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Magic Initiate 5e

October 13, 2022

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 to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

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.

Magic Initiate: The Magic Was Inside You All Along

Review by Sam West, Twitter:@CrierKobold

I’m convinced that Magic Initiate is the best feat in the game for low tier play, bar none, and a perfectly serviceable feat for the mid-upper tiers. It is incredibly flexible, offers every character an extra spell slot, and gives you two new tools that can flesh out a character's utility and fantasy in a way few other feats can. It will feel like a half-level multiclass dip into whatever class you pick, and for a feat, that is excellent.

At its best, Magic Initiate changes how you play the game, because some first level spells fundamentally change how a character performs. A rogue taking Magic Initiate for warlock class and picking up Hex and Booming Blade now has an entire suite of combat bonuses to enable even higher damage each round with their weapon attacks without having to leave the rogue class, nor need the Arcane Trickster subclass. A Way of the Sun Soul monk can pick up Guidance, Word of Radiance, and Healing Word or Protection from Evil and Good to become the holy monk of light and goodness while opening up their combat and exploration utility substantially with Magic Initiate (Cleric). Ranger’s wanting to expand their casting repertoire can snag Druid’s Mold Earth, Gust, and Charm Person to unlock a new way to engage with the world they normally lack. 

Now, I’ve buried the lead a bit, as the best spell you can take with this is unsurprisingly on the wizard spell list, and that spell is Find Familiar. Find Familiar is more a feature than spell, something you only cast over long rests anyway that gives you a second character to explore the world in a whole new way with. It can be a source of advantage with the help action, a reconnaissance tool, or just a fun pet the party comes to adore. If you ever see me taking Magic Initiate, it's probably because I wanted Find Familiar, and either already had ritual casting (meaning I didn’t want the Ritual Caster feat), or wanted a pair of wizard cantrips as well. It's a big deal, amazing at all tiers of play, and can be picked up here by anyone who wants it. 

When picking your spells, I’d recommend going for options that always perform the same regardless of your modifiers. Spells like Shield give +5 AC, regardless of your Intelligence. No saves, dice, or modifiers to worry about. A fighter with an 11 Int picking up Mage Hand, Message, and Shield will get a major boost to defense when needed, and two baller utility cantrips as well. You don’t need a high casting modifier for this feat to be a great pickup. 

Magic Initiate is a small bump in resources that can feel incredibly impactful, specifically when resources are tight and you’re in the low tier of play. Still, having access to an extra Shield in the mid to upper tiers can be the difference between life and death, and cantrips like Mage Hand and Guidance see heavy use in all tiers they’re available. You’re getting access to core class mechanics for a feat; so long as you pick a high impact spell that’s usefulness isn’t dependent on your tier, it's excellent. To finish things out, I’ll just leave a few small lists of spells categorized by what they supplement and are absolutely worth getting a free extra slot to cast with. If you’re looking for more ritual spells, check out Ritual Caster. 

Cantrips

Exploration: Guidance, Minor Illusion, Mage Hand, Message, Thorn Whip

Fantasy Enrichment: Prestidigitation, Druidcraft, Mold Earth, Thaumaturgy

Combat: Booming Blade, Green Flame Blade, Sword Burst, Word of Radiance



1st Level

Exploration: Find Familiar, Charm Person, Disguise Self, Jump, Feather Fall

Fantasy Enrichment: Animal Friendship, Dissonant Whispers, Silent Image

Combat: Absorb Elements, Shield, Goodberry, Healing Word, Hex, Bless

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