Feats
Level 1 Bonus Feat
Initiate of High Sorcery
Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
You’ve received training from magic-users affiliated with the Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.
Lunar Spells
Moon | 1st-Level Spell |
Nuitari | Choose two from dissonant whispers, false life, hex, and ray of sickness |
Lunitari | Choose two from color spray, disguise self, feather fall, and longstrider |
Solinari | Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield |
You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Source: DSotDQ, page 32
Level 4 Bonus Feat
-
Adept of the Black Robes
Prerequisites: 4th level, initiate of high sorcery (nuitari) feat
You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:
Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Suggestion)
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
Source: DSotDQ, page 31