@@RydenDaniel Firearms are listed separately (even in the different book), and as I remember it's explicitly said it's up to DM wherever characters get it or not.
True, and that makes this a disappointing feat to me as an artificer player - especially as dex isn’t as useful to a battlemaster who will likely be using repeating shot infusion on their firearm and attacking with intelligence.
@@Starcoffin love it! The campaign i want to run, the food of the region is largely dull and tasteless, so chefs who can make food taste good are considered artists worthy of respect. I plan to give the chef feat to a player if they earn it, unlocking potential cooking sidequests. But only if the campaign runs long enough 😅
I rather like the chef feat, this is a support feat like Inspiring Leader. It is true that the effect is a little less powerful than inspiring leader, but it also gives +1 CON/str which IL does not do. It synergizes with Inspiring Leader, since it mainly does healing while IL does temp HP, and once the IL is gone on your tanks then you can eat the treats.
@@Starcoffin one of my players also went Bard/chef, whose bardic abilities are based on smell instead of sound. I let her give bardic inspiration via snacks, and now that she has the chef feat she's got a whole smorgasbord of treat-buffs for the party
Crusher has another great benefit if you're fighting a melee-only opponent: Booming Blade. If you Warhammer or Maul them away with Booming Blade, they'll have to walk towards you to reengage.
Also noteworthy that this doesn't apply to most Huge or smaller creatures as they generally have a 10ft reach on their attacks, such as a Rhemoraz or a True Giant of any kind. So it's good, but situationally that strategy won't work. That said, it will work if you take the Mobile feat, and step back a bit after hitting them with booming blade, but at that point, why take Crusher?
add in polearm mastery with a quarterstaff and warcaster, and you have 2 full booming blade effects per round, one of which is completely part of a reaction. knock them 5 feat away from you with booming blade effect, as they walk in your 5 ft range. now this would work well with hexblade and battlesmith artificer who can use a quarterstaff with their spellcasting stat
It's also FANTASTIC on druidic warrior rangers with a quarter staff. To smash enemies through spike growth. If you combine it with Swarmkeeper or Horizon Walker, it makes a REALLY strong melee ranger build based on Wisdom. For Swarmkeeper I'd pair with Telekinetic, and with Horizon Walker I'd pair it with Polearm Master.
You can also keep casting it as long as you have spell slots, Magic Initiate only lets you do that if you have levels in that spellcasting class. Although I think Arcane Tricksters and Eldritch Knights would count as Wizards for that purpose.
@@binolombardi And because a necklase with teeth and feathers can be a casting focus it could be used as a holy symbol but around neck instead of being glued on shield.
Plus being able to take Cure Wounds and Guidance is fair, especially since you can cast with your normal spell slots, which is currently better than Magic Initiate, although I've asked Jeremy if they'll errata Magic Initiate and racial spells to be able to cast them with spell slots like the feats in Tasha's and the Hexblood lineage spells in the Gothic lineage UAs.
What is special about having a spellcasting focus? I thought they were purely for flavor and had no impact on combat unless it was a magic item (like a pact keeper wand or whatever)
@@snazzyfeathers There are spells with non prixed materials like fireball requiring leaves and bat guano or even more strange materials like piece of wood and string for unseen servant or druid spells requiring stuff like fleece and dog hair. Any DM could use the fact of no focuses to limit the spellcasting of certain classes and subclasses.
i feel like an important thing to note with chef is that you can make treats with an hour of work, not just a long rest, and there's no limit to how many treats you can make - they simply all expire 8 hours later. RAW a long rest allows for two hours of light activity; four hours if you're an elf. so you aren't just getting one set of treats, you get three, or even five. for an elf chef, that's 10 temp HP in tier 1, 36 temp hp at 5th-level, 80 temp hp at 9th-level, and so on. that's _way_ better than you're portraying it as.
Temp HP doesn't stack though, so yes, you can make a ton of 2-6 Temp HP "potions", but how valuable is that if they take an action to consume and only last half an adventuring day?
Inspiring leader is just better because it scales a lot better. Chef is a terrible feat mechanically. For fun it’s good for sure. The temp hp is just not very good. If temp hp could stack it would be amazing (probably too good) but it doesn’t so you’ll get a max of 6 temp hp at lv 17 and u have to use a bonus action to get that (6 temp hp at lv 17 using a bonus action is terrible). Honestly this shouldn’t even be a feat. It should just be something u can do automatically if u have cooking tool proficiency.
@@delilahfox3427 Thank u!! My thoughts exactly. And it uses your bonus action to get the temp hp as well. Inspiring leader is better in every single way cause it actually scales well. Honestly this should just be something u can do if u have cooking tool proficiency without having to take a feat. It’s a cool feat for flavor but mechanically just not worth it.
I like how many of these feats are thematic as well, i.e. giving ideas for backstories. If you intend to pick Shadow touched, you might want a connection with the Shadowfell, or some creature from there, or something completely different and unique. When Tasha's came out, I suggested to one of my players to retroactively switch into Fey touched, since it fit so perfectly with his character's backstory; before adventures, he was living in a tree that was rumoured to have roots connecting to the Feywild.
Tbh i always pick fey touch and then reflavor it. I have an aberrant mind sorcerer with it that i flavour as a consequence of his aberrant origins, misty step now is him floating away very fast and hex is him reaching into the target mind to affect them whenever he deals damage. On my shadow monk with ties with the shadowfell you would think shadow touched would be better but no, the subclass already gives you invisibility options and the one first level spell option is too limited so again i reflavored fey touch into shadow touched, with misty step being similar to the subclass ability to “teleport” between shadows, and i picked hex again because damage. Fey touched is just far superior.
Funny thing. I once played a fairy, and I picked Shadow Touched instead of Fey Touched. Invisibility and Silent Image once a day for free is very thematically appropriate for fey glamour
I'm taking Poisoner on a necromancer wizard. I might not be making many weapon attacks, but my skeletons (and other allies) sure will. Sure, it might not always be useful damage, but it'll cut down enemies that aren't immune and each time it does is more health and resource we get to keep throughout the day. I just have to keep a good poison supply from a familiar or a _polymorphed_ ally and we're good.
I think Eldritch Adept is underrated here. Two points: 1) You can take Eldritch Mind. This is essentially a mini War Caster. Advantage on Con saves is what you take War Caster for most of the time anyways. 2) You can swap out the invocation EVERY LEVEL UP. This means you can bounce between Eldritch Mind, Armor of Shadows, Beast Speech, etc. There are so many good options that you can pick and choose every level up. I think for any Charisma characters considering a Warlock dip this feat give you LOTS of options. Worst case scenario you just keep advantage on concentration checks up the whole time.
Eldritch Sight is probably my single favorite ability in the game and seeing Treantmonk rate it as "okay" was shocking to me. It alone makes Eldritch Initiate at least Green, if not Blue. I discovered the ridiculous power of this ability in Curse of Strahd where it almost single-handedly saved us from basically every trap in Castle Ravenloft, and the Hags, and like a Dozen other things. It doesn't just detect spells or magic items. It detects ANY magic! Most traps past the first couple levels are magic. Many monsters are magic, including almost all the really threatening ones. We did end up deciding that prepared casters are not themselves magic, so it wouldn't auto-detect a wizard, but a Sorcerer and any other creature with spontaneous casting, absolutely. I totally get that this is going to be a bit DM dependant based on what your DM decides is detected by Eldritch Sight, but RAW, as far as I can tell, it turns you into the most important scout and exploration master in the party. It's like, an ability on the level of Simulacrum and Moon Druid of being probably too good. And now that ANYONE can get it!? I can't see any reason why a party should exist where where no character has Eldritch Sight. At least one always should.
@@kyleflanagan963 I mean, I kinda agree, it's one of the spells frequently mentioned as any party should have.. It can be cast as a ritual though and many others can actually have it so I presume that lowers it a bit but I agree it's a really good ability to have (most of the time you can figure out when you need to have it up and running). Kinda curious about what you mean about magic creatures though? I'd argue most are actually not magical, unless they have magic effects up. An undead is just an undead not a magic creature and so on. Edit: it also specifies visible creatures or objects, for the aura so in many cases you might just sense there is magic nearby, not where it is... Like an invisible creature, you would sense magic within 30' but not even by concentrating you could focus and find them. Likewise you would sense a magic trap but if it's hidden you still wouldn't know where it was.
i think one thing you didn't mention for metamagic adept is that quicken spell on any sort of gish is _really really good_ quicken spell is good for sorcerers, but the amount of nova-ing you can do with it is pretty limited due to the one-leveled-spell-per-turn bonus action thing. but there's lots of builds that have powerful non-spell actions - like melee attacks - that they can do in the same turn they quicken a spell. sure it's only once per day, but it makes a ton of action cast time spells way better for characters that normally need their action to make a bunch of weapon attacks. imagine an eldritch knight being able to quicken haste on themselves, or cast hold person on an enemy to give themselves auto-crits on all their attacks that round. it lets a paladin bless their party and attack in the same round. it lets a hexblade cast... well, any of the really incredible spells they get and attack in the same round.
Telekinetic is great on EB warlock, since they don't have a decent melee option to fall back on when things get too close. Unlike an archery fighter for example that can still us extra attack with a rapier using their high dex. Telekinetic gives the warlock a strong chance of pushing back the melee threat, removing disadvantage on EB, and allowing them to move without provoking opportunity attack. A similar effect can be had with repelling blast, but then you must score the first hit with disadvantage. While warlocks use their bonus action for hex, turns where the target does not die have the bonus action wasted. Even if I could choose to either move hex to the creature that just closed with me or pushing them out of melee range, i'd choose the push. Higher chance to hit, and ability to escape are more important than extra damage on an unlikely hit.
Eldritch Adept *does* work if you single-level dip Warlock to still grab Agonizing Blast, so it actually makes Sorlocks more viable because they don't have to dip as hard into Warlock to get the quicken spell/EB combo
If you have an odd Con (or wis/dex that you split ASI with con) and are using proficient with a Warhammer (though Quarterstaff is good enough if Dedicated Weapon isn't allowed) it seems good. Warhammer monk seems kinda goofy though.
I had the same thought about Artificer Initiate at first: "Isn't this categorically worse than Magic Initiate (Wizard)?" Then I thought about Faerie Fire and Cure Wounds. I think Artificer Initiate could sometimes be an attractive choice for wizards, arcane tricksters, and eldritch knights, enough variety for it to be a worthwhile inclusion in the book.
The first level spell given by Artificer Initiate is *much* more flexible than the one given by Magic Initiate. Despite most of what Treatmonk says, Magic Initiate *doesn't* allow you to cast that spell with your own spell slots, *unless* you took levels in that class already. That is a big limitation, especially as taking a level in Artificer or any of the classes that offer Magic Initiate would give you everything that feat gives you already.
@@Wlerin7 Yes, although we've also seen with the Hexblood lineage in the new Gothic lineage UA they're moving to allowing you to cast racial spells with your spell slots too, so I suspect that they will errata Magic Initiate and other racial spells to do the same. I've asked Jeremy on Twitter if that'll happen, but I suspect the answer will eventually be "yes". As others have noted it also gives Arcane Tricksters and Eldritch Knights access to a spell focus, which they don't normally get. Something like jeweler's tools would be an appropriately small focus. A blacksmith's hammer... not so much.
