusion, but aside from Warlock and other exceptions you only get spellslots back during a long rest, which means it’s a risk to burn through your spellslots so quickly like that.
Of course it would still be useful, but what’s the point in taking a feat over a score increase, or even just a feat at all, if it’s not useful? Frankly, Spellcasters need more good feats, cause there are plenty of exceptional non-magic feats available at the start that are even better, like Sentinel and such.
Note that sorcerers already have the Flexible Casting feature. It functions similarly already. By burning two level-2 spells (two bonus action) you gain 4 sorcery points, which is the cost of a third level spell slot. This feature, it's worth noting, cannot make spell slots greater than level-5.
This is really the signature feature of the sorcerer. If you like the feature your best bet would be to play that class.
Full details:
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
The conversion of spell slots I would limit to "as part of a short rest" (this still gives sorcerers the edge, but gives casters some additional flexibility), while adding that the bonus spell slots recover after a long rest (so short rest recovery of spells, as for warlocks, don't gain any better advantage).
Thus something like this: Flexible Casting: Gain 2 additional level two spell slots, you regain these expended spell slots after a long rest. As part of a short or long rest you may combine two lower level spell slots to create a spell slot one level higher than those combined to a maximum of 5th level. (EX: Using 2 level two spell slots to create a single level three, or two level threes to create a single level four)
Edit: You may want a limit for variant humans/hybrid/multi-classed casters along the lines of "once you are able to cast second level spells", or "You gain two additional spell slots to a maximum of level two"
Perhaps take an approach similar to the existing Feat Martial Adept, only geared toward sorcery points rather than superiority dice. Add to the existing feature or grant it to other classes.
Requires: Spellcasting or Pact Magic
you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create magical effects. You gain the following benefits:
You gain 2 sorcery points (these points are added to any sorcery points you have from another source) any additional sorcery points you create vanish at the end of a long rest.
You may never have more sorcery points than 6 (or 6 more than are available from another source)
You are able to use Flexible Casting (as described in the Sorcerer section) to create spell slots and convert spell slots into sorcery points.
I do think 2 level-2 spells or even 4 sorcery points is way too potent for a feat. Consider one of the best feats available is Magic Initiate which allows the casting of 1 first level spell once a day. However with a limit on the number of available sorcery points it would not be useful if you were unable to store enough points to make your target spell level. Increasing a sorcerers maximum sorcery points makes this a good choice for any casting class. Imposing a limit of 6 still allows for the creation of level 5 spells (a Sorcerer can create a level 5 spell from two level 3s)
Even the above seems very strong as a feat, but that's probably just me, as I'm one of the select few who sees the sorcerer as the superior caster next to Wizards
Side note: while considering the repercussions of this as a feat, I realized a level-6 Sorcerer can cast a spell at 5th level even though they won't know a 5th level spell
Getting two level 2 spell slots is pretty OP, as others have said. It either should be toned back, or played in homebrew where everybody is aware of how powerful it is
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Except it’s not that powerful, and I am honestly disappointed with the feats that are available for spellcasters. Gaining two spell slots that are limited to level 2 really isn’t much, especially when you look at what the martial classes gets in terms of feats. Spellcasters need more feats worth getting, as they have very few if any. The only one I think I ever really considered is Elemental Adept, and that’s it.
And in the adventures iv been in, what Spellcasters always sorely needed was spellslots. So I think there should definitely be a feat for gaining spellslots at least. One seemed too low, but I had concerns about getting three, and when I considered levels, I figured that two level twos would be the most balanced. But even then, only gaining two level two spellslots seemed weak, so I came up with the slot fusion since it felt like it could work well.
But Spellcasters really do desperately need better feats...
Elemental adept sounds nice, but in reality it does very little and is probably a poor choice, Spell Sniper is a good choice, as is Ritual caster. War Caster and Crossbow Expert can be useful, depending on your character's style. Magic Initiate and Lucky are all around solid feats for any class. And anything from Xanathar's is worthwhile. They all have race restrictions so whether your race's feats benefit you is another story.
