Reserve Feats...
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Reserve Feats...
So they have these things called reserve feats that give you limited unlimited attacks that cost one or more spell slots. By sacrificing a slot or more you get a relatively weak at-will spell-like ability. Now normally these feats do up to 9d6 points of damage with a level nine slot but that might be considered too high so maybe they could be capped at around 15-25 damage or perhaps even less. Gives mages and clerics a few more offensive options and keeps them combat viable after they have used up all their spells so they don't have to stand there and be useless until they can rest again. Also lets one choose a favorite element and be able to rp elemental focus choices and stuff.
Re: Reserve Feats...
I don't want more infinite casting, no. Considering ones loadout is an essential part of playing a caster.
It could also affect the wand/scroll/loot/ranged weapon economy.
Rejected.
It could also affect the wand/scroll/loot/ranged weapon economy.
Rejected.