Magic Initiate Feat DnD 5E

Hello adventurers of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 33rd episode of our feat series. Today we’re going to be taking a look at one of the most popular feats in the series. Today we’re gonna be taking a look at dnd 5e magic initiate feat. This is found in the players handbook and it is the go-to for everyone who just needs a little bit of spell casting in their life but doesn’t ordinarily have access to it.

Also perfect for those characters who want that one spell from elissa just don’t have access to but really need it to tie their character together. With that out of the way let’s take a look at the description.

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Description

First and foremost i’d like to point out that there are no prerequisites for that. So that’s really nice. The feat description reads as followed.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Really cool stuff there…honestly a decent amount to unpack. That being said, let’s take a quick look at the walkthrough section here.

Walkthrough

So step one is choose a class you know bard, cleric, druid, sorcerer, warlock or wizard. Which is not too surprising, you’re gonna want to think of two things when you’re choosing a class list though. First and foremost what spell you want and what cantrips want for that matter and secondly what your highest ability score is.

Reason you’re gonna want to consider that at least between charisma wisdom and intelligence is it, directly determines which spells will be stronger with which. Super cool! From there you’re just gonna take a look at their cantrips list and select the two you’d like. Afterwards you get to go through their first level list and take one there.

You can only cast it once at its lowest level per long rest so make it count. And then naturally as i kind of mentioned previously your spell casting ability modifier varies based on the class’s. Charisma influences the bard, sorcerer, warlock. Wisdom is aimed at the cleric or druid and intelligence is perfect for the wizard. With that out of the way let me give you my thoughts on it.

Thoughts

So in terms of who really wants this you know i want to say i think the battle master could gain a lot from this. Same with some of the barbarians as well depending on how they’re played but essentially fighters and barbarians for sure. Reason being quite a few of them don’t actually i did include rogues in there as well for the same reason.

A lot of look at the cast spells at all. So magic initiate is a great way to give them a couple tricks up their sleeve to really crank out their best that put their best foot forward. In terms of one of the best cantrips first level spells. Naturally if he’s directly to playstyle for cantrips however i’d probably go with shape water for sure.

I love the versatility of it i have it on all of my spell casting characters i can and i have never regretted it there’s so much you can do it’s kind of the most broken spell i’ve come across thus far and then something that can damage something like green flame blade if you prefer melee combat or booming blade if you’re performing a comment as well.

If you like to keep things at a distance tol the dead is probably your best choice gets the better damage die so you’re gonna want to have one utility-based cantrip, one damage base cantrip that would be my personal preference and in terms of the first level spell depends on playstyle as well in my characters when i take magic initiate. I usually aim for something that could either be a ritual casted or something that is a concentration spell.

So good choices would be things like find familiar is a very popular one and is honestly super useful in so many ways, especially since that familiar can take the help action so if you’re a rogue find familiar is probably the one you’re going to want to go with. If you are a fighter or a barbarian it’s a little bit tough to say. I think both bane and bless are really solid choices if you’re want to change the evan flow of battle and give your party members a little bit help or hamper the enemy a little bit. Those are really solid choices as well as any of the locating related spells like find magic or diseased poison.

I figure out if they’re called off the top of my head but i’ve done articles on them in the past so those are very pretty solid ones as well. Honestly there’s a lot of really great choices. The first level spells cover almost everything really it kind of depends what your playstyle is as i keep saying but yeah honestly read the list and then make your own judgement, the first level spells are a little bit harder to peg down.

Conclusion

That being said, if you have any ideas for which spells work better than others or if you have any build ideas please let me know down in the comment section i love reading them and i know everyone else checking this article does as well. As well as if you have any cool stories involving the magic initiate feat. That being said guys, have a great day and as always happy adventuring.

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