I like the idea of adding versatile casting as a feat, but I like the idea of improving versatile casting with the same feat even more.
I think you are seeing the martial feats as adding more potency than they truly do. I agree there are a lot of martial feats that can really make a build work or that synergize well, not a lot stands out for casters in comparison. However, a good homebrew should be comparable to existing content, or even less potent in many cases.
Perhaps take an approach similar to the existing Feat Martial Adept, only geared toward sorcery points rather than superiority dice. Add to the existing feature or grant it to other classes.
Requires: Spellcasting or Pact Magic
you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create magical effects. You gain the following benefits:
You gain 2 sorcery points (these points are added to any sorcery points you have from another source) any additional sorcery points you create vanish at the end of a long rest.
You may never have more sorcery points than 6 (or 6 more than are available from another source)
You are able to use Flexible Casting (as described in the Sorcerer section) to create spell slots and convert spell slots into sorcery points.
I do think 2 level-2 spells or even 4 sorcery points is way too potent for a feat. Consider one of the best feats available is Magic Initiate which allows the casting of 1 first level spell once a day. However with a limit on the number of available sorcery points it would not be useful if you were unable to store enough points to make your target spell level. Increasing a sorcerers maximum sorcery points makes this a good choice for any casting class. Imposing a limit of 6 still allows for the creation of level 5 spells (a Sorcerer can create a level 5 spell from two level 3s)
Even the above seems very strong as a feat, but that's probably just me, as I'm one of the select few who sees the sorcerer as the superior caster next to Wizards
Side note: while considering the repercussions of this as a feat, I realized a level-6 Sorcerer can cast a spell at 5th level even though they won't know a 5th level spell
It seems to have evaded everybody's notice, but this is actually a pretty clever solution which has some precedent in RAW. And although it seems a bit wacky to have a spell slot of a higher level than any spell you can cast, we know that some spells benefit from being cast at a higher level. It's strange, but not game-breaking IMO.
So, I think magic initiate provides a basis or guideline for 'spell slots' and how they equate to the trade off for a feat. Basically you have to pick two cantrips and a fixed daily 1st level spell. Not even allowing for a variable 1st level slot. spells are pretty darn powerful. I feel this equates to basically 3 spell "options". Because the recurring usability of cantrips pretty much makes them equal to 1st level spells. So there is no way 2 spell slots + the ability to combine spell slots to a higher level spell is equal to the above. Not remotely. Even 2 full level two spell slots by itself would be massively out of balance comparatively. Even two 2nd level fixed spells would be slightly overpowered compared to magic initiate. Maybe if you had like "ability to cast 4th level spells" as a requirement. I could see 1 1st level spell picked and one 2nd level spell picked. I could see 1 2nd level slot (2 spell 'options' to get to second level, 1 spell option to make it a slot)
As noted, trading around spell slots is a signature ability for a sorcerer, so that would be a big warning flag to making that a feat.
So after seeing, at least in my opinion, the fact that the feat choices for spellcasters are Abysmal at best, here is a feat that I came up with.
Spellcasting Flexibility:
Gain two spellslots. They are level two. You may combine two lower spellslots to create a spellslot of a higher level. (EX: Using two level twos to create a single level three, or two level threes to create a single level four)
Massively overpowered for warlocks. Could be okay for other casters if only available at higher levels. Available for non-warlocks at level 10 maybe
Note that sorcerers already have the Flexible Casting feature. It functions similarly already. By burning two level-2 spells (two bonus action) you gain 4 sorcery points, which is the cost of a third level spell slot. This feature, it's worth noting, cannot make spell slots greater than level-5.
This is really the signature feature of the sorcerer. If you like the feature your best bet would be to play that class.
Full details:
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Extended Signature
The conversion of spell slots I would limit to "as part of a short rest" (this still gives sorcerers the edge, but gives casters some additional flexibility), while adding that the bonus spell slots recover after a long rest (so short rest recovery of spells, as for warlocks, don't gain any better advantage).
