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Publisher: Dungeon Masters Guild

For a long time, I have been struggling with how to make D&D characters more special. I wanted to share my vision with you, as I think I’ve made good progress on casters so far. In this bundle, three new classes that have discovered many different ways of casting magic, two brand new magic systems, and a total of 90-odd feats under 7 concepts will be available to you. I would like to briefly explain these concepts as follows;

Admixture Feats; Admixture is an Evocation subculture whose feats allow you to bend any of your magical abilities. Usually, with this effect, you gain abilities that allow you to change the spells you cast Ranged Spell Attack, but of course, the possibilities are not limited to these.

Counterspell Feats; Counterspell is a very simple but effective spell that is at the disposal of many casters. Casters, who can discover the potentials of this simple magic, find themselves alone with a very wide range of abilities.

Channeling Feats; The most important trait for any caster is to be able to use conditions to his advantage as clever away as possible. The caster who can do this is still the most dangerous, whether or not he has the ability to inflict any damage. Here are the channeling feats that can turn this type of caster into a much more dangerous beast.

Defiler Feats; Defiler feats are a subcategory of Drawback feats that specifically deal with Terrain Casting. Most alter how Terrain Casting affects the environment. In addition, Defiler feats often grant additional benefits based on how many Defiler feats you possess.

Necrosis Feats; Necrosis feats represent ongoing necromantic modification, corruption, or experimentation the character has made on her body to bring it closer to undead anatomy. Necrosis feats are distinct from more common feats in two ways.

Ritual Feats; Ritual feats focus on the use of Rituals. These feats are not required for using rituals in the first place – instead, they make it easier to learn and use them.

Wild Magic Feats; Feats that modify wild magic chance for yourself or others or manipulate the result of a wild magic event carry the (Wild Magic) descriptor. Many wild magic feats have improved effects depending on the number of wild magic feats you possess.

These are just concepts from the Esoteric Caster’s Feat Vault documents. I hope these short concepts have sparked your curiosity. I hope you enjoy it and use it a lot in your games.


Anti Cleric Class; The Blasphemous
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A wrinkled old man, who calmly comes out of the darkness, raises his walking stick to the sky, while the shadows behind him begin to surround him and a daring creature takes shape. Everyone who saw him began to tremble in horror. A halfling, who looks around as if to say that he will not harm anyone, suddenly shouts the innkeeper’s name, and the innkeeper collapses to the ground with foams spurting from his mouth. An elf, who enters the church with his bare body as if disrespecting the gods, throws the book in his hand towards the altar and begins to move towards the altar itself, spewing flames to those around him. Wider the pantheons of the realms, the more varied the strengths of those who make it their duty to stand before them. The fact that the gods take their pow…


Anti Druid Class; The Waster
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As he walks, a Firbolg with blackened eyes, destroying the trees around him, comes to the edge of the forest. With the gentle breeze, his sashes wave. Then he lifts his left fist and an army of Blighter begins to flow behind him.  A scrawny figure surrounded by soldiers glances at the soldiers around him. Then a sneaky smile takes over his face and suddenly that thin figure turns into a giant Manticore. Strolling calmly around the city, a wood elf walks through a huge metal building. He puts the ash tree branch in his hand on the table and, in return, comes out of the building with a plump bag of gold. Whatever their purpose, they are people who try to “fix” nature according to their own extreme views based on Wasters. Distorted Nature The Wasters believe that nature began to deg…


Drawback Caster’s Feat Vault
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Feats are actually alternative features that exist to give new role play areas to the characters we play. But at every table I’ve played so far, I’ve always seen these features used not for role-playing, but for hitting the highest possible damage. As someone who is very enthusiastic about role play, this situation has always bothered me until now. I wanted to write brand new feats and try to make something similar to the drawback system in Pathfinder and use it in D&D 5e. The result was quite satisfactory for me. While I managed to come up with feats that would satisfy those who wanted power, I also managed to maintain the balance of the game due to drawbacks. I also think that I can encourage even people who want the power to systematically play the role thanks to drawbacks. …


Elven High Magic; Arselu’Tel’Quess
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To elves, magic is less a power or force to manipulate and more an energy source and something that permeates their entire existence. To separate elves from their magic is to pull a fish from the water or rob a scholar of his ability to read. To an elf, magic is as everpresent as life itself, and the use of it in common spells, as well as High Magic, is almost as much a religious experience as communing with the Seldarine. Perhaps the elven affinity for magic helps explain their longevity and other special abilities, though the elves prefer not to comment. Elves understand the Weave, the mystical balance of forces and energies that govern magic on Toril, and even those elves whose preferences lie with swords can feel it surrounding them at all times. As humans strive to understand the na…


Epic Spells; Revised for 5th Edition
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You dream of power. In shades of shrieking red, endless black, and brilliant yellow, the cosmic forces underlying the multiverse make themselves known to you. Inexplicable equations scribed in a thousand for- gotten alphabets take up arcane orbit around your head . . . but you understand them. What’s more, something you suspected all along is now revealed to you in full: Reality is a fragile thing, composed of a host of forces beyond the ken of most, awaiting only the hand that knows and eyes that see. Power beckons. Are you ready? You’ve heard about spells that transcend the commonly understood arts, scribed in the margins of ancient tomes and whispered, among the acolytes of mage guilds. In various times and places, epic spells have been personified as “the Serpent,” codified a…


Esoteric Caster’s Feat Vault #01
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The casters-focused feats offer a lot of fun, colorful and diverse features. But isn’t it possible to obtain much wider features than these? I think it’s quite possible. In line with this subject, I wanted to prepare a document containing 32 new feats over three basic concepts. I also intend to write the continuation of the concept and write as many new feats and features. I hope you enjoy this first issue and the new feats it contains. I would like to briefly explain my three basic concepts as follows; Admixture Feats; Admixture is an Evocation subculture whose feats allow you to bend any of your magical abilities. Usually, with this effect, you gain abilities that allow you to change the spells you cast Ranged Spell Attack, but of course, the possibilities are not limited to these….


Esoteric Caster’s Feat Vault #02
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When I realized how open to different concepts the Casters were, I wanted to unleash this potential by writing feats on different concepts. As the first fruit of these efforts, I wrote 32 feats in four different concepts in #01. I gathered these under three basic concepts. These; Admixture Feats; Admixture is an Evocation subculture whose feats allow you to bend any of your magical abilities. Usually, with this effect, you gain abilities that allow you to change the spells you cast Ranged Spell Attack, but of course, the possibilities are not limited to these. Counterspell Feats; Counterspell is a very simple but effective spell that is at the disposal of many casters. Casters, who can discover the potentials of this simple magic, find themselves alone with a very wide range of abilities…

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