@@Wlerin7 the question is what 1st level spell would you ever upcast especially coupled to my second question when do you take this? Level 4 instead of ability score? Prob not not 8 also at 12th level. At this level who cares about this. if you start with it as a human or custom lineage its not so bad, but at 12th level its highly likely not worth it not to mention lose out on ability score improvement at 4 or 8? If i ever reach level 19 with my wizard the plan is to mutliclass into artificer but the spells there at that level are pretty meh as i am not sure if i just go fighter instead. I probably take it just to free a memorized spell for absorb element but thats about it.
@@Wlerin7 Thank u!! Honestly it’s how magic initiate should work but it doesn’t and was confused on y treatmonk said that. Like that’s not right even tho it should be. I’ve never picked the feat and this is the reason y. Like y did they make it so u can use your slots? It’s just dumb. I considered it with one of my characters just to get find familiar (since unless it dies u only need one casting of it) but then saw find familiar is a ritual spell and just picked ritual caster (much better option to get find familiar).
I'd like to add to the Telepathic feat one "redeeming" fact. Namely that the feat allows you to cast the spell without components. While the spell is definitely circumstantial, being able to cast it without components is paramount for when you would normally use this spell - talking to the bandit king? the Wizard should not start casting spells in the middle of the meeting... until now, it has only been a sorcerer thing (subtle spell) to be able to cast these spells in social encounters without basically breaking the truce... now *you* can do it as well! :D
Being able to communicate telepathically is not the same as dropping vocal components for spellcasting. Vocal components rely on sound being made, not that another creature can hear you. It the opposite were true the. Casters wouldn’t be able to cast spells with no one else around, which makes absolutely no sense. DM: “are you sure casting works this way?” Player: ”does a wizard cast in the woods??”
@@binolombardi I am not sure I understand your point. We know a few thing: 1. That you cannot "hide spellcasting": twitter.com/JeremyECrawford/status/651514845834014720 Also, later added to Xanathar's guide to everything: "But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn’t matter for the purposes of perception, whether it’s an object specified in the spell’s description, a component pouch, or a spellcasting focus. If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it’s normally impossible to determine who cast the spell in the absence of other evidence." ______ The strength of the feat, I claim, is not telepathy? I don't think I claimed anything about telepathy. The strength is that you can cast the spell without components - meaning you can cast it in front of the king/mafioso/Lich without them perceiving it - something you could not otherwise.
@@binolombardi Ah - I think i understand you now (upon reading again). You assume that I am saying that you can use telepathy in place of the component. No. That is not what I said. If you read the feat again, you will see that it says that you can cast the spell without components. Which is what I was referring to. I was not implying anything. When I read the rules, I do it as they are written. Not some inference game :D
Something fun to consider about Poison is that, if your DM is running certain published adventures, then you could totally run Poison as an option. One which immediately comes to mind is Storm King's Thunder, as the majority of creatures you would encounter are likely to be Humanoids, Beasts, and Giants, with a smattering of Dragons here and there because of course. While Giants do tend to have pretty hefty Con, it's not impossible to come up with a poisoner character for that game. However, if you're not running a published game, the best thing to do is talk with your DM: while you don't have to discuss story beats, as that's part of the fun of playing, you can talk about things like expected enemy types and/or terrains, or the style of game the DM wishes to run. All of this makes for good Session 0 material as well, but sometimes even a direct conversation might help.
The big issue here is still that the price is really hard to deal with at lower levels, and the DC is super low for higher levels.. I really want it to work but I can't justify it to myself
13:30 finally someone gets it! Subtle metamagic to dodge counterspells 2x per day, OR in social situations (suggestion or charm person, hello). Also bypasses the downsides of charm a bit - since its a subtle spell, in some instances they know they've been charmed - they don't know by who though. For Piercer - it works with heavy crossbows, a ranged D10. I'm thinking of making a beastmaster ranger with a heavy crossbow, get my 1 attack in with a heavy crossbow and piercer, and let my beast companion lay in with the remainder of attacks.
With subtle spell, I also argue that without any somatic or verbal components, you should be able to cast while paralyzed. Even subjected to a hold person spell, there's no reason you shouldn't be able to cast subtle spells. RAW says you're incapacitated, which means no actions, bonus actions, or reactions, so check with your DM first. With Piercer combined with crossbow master, taking Hunter ranger to take the "Horde Breaker" (extra attack against a target within 5ft of your first target) and Volley (make one ranged weapon attack against all targets within 10ft of a point you can see), I'm thinking of making a Ravenite Dragonborn to use Vengeful strike to really max out the attacks per round with the Heavy Crossbow.
I think your example of Crusher being able to move the target straight up or diagonally upwards is generous and gets into RAW vs RAI territory. I’d definitely talk to the DM before taking this feat for that purpose.
The only way I can see this working is if the first shot (Crusher + Grasp of Hadar) 5 ft up and 10ft brought directly up above you, then use your second shot at disadvantage using (repelling blast) to knock them 10 ft in the air, now falling at 15 ft. EVEN THEN! Grasp of Hadar says it drags the creature towards you so a DM could interpret that at an angle towards you ruining the combo.
I'd be elated if my party tried this. I'd require relevant positioning, and assume a 45 degree incline so that each 10 foot push equalled 5 feet up and 5 feet over. Lot of work for an extra d6 or two, but it sounds fun to me. Honestly, i'd allow this idea if the warlock just went prone right next to an enemy, too.
Fantastic video! I also love how you rank the colors but also use stars for the colorblind (and people like me who confuse the color rankings a lot) and you also read it out loud for those who have this running in the background. I love how thoughtful and accommodating it is
For Eldritch Adept I found that I had a use for it with my human swashbuckler/warlock multiclass and getting the extra invocation really helped smooth out my invocation choices because I was one short of the options. When you want Devil's Sight, Mask of Many Faces, Extra Attack, and Eldritch Smite.
I think you forgot that when you cast detect thoughts with the telepathic feat it doesn’t require you to use verbal or somatic components. I think that makes it a lot more powerful because the target can’t tell that you are effecting them with magic. I think it could be used in a lot of important social encounters. Plus being able to speak into other creatures minds at will is badass. Maybe not mechanically useful in battle, but it’s going to make a lot of characters a lot more fun to play. Overall message: Eh, should’a been green rank
Excellent video as usual. What sticks out to me is that these feats provide a way to make the necromancy wizard subclass more viable than it currently is by providing an upcastable necromancy spell that can do a lot of damage so the second level Grim Reaper feature is no longer such a trap and becomes a good way to heal yourself when needed. Just take the Shadow Touched feat and pick up Inflict Wounds and maybe also the Metamagic Adept feat for Distant Spell which can be combined with the Spell Sniper feat to allow you to cast Inflict Wounds at a range of up to 60 feet. That's quite an investment in feats but they do all have other benefits for a caster besides just increasing the usefulness of Grim Reaper. I've been thinking about trying a necromancer and will definitely be giving this a go anyway.
I'm putting Devil's Sight on my Eldritch Knight and I'm just intensely ecstatic idc what anyone says it enhances every moment of playing my Shadar-Kai, Barra' Arisa!
Excellent video. Thank you. Food for discussion: I rank Telekinetic much higher, even on casters that have other BA options (assuming there is an odd score to round up). The ability to move allies every round is pretty big, and the ability to potentially move enemies is even bigger. There will be times that a caster will choose this, even when they have other BA options in place. Still, great observations and insights on these feats and how they effect the overall game.
I took the feat on my Eloquence Bard I play in Strahd (mainly because I didnt like the other +1 charisma options). Despite having a Plethora of Bonus actions avaible, as bards do, I found this so extremely useful. IF you, or any of your party, have area spells, this enables so many many options to annoy the enemy. Also the otpion to simply move an ally out of reach of an enemy so they can repostion without disengaging is so good.
I would also rank this a must have feat for wizards (especially with odd intelligence). The option to move an ally out or an enemy in the zone of effect of one of your area spells is great. Also the other battlefield control options like moving an ally so that he is no longer in close combat, allowing him the use of ranged combat or giving him the option to safely disengage from combat. And I like the out of combat effect of the empowered mage hand: stealing things with an invisible mage hand using no components that reveals you using magic is so powerful. And due to the lack of verbal and somatic you could even use it when imprisoned, with hands bound and gagged, to free yourself.
Yea and since it’s forced movement it gets u out of being grappled or restrained with no roll and can make it so u can push an ally to 10ft away from an enemy potentially making it so they don’t get hit by an attack of opp (pairs very well if u have an ally with booming blade) and it’s all for a bonus action and at range. It’s alright using it on the enemy but since they get a save it mainly shines on using it on your allies. I agree it should be higher.
I've thought about homebrewing Fighting Initiate and Eldritch Adept into half-feats, probably with Strength/Dex being the abilities for Fighting Initiate and Charisma as the ability for Eldritch Adept. They aren't great feats imo, but they would be excellent half-feats.
I love the feats but yea giving them an ability score increase would make sense. They don’t feel like full feat. They aren’t bad it’s just they aren’t enough to be full feats.
I personally found these 5 as the top feats i've used from tashas: 1. Feytouched on a summoner type like druid, beastmaster ranger, battlesmith, shadow sorc, etc then select dissonant whispers. AOO attacks galore! get warcaster too to trigger a spell for you as well at later levels. 2. Piercer-gloomstalker+fighter+assassin. Generate suprise. Auto crits. Add those weapon dice 4-6x on the 1st round. Reroll lowest dmg die. Watch opponent die. 3. telekinetic/crusher-awesome with a swarmkeeper + spike growth + thorn whip with genie bludgeoning dmg. push/pull around combo. Lots of cheese grinding. 4. fighting initiate-great way to get an extra fighting style for throwing build (duelling + throw style stacks) or to get superior technique (add a maneuver and superiority dice to your repertoire) 5. metamagic adept-extra options for a sorc along with more sorcery points to power those metamagics.
Eldritch adept is very strong for quite a lot of power building for the reasons you list. It’s bad in a vacuum, but it shows up a lot more in practice than feats you rate much higher.
I think one thing to note about telepathic is that Detect Thoughts becomes much less circumstantial when combined with telepathic communication, because it allows two-way comms. You can cast it and then say in someone's mind "if you think something I'll hear it" and read their surface thoughts without probing deeper.
The push/pull from Telekinetic is exactly as good as whatever it enables. Moving a ranged/caster ally out of the attack range of an enemy is perhaps one of the more high value moves as it reduces damage by avoiding an opportunity attack, which saves the need for healing throught the day, and also allows them to use their turn to stay offensive rather than disengaging or using a levelled spell like Misty Step to move away. Its something that pretty hard to guage the value of as the benefits of it kind of ripple out. But if youre able to grab it early at level 1 or 4 itll serve you well. The better your situational awareness is, the better itll be.
Fey Touched and Eldritch Adept are my favorite feats from Tasha's. Fey Touched is just super solid and Eldritch Adept is pretty flexible and opens a lot of doors for builds that would have been much harder to pull off before. The Clerics are pretty hilariously OP, but I'm absolutely in love with the Aberrant Mind Sorcerer - that's what Sorcerers should have been from the beginning, IMO.
How do you not have more subscribers? I've been following your guides for probably a bit over a decade. Long before I remember you being on youtube and certainly before Need culture became mainstream. You've always done in depth analysis and have great guides in my opinion. Hope everything's going well in life!
