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Kokey

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Caminha

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About this mod

Reworks the "Adroit Caster" passive to not have a Short Rest limit, and adds the feat "Cantrip Mastery", which works similarly to Empowered Evocations (doesn't stack) but only for cantrips and also gives the reworked Adroit Caster passive.

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What does it do:

This mod accomplishes three things:

New Feat "Cantrip Mastery": It is a feat that gives you both Empowered Cantrips and Adroit Caster passives.

New Passive "Empowered Cantrips": Adds your spellcasting modifier to damage rolls of cantrips.
It works similarly to Evocation School Wizard's Empowered Evocation, Light and Knowledge Domain Cleric's Potent Spellcasting and Warlock's Agonizing Blast, but remember this effect does not stack with those passives.

Reworked Passive "Adroit Caster": Changes it to be a permanent toggle-able passive instead of once per short rest. This change also affects the Gemini Gloves.



Isn't this mod Overpowered?

Short Answer: Sometimes.

Long Answer: Remember you are wasting a whole Feat on a caster, a Feat that could've been an ASI or something like Warcaster/Durable, for a small cantrip damage increase. It's a huge powerboost at lower levels, but the higher your level get, the less valuable it is. Do you really want to be using Cantrip for damage at higher levels? Also, the damage increase effect does not stack with similar effects, so on some classes or subclasses half the feat is completely wasted.
i.e. Taking this feat on a Warlock might allow you to get one extra Eldritch blast, and that's it, no damage increase. Take this feat on a Evoker and you might get double firebolt cantrips... but the damage increase is something that you already get at Level 10 , and it won't stack with Empowered Cantrip. 

I am not the one dictating how your game should be modded. Balance is a fickle thing that can change every time you install a mod that makes gameplay/stats changes, and it keeps getting more fragile with every mod you stack on top of each other. I can't account for how your game setup is, only mine. In my game this feat is quite okay, enemies are a harder than average and fights are super tough. 



Plans for the future:

Remove the Once per short rest limit of Quickspell Gloves's passive.