Magical Training

You have learned the basics of magic, either through a teacher, or on your own initiative. This has given you rudimentary magic skills and/or the training to deal with spellcasters.

Options:

Feat Bullet Options

Cantrip Adept*(Costs: 1)

Any cantrip with a casting time of 1 action that does not make an attack roll, use attacks as part of the spell's effect, or impose a saving throw can be cast as a Bonus Action instead.

Eldritch Adept*(Costs: 1)

You learn one non-Pact Eldritch Invocation option of your choice from the Warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you are a Warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the Warlock class.

Hedge Magic*(Costs: 1)

Choose 2 cantrips from any one spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). You may select this bullet more than once.

Mage Slayer(Costs: 1)

When a creature within reach of a melee weapon you are holding or your Unarmed Strike casts a spell or takes a Magic action, you can take a Reaction to make a melee attack with the same weapon you are holding or your Unarmed Strike against that creature.

Mage Slayer 2(Costs: 1)
Prerequisites: Mage Slayer

When a creature within reach of a melee weapon you are holding or your Unarmed Strike casts a spell or takes a Magic action, you can use take a Reaction to make a melee attack with the same weapon you are holding or your Unarmed Strike against that creature. If the attack hits, the target loses the spell.

Magical Adept(Costs: 1)

Choose a Level 1 spell from any spell list. You learn that spell and always it prepared. You can cast it at its lowest level without using a spell slot. Once you cast it in this way, you cannot cast it in this way again until you finish a Long Rest. You can also cast this spell using spell slots you have of the appropriate level. Whenever you gain a new level, you can replace the spell you chose for this feat with a different Level 1 spell from the chosen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). You may select this bullet more than once.

Magical Adroitness(Costs: 1)

You are able to maintain cantrips that normally require Concentration without the need to maintain Concentration. You can have a number of these cantrip effects active at any one given time equal to your Proficiency Bonus (minimum of 1).

Magical Implement*(Costs: 1)

You gain proficiency with one type of Artisan's Tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast.

Magical Parry(Costs: 1)

When you are targeted by an attack from a Magic action or spell, you can take a Reaction to add your Proficiency Bonus to your AC for that attack, potentially causing the attack to miss you.

Quick Ritual(Costs: 1)

You can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.

Rapid Ritual(Costs: 1)

When you cast a spell with a duration of Instantaneous as a Ritual, the extra duration for casting as a Ritual is reduced to one minute.

Ritual Adept(Costs: 1)

When you cast a spell as a Ritual, you are not required to maintain Concentration during the casting.

Ritual Caster*(Costs: 1)

Choose two level 1 spells equal that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this bullet).

Ritual Caster 2*(Costs: 1)
Prerequisites: Ritual Caster*

You may select a level 2 spell with the Ritual tag from the same class as your Ritual Caster feat that you may cast as a Ritual.

Snap Preparation(Costs: 1)

Once per day when you finish a Short Rest you can change up to a number of your prepared spells equal to your Proficiency Bonus.

Spell Interruption(Costs: 1)

When you damage a creature that is Concentrating, that creature has Disadvantage on the saving throw it makes to maintain its Concentration.

Universal Spell Focus(Costs: 1)

If you have the Spellcasting Focus feature from a class you have levels in, that spellcasting focus becomes an applicable focus for all spells from any class and its bonuses, if any, are shared.