Svirfneblin Magic DnD 5E Feat

Hello adventurers of all shapes and sizes! welcome to my website and thank you so much for checking our 55th episode of our feats series. Today we are going to be taking a look at a racial exclusive. Found in the elemental evil players companion.

Super-great book you can download it online highly recommend giving it a read through. There’s some great spells in there as well that are certainly worth taking a look at. That being said today we’re going to be taking a look at d&d 5e svirfneblin magic feat. With that out of the way let’s take a look at the description.


First and foremost there is a prerequisite for this and that is that you have to be a deep gnome. They are a really great one to pick. Honestly i’m playing one right now. I thoroughly enjoy them. It just great to take a look at. In any case the feat reads as followed. You can also read our wood elf magic 5e feat article.

Prerequisites: Gnome 5e (deep)

As per this dnd 5e Svirfneblin Magic feat you have inherited an innate spellcasting ability any of your ancestors. Actually, this type of ability can allows you for casting non-detection upon yourself at will, it does not need a material component. You can even cast each of any following spells once with this ability: blindness/deafness, blur, and disguise self.

Of course you can even regain the ability to cast all these spells whenever you make to finish a long rest. The Intelligence is one of your spellcasting ability for these spells, and of course you can cast them at their lowest possible levels.

Really really great stuff! honestly i kind of like this one in certain builds, i’ll get into that a little bit more later. That being said let’s take a look at the walkthrough.


So just to break it down real swift here, at will you can cast non detection which essentially allows you to stay a better hidden from divination magic. Which is really cool stuff, especially if your campaign involves you kind of being tracked down by various magic users or high-level magic users are being monitored by a cult or church or something of that nature.

Blur or blindness/deafness rather a fairly self-explanatory, you can either blind them or deaf in them and do in one of the each has various effects but they’re pretty self-explanatory.

Good old blur imposes disadvantage on the tackles against you which is really really cool stuff there and disguise self allows you to change your shape or your appearance rather yourself to remain humanoid but you can kind of do whatever else in addition to that.

So you know pretty good stuff and intelligence is your spell-casting ability modifier. None of these really need a modifier but just in case i guess. I mean i guess disguise self technically does. So in any case let’s get to my personal thoughts on it.

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I really think this is good for classes that don’t inherently get spell casting. So some of the fighter arc types as well as or subclasses rather as well as some of the barbarians could really benefit from this. There’s a monk subclass that basically does all this already so monks don’t really gain too much from it. Any full caster has most of these spells already.

So i’d probably say fighter or barbarian would probably gain the most from this and a lot of see, a lot of these are super useful for them and they’re not concentration. Blur is a concentration spell so maybe barbarian might not be the best choice circumstantially. But i really like it regardless, i think its a great feat to take. I really just add some more depth to your character.So that is some pretty nice stuff there.


In any case if you have any uses for it or any of fantastic stories or comments please comment down below. I really appreciate reading them and i know everyone else does as well. That being said have a great day and as always happy adventuring.

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