Reserve (3.5e Feat Type)

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Reserve feats were introduced in Complete Mage. These feats are useable only by spellcasters, and they employ an unusual form of pre-requisite. Reserve feats draw upon the magic inherent in a caster's body and soul, utilizing (but not consuming) energy from available spells to augment the character's already prodigious magical talents.

Each reserve feat grants a supernatural ability useable at will (default as a standard action). If a saving throw is allowed, the DC is 10 + the level of the spell allowing the ability's use + the ability modifier used for the spell. The primary benefit can only be activated if the caster has a spell of an appropriate variety (of a particular school, subschool, or descriptor) available to cast. In addition, each feat provides a caster level boost to a certain category of spells at all times, regardless of the spellcaster has any spells left to cast.

A spellcaster can key two or more reserve feats off a single spell. For example, if a wizard had the Sickening Grasp and Winter's Blast feats, she could use both primary benefits of those feats if she had a single 3rd level or higher necromancy cold spell prepared and not yet cast. The secondary boosts likewise stack.

A wizard can take a reserve feat as her bonus feat for 5th, 10th, 15th, and 20th level in place of a metamagic or item creation feat.

Name Summary
Arcane Bolt You can fire bolts of arcane residue, and use spells to increase their power.
Blockout Create blocks of various materials which take up space and can be used for temporary construction material.
Cloud Rider You can summon a magical cloud which grant you a fly speed.
Colourful Flag Shoot obscuring beam of light as long as you have a light spell.
Deflection Barrier You gain the benefits of missile deflection and a bonus on Reflex save while having the listed spell available.
Emergency Health sometimes Expeditious Retreat isn't enough
Enlightening Reflexes You get a bonus on Reflex based on your highest Light spell.
Fate Fortitude You get a bonus on Fortitude based on your highest Divination spell.
Firecraft A blacksmith forges weapons with the aid of fire. You do it with actual fire.
Flame Dancer They say you're one hot dancer, but you know you're just on fire tonight.
Fog Stalker You can see through fog effects you created.
Forcefield Pulse You fire a pulse of protective energy which deal force damage and push creatures away.
Frost Warden They say you're as cold as ice... They're not wrong.
Future Foresight You use your divination to predict incoming attacks.
Hostile Figment You create a dangerous figment effect, which threatens opponents and can even damage them.
Hydromancy You have the ability to control water with ease.
Instantaneous Jaunting You are able to use residual energy from your teleportation spell to teleport a short distance.
Ion Will You gain a bonus to will save based on your highest electricity spell.
Lightbending You have a fine control of light magic, even if for a brief time.
Lightning Shaper Being hit by electricity while the thunderstorm of your magic raged within was an en-lightning experience.
Lightsaber So long as you retain a Light spell at ready, you can summon a sword of blazing light.
Magic Gun You can summon a conduit to blast raw magic at enemies.
Mark of Retrieval Summon marked objects back into your hand as a free action.
Mystic Shield Create a floating shield of force to protect you.
Necromantic Immortality You gain a limited form of immortality as long as you have a necromancy spell of 5th level or above available.
Rising Thermal You can rise on currents of warm air, as long as you have fire spells at the ready.
Social Premonitions You have a supernatural precognitive social sense, granting you a bonus on diplomacy and sense motive as well as warning you of social misstep.
Stardust Strike When you attack, sparks fly out! So even if you miss, you're likely to hit something.
Supercell Reactor You can charge items with your electricity magic.
Threads of Fate You can alter the threads of fate at great cost for yourself.
Tornado Blast You can blow away people with a blast of wind.
Umbral Hand So long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists.
Water Shield You can create a barrier made of water to briefly protect you.
Wintersmith You can craft weapons out of ice.

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SummaryReserve feats draw upon the magic inherent in a caster's body and soul, utilizing (but not consuming) energy from available spells to augment the character's already prodigious magical talents. +