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Component Caster

Spellcasting (any type/source)

You may prepare a number of spells equal to your spellcasting level (minimum of 1) as material units (such as bags of powder, bottles of liquid, or braided cords). As an action, a material unit may be thrown or poured to cast the spell. Between preparing and casting the spells, material units must remain with the spellcaster.   Preparing a spell this way uses only somatic and material components, and may be done either as part of a short rest or using the same amount of time as casting the spell normally. Once prepared, any spell may be cast as an action even if the listed casting time is longer.   Material units behave differently than normal spells: a spell with a range of "self" can be cast onto 1 target, and a spell with a range of "touch" may be thrown with no penalty to the spell's effect.   As part of preparing a material unit, you may choose to spend a spell slot as though you were casting the spell. If you do this, you may use the material unit to cast the spell either as an action or a bonus action regardless of its listed casting time. However, spells "charged" in this manner are less stable. Whenever you take damage or move in difficult terrain, make a DEX save of DC 8 + the spell's level. Cantrips count as level 0 for the purpose of this save. On a failed save, the spell is cast immediately centered on yourself. For spells requiring concentration, roll 1d10 to determine the number of rounds the spell is active. If you have multiple charged spells, choose one at random to save against casting. On a critical failure, choose an additional spell to make this save.   Optional Rule: Uncharged spells may also go off prematurely. When you fail a concentration save or drop below half of your maximum hit points, make a save with your spellcasting stat of DC 4 + half the spell's level (rounded down). Cantrips count as level 0 for the purpose of this save. On a failed save, the spell becomes inert and cannot be cast.   As an action, you may scatter a material unit to spread the spell's effect. The maximum size for a scattered spell is a sphere of 30 foot radius, 25 targets, or a large enough area to dissipate the spell's effect. A scattered spell decreases in power proportionally to the increase in area or number of targets. For example, a spell which normally heals 1 target for 1d10 hit points would heal 2 targets for 1d10 * 1/2 hit points. Further, a spell which normally deals 4d6 damage in an area of 10 square feet would deal 1d6 damage in an area of 40 square feet.   If you have 5 or more levels in a spellcasting class, you may also prepare mixed spells. When preparing a mixed spell, make a skill check using your spellcasting stat. The DC for this check is equal to the number of spells being mixed multiplied by the sum of their spell levels. For example, mixing a 5th level spell and a 3rd level spell would require a roll of 16 or higher. Mixed spells must be charged with a spell slot of the average spell level (rounded up) while they are being prepared. Mixed spells follow the rules for charged spells listed above. This feat does not allow you to create mixed spells without preparing them as material units.


Created by

fiona.green6124.

Statblock Type

Feat

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