Feat ‐ Dark Arts Initiate - Red-Pandaaa/sodapop GitHub Wiki
Dark Arts Initiate
Prerequisite: 12th level, spell slots from any class
Your training in the dark arts have improved magical capabilities, granting the following benefits:
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two spells of your choice from that class's spell list. Both of these spells must be of a level for which you have spell slots.
- Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- Whenever you gain a level, you can choose one of the spells you know through this feature and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots.
Additionally, when you cast a spell, you may instead forgo the use of a spell slot and treat the spell as if you cast it at 10th level. When you cast a spell this way, you take 6d10+55 necrotic damage. This damage can't be reduced or prevented in any way. If this damage reduces you to 0 hit points, you are instead reduced to 1 hit points and gain a level of exhaustion.
The stress of casting a spell this way weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, you take a -2d4 penalty to your Constitution. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. For each day that you spend resting and doing nothing more than light activity, the penalty decreases by 2 instead of 1. You can not use this feature while you are recovering.
This feature was inspired by ofbirdsandbones