Caster Training

Caster Training is a new system that gives spellcasters new ways to differentiate themselves from each other. It works similar to Martial Training, and some Feats that interface with spellcasting have been merged into this system accordingly.

This new system is motivated by two reasons. Firstly, the translation of spell slots into Spell Points opened up a multitude of ways to interface with spellcasting through features that would remain unexplored without a system to access said features. With Martial Training already being in existence, creating a system parallel to it makes intuitive sense and removes the constraints that would come from implementing such features through Feats.

Secondly, through this system, another layer of difference is established that aims to increase spellcaster diversity through increasing the amount of feature options available to them.


Core Rules

Number of Caster Training Features: You have a number of Caster Training features equal to your Caster Proficiency Bonus. This means that when you get your first spellcaster level, you choose two Caster Training features, and every four spellcaster levels afterwards, you receive one additional Caster Training feature.

Caster Training: When you receive Caster Training, choose one of the features listed in the following sections that you qualify for.

Feats: The benefits of a selection of general feats are now Caster Training features. There's now a new general feat that allows the player to receive Caster Training twice.


Spell Features

Arsenal of Tricks: Choose two cantrips from any class's spell list that you don't already have prepared. You have the chosen cantrip prepared, and it functions as a spell of a class of your choice. You can pick this feature multiple times.

Casting in Melee: Being within 5 feet of an enemy doesn't impose Disadvantage on your spell attack rolls.

Enhanced Critical: Choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. When you score a Critical Hit that deals damage of that damage type, you ignore the targets Damage Reduction and gain the benefit associated with that damage type:

You can pick this feature multiple times, but only for different damage types.

Force of Evil: Requires your alignment to be evil. When you deal necrotic damage, that damage is increased by the number of dice you roll to determine the damage.

Force of Good: Requires your alignment to be good. When you deal radiant damage, that damage is increased by the number of dice you roll to determine the damage.

Gambler: You can mold your damaging spells to deal more damage by taking a bit of risk. You gain the following feature and effects:

Iron Will: You have Advantage on Constitution saving throws that you make to maintain Concentration.

Irresistible Element: Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. You can pick this feature multiple times, but only for different damage types.

Opportunistic Caster: You can cast an Opportunity Spell when a creature that you can see leaves your touch range using its action, its Bonus Action, its Reaction, or one of its speeds. To cast the Opportunity Spell, take a Reaction to cast a spell with a casting time of one action that targets only the provoking creature. The spellcast occurs right before the creature leaves your touch range.

Penetrating Element: Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Your spell attacks that deal that type of damage ignore an amount of Damage Reduction equal to your Proficiency Bonus. You can pick this feature multiple times, but only for different damage types.

Quick Ritual: Once per long rest, you can cast a Ritual spell that you have prepared using its regular casting time instead of the extended time for a Ritual without spending Spell Points.

Reliable Casting: Whenever you make a Spell check, you can treat a roll of 7 or lower on the d20 as an 8.

Reliable Element: Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3. You can pick this feature multiple times, but only for different damage types.

Ritualist: Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any Spell Points you have. The spells' spellcasting ability is any of your choice you already have access to, or one of your choice from Intelligence, Wisdom or Charisma if you have none. Whenever your Proficiency Bonus increases later, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.

Spell Sniper: When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.

War Caster: You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.


Spell Point Features

By Any Means: When you Overcast, you can choose to reroll the Overcast Save again as often as you wish, taking the Overcast Damage again each time you do so.

Cheat: Once per Short or Long Rest when you spend Spell Points, you can increase your Casting Limit by twice your Caster Proficiency Bonus until the start of your next turn.

Cheapskate: Choose a spell with a Spell Point cost below your Spellcaster level. Its cost is reduced by your Caster Proficiency Bonus. If the cost is reduced to below 0 this way, the rules for Sunken Spells & Depthcasting apply. You can pick this feature multiple times, but only for different spells.