The only way I can think of is if you are a race that has natural armor like the tortle or lizardfolk though that might be something you’d need to check with your dm about. I know I’d allow it but some dms might not.
You missed this: Artificer Initiate allow you to be a wizard with Guidance and Cure Wounds which is kind of amazing. These are both touch, so they can be cast trough your familiar. Now your familiar can go scout spamming guidance for all stealth and perception checks. Or put the familiar in the rogues pocket and spam them.
I've been under the impression that both sneak attack and hunters mark count as extra damage to your attack roll. Meaning if you attack with a piercing weapon, piercer would allow you to reroll those damage dice as well. While by no means a huge boost in damage, it does make piercer slightly better on rogues and characters using hunters mark with piercing weapons
I’m glad you gave Fey Touched blue, but it’s a *bright* blue. Even if you take away the .+1 ASI it’s still better than Magic Initiate. MI gives you cantrips, and that’s nice but not a huge deal. Fey Touched gives you: - A 1st and 2nd level spell that you can use with your normal spell slots, always prepared. - An additional 1st and 2nd level spell slot. - A +1 ASI increase - Does not pigeon hole you to the ability score associated with the spell class. The next time I build a caster I’m going to set an odd spell ability score (17), just so I can choose Fey Touched.
Im playing a Sorcerer for my first campaign, and im not going to lie, Metamagic adept is EXTREMELY tempting to take since it gives 2 more S pints, but more importantly, lightens the choice of "what meta magics am i going to take!?" because i found it REALLY hard deciding what else to take after Twin and Subtle, and when, so the feat makes that SO much easier, and very tempting over taking my starting 19 Cha to 20 (rolled a 17), even though i typically hear people suggest getting your main stat to 20 before considering feats.
@@kazebaret Wizard Ritual Caster was actually going to be my first ASI/Feat initially because until recently i was the only arcane caster in the group. Pally, Cleric, Ranger, Fighter and a Blood Hunter, so trying not figure out how to manage the limited spell slots between the multiple roles for a caster was pretty daunting, not going to lie, so RC would have lightened that load immensely just because i could use that for the utility spells and not take up my limited known slots. But, now that weve got a little Kobold Wizard in the crew, thats given me SO MUCH more freedom.
Two more notes about the weapon feats: * Crusher can act as an alternative to Mobile for characters who use hit and run tactics, especially monks. If you push the target away from yourself, you need not disengage. I can see this being quite useful on a paladin as well who may want to stay close to his allies for the sake of boosting their saves. * Slasher also works with whips and hand axes, meaning it can be delivered from some range and used to control an opponent. Additionally, as far as I'm aware, you can stack multiple forms of movement impairing effect, such as this plus ray of frost plus plant growth, and basically make it impossible for opponents to move at all. Since there is no save for this, it can be an extremely effective tactic when fighting large, powerful melee creatures.
@@sharkforce8147 correct. But those are the sorts of mobs that a Monk can't likely stun, either, so the tactic becomes keep your distance and use a short bow.
Not gonna lie , tempted to Combine Poisoner feat with Druid of spores which has obscene reliance on poison damage and atleast overriding resistance can help that... And kinda flavourful
One thing to note about the chef feat is food cooked with cooking utensils naturally gives 1 hp per hit die spent during a short rest. Not much, but it is something.
Hello from Germany. I would love to see a video from you just about metamagic adept and the options for the different classes. I think you are the only Person being able to do that without telling only the obvious stuff 😅
With Telepathic, you could communicate via your telepathy, then have your target think the answer and cast Detect Thoughts. That way it’s like you have two way communication.
Notice that the wizard who dips artificer (alchemist) and casts wizard spells with alchemical tools (through Alchemist initiate) is allowed to add their intelligence on damage with wizard spells (that deal the damage types listed in the alchemist ability).
Hmm... If you also have the war caster feat, and were a scribes wizard. If you are holding the book and using the alchemist supplies, could you not change any wizard spell and get the bonus?
@@Magnushamann the ability says you have to "hold" the book to do the change. Not use it as a component. So I guess it's up to your DM what it means by hold.
Misty vision on anyone is amazing (if your dm doesn't hate illusions if you do I hate your dming style) for poisoner if it made immunity to resistance I'd be happy
So for the feats that are really not that great or really situational a DM our group use to play with before the big C hit us did an awesome job utilizing them. What he would do was, whenever someone in the party would do some great role-playing or would hit certain feat benchmarks (he created them himself) he would give that person the option to take up a feat that corresponds with what they did. Now, these were feats that were not that good or barely going to be picked, like Durable or Linguist but there have been times when he would give out things like magic initiate. Sometimes he would just let you have it or you might have to do some extra thing to go through the process of learning the feat that you would be granted. So to use an example from the video, the "Chef" feat. I might be offered that feat if I gave a stirring tale at the campfire while cooking (we generally had to explain tasks and things we were doing during downtime) or maybe I just decide that I was preparing meals during long rests. He would then give me the chance to earn the feat like maybe enter a cook-off or something when we reach the next town and as long as I roll well and impress with RP I can grab the feat if I want it. Generally, we could only get one feat in this manner but it added a lot of flavor to our characters if we decided to take up the feat. It was great because we did not have to sacrifice feats we normally would take up during regular leveling. It also incentivized us to role play more because that normally the in-game metric he would use to decide to give out.
Really think you're undervaluing the 10 feet movement drop on a melee character, that minus 10 feet makes it harder for enemies to escape melee if they're relying on just their movement speed. Could potentially be very good against enemies who rely on ranged attacks, but can't escape melee with spells.
I’ve really been enjoying the idea of combining the Telekinetic feat with area of effect over time spells. Be a druid and throw down a moonbeam, then shove someone into it for double the damage. Then on future turns, you can use both Thorn Whip and the telekinetic shove to continue the shenanigans
Our Druid has taken the Telepathic feat so that she can still communicate with the party whilst Wild Shaped (for scouting purposes, not a Moon Druid). Another potential use-case is to drive some npc's insane by speaking to them without being noticed, so as a Druid who's just hiding in a corner in the shape of a rat for example. Not trying to sell the feat, since I agree that in general it's less useful for most builds than the other mental half feats, but it is certainly great for our particular playstyle. P.S. After writing this I feel like Druids (especially Moon Druids) are amongst the best candidates for Metamagic Adept since Subtle spell would allow them to cast any spell without material components from Wild Shape twice per day before lvl 18.
@@sharkforce8147 As my group's resident rules lawyer I must admit, you have beaten me in my own game. Indeed subtle spell, or any feature that allows you to ignore components for spellcasting, does not allow you to cast from Wild Shape by RAW.
I'd say Skill Expert is a necessary on a Grappler type build, expertise in Athletics lets you basically always win grapple checks. But yeah thats just something specific to those kind of builds.
@@sharkforce8147 True, but your at the mercy of the dice more without that extra score added with expertise. This eliminates the dice being a factor more, plus this + a battering ram =- making a DC30 check on breaking down doors which is funny. (if the DM does athletics instead of straight strength)
@@sharkforce8147 Eh, not really for being a half feat. Just get it at level 4 by having an odd stat for strength if your goign for a grapple build. Trust me I've played with both expertise and no expertise with grappler builds and it is SUPER good with expertise. Its hilarious being an arrikokra and grappling an ogre with him unable to beat a casual 28, and dragging them along to their doom.
Wizards lack strong bonus action options, unlike the Druid's Moonbeam or the Cleric's Spiritual Weapon, at the lower levels. When they do get them, like Bigby's Hand, it competes with things like Hypnotic Pattern or Slow for the wizard's concentration. Telekinetic very neatly fits into the niche of enhancing the Wizard's control options without interfering with anything they're especially good at, while offering out-of-combat utility by way of an invisible mage hand. In this way, Telekinetic is the Wizard's equivalent to Sharpshooter or Great Weapon Master - it takes something you're already effective at and amplifies it, with the only cost involved being one of opportunity. Very strong second feat choice for the wizards, especially those who have either a +0 or +2 to Intelligence from their race, allowing them to hit 16 or 18 intelligence at fourth level while still getting a cool ability out of it.
One addition to subtle Spell: since it doesnt lift the Material component, spells with material components are still counterspellable, as per usual interpretatioon. But subtle counterspells and Subtle shields have savey my sorceres ass many a times.
That depends on your DM though. The typical ruling is that if you are holding a focus, then it meets the material components of a spell, meaning they dont see you fiddling with anything for a cast sicne you just have to be 'holding' the focus. That paired with no hand motions or spoken words means your spell is entirely imperceptible. IF however, youre playing with DM that SPECIFICALLY makes you have to do something with your focus (like flicking a wand, which is stupid because that would then fit the SOMATIC component), then i guess you just have a dick for a DM lol
@@АлександрСудаков-с2и This is what my GM says. After much deliberation I was able to convince him to be able to "hide" material components outsice combat, if I have the explicit material component at hand.
As a DM, I would ask a player to make a Sleight of Hand check versus an opponent’s Perception to hide the material components of a spell. Obviously, this might give Arcane Trickers an edge. I would also allow other creative uses of skills for hiding spell components.
@@АлександрСудаков-с2и Then your DM would need to explicitly tell you that beforehand rather than as youre trying to cast a spell, because that really is just being a dick at that point. Most people do just work off the assumption, and take it as RAI, that merely holding a focus is all you need for a spell, you dont need to do anything with it, and it doesnt do anything to "betray you". Think about it logically, if youre holding a staff trying to Subtle Spell **insert spell** to help with a certain situation, but your DM decides your staff glows or the runes light up, suddenly youve just wasted a sorcery point, and Subtle spell has now been rendered pointless in your entire campaign, because your spells are not subtle anymore since anyone can see that your staff lights up in neon saying "THIS SCHMUCK IS CASTING A SPELL!". Its counter intuitive.
I'm playing a barmaid style Fey Wanderer and talked to my DM about using the flowers that bloom in my hair to make teas, cocktails.... and weaker poisons. I have also been engaging with the markets so I use my Urban Bounty Hunter background feature as I grab some ingredients in my pre-shift shopping... so I would be delighted to have Chef or Poisoner as ties to this.... BUT otherwise I'm definitely taking Fey Touched first (it's that or Polearm Master/Resilient I think).
Metamagic Adept... I've seen this very much a solid option for a Bard. I know he had Subtle Spell, which for him was both totally thematic AND very effective. Can't recall what the other option was, but Subtle Spell to avoid being Countered, to boost up the ability to cast other blue decking without being noticed, oh yeah, it worked. Also, same campaign as the bard I mentioned, my PC, a Wood Elf Phantom Rogue, had both Fey Touched and Shadow Touched. They fit background well and gave a few nifty spells that were extremely helpful for a non-spellcaster. I think I took Disguise Self for the 1st level spell from Shadow Touched.
One of the things that I would suggest and that our D20 Cyberpunk Campaign DM is doing is to remove the +1 Dex from Gunner IF guns are waaaaay more common than crossbows/Archery in your current setting and basically turn it into a variation of Crossbow Expert but with the Hand Crossbow bonus attack replaced by a Pistol. This allows for some fancy cinematic 'gun kata' style stuff but also brings it in line. In fact I'd probably move the +1 Dex to Crossbow expert because in a world of hand cannons like a .357 Magnum or Deagle (not to mention since it's a Cyberpunk campaign you can get your gun jacked into your brain for MUCH faster aiming speed) or a 'pray and spray' weapons like the MAC-11, deciding to 'medieval it up' and taking a Crossbow should be the odd choice instead.
