1st Level Wizard Feats

Counterspell [R] (Feat 1)

Wizard
Abjuration
Arcane

Trigger A creature Casts a Spell that you have prepared.


When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.


Eschew Materials (Feat 1)

Wizard

You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.


Familiar (Feat 1)

Wizard

You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.


Hand of the Apprentice (Feat 1)

Wizard

Prerequisites universalist wizard


You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. 


Reach Spell [A] (Feat 1)

Wizard
Concentrate
Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Spellbook Prodigy (Feat 1)

Wizard

Prerequisites trained in Arcana


You are particularly adept at learning spells to add to your spellbook. You can Learn a Spell in half the time it normally takes. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead. When you roll a failure, you can try again after 1 week.


Widen Spell [A] (Feat 1)

Wizard
Manipulate
Metamagic

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

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