However, out of all the possible spells (damage, support, utility, etc.), there is one group of spells that really breaks things if you allow them to be at-will: healing spells. There are a few higher level spells that might work at-will as well, but we'll need to be more selective. Generally, what I've noticed is that most 1st and 2nd level spells would work fine to get at-will, eventually. Warlocks can get select at-will spells much earlier, but this comes at the cost of overall casting power. Both of these come very late, so that's the cost you're paying for at-will spells. There's also the similar Boon of Spell Mastery, available to sorcerers and warlocks as well as wizards. The wizard's 18th level feature, Spell Mastery, is one. But even for leveled spells, there are a few ways to get at-will casting. Now, D&D 5e isn't really designed with at-will spellcasting in mind. Another aspect is that being able to cast a spell at-will opens up a lot of new tactical options (just look at all the creative ways people can use cantrips to get an edge). I think part of it has to do with being a bit of a hoarder I don't want to "waste" a spell slot, I might run out later. I like having at-will spells, which is probably why I like having a lot of cantrips. Part of the inspiration to write this came from considering at-will spellcasting. If you don't care about at-will spellcasting and are just here to hear about wound systems, go ahead and skip to the next section. I'll probably think this over some more and return in a week/month/tomorrow with a more complete and concise system. Please, do leave a comment if you have any kind of feedback at all. I'd love for someone to take this for a spin and report back their experiences. Rather, I just wanted to explore some ideas and get feedback. I'm not exactly here to present a finished working system. This ended up being a lot longer than I thought it would.
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