Eldritch Adept is Blue for a Wild Magic Sorcerer - especially after 14th level. The Invocations that let you cast Mage Armor, Disguise Self, Detect Magic, or Silent Image count as sorcerer spells that can trigger surges (from Tides of Chaos) essentially at will.
I'm running a 3 level barb+ whatever level the campaign goes to rogue. And the piercer feat is a small godsend. Using finesse weapons to get that sneak attack dice, and I get to reroll at least one 1. Which as I keep going, there's almost always a 1 with more and more dice. And with reckless attack and always getting advantage, even though it's only a d8 that extra damage dice on crits is really nice. Plus I get to put a point into dex or str which as a MAD character, it's extra helpful.
I personally think that fey touched is a must on Enchantment Wizards. Int based Dissonant Whispers is a huge deal. They naturally focus heavily on battlefield control, and being able to force opportunity attacks on an enemy is a big deal. Add in that it's a single target Enchantment spell and that means you'll be able to pull off twinning it later. 6d6 damage on a 1st level spell with the ability to relocate the enemy? That's absolutely fantastic if you ask me.
Chef is one I agree is not great as many people think it is but I come out in the middle. A 3 out of 5 for me because it links mechanical abilities with RP in ways that are great especially at the lower levels. In terms of pure temp healing power it is less then other options but it is a half feat option that lets you do song of rest when you don’t have a Bard and gives you treats that you are certain to use everyday. You can hand to give to others that may want a minor HP cushion but are not near the fear possessor. Also there are times in the middle is stealth missions that needing silence before the action (stealth) is critical and you may want to do a quick health up. Also, there is nothing in it that limits how often there treats can be used outside of temp HP rules. Also, using it where the target may not trust you because of language issues. Foreigner to the land is not going to get it if you hand them a potion of healing and they don’t know you. A weary and wounded animals is going on instinct put you out that beef jerky down and back away and maybe you make a friend for life (or until the next town). In those to cases, you give them Jelly Baby (Dr Who reference) that with DM approval brings them back from death and since it cost you next to nothing players are far more likely to do it then using what could be a precious healing potion at lower levels. Also, while an inspiring speech is great as is a nice word of prayer (clerical magic), feeding people has a very powerful on any standard Fauna at the psychological and communal level. Yeah this requires a DM to “get it” but it can be a strong tie in between RP and mechanics. And a perfect thing to have in a book with “Cauldron” in the title. I know you did not call it a red feat but I think is isn’t that bad. It is really pretty good for those starting in the Worlds of D&D - both by level and putting together the idea that RP and the game rules work together.
Playing a Sorcerer and took Telekinetic and will take Telepathic too, mostly for flavor reasons but Telekinetic hasn't been horrible for me: 1. I don't have many (I think none right now) bonus action spells so I can just spam it since it costs nothing and have nothing to do with my bonus action yet 2. We play with flanking rules so I can yank enemies away from my party members possibly denying advantage depending on turn order, 3. Whenever I find myself in melee I have two free (resource-wise) escape plans with the telepathic push as a bonus action and then shocking grasp as an action, 4. I can move party members away from swarms of enemies potentially making it so they don't have to disengage or use other resources to reposition. And these are examples of situations that have happened at least once and I've only had the feat for 1 level.
I love Eldritch Adept and Telepathic for all the flavor options they add. Eldritch Adept can give super Darkvision to anyone with Spell Casting, at will Disguise Self, at will Mage Armor, and at will Speak With Animals. Sure, out of those, only Devil Sight is what I’d call good, but being able to say have a character that can freely speak to animals whenever without outside help, or one that can freely alter their appearance is really neat for me. As for Telepathic, being able to have a character communicate without speaking is awesome, especially when combo’d with Custom Origin. Mute races that can still verbally communicate are now possible RAW, and it opens up some fun tricks. The other standouts for me are Telekinetic, Slasher, Gunner, Skill Expert, and the two Touched feats. Telekinetic gives invisible buffed Mage Hand, which I like the aesthetic of and the shove is nice. Slasher gives some love to sword and board, allowing some more battlefield control for those kinds of tanks (and some extra stickiness for other slash weapon users). Gunner is nice for whenever using guns. Skill Expert allows for other classes to be very skilled at a skill, not just Rouges and Bards. And the two Touched offer great spells in a very flavorful way. All around, the only disappointment was how weak Chef is.
@@dragonhearthx8369 In my experience baking small treats doesn't take much effort, it can take plenty of time, but its easy enough to relax while baking, long as you can sit down.
But that doesn’t make it good at all. It doesn’t scale worth crap. Inspiring leader is better in every single way cause it actually scales well. Chef is just terrible mechanically and is only for flavor. Honestly shouldn’t be a feat and should just be something u can do if u are proficient in cooking tools.
@@davidstratton696 it's definitely a good compliment to inspiring leader. Chief player is great when comboed with a bard player. Chief is a mix of song of rest and inspiring leader which abilities bards have or should have.
I'm actually playing a telekinetic Astral self monk right now. The bonus action shove admittedly doesn't come up much, although being a Dragonborn with ASIs rearranged, I can try to squeeze utility out of it with my breath weapon. But I needed a wisdom half feat with the stats I rolled, and mage hand is both such a good cantrip and it fits the flavor of Astral self so well, its been a really good feat for me just for getting mage hand and +1 wisdom
You should try using it to help your allies move out of range of opportunity attacks when you can. That's another part of the telepathic shove that can be quite handy.
Treantmonk, normally I am right with you on you're rating assessment but I think there is a rather important detail about the poisoner feat that is being overlooked. There is nothing preventing you from selling the poion instead of using it. 1hr +50g to make multiple doses of poison that are considerably better than the phb poison. Phb poison is already worth 100g on the market, consider the gold potential of this feat.
Slasher would be a solid pick for Sword and Board builds that also regularly make use of Shield Master shove /prone, or Battle Master's Trip attack. If you can stack -10' move speed with 1/2 move speed... that leaves most enemies with only 5' movement unless they dash, in which case you forced them to spend their action on something other than damage.
Slight correction: If you reduce a creatures speed to 20ft it only takes them 10ft of movement to get up from prone, even if their regular speed is 30ft.
I went sorlock with eldritch adept and it's pretty nice to only have to take a one level dip. There is plenty of second guessing every time I get hit with a wisdom save or want to reroll an attack roll, ability check, or saving throw but then I feel better when I cast higher level spells.
A build for eldritch adept you’d probably like: a high level illusionist wizard in a campaign I DMed took it for misty vision. Silent image at will + illusory reality = remade battlefield with ample cover for the party.
Hah! I was playing with a Bugbear Fighter-Barbarian-Rogue build that concentrated on Battle Field Control and Keep Away Game with a Whip. Slasher was the first feat I grabbed. 15 ft range with Trip Attack or Pushing Attack from Battlemaster pair nicely with the 10 ft speed reduction, especially if the casters in the party are throwing down AOE over time spells.
started a fey touched "elf (Custom Lineage) in curse of Strahd and holy cow starting with 18 intelligence and being able to cast hideous laughter and misty step without using a preparation or spell slot on them combined with being able to prepare more spells to begin with means a way different spell selection plan for future levels! my spell selection plan revolves around what I'm going to have to drop from preparation going forward as I have more spells than I can prepare...I still like my ritual spells (unseen servant, floating disc, find familiar, detect magic) so right now I have more preparation slots than I need but later its going to pay off in a big way
I know I'm way late on this one but I like the idea of taking eldritch adept at level 1 for a wizard with V human or custom lineage, because you can change out the invocation at every level. Like say you know session 1 will have lots of opportunity for social roleplay, maybe mask of many faces is a good option, and you'll probably level up at the end. Or if it's going to be combat heavy, a spammable false life at level 1 might double your hit points. Then at level 2 you get misty visions and you can throw up illusionary walls to divide and conquer or force a wasted action by every enemy with a 15' box thats invisible from the inside for your ranged allies. Maybe youre the only human and devil's sight is the right option. I could even see taking eyes of the rune keeper for a level in the right campaign. Then at 3rd or 5th level you change it out for eldritch mind and that might be the only part of warcaster you care about, and this is slightly better than warcaster at that one thing. I think the versatility of eldritch adept probably pushes it to the upper edge of purple if you take it at level 1.
Fey Touched feat with a Warlock build has the added benefit of adding 2 precious spell slots once/day ... one of which can be Hex. Assuming you value Misty Step which I imagine most low-mid level non-blade warlocks would. Even at higher levels it's still a useful spell (even though there are better options certainly by then)
Inflict Wounds is a necromancy spell. Could be a good pickup with shadow touched for a class that either has slow spell progression or that doesn't have many actual spell attacks (Artificer or Bard)
I love the idea of Mage Hand Legerdemain with the buffs Telekinetic would give it, but playing a Rogue means having a constant use for your bonus action.
I think feats favored the physical so much because fighters get the option so often. That said, the feats from tasha's are well appreciated. And I don't mind half feats or odd ability scores, it's a good reason to take a feat at level 4. I stacked to 15 wisdom on my cleric, then took observant at level 4. This was before tasha's so I didn't have many good options to pump wisdom by one, but even if I did, I would probably wouldn't have gone for one of the new feats. As it is though, if I make a wizard or arcane trickster, I want to get telekinetic.
I have to stand on the table for Piercer. For a Rogue, who’s using a rapier or dagger and/or a hand/light-crossbow/short bow, AND contriving to hit with Advantage a softer as possible; almost doubling their chance to crit; Piercer can be a big damage boost. Especially at single-digit levels. That’s it’s also a half-feat; maybe rounding up an odd DEX score (and saving you from having to use an ASI/Feat slot for that, specifically) , adding +1 to your attack rolls AND AC, is the icing on an already pretty tasty cake.
This was SO HELPFUL! I'm wondering (hopeful) my DM might give me Poisoner AND Chef's Feat together as one full feat. I play a Circle of Shepherd Druid who's main party function is Healer at this point. I want to mold a character that can stitch together & heal humans AND creatures...I feel like understanding Poisons is commonsense for a healer. As long as I know how to dissect things, I feel like harvesting and using poisons from dead foes and environmental plants seems like an obvious part of the knowledge base. And I'd like to harvest and cook magical glands from magical creatures for my party's benefit. Medicines and poisons are all on the same spectrum, in my opinion.
It really bothers me that Faerie Fire isn't available to fey touched creatures. It so literally from a Fae. But I think getting both Faerie Fire and Misty Step which are both really useful even at high level play. (Faerie Fire countering invisibility and providing group advantage is always nice especially when you are up against a really high AC opponent with Low dex. Plus crit fishing for Paladin and a boost for elven accuracy as well)
Metamagic is also great for any cleric (specially Life Domain) to get extended spell for the 7th lvl Regenerate spell doubling it's healing or Aid to cast yesterday
Getting shadow touched is a great way to get inflict wounds on necromancers to use grim harvest at low levels, especially as a human. 3d10 is nothing to snuff at, especially considering you can turn invisible to set up a sneak attack with it.
Just a quick correction, I said no class starts with firearm proficiency, but Artificer does if they've been exposed to firearms.
Though all firearms are martial weapons so I'm not sure a Fighter wouldn't start with proficiency in them.
