The Foundry

Where Dreams Become Brews


A Pair of Feats

This first feat was the answer to something that super bugs me about 5th Edition: a lack of Metamagic for other spellcasters. I mean I’m glad that they kept it at all and toned it down a bit but why limit it sorcerers? Any caster could take Metamagic feats back in the day and it made for some really interesting spellcasting combinations. So here is what I’m calling the Metamagic Adept feat.

Metamagic Adept
Prerequisite: The ability to cast at least one spell
You have learned finer control over the spells that you cast. You gain the following benefits:

  • You learn 2 Metamagic options from the sorcerer class. You can choose another whenever you gain an Ability Score Improvement when you level up. Whenever you choose another Metamagic Option, you can replace an existing one with a new one.
  • To fuel your Metamagic, you gain a number of Sorcery Points equal to your proficiency bonus + your Intelligence modifier. You regain any expended Sorcery Points whenever you finish a long rest.

This other feat is another case of “Hey, why can’t anyone else learn to do that?”. I’m a sucker for anything mechanical, designed an entire class around it, so I didn’t want rock gnomes to have all the fun. So here’s the Tinker feat.

Tinker
Prerequisite: Intelligence 14 or higher

You have learned to create small clockwork devices using common materials. You gain proficiency with Tinker’s Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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