Thus something like this:
Flexible Casting:
Gain 2 additional level two spell slots, you regain these expended spell slots after a long rest. As part of a short or long rest you may combine two lower level spell slots to create a spell slot one level higher than those combined to a maximum of 5th level. (EX: Using 2 level two spell slots to create a single level three, or two level threes to create a single level four)
Edit: You may want a limit for variant humans/hybrid/multi-classed casters along the lines of "once you are able to cast second level spells", or "You gain two additional spell slots to a maximum of level two"
- Loswaith
Perhaps take an approach similar to the existing Feat Martial Adept, only geared toward sorcery points rather than superiority dice. Add to the existing feature or grant it to other classes.
Requires: Spellcasting or Pact Magic
you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create magical effects. You gain the following benefits:
I do think 2 level-2 spells or even 4 sorcery points is way too potent for a feat. Consider one of the best feats available is Magic Initiate which allows the casting of 1 first level spell once a day. However with a limit on the number of available sorcery points it would not be useful if you were unable to store enough points to make your target spell level. Increasing a sorcerers maximum sorcery points makes this a good choice for any casting class. Imposing a limit of 6 still allows for the creation of level 5 spells (a Sorcerer can create a level 5 spell from two level 3s)
Even the above seems very strong as a feat, but that's probably just me, as I'm one of the select few who sees the sorcerer as the superior caster next to Wizards
Side note: while considering the repercussions of this as a feat, I realized a level-6 Sorcerer can cast a spell at 5th level even though they won't know a 5th level spell
Extended Signature
Getting two level 2 spell slots is pretty OP, as others have said. It either should be toned back, or played in homebrew where everybody is aware of how powerful it is
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Except it’s not that powerful, and I am honestly disappointed with the feats that are available for spellcasters. Gaining two spell slots that are limited to level 2 really isn’t much, especially when you look at what the martial classes gets in terms of feats. Spellcasters need more feats worth getting, as they have very few if any. The only one I think I ever really considered is Elemental Adept, and that’s it.
And in the adventures iv been in, what Spellcasters always sorely needed was spellslots. So I think there should definitely be a feat for gaining spellslots at least. One seemed too low, but I had concerns about getting three, and when I considered levels, I figured that two level twos would be the most balanced. But even then, only gaining two level two spellslots seemed weak, so I came up with the slot fusion since it felt like it could work well.
But Spellcasters really do desperately need better feats...
The Forum Infestation (TM)
Elemental adept sounds nice, but in reality it does very little and is probably a poor choice, Spell Sniper is a good choice, as is Ritual caster. War Caster and Crossbow Expert can be useful, depending on your character's style. Magic Initiate and Lucky are all around solid feats for any class. And anything from Xanathar's is worthwhile. They all have race restrictions so whether your race's feats benefit you is another story.
I like the idea of adding versatile casting as a feat, but I like the idea of improving versatile casting with the same feat even more.
I think you are seeing the martial feats as adding more potency than they truly do. I agree there are a lot of martial feats that can really make a build work or that synergize well, not a lot stands out for casters in comparison. However, a good homebrew should be comparable to existing content, or even less potent in many cases.
Extended Signature
So, I think magic initiate provides a basis or guideline for 'spell slots' and how they equate to the trade off for a feat.
Basically you have to pick two cantrips and a fixed daily 1st level spell. Not even allowing for a variable 1st level slot. spells are pretty darn powerful. I feel this equates to basically 3 spell "options". Because the recurring usability of cantrips pretty much makes them equal to 1st level spells.
So there is no way 2 spell slots + the ability to combine spell slots to a higher level spell is equal to the above. Not remotely.
Even 2 full level two spell slots by itself would be massively out of balance comparatively.
Even two 2nd level fixed spells would be slightly overpowered compared to magic initiate. Maybe if you had like "ability to cast 4th level spells" as a requirement.
I could see 1 1st level spell picked and one 2nd level spell picked.
I could see 1 2nd level slot (2 spell 'options' to get to second level, 1 spell option to make it a slot)
As noted, trading around spell slots is a signature ability for a sorcerer, so that would be a big warning flag to making that a feat.
You could make the magic initiate feat be a prerequisite. Just a thought