If you’re new to Dungeons & Dragons 5th Edition (D&D 5e), you might be staring at the class selection screen, trying to decide which character to play. As you consider your options, you might be drawn toward the wizard class or maybe even the bard class. But as an experienced D&D player or dungeon master. If you’re new to D&D 5e and the 5th edition ruleset, you might wonder what this magic initiate feat does. Well, I’m here to tell you exactly what it does and why it’s an excellent choice if you want to play a spellcaster but don’t want to take the time to figure out all of the nuts and bolts of the class yourself. Here’s everything you need to know about magic initiate 5e!

What is this feat good for?

The magic initiate feat opens up new possibilities for arcane spellcasters, warlocks, and wild mages. These classes can choose to take a feat called magic initiate in place of a regular feat (typically metamagic or metapsionic feats). This allows them to select one of four special schools of magic as their first specialization school for each casting class they have. Magic initiates gain several benefits from choosing these specializations: When you cast an evocation spell that deals acid, cold, fire, lightning, or thunder damage (such as burning hands), you may add +1 point of damage per die rolled. If you deal force damage with an evocation spell (such as a magic missile), you may add +1 point per die rolled to your effective caster level for determining range.

When should you choose it?

As a player who’s still familiar with 5e, one of your first questions might be whether or not you should include magic initiate as part of your character. The answer depends on a few factors, including what type of player you are and what kind of game you’re playing. Here are some general guidelines for when the magic initiate is most appropriate:

  • If you want to use spells from outside of your class' spell list. A magic initiate feat allows you to cast certain spells that aren’t normally available to characters in your class (or would require a higher level than you can access).
  • If you want additional customization options for your character at lower levels. For example, if you choose magic initiate as part of your fighter character build, you gain access to 3rd-level wizard spells like web and lightning bolt. These powerful spells give you more ways to customize your character early on—you don’t have to wait until the 7th level for a magic missile!

Where can you take this option?

The magic initiate feat is perfect for those who like customizing their character and want to use magic but don’t necessarily want to be a full-on spellcaster. Magic initiates are a core part of how 5e has changed how magic works in Dungeons & Dragons since they offer many spells without suffering from opportunity attacks from enemies or attracting enemy attention. The feats can also work as support for more powerful adventurers, allowing them to buff their friends and help with spells when needed. A magic initiate must select one prohibited magic school (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion). This prohibited school cannot be changed once selected.

How does it fit into your character concept?

To cast a spell, your character must have proficiency in Arcana or access to some other form of magic (such as innate magical abilities). The Magic Initiate feat allows you to be proficient in Arcana without having a background that would normally grant it. If you’re playing a magic initiate, don’t forget about your game’s history: maybe there was something special about how you learned magic that makes it easier for you—or harder for others. At first, glance, using magic seems like a huge advantage in any situation, but there are consequences for carefully wielding magic. Magic can often cause unintended side effects when used recklessly or by those unprepared for its power; therefore, many spells need concentration and focus if they are used repeatedly before they expire.

How Do I Get Started?

Magic initiate is a 5e Dungeons & Dragons (DD) character creation feat that allows you to choose one kind of spellcasting. Instead of choosing a cantrip or a 1st-level spell, you have some flexibility with your choices. Remember that even though magic initiate lets you pick spells from any class’s spell list, wizards and clerics get access to more spells than do sorcerers or warlocks. It’s also important to remember that magic initiate does not let you cast higher-level spells; it only lets you cast lower-level ones. In addition, magic initiate doesn’t grant bonus hit points at the first level like other feats might—instead, it gives you proficiency in Constitution saving throws. If you plan on taking advantage of the magic initiate by selecting a new spell each time you gain a new level as part of multiclassing, keep in mind that all classes already have at least one saving throw they are proficient in.

Choosing an Origin

The magic initiate feat allows you to select a single spell from any class and use it as if you were a class member. It also grants you bonus spell slots based on your level and a few additional abilities, such as free proficiency in Arcana. When choosing an origin for your character, consider what spells might be available to you at different levels. For example, if you’re creating a magic-initiate character who is an expert at evocation magic (fireballs!), consider selecting fire bolt or shocking grasp as one of your two 1st-level spells. The magic initiate feature doesn’t give you access to all of a given class’s spells; instead, it lets you choose which spell(s) to add to your list of known spells when you reach certain levels. However, since these choices are permanent—once made, they can never be changed—it’s important to make them wisely.

Choosing a Class

The magic initiate is a new class part of one of D&D 5e’s core books, Xanthan’s Guide to Everything. This guide is for players who are just starting with Dungeons & Dragons 5e and want to learn more about how they can be magic initiators in their adventures. A magic initiate has access to three magic types: abjuration, conjuration, and evocation. Abjuration spells protect yourself or others from harm, while conjuration spells allow you to bring creatures or objects into existence through sheer force of will. Evocation spells let you manipulate energy in various ways, damaging your enemies or moving objects around. There are also special rules governing magic initiates: since magic comes naturally to them, they have different spellcasting options than other classes.

Best Spells for Magic Initiate (And Cantrips)

The magic initiate feat is a versatile one, especially when combined with cantrips and other ways of spreading out your spells per day. Remember that as you level up, you’ll also gain access to higher-level spell slots, so even if your class gives you access to only two spells at the 1st level, you might find that it gives you five by the 20th level. For example, let’s say you’re playing a wizard who takes advantage of their magic initiate feat. You could start with two first-level spells (one from your class and one from magic initiate), then add three second-level spells from magic initiate (plus another three from your class). Finally, you could round things out with three third-level spells—one from magic initiate and your class. That leaves seven unused spell slots for later levels—and remember that not all of these will be used daily!

The Starter Dungeon Master’s Guide (By Wizards of the Coast)

The Magic Initiate feat isn’t about preparing for something – it’s about practicing for something. A magic initiate is trained in one school of magic but can still cast a few basic spells from other schools. Your Spellcasting ability is Intelligence, and you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Because of their limited training, magic initiates only have access to a few cantrips (0-level spells) that they can cast at will. They know all 0-level spells in their chosen school and one 1st-level spell per day. Magic Initiates are not wizards or sorcerers; they do not gain any other levels in these classes, nor do they gain additional spells per day for being magic initiates. Magic initiates must choose which type of magic they wish to study upon taking their first level in the magic initiate. This choice cannot be changed later on.

Kingsley is only crazy about Dungeons & Dragons. For three years he played the DND master for different groups of people. In addition, he has worked on the internet and board games. He is familiar with DND's various gameplay options and themes, and as a DM, Arthur provides the answer no matter which DND-related topic you struggle with.