@@RydenDaniel Firearms are listed separately (even in the different book), and as I remember it's explicitly said it's up to DM wherever characters get it or not.
When you say "exposed to firearms"? :D
Piercer with Firearms sounds pretty potent
True, and that makes this a disappointing feat to me as an artificer player - especially as dex isn’t as useful to a battlemaster who will likely be using repeating shot infusion on their firearm and attacking with intelligence.
Chef is the kind of feat you give to a player for completing some cooking-related sidequest.
I am playing a bard who is from the Cooking Guild and I was given a magic item called "Apron of Ramsey" that grants me the chef feat.
@@Starcoffin love it!
The campaign i want to run, the food of the region is largely dull and tasteless, so chefs who can make food taste good are considered artists worthy of respect. I plan to give the chef feat to a player if they earn it, unlocking potential cooking sidequests. But only if the campaign runs long enough 😅
I rather like the chef feat, this is a support feat like Inspiring Leader.
It is true that the effect is a little less powerful than inspiring leader, but it also gives +1 CON/str which IL does not do.
It synergizes with Inspiring Leader, since it mainly does healing while IL does temp HP, and once the IL is gone on your tanks then you can eat the treats.
@@Starcoffin one of my players also went Bard/chef, whose bardic abilities are based on smell instead of sound.
I let her give bardic inspiration via snacks, and now that she has the chef feat she's got a whole smorgasbord of treat-buffs for the party
Is that what they call picking up the pizza nowadays?
Crusher has another great benefit if you're fighting a melee-only opponent: Booming Blade. If you Warhammer or Maul them away with Booming Blade, they'll have to walk towards you to reengage.
Thanks, my planned Goliath Paladin of the Oath of Throwing it Back will thank you for this.
Also noteworthy that this doesn't apply to most Huge or smaller creatures as they generally have a 10ft reach on their attacks, such as a Rhemoraz or a True Giant of any kind. So it's good, but situationally that strategy won't work. That said, it will work if you take the Mobile feat, and step back a bit after hitting them with booming blade, but at that point, why take Crusher?
Amazing insight.
add in polearm mastery with a quarterstaff and warcaster, and you have 2 full booming blade effects per round, one of which is completely part of a reaction. knock them 5 feat away from you with booming blade effect, as they walk in your 5 ft range. now this would work well with hexblade and battlesmith artificer who can use a quarterstaff with their spellcasting stat
It's also FANTASTIC on druidic warrior rangers with a quarter staff. To smash enemies through spike growth. If you combine it with Swarmkeeper or Horizon Walker, it makes a REALLY strong melee ranger build based on Wisdom. For Swarmkeeper I'd pair with Telekinetic, and with Horizon Walker I'd pair it with Polearm Master.
Detect Thots sounds like a crucial spell to have
Detect "Thots" is probably Bard exclusive XD
Already using Artíficer Initiate to get cure wounds on my wizard, as the party has no healer.
Really useful thus far. Been casting it every session.
Another thing is that you can grab Magic Stone as your cantrip and then use Tiny Servant to throw the rocks, granting you a bonus action attack.
You also can get Int-based Thorn Whip from there. would look good at Eldritch Knight I think.
You can also keep casting it as long as you have spell slots, Magic Initiate only lets you do that if you have levels in that spellcasting class.
Although I think Arcane Tricksters and Eldritch Knights would count as Wizards for that purpose.
I did too in the last campaign and used it every session!
@@unwithering5313 Probably, yes.
Artificer initiate is good for Arcane tricksters and Eldritch knights because they have no spellcasting focuses.
That’s true :/
Tashas helped out rangers by giving them the ability to use a focus, but that consideration was not given to the AT or EK.
@@binolombardi And because a necklase with teeth and feathers can be a casting focus it could be used as a holy symbol but around neck instead of being glued on shield.
Plus being able to take Cure Wounds and Guidance is fair, especially since you can cast with your normal spell slots, which is currently better than Magic Initiate, although I've asked Jeremy if they'll errata Magic Initiate and racial spells to be able to cast them with spell slots like the feats in Tasha's and the Hexblood lineage spells in the Gothic lineage UAs.
What is special about having a spellcasting focus? I thought they were purely for flavor and had no impact on combat unless it was a magic item (like a pact keeper wand or whatever)
@@snazzyfeathers There are spells with non prixed materials like fireball requiring leaves and bat guano or even more strange materials like piece of wood and string for unseen servant or druid spells requiring stuff like fleece and dog hair. Any DM could use the fact of no focuses to limit the spellcasting of certain classes and subclasses.
i feel like an important thing to note with chef is that you can make treats with an hour of work, not just a long rest, and there's no limit to how many treats you can make - they simply all expire 8 hours later. RAW a long rest allows for two hours of light activity; four hours if you're an elf. so you aren't just getting one set of treats, you get three, or even five.
for an elf chef, that's 10 temp HP in tier 1, 36 temp hp at 5th-level, 80 temp hp at 9th-level, and so on. that's _way_ better than you're portraying it as.
in-roleplay that sounds like a pretty miserable existence but the returns are pretty nice
Temp HP doesn't stack though, so yes, you can make a ton of 2-6 Temp HP "potions", but how valuable is that if they take an action to consume and only last half an adventuring day?
Inspiring leader is just better because it scales a lot better. Chef is a terrible feat mechanically. For fun it’s good for sure. The temp hp is just not very good. If temp hp could stack it would be amazing (probably too good) but it doesn’t so you’ll get a max of 6 temp hp at lv 17 and u have to use a bonus action to get that (6 temp hp at lv 17 using a bonus action is terrible).
Honestly this shouldn’t even be a feat. It should just be something u can do automatically if u have cooking tool proficiency.
@@delilahfox3427 Thank u!! My thoughts exactly. And it uses your bonus action to get the temp hp as well. Inspiring leader is better in every single way cause it actually scales well. Honestly this should just be something u can do if u have cooking tool proficiency without having to take a feat. It’s a cool feat for flavor but mechanically just not worth it.
I like how many of these feats are thematic as well, i.e. giving ideas for backstories. If you intend to pick Shadow touched, you might want a connection with the Shadowfell, or some creature from there, or something completely different and unique.
When Tasha's came out, I suggested to one of my players to retroactively switch into Fey touched, since it fit so perfectly with his character's backstory; before adventures, he was living in a tree that was rumoured to have roots connecting to the Feywild.
Tbh i always pick fey touch and then reflavor it. I have an aberrant mind sorcerer with it that i flavour as a consequence of his aberrant origins, misty step now is him floating away very fast and hex is him reaching into the target mind to affect them whenever he deals damage.
On my shadow monk with ties with the shadowfell you would think shadow touched would be better but no, the subclass already gives you invisibility options and the one first level spell option is too limited so again i reflavored fey touch into shadow touched, with misty step being similar to the subclass ability to “teleport” between shadows, and i picked hex again because damage. Fey touched is just far superior.
Except fey touched is so good it demands to be constantly re-skinned or every character will be associated with the fey from now on.
Funny thing. I once played a fairy, and I picked Shadow Touched instead of Fey Touched. Invisibility and Silent Image once a day for free is very thematically appropriate for fey glamour
I'm taking Poisoner on a necromancer wizard. I might not be making many weapon attacks, but my skeletons (and other allies) sure will. Sure, it might not always be useful damage, but it'll cut down enemies that aren't immune and each time it does is more health and resource we get to keep throughout the day. I just have to keep a good poison supply from a familiar or a _polymorphed_ ally and we're good.
I'll just point out that while telephatic is normally kinda meh, for Druids it's great feat to have due to allowing communication during wildshape
it also outclasses the Awakened Mind class feature from the GOO warlock by a massive margin :(
Strength based tortle monk with crusher seems like a lot of fun
I think Eldritch Adept is underrated here. Two points:
1) You can take Eldritch Mind. This is essentially a mini War Caster. Advantage on Con saves is what you take War Caster for most of the time anyways.
2) You can swap out the invocation EVERY LEVEL UP. This means you can bounce between Eldritch Mind, Armor of Shadows, Beast Speech, etc. There are so many good options that you can pick and choose every level up.
I think for any Charisma characters considering a Warlock dip this feat give you LOTS of options.
Worst case scenario you just keep advantage on concentration checks up the whole time.
Eldritch Sight is probably my single favorite ability in the game and seeing Treantmonk rate it as "okay" was shocking to me. It alone makes Eldritch Initiate at least Green, if not Blue.
I discovered the ridiculous power of this ability in Curse of Strahd where it almost single-handedly saved us from basically every trap in Castle Ravenloft, and the Hags, and like a Dozen other things.
It doesn't just detect spells or magic items. It detects ANY magic! Most traps past the first couple levels are magic. Many monsters are magic, including almost all the really threatening ones.
We did end up deciding that prepared casters are not themselves magic, so it wouldn't auto-detect a wizard, but a Sorcerer and any other creature with spontaneous casting, absolutely.
I totally get that this is going to be a bit DM dependant based on what your DM decides is detected by Eldritch Sight, but RAW, as far as I can tell, it turns you into the most important scout and exploration master in the party.
It's like, an ability on the level of Simulacrum and Moon Druid of being probably too good.
And now that ANYONE can get it!? I can't see any reason why a party should exist where where no character has Eldritch Sight. At least one always should.
@@kyleflanagan963 I mean, I kinda agree, it's one of the spells frequently mentioned as any party should have.. It can be cast as a ritual though and many others can actually have it so I presume that lowers it a bit but I agree it's a really good ability to have (most of the time you can figure out when you need to have it up and running).
Kinda curious about what you mean about magic creatures though? I'd argue most are actually not magical, unless they have magic effects up. An undead is just an undead not a magic creature and so on.
Edit: it also specifies visible creatures or objects, for the aura so in many cases you might just sense there is magic nearby, not where it is... Like an invisible creature, you would sense magic within 30' but not even by concentrating you could focus and find them. Likewise you would sense a magic trap but if it's hidden you still wouldn't know where it was.
If you’re taking a whole feat for eldritch mind, just take warcaster
Eldritch mind is better than war caster. War caster is ineffective against sleet storm or similar effects.
i think one thing you didn't mention for metamagic adept is that quicken spell on any sort of gish is _really really good_
quicken spell is good for sorcerers, but the amount of nova-ing you can do with it is pretty limited due to the one-leveled-spell-per-turn bonus action thing. but there's lots of builds that have powerful non-spell actions - like melee attacks - that they can do in the same turn they quicken a spell.
sure it's only once per day, but it makes a ton of action cast time spells way better for characters that normally need their action to make a bunch of weapon attacks. imagine an eldritch knight being able to quicken haste on themselves, or cast hold person on an enemy to give themselves auto-crits on all their attacks that round. it lets a paladin bless their party and attack in the same round. it lets a hexblade cast... well, any of the really incredible spells they get and attack in the same round.
One thing to note about Telekinetic is that it can be very powerful with Tasha's Mind Whip.
Why is that a good combo?
I'm assuming you whip them then push them, so they have to move to you again.
Telekinetic is great on EB warlock, since they don't have a decent melee option to fall back on when things get too close. Unlike an archery fighter for example that can still us extra attack with a rapier using their high dex. Telekinetic gives the warlock a strong chance of pushing back the melee threat, removing disadvantage on EB, and allowing them to move without provoking opportunity attack. A similar effect can be had with repelling blast, but then you must score the first hit with disadvantage. While warlocks use their bonus action for hex, turns where the target does not die have the bonus action wasted. Even if I could choose to either move hex to the creature that just closed with me or pushing them out of melee range, i'd choose the push. Higher chance to hit, and ability to escape are more important than extra damage on an unlikely hit.
