Feats: Zealotry

The feats presented here are meant to help casters who want to specialize in one field of magic. In an effort to ensure they don't become a 'required feat' like Lucky is, each feat presented here comes with a downside that affects spells outside of the school the feat is made for.

Zealous: Abjurer Prerequisites: The ability to cast at least one spell The best offense is a good defense. 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

If your concentration is ever broken, you cannot use this feature for 1 minute You may only take one Zealous feat.

Zealous: Diviner Prerequisites: The ability to cast at least one spell Despite what the doctors say, your Sight is 20/20 . You gain the following traits: You always know when you are being observed by divination magic

You may cast all Divination spells as rituals

Divination rituals take half the time to cast

After casting a Divination ritual you have disadvantage on Perception checks for 1 hour You may only take one Zealous feat.

Zealous: Enchanter Prerequisites: The ability to cast at least one spell Be persuasive! Be charming! Use force. You gain the following traits: Creatures you target with Enchantment spells cannot benefit from advantage on saving throws to resist.

If an enchantment spell you cast on a creature ends, that creature must succeed on a Wisdom saving throw or become frightened of you until their next turn.

While concentrating on an Enchantment spell you cannot cast spells from other schools You may only take one Zealous feat.

Zealous: Conjurer Prerequisites: The ability to cast at least one spell You always were good at making friends. You gain the following traits: You can concentrate on 2 conjuration spells at a time

You cannot cast spells while concentrating on more than 1 spell

While concentrating on more than 1 spell, if your concentration is broken or you end either spell early, you gain 1 level of exhaustion, cannot cast spells from other schools, and cannot use this feature again until you finish a long rest You may only take one Zealous feat.

Zealous: Evoker Prerequisites: The ability to cast at least one spell The best defense is a good offense. You gain the following traits: Your spells cause widespread devastation. When casting an evocation spell that requires a saving throw, 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 one level of exhaustion, cannot cast spells from other schools of magic, and cannot use this feature again until you finish a long rest You may only take one Zealous feat.