5E feats at the Glantri Great School of Magic
by AozI wanted to add a bit of love for 5e Feats as they could be used in any edition.
Training Period: 20 workweeks of intense study and practice
Training Cost Breakdown for Each Below Feat
I used a 10th level Master (Tutor 50 dc or gold pieces per day)Base Cost: 5000 gold pieces (for a 5-day week)
Extended Training: Up to 7000 gold pieces (if extending to a 7-day week)Artificer Initiate
You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools.Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.Gift of the Metallic Dragon
You can cast cure wounds (1/long rest). As a reaction to an attack, can manifest wings to get +PB to your AC (PB/day).Magic Initiate
Choose a class: bard, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; or Intelligence for wizard.Metamagic Adept
Prerequisite: Spellcasting or Pact Magic feature
You learn two metamagic options and gain 2 sorcery points.Shadow Touched
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; or Intelligence for wizard.Telekinetic
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.New Feat: One Foot in the Grave or Grave Touched
Prerequisite: Exposure to Death
Your exposure to death has changed you, granting you the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
Animate Dead Animals**: You learn the Animate Dead Animals spell. You can cast this spell without expending a spell slot. Once you cast it in this way, you can’t cast it again until you finish a long rest. You can also cast it using spell slots if you have any of the appropriate level.
Patchwork*: You learn the Patchwork cantrip spell. You can cast this spell at will, without expending a spell slot.*Patchwork
Necromancy Cantrip
Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: InstantaneousYou touch an undead creature you control and concentrate for 10 minutes. The touch imbues the undead with necrotic energy, mending its form. At the end of the 10 minutes, the undead regains 1 hit point.
Side Effect: If the caster fails a Constitution saving throw (DC 15), the caster becomes fatigued for 1 hour. While fatigued, the caster suffers a -1 penalty to all attack rolls, saving throws, and ability checks. If the caster is fatigued and attempts to cast the Patchwork spell again, the spellcaster automatically gains one level of exhaustion after completing the casting time.
**Animate Dead Animals
1st level Necromancy Spell
Casting Time: 2 rounds
Range: 10 feet
Components: V, S, M
Duration: PermanentThis spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including Mammals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.
The number of undead that a wizard can animate depends on the animal's original hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons:
1/4 HD animal or less: 4
1/2 to 1 HD animal: 2
1+ to 3 HD animal: 1The caster can create the following number of animal zombies:
¼ HD animal or less: 2
1/2 to 1–1 HD animal: 1Animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons (see "Skeleton" in the MC). Skeletons of animals that had less than 1/4 HD when living conform to those same statistics, with the following changes: AC 9, HD 1-4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the MM, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal's number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.
Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, sleep, charm, and hold spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower's rib cage. Priests gain a +1 bonus when turning these undead.
The creature(s) are under the casters control for 24 hours, after which it stops obeying any command given it. To maintain control of the creature for another 24 hours, the caster must cast this spell on the creature(s) again before the current 24-hour period ends. Just because the skeletal and zombie animals are no longer under the casters control does not mean a clever Grave Touched cannot still use them.
For this to work, the animal bodies or skeletons must be intact. The material components are a blood drop and bone chip from the same species as the target remains (only animals belonging to the same species may be animated per spell).
Introducing these feats to The Glantri Great School of Magic will revolutionize its impact on society. The school will not only become a beacon of all magic studies but also democratize magical knowledge, allowing even peasants to wield 1st level spells. This democratization could lead to a more equitable society, as magic becomes accessible to all, challenging the traditional hierarchies and potentially fostering a new generation of diverse and powerful spellcasters. Some Princes will work against this while others will work with this democratize and use it to their benefit. The resulting shift could see the school at the heart of social transformation, empowering individuals from all walks of life to change their destinies through the arcane arts. Traditional magic users or wizards will still be the primary focus.advantage on saving throws against being poisoned for the next 24 hours.