I prefer using it on myself to "yoink" out of melee range.
@@mlmii1933 I'm going to have to re read that to see if can do to myself
Eldritch Adept *does* work if you single-level dip Warlock to still grab Agonizing Blast, so it actually makes Sorlocks more viable because they don't have to dip as hard into Warlock to get the quicken spell/EB combo
Crusher seems crazy good for monks, and since they have so many attacks their chance of critting and getting that advantage for a turn is great.
VHuman monks I guess.
If you have an odd Con (or wis/dex that you split ASI with con) and are using proficient with a Warhammer (though Quarterstaff is good enough if Dedicated Weapon isn't allowed) it seems good. Warhammer monk seems kinda goofy though.
@@LibertyMonk what does a warhammer have to do with this?
@@alessandrocoatti5186 it's the same damage type as a fist...and works with smasher
@@mhail7673 but it also uses strenghth which monks usually don't want as a stat. It seems like a very random choice for weapon
I believe you honestly is excellent that you take the time to mark for the color blind. It was very helpful to rank the feats. Thank you so helpful!
I had the same thought about Artificer Initiate at first: "Isn't this categorically worse than Magic Initiate (Wizard)?" Then I thought about Faerie Fire and Cure Wounds. I think Artificer Initiate could sometimes be an attractive choice for wizards, arcane tricksters, and eldritch knights, enough variety for it to be a worthwhile inclusion in the book.
The first level spell given by Artificer Initiate is *much* more flexible than the one given by Magic Initiate. Despite most of what Treatmonk says, Magic Initiate *doesn't* allow you to cast that spell with your own spell slots, *unless* you took levels in that class already. That is a big limitation, especially as taking a level in Artificer or any of the classes that offer Magic Initiate would give you everything that feat gives you already.
@@Wlerin7
Yes, although we've also seen with the Hexblood lineage in the new Gothic lineage UA they're moving to allowing you to cast racial spells with your spell slots too, so I suspect that they will errata Magic Initiate and other racial spells to do the same.
I've asked Jeremy on Twitter if that'll happen, but I suspect the answer will eventually be "yes".
As others have noted it also gives Arcane Tricksters and Eldritch Knights access to a spell focus, which they don't normally get. Something like jeweler's tools would be an appropriately small focus. A blacksmith's hammer... not so much.
@@Wlerin7 the question is what 1st level spell would you ever upcast especially coupled to my second question when do you take this? Level 4 instead of ability score? Prob not not 8 also at 12th level. At this level who cares about this. if you start with it as a human or custom lineage its not so bad, but at 12th level its highly likely not worth it not to mention lose out on ability score improvement at 4 or 8? If i ever reach level 19 with my wizard the plan is to mutliclass into artificer but the spells there at that level are pretty meh as i am not sure if i just go fighter instead. I probably take it just to free a memorized spell for absorb element but thats about it.
@@Wlerin7 Thank u!! Honestly it’s how magic initiate should work but it doesn’t and was confused on y treatmonk said that. Like that’s not right even tho it should be. I’ve never picked the feat and this is the reason y. Like y did they make it so u can use your slots? It’s just dumb. I considered it with one of my characters just to get find familiar (since unless it dies u only need one casting of it) but then saw find familiar is a ritual spell and just picked ritual caster (much better option to get find familiar).
I'd like to add to the Telepathic feat one "redeeming" fact. Namely that the feat allows you to cast the spell without components. While the spell is definitely circumstantial, being able to cast it without components is paramount for when you would normally use this spell - talking to the bandit king? the Wizard should not start casting spells in the middle of the meeting... until now, it has only been a sorcerer thing (subtle spell) to be able to cast these spells in social encounters without basically breaking the truce... now *you* can do it as well! :D
Being able to communicate telepathically is not the same as dropping vocal components for spellcasting.
Vocal components rely on sound being made, not that another creature can hear you.
It the opposite were true the. Casters wouldn’t be able to cast spells with no one else around, which makes absolutely no sense.
DM: “are you sure casting works this way?”
Player: ”does a wizard cast in the woods??”
@@binolombardi I am not sure I understand your point.
We know a few thing:
1. That you cannot "hide spellcasting": twitter.com/JeremyECrawford/status/651514845834014720
Also, later added to Xanathar's guide to everything:
"But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn’t matter for the purposes of perception, whether it’s an object specified in the spell’s description, a component pouch, or a spellcasting focus.
If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it’s normally impossible to determine who cast the spell in the absence of other evidence."
______
The strength of the feat, I claim, is not telepathy? I don't think I claimed anything about telepathy. The strength is that you can cast the spell without components - meaning you can cast it in front of the king/mafioso/Lich without them perceiving it - something you could not otherwise.
@@binolombardi Ah - I think i understand you now (upon reading again). You assume that I am saying that you can use telepathy in place of the component.
No. That is not what I said. If you read the feat again, you will see that it says that you can cast the spell without components. Which is what I was referring to. I was not implying anything. When I read the rules, I do it as they are written. Not some inference game :D
@@Magnushamann that’s my bad I read “the spell” as “spells”.
My reading comprehension has failed me.
@@binolombardi I give you both inspiration for having a reasonable discussion about a miscommunication :P
Something fun to consider about Poison is that, if your DM is running certain published adventures, then you could totally run Poison as an option. One which immediately comes to mind is Storm King's Thunder, as the majority of creatures you would encounter are likely to be Humanoids, Beasts, and Giants, with a smattering of Dragons here and there because of course. While Giants do tend to have pretty hefty Con, it's not impossible to come up with a poisoner character for that game. However, if you're not running a published game, the best thing to do is talk with your DM: while you don't have to discuss story beats, as that's part of the fun of playing, you can talk about things like expected enemy types and/or terrains, or the style of game the DM wishes to run. All of this makes for good Session 0 material as well, but sometimes even a direct conversation might help.
The big issue here is still that the price is really hard to deal with at lower levels, and the DC is super low for higher levels.. I really want it to work but I can't justify it to myself
13:30 finally someone gets it! Subtle metamagic to dodge counterspells 2x per day, OR in social situations (suggestion or charm person, hello). Also bypasses the downsides of charm a bit - since its a subtle spell, in some instances they know they've been charmed - they don't know by who though.
For Piercer - it works with heavy crossbows, a ranged D10. I'm thinking of making a beastmaster ranger with a heavy crossbow, get my 1 attack in with a heavy crossbow and piercer, and let my beast companion lay in with the remainder of attacks.
With subtle spell, I also argue that without any somatic or verbal components, you should be able to cast while paralyzed. Even subjected to a hold person spell, there's no reason you shouldn't be able to cast subtle spells. RAW says you're incapacitated, which means no actions, bonus actions, or reactions, so check with your DM first.
With Piercer combined with crossbow master, taking Hunter ranger to take the "Horde Breaker" (extra attack against a target within 5ft of your first target) and Volley (make one ranged weapon attack against all targets within 10ft of a point you can see), I'm thinking of making a Ravenite Dragonborn to use Vengeful strike to really max out the attacks per round with the Heavy Crossbow.
I think your example of Crusher being able to move the target straight up or diagonally upwards is generous and gets into RAW vs RAI territory. I’d definitely talk to the DM before taking this feat for that purpose.
The only way I can see this working is if the first shot (Crusher + Grasp of Hadar) 5 ft up and 10ft brought directly up above you, then use your second shot at disadvantage using (repelling blast) to knock them 10 ft in the air, now falling at 15 ft. EVEN THEN! Grasp of Hadar says it drags the creature towards you so a DM could interpret that at an angle towards you ruining the combo.
I was about to comment the same thing... it’s a very cool idea, but it doesn’t really seem RAI, but hey, if your table is fine with it, go for it!
I'd be elated if my party tried this. I'd require relevant positioning, and assume a 45 degree incline so that each 10 foot push equalled 5 feet up and 5 feet over. Lot of work for an extra d6 or two, but it sounds fun to me.
Honestly, i'd allow this idea if the warlock just went prone right next to an enemy, too.
I mean. I can definitely imagine swinging a hammer upwards from below to knock someone in the air!
Yeah Im picturing a warhammer upper-cut too. I feel that it makes sense in a video game combo kinda way.
Fantastic video!
I also love how you rank the colors but also use stars for the colorblind (and people like me who confuse the color rankings a lot) and you also read it out loud for those who have this running in the background. I love how thoughtful and accommodating it is
For Eldritch Adept I found that I had a use for it with my human swashbuckler/warlock multiclass and getting the extra invocation really helped smooth out my invocation choices because I was one short of the options. When you want Devil's Sight, Mask of Many Faces, Extra Attack, and Eldritch Smite.
I think you forgot that when you cast detect thoughts with the telepathic feat it doesn’t require you to use verbal or somatic components. I think that makes it a lot more powerful because the target can’t tell that you are effecting them with magic.
I think it could be used in a lot of important social encounters. Plus being able to speak into other creatures minds at will is badass. Maybe not mechanically useful in battle, but it’s going to make a lot of characters a lot more fun to play.
Overall message:
Eh, should’a been green rank
Excellent video as usual. What sticks out to me is that these feats provide a way to make the necromancy wizard subclass more viable than it currently is by providing an upcastable necromancy spell that can do a lot of damage so the second level Grim Reaper feature is no longer such a trap and becomes a good way to heal yourself when needed.
Just take the Shadow Touched feat and pick up Inflict Wounds and maybe also the Metamagic Adept feat for Distant Spell which can be combined with the Spell Sniper feat to allow you to cast Inflict Wounds at a range of up to 60 feet. That's quite an investment in feats but they do all have other benefits for a caster besides just increasing the usefulness of Grim Reaper.
I've been thinking about trying a necromancer and will definitely be giving this a go anyway.
I'm putting Devil's Sight on my Eldritch Knight and I'm just intensely ecstatic idc what anyone says it enhances every moment of playing my Shadar-Kai, Barra' Arisa!
I think I'd prefer martial adept for blind fight so you can use fog cloud for the same effect... Unless you don't have dark vision at all.
@@fortello7219 Darkvision and Devil's Sight are different and I am glad to have both.
Excellent video. Thank you.
Food for discussion: I rank Telekinetic much higher, even on casters that have other BA options (assuming there is an odd score to round up). The ability to move allies every round is pretty big, and the ability to potentially move enemies is even bigger. There will be times that a caster will choose this, even when they have other BA options in place.
Still, great observations and insights on these feats and how they effect the overall game.
I took the feat on my Eloquence Bard I play in Strahd (mainly because I didnt like the other +1 charisma options). Despite having a Plethora of Bonus actions avaible, as bards do, I found this so extremely useful. IF you, or any of your party, have area spells, this enables so many many options to annoy the enemy. Also the otpion to simply move an ally out of reach of an enemy so they can repostion without disengaging is so good.
I took it on my lvl 4 wizard and I mainly used it to move players around.
I would also rank this a must have feat for wizards (especially with odd intelligence). The option to move an ally out or an enemy in the zone of effect of one of your area spells is great. Also the other battlefield control options like moving an ally so that he is no longer in close combat, allowing him the use of ranged combat or giving him the option to safely disengage from combat. And I like the out of combat effect of the empowered mage hand: stealing things with an invisible mage hand using no components that reveals you using magic is so powerful. And due to the lack of verbal and somatic you could even use it when imprisoned, with hands bound and gagged, to free yourself.