If you reduce the cost of a spell that restores Hit Points to 1 Spell Point or less, it only gives Temporary Hit Points when cast at reduced cost. Similarly, if you reduce the cost of a spell that permanently creates something to 1 Spell Point or less, the creation becomes temporary, too. In both cases, the effects vanish as soon as you cast the spell for 1 Spell Point or less again. If those spells are upcast to cost at least 2 Spell Points, their effects return to normal.

For example, if you apply this feature to Cure Wounds with a Proficiency Bonus of +3, you can cast it for free to give the target 2d8+mod Temporary Hit Points until you cast it for free again, or upcast it by 3 to spend the initial cost of 3 Spell Points to restore the 4d8+mod Hit Points that would usually cost 6 Spell Points.

Defiance: When you succeed on an Overcast Save, the Overcast Damage you take is halved.

Emphasis: When you roll a Spell check, you can spend any number of Spell Points to improve it by the number of Spell Points spent.

Everyone's Problem: When you take Overcast Damage, creatures within 5ft. of you have to make a Constitution saving throw against 10 or half the Overcast Damage, whichever is higher. On a failure, they take necrotic damage equal to half the Overcast Damage.

Expectation: You roll Overcast Saves with Advantage.

Flow: If you've spent a number of Spell Points equal to your Casting Limit last round, your Casting Limit increases by your Caster Proficiency Bonus. This effect stacks, and it ends when you spend less Spell Points than your Casting Limit allows for in a round or when combat ends.

Hoarder: Your Spell Point maximum increases by twice your Caster Proficiency Bonus. You can pick this feature multiple times.

Hubris: Requires a spellbook. You may write spells into your spellbook and prepare spells from your spellbook even if their cost exceeds your Preparation Limit.

Insistence: Requires Emphasis. When you roll a Spell check, you add a bonus to the checks total equal to half the number of Spell Points you've spent on the corresponding spellcast, rounded up.

Limitbreaker: Requires By Any Means. Once per Short or Long Rest when you fail an Overcast Save, you may choose to succeed instead.

Money Shot: When you spend your Spell Points to cast a spell and have no Spell Points left afterwards, the roll on the d20 of the Spell check is automatically a 20.

Recast: When casting a spell that you've already cast last round, the casting cost is halved.

Snowball: When casting a spell that you've already cast last round and the roll of the Spell check is lower than the previous one, the previous roll replaces it.

Trash Becomes Treasure: The cost of your spells with a Spell Point cost of 0 or below is reduced by your Caster Proficiency Bonus. The rules for Sunken Spells & Depthcasting apply.

Weave Vampirism: When an object or creature other than you spends or loses Spell Points within 10ft. of you, you can use a Reaction to gain a number of Temporary Hit Points equal to the number of Spell Points spent or lost.


Spellcasting Focus Features

Beyond Matter: Choose a spell school. When casting spells of that school that have material components that are neither consumed nor specify a cost, you can ignore the material components as if you were using a Spellcasting Focus. You can pick this feature multiple times, but only for different spell schools.

Beyond The Medium: Choose one of your body parts and two spell schools. The chosen body part is now a Spellcasting Focus for spells of the chosen schools. You can pick this feature multiple times, but not with the same combination of body part and spell schools.

Double Up: When you cast a spell while using two Spellcasting Foci that are associated with its school, you add your Proficiency Bonus to the Spell check twice instead of once.

Flexible Focus: Choose a kind of Spellcasting Focus (such as Wands or Staffs) and two spell schools that they are not already associated with. When you use this Spellcasting Focus, it is now also associated with those schools. You can pick this feature multiple times, but only for different kinds of Spellcasting Focus.

Universal Focus: Choose a kind of Spellcasting Focus (such as Wands or Staffs) that you have the Flexible Focus feature with. When you use this Spellcasting Focus, it is now associated with all spell schools. You can pick this feature multiple times, but only for different kinds of Spellcasting Focus.