What about a bow-wielding fighter that can use Mold Earth to ensure they always get access to half cover? You can make the same argument for a martial class, which is where you start to get into some really cool mechanical and narrative options. You also get the added benefit of being able to expand your spell list beyond the limitations of your class. Magic Initiate lets you not only expand their toolkit significantly but also reflavor your character in interesting ways without having to go down a subclass route you don’t want or use up precious levels on multiclassing. This makes warlocks a very cantrip-dependent class to play, which in turn piles on the pressure to choose the right cantrips – versatility and things you find interesting be damned. The warlock, for example, has a very limited number of spell slots per rest. However, if you’re playing a class that struggles with spell slot management or a limited number of spells known then this can be a great way to broaden your toolkit. However, the applications for the Magic Initiate Feat basically break down into two groups: tweak an existing spellcaster or make someone who doesn’t have access to magic capable of casting spells.įirst of all, it’s worth noting that, for a character that’s already a magic user, this is a feat you need to pick up at 1st level or 4th at the very latest gaining access to two new cantrips and a level 1 spell at 8th level or higher is never not going to feel underwhelming. While the possibilities for clerics hurling eldritch blasts and warlocks casting Cure Wounds, combat medic fighters racing across the battlefield to cast Spare the Dying, are virtually endless. Magic Initiate gives you a great way to incorporate a little magic for flavor and versatility without sacrificing the other things that make your character fun to play with a time-consuming dip into a multiclass build or going down a subclass route that isn’t what you wanted to play. However, this comes at the cost of abilities and features that other subclasses get, so think about the possible trade-offs.
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Seriously, this feat can have such a profound impact on the way you think of your character that it should probably be thought of more as “multiclass lite” rather than a feat. Pure mechanics aside, there’s no other feat that has the potential to so fundamentally change the way your character plays in terms of flavor. The Magic Initiate feat might be one of the single best feats in Dungeons & Dragons 5e.
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Green eldritch fire crackles in the palm of the elven wizard’s hands, streaking from their palm to envelope a charging gnoll in the destructive power they gleaned through study of arts forbidden by their order. The suspicious guards shine their lantern upon it and, shrugging, return to their patrol.Ī dwarven fighter, her battleaxe useless against her demonic foe, calls down her god’s sacred fire upon the hell beast. Crouched in the shadows of the catacombs, a human rogue weaves the illusion of a feral cat.