Yea and since it’s forced movement it gets u out of being grappled or restrained with no roll and can make it so u can push an ally to 10ft away from an enemy potentially making it so they don’t get hit by an attack of opp (pairs very well if u have an ally with booming blade) and it’s all for a bonus action and at range. It’s alright using it on the enemy but since they get a save it mainly shines on using it on your allies. I agree it should be higher.
I've thought about homebrewing Fighting Initiate and Eldritch Adept into half-feats, probably with Strength/Dex being the abilities for Fighting Initiate and Charisma as the ability for Eldritch Adept. They aren't great feats imo, but they would be excellent half-feats.
Silent image at will!!!
I love the feats but yea giving them an ability score increase would make sense. They don’t feel like full feat. They aren’t bad it’s just they aren’t enough to be full feats.
I personally found these 5 as the top feats i've used from tashas:
1. Feytouched on a summoner type like druid, beastmaster ranger, battlesmith, shadow sorc, etc then select dissonant whispers. AOO attacks galore! get warcaster too to trigger a spell for you as well at later levels.
2. Piercer-gloomstalker+fighter+assassin. Generate suprise. Auto crits. Add those weapon dice 4-6x on the 1st round. Reroll lowest dmg die. Watch opponent die.
3. telekinetic/crusher-awesome with a swarmkeeper + spike growth + thorn whip with genie bludgeoning dmg. push/pull around combo. Lots of cheese grinding.
4. fighting initiate-great way to get an extra fighting style for throwing build (duelling + throw style stacks) or to get superior technique (add a maneuver and superiority dice to your repertoire)
5. metamagic adept-extra options for a sorc along with more sorcery points to power those metamagics.
Eldritch adept is very strong for quite a lot of power building for the reasons you list. It’s bad in a vacuum, but it shows up a lot more in practice than feats you rate much higher.
I think one thing to note about telepathic is that Detect Thoughts becomes much less circumstantial when combined with telepathic communication, because it allows two-way comms. You can cast it and then say in someone's mind "if you think something I'll hear it" and read their surface thoughts without probing deeper.
Thank you for your concerns around accessibility.
The push/pull from Telekinetic is exactly as good as whatever it enables. Moving a ranged/caster ally out of the attack range of an enemy is perhaps one of the more high value moves as it reduces damage by avoiding an opportunity attack, which saves the need for healing throught the day, and also allows them to use their turn to stay offensive rather than disengaging or using a levelled spell like Misty Step to move away.
Its something that pretty hard to guage the value of as the benefits of it kind of ripple out. But if youre able to grab it early at level 1 or 4 itll serve you well. The better your situational awareness is, the better itll be.
Fey Touched and Eldritch Adept are my favorite feats from Tasha's. Fey Touched is just super solid and Eldritch Adept is pretty flexible and opens a lot of doors for builds that would have been much harder to pull off before. The Clerics are pretty hilariously OP, but I'm absolutely in love with the Aberrant Mind Sorcerer - that's what Sorcerers should have been from the beginning, IMO.
How do you not have more subscribers? I've been following your guides for probably a bit over a decade. Long before I remember you being on youtube and certainly before Need culture became mainstream. You've always done in depth analysis and have great guides in my opinion. Hope everything's going well in life!
12:00 - Monks won’t be able to benefit from switching fighting style to Defense normally, since wearing armor is necessary! Correct me if wrong
The only way I can think of is if you are a race that has natural armor like the tortle or lizardfolk though that might be something you’d need to check with your dm about. I know I’d allow it but some dms might not.
You missed this: Artificer Initiate allow you to be a wizard with Guidance and Cure Wounds which is kind of amazing. These are both touch, so they can be cast trough your familiar. Now your familiar can go scout spamming guidance for all stealth and perception checks. Or put the familiar in the rogues pocket and spam them.
I've been under the impression that both sneak attack and hunters mark count as extra damage to your attack roll. Meaning if you attack with a piercing weapon, piercer would allow you to reroll those damage dice as well.
While by no means a huge boost in damage, it does make piercer slightly better on rogues and characters using hunters mark with piercing weapons
I’m glad you gave Fey Touched blue, but it’s a *bright* blue. Even if you take away the .+1 ASI it’s still better than Magic Initiate. MI gives you cantrips, and that’s nice but not a huge deal.
Fey Touched gives you:
- A 1st and 2nd level spell that you can use with your normal spell slots, always prepared.
- An additional 1st and 2nd level spell slot.
- A +1 ASI increase
- Does not pigeon hole you to the ability score associated with the spell class.
The next time I build a caster I’m going to set an odd spell ability score (17), just so I can choose Fey Touched.
Exactly sonce tashas i do that even with a human variant i get fey touched for 17 and telecinetic for 4th level. :)
Gave a like the moment you explained the accessibility features of the video. Awesome.
Im playing a Sorcerer for my first campaign, and im not going to lie, Metamagic adept is EXTREMELY tempting to take since it gives 2 more S pints, but more importantly, lightens the choice of "what meta magics am i going to take!?" because i found it REALLY hard deciding what else to take after Twin and Subtle, and when, so the feat makes that SO much easier, and very tempting over taking my starting 19 Cha to 20 (rolled a 17), even though i typically hear people suggest getting your main stat to 20 before considering feats.
I found Ritual Caster invaluable, even more so than boosting up my Charisma. But with Metamagic Adept....
@@kazebaret Wizard Ritual Caster was actually going to be my first ASI/Feat initially because until recently i was the only arcane caster in the group. Pally, Cleric, Ranger, Fighter and a Blood Hunter, so trying not figure out how to manage the limited spell slots between the multiple roles for a caster was pretty daunting, not going to lie, so RC would have lightened that load immensely just because i could use that for the utility spells and not take up my limited known slots.
But, now that weve got a little Kobold Wizard in the crew, thats given me SO MUCH more freedom.
@@sharkforce8147 Thats not part of the feat, thats just an additional feature for the Sorcerer in general from Tashas.
The Chef feat makes me want to make a character that's just The Sweedish Chef from The Muppets
I was one of the people thinking metamagic adept wasn't really worth it, but again you've reminded me of things I easily forget. Great video.
Two more notes about the weapon feats:
* Crusher can act as an alternative to Mobile for characters who use hit and run tactics, especially monks. If you push the target away from yourself, you need not disengage. I can see this being quite useful on a paladin as well who may want to stay close to his allies for the sake of boosting their saves.
* Slasher also works with whips and hand axes, meaning it can be delivered from some range and used to control an opponent. Additionally, as far as I'm aware, you can stack multiple forms of movement impairing effect, such as this plus ray of frost plus plant growth, and basically make it impossible for opponents to move at all. Since there is no save for this, it can be an extremely effective tactic when fighting large, powerful melee creatures.
@@sharkforce8147 correct. But those are the sorts of mobs that a Monk can't likely stun, either, so the tactic becomes keep your distance and use a short bow.
Not gonna lie , tempted to Combine Poisoner feat with Druid of spores which has obscene reliance on poison damage and atleast overriding resistance can help that... And kinda flavourful
One thing to note about the chef feat is food cooked with cooking utensils naturally gives 1 hp per hit die spent during a short rest. Not much, but it is something.
Hello from Germany. I would love to see a video from you just about metamagic adept and the options for the different classes. I think you are the only Person being able to do that without telling only the obvious stuff 😅
Taking misty visions is pretty fun for any character, for an illusionist it’s amazing
With Telepathic, you could communicate via your telepathy, then have your target think the answer and cast Detect Thoughts. That way it’s like you have two way communication.
Can't wait for the Monday vid! Especially curious on your thoughts about mounts and the like.
Way to go in considering all your possible audiences; viewers, color blind, and folks that listen like it's a podcast (like myself).
Eldritch Adept (for devil's sight) is particularly good on a shadow monk. Especially as a variant human feat.
Notice that the wizard who dips artificer (alchemist) and casts wizard spells with alchemical tools (through Alchemist initiate) is allowed to add their intelligence on damage with wizard spells (that deal the damage types listed in the alchemist ability).
Hmm...
If you also have the war caster feat, and were a scribes wizard. If you are holding the book and using the alchemist supplies, could you not change any wizard spell and get the bonus?
@@dragonhearthx8369 That is the build I have made indeed
@@Magnushamann the ability says you have to "hold" the book to do the change. Not use it as a component. So I guess it's up to your DM what it means by hold.
Misty vision on anyone is amazing (if your dm doesn't hate illusions if you do I hate your dming style) for poisoner if it made immunity to resistance I'd be happy
So for the feats that are really not that great or really situational a DM our group use to play with before the big C hit us did an awesome job utilizing them. What he would do was, whenever someone in the party would do some great role-playing or would hit certain feat benchmarks (he created them himself) he would give that person the option to take up a feat that corresponds with what they did. Now, these were feats that were not that good or barely going to be picked, like Durable or Linguist but there have been times when he would give out things like magic initiate. Sometimes he would just let you have it or you might have to do some extra thing to go through the process of learning the feat that you would be granted.
So to use an example from the video, the "Chef" feat. I might be offered that feat if I gave a stirring tale at the campfire while cooking (we generally had to explain tasks and things we were doing during downtime) or maybe I just decide that I was preparing meals during long rests. He would then give me the chance to earn the feat like maybe enter a cook-off or something when we reach the next town and as long as I roll well and impress with RP I can grab the feat if I want it.
Generally, we could only get one feat in this manner but it added a lot of flavor to our characters if we decided to take up the feat. It was great because we did not have to sacrifice feats we normally would take up during regular leveling. It also incentivized us to role play more because that normally the in-game metric he would use to decide to give out.
Really think you're undervaluing the 10 feet movement drop on a melee character, that minus 10 feet makes it harder for enemies to escape melee if they're relying on just their movement speed. Could potentially be very good against enemies who rely on ranged attacks, but can't escape melee with spells.
I like your comments. I quickly changed Poisoner to an Int based save DC, with a +1 int, turning it into a half feat.
Artificer Initiate is one, if not the only way to get access to Cure Wounds as an INT-based spell rather than another modifier.
I’ve really been enjoying the idea of combining the Telekinetic feat with area of effect over time spells. Be a druid and throw down a moonbeam, then shove someone into it for double the damage. Then on future turns, you can use both Thorn Whip and the telekinetic shove to continue the shenanigans
Our Druid has taken the Telepathic feat so that she can still communicate with the party whilst Wild Shaped (for scouting purposes, not a Moon Druid). Another potential use-case is to drive some npc's insane by speaking to them without being noticed, so as a Druid who's just hiding in a corner in the shape of a rat for example.
Not trying to sell the feat, since I agree that in general it's less useful for most builds than the other mental half feats, but it is certainly great for our particular playstyle.
P.S. After writing this I feel like Druids (especially Moon Druids) are amongst the best candidates for Metamagic Adept since Subtle spell would allow them to cast any spell without material components from Wild Shape twice per day before lvl 18.
@@sharkforce8147 As my group's resident rules lawyer I must admit, you have beaten me in my own game. Indeed subtle spell, or any feature that allows you to ignore components for spellcasting, does not allow you to cast from Wild Shape by RAW.
Fey touched is great.
