Feats: Zealotry

Wizards aren't the only ones who can specialize! The feats presented here are meant to help casters who want to specialize in one field of magic. They cover many styles of play including certain subschools of magic with the goal of offering options for every caster.

Zealous: Abjurer Prerequisites: The ability to cast at least one spell You've mastered the school of defense and are happy to share what you've learned. You gain the following traits: Abjuration spells you cast with a range of touch now have a range of 30 feet

When casting an Abjuration spell with a range of self you may touch another willing creature and have the spell be cast on that creature instead

When targeting another willing creature with an abjuration spell you may reduce your AC by 2 to increase the targets AC by 2 for as long as the spell is active. You may only take one Zealous feat.

Zealous: Diviner Prerequisites: The ability to cast at least one spell Your mastery of Divination has taught you to never waste resources. You gain the following benefits: You may cast all Divination spells as though they were rituals.

You always know when you are being targeted by divination magic.

When being targeted by divination magic you may spend a spell slot of any level to learn the identity of the caster. This ability fails if the caster is protected from divination magic or casts counterspell. You may only take one Zealous feat.

Zealous: Conjurer Prerequisites: The ability to cast at least one spell Most casters can summon a creature, you have trained your mind to go further. You gain the following traits: You may concentrate on 2 conjuration spells at a time as long as they are of the 2nd level or lower.

You cannot cast spells while concentrating on more than 1 spell.

When using this feature you may remove the level restriction. If you do so you gain 1 level of exhaustion once either spell ends. You may only take one Zealous feat.

Zealous: Enchanter Prerequisites: The ability to cast at least one spell Your enchantment spells overwhelm the minds of your victims. You gain the following traits: When an enchantment spell you cast on a creature ends you may purge their memories of the event. The next time the creature takes a long rest they forget what they did while charmed and who charmed them, however they will still remember that they were the victim of a charm.

When you cast an enchantment spell using a spell slot you may spend an additional spell slot of any level to empower the spell.

Saving throws to resist Empowered Enchantment spells are taken with disadvantage.

When an empowered spell ends any affected creatures must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn. You may only take one Zealous feat.

Zealous: Evoker Prerequisites: The ability to cast at least one spell Your spells cause widespread devastation. You gain the following traits: When casting an evocation spell that requires a saving throw to only take half damage, you can double the spells range and area of effect. If you do so, creatures affected only suffer half damage on a failed save, and none on a successful save.

When using this feature, you can choose to have creatures suffer full damage on a failed save and half damage on a successful save. After casting a spell this way you gain 1 level of exhaustion, and take half the damage you dealt as force damage. You may only take one Zealous feat.