Misty step and hunter’s mark
I'd say Skill Expert is a necessary on a Grappler type build, expertise in Athletics lets you basically always win grapple checks. But yeah thats just something specific to those kind of builds.
@@sharkforce8147 True, but your at the mercy of the dice more without that extra score added with expertise. This eliminates the dice being a factor more, plus this + a battering ram =- making a DC30 check on breaking down doors which is funny. (if the DM does athletics instead of straight strength)
@@sharkforce8147 Eh, not really for being a half feat. Just get it at level 4 by having an odd stat for strength if your goign for a grapple build. Trust me I've played with both expertise and no expertise with grappler builds and it is SUPER good with expertise. Its hilarious being an arrikokra and grappling an ogre with him unable to beat a casual 28, and dragging them along to their doom.
Wizards lack strong bonus action options, unlike the Druid's Moonbeam or the Cleric's Spiritual Weapon, at the lower levels. When they do get them, like Bigby's Hand, it competes with things like Hypnotic Pattern or Slow for the wizard's concentration. Telekinetic very neatly fits into the niche of enhancing the Wizard's control options without interfering with anything they're especially good at, while offering out-of-combat utility by way of an invisible mage hand. In this way, Telekinetic is the Wizard's equivalent to Sharpshooter or Great Weapon Master - it takes something you're already effective at and amplifies it, with the only cost involved being one of opportunity.
Very strong second feat choice for the wizards, especially those who have either a +0 or +2 to Intelligence from their race, allowing them to hit 16 or 18 intelligence at fourth level while still getting a cool ability out of it.
One addition to subtle Spell: since it doesnt lift the Material component, spells with material components are still counterspellable, as per usual interpretatioon.
But subtle counterspells and Subtle shields have savey my sorceres ass many a times.
That depends on your DM though. The typical ruling is that if you are holding a focus, then it meets the material components of a spell, meaning they dont see you fiddling with anything for a cast sicne you just have to be 'holding' the focus. That paired with no hand motions or spoken words means your spell is entirely imperceptible.
IF however, youre playing with DM that SPECIFICALLY makes you have to do something with your focus (like flicking a wand, which is stupid because that would then fit the SOMATIC component), then i guess you just have a dick for a DM lol
@@cyanide7270 or your gm could just say that your spell focus glows when you cast or something
@@АлександрСудаков-с2и This is what my GM says. After much deliberation I was able to convince him to be able to "hide" material components outsice combat, if I have the explicit material component at hand.
As a DM, I would ask a player to make a Sleight of Hand check versus an opponent’s Perception to hide the material components of a spell. Obviously, this might give Arcane Trickers an edge.
I would also allow other creative uses of skills for hiding spell components.
@@АлександрСудаков-с2и Then your DM would need to explicitly tell you that beforehand rather than as youre trying to cast a spell, because that really is just being a dick at that point. Most people do just work off the assumption, and take it as RAI, that merely holding a focus is all you need for a spell, you dont need to do anything with it, and it doesnt do anything to "betray you".
Think about it logically, if youre holding a staff trying to Subtle Spell **insert spell** to help with a certain situation, but your DM decides your staff glows or the runes light up, suddenly youve just wasted a sorcery point, and Subtle spell has now been rendered pointless in your entire campaign, because your spells are not subtle anymore since anyone can see that your staff lights up in neon saying "THIS SCHMUCK IS CASTING A SPELL!". Its counter intuitive.
I'm playing a barmaid style Fey Wanderer and talked to my DM about using the flowers that bloom in my hair to make teas, cocktails.... and weaker poisons. I have also been engaging with the markets so I use my Urban Bounty Hunter background feature as I grab some ingredients in my pre-shift shopping... so I would be delighted to have Chef or Poisoner as ties to this.... BUT otherwise I'm definitely taking Fey Touched first (it's that or Polearm Master/Resilient I think).
Metamagic Adept... I've seen this very much a solid option for a Bard. I know he had Subtle Spell, which for him was both totally thematic AND very effective. Can't recall what the other option was, but Subtle Spell to avoid being Countered, to boost up the ability to cast other blue decking without being noticed, oh yeah, it worked.
Also, same campaign as the bard I mentioned, my PC, a Wood Elf Phantom Rogue, had both Fey Touched and Shadow Touched. They fit background well and gave a few nifty spells that were extremely helpful for a non-spellcaster. I think I took Disguise Self for the 1st level spell from Shadow Touched.
One of the things that I would suggest and that our D20 Cyberpunk Campaign DM is doing is to remove the +1 Dex from Gunner IF guns are waaaaay more common than crossbows/Archery in your current setting and basically turn it into a variation of Crossbow Expert but with the Hand Crossbow bonus attack replaced by a Pistol. This allows for some fancy cinematic 'gun kata' style stuff but also brings it in line.
In fact I'd probably move the +1 Dex to Crossbow expert because in a world of hand cannons like a .357 Magnum or Deagle (not to mention since it's a Cyberpunk campaign you can get your gun jacked into your brain for MUCH faster aiming speed) or a 'pray and spray' weapons like the MAC-11, deciding to 'medieval it up' and taking a Crossbow should be the odd choice instead.
Eldritch Adept is Blue for a Wild Magic Sorcerer - especially after 14th level. The Invocations that let you cast Mage Armor, Disguise Self, Detect Magic, or Silent Image count as sorcerer spells that can trigger surges (from Tides of Chaos) essentially at will.
I'm running a 3 level barb+ whatever level the campaign goes to rogue. And the piercer feat is a small godsend. Using finesse weapons to get that sneak attack dice, and I get to reroll at least one 1. Which as I keep going, there's almost always a 1 with more and more dice. And with reckless attack and always getting advantage, even though it's only a d8 that extra damage dice on crits is really nice. Plus I get to put a point into dex or str which as a MAD character, it's extra helpful.
I personally think that fey touched is a must on Enchantment Wizards. Int based Dissonant Whispers is a huge deal. They naturally focus heavily on battlefield control, and being able to force opportunity attacks on an enemy is a big deal.
Add in that it's a single target Enchantment spell and that means you'll be able to pull off twinning it later. 6d6 damage on a 1st level spell with the ability to relocate the enemy? That's absolutely fantastic if you ask me.
Oh also Artificer Initiate can give your Wizard healing magic that scales off Int, so that's nice. Might be worth a feat on the right build.
Chef is one I agree is not great as many people think it is but I come out in the middle. A 3 out of 5 for me because it links mechanical abilities with RP in ways that are great especially at the lower levels.
In terms of pure temp healing power it is less then other options but it is a half feat option that lets you do song of rest when you don’t have a Bard and gives you treats that you are certain to use everyday. You can hand to give to others that may want a minor HP cushion but are not near the fear possessor. Also there are times in the middle is stealth missions that needing silence before the action (stealth) is critical and you may want to do a quick health up. Also, there is nothing in it that limits how often there treats can be used outside of temp HP rules.
Also, using it where the target may not trust you because of language issues. Foreigner to the land is not going to get it if you hand them a potion of healing and they don’t know you. A weary and wounded animals is going on instinct put you out that beef jerky down and back away and maybe you make a friend for life (or until the next town).
In those to cases, you give them Jelly Baby (Dr Who reference) that with DM approval brings them back from death and since it cost you next to nothing players are far more likely to do it then using what could be a precious healing potion at lower levels.
Also, while an inspiring speech is great as is a nice word of prayer (clerical magic), feeding people has a very powerful on any standard Fauna at the psychological and communal level. Yeah this requires a DM to “get it” but it can be a strong tie in between RP and mechanics. And a perfect thing to have in a book with “Cauldron” in the title.
I know you did not call it a red feat but I think is isn’t that bad. It is really pretty good for those starting in the Worlds of D&D - both by level and putting together the idea that RP and the game rules work together.
Thanks for reading any of this wall of text even when my edits kill the heart ❤️
Playing a Sorcerer and took Telekinetic and will take Telepathic too, mostly for flavor reasons but Telekinetic hasn't been horrible for me: 1. I don't have many (I think none right now) bonus action spells so I can just spam it since it costs nothing and have nothing to do with my bonus action yet 2. We play with flanking rules so I can yank enemies away from my party members possibly denying advantage depending on turn order, 3. Whenever I find myself in melee I have two free (resource-wise) escape plans with the telepathic push as a bonus action and then shocking grasp as an action, 4. I can move party members away from swarms of enemies potentially making it so they don't have to disengage or use other resources to reposition. And these are examples of situations that have happened at least once and I've only had the feat for 1 level.
I love Eldritch Adept and Telepathic for all the flavor options they add. Eldritch Adept can give super Darkvision to anyone with Spell Casting, at will Disguise Self, at will Mage Armor, and at will Speak With Animals. Sure, out of those, only Devil Sight is what I’d call good, but being able to say have a character that can freely speak to animals whenever without outside help, or one that can freely alter their appearance is really neat for me. As for Telepathic, being able to have a character communicate without speaking is awesome, especially when combo’d with Custom Origin. Mute races that can still verbally communicate are now possible RAW, and it opens up some fun tricks.
The other standouts for me are Telekinetic, Slasher, Gunner, Skill Expert, and the two Touched feats. Telekinetic gives invisible buffed Mage Hand, which I like the aesthetic of and the shove is nice. Slasher gives some love to sword and board, allowing some more battlefield control for those kinds of tanks (and some extra stickiness for other slash weapon users). Gunner is nice for whenever using guns. Skill Expert allows for other classes to be very skilled at a skill, not just Rouges and Bards. And the two Touched offer great spells in a very flavorful way. All around, the only disappointment was how weak Chef is.
Artificer initiate is really good, because guidance is absurd, and cure wounds for wizard works really nicely
Don't forget that the chef feat does say "with and hour of work OR long rest" so if you have an hour lapse somewhere you can make more treats.
you already get two hours of light activity each rest, too
@@channelremoved32 but is it considered light work?
@@dragonhearthx8369 In my experience baking small treats doesn't take much effort, it can take plenty of time, but its easy enough to relax while baking, long as you can sit down.
But that doesn’t make it good at all. It doesn’t scale worth crap. Inspiring leader is better in every single way cause it actually scales well. Chef is just terrible mechanically and is only for flavor. Honestly shouldn’t be a feat and should just be something u can do if u are proficient in cooking tools.
@@davidstratton696 it's definitely a good compliment to inspiring leader.
Chief player is great when comboed with a bard player. Chief is a mix of song of rest and inspiring leader which abilities bards have or should have.
I'm actually playing a telekinetic Astral self monk right now. The bonus action shove admittedly doesn't come up much, although being a Dragonborn with ASIs rearranged, I can try to squeeze utility out of it with my breath weapon. But I needed a wisdom half feat with the stats I rolled, and mage hand is both such a good cantrip and it fits the flavor of Astral self so well, its been a really good feat for me just for getting mage hand and +1 wisdom
You should try using it to help your allies move out of range of opportunity attacks when you can. That's another part of the telepathic shove that can be quite handy.
@@fortello7219 oh I've actually done that
Last time I was this early, these feats weren't published yet.
I really like the Fey touched. When combined with action surge... the possibilities
Treantmonk, normally I am right with you on you're rating assessment but I think there is a rather important detail about the poisoner feat that is being overlooked. There is nothing preventing you from selling the poion instead of using it. 1hr +50g to make multiple doses of poison that are considerably better than the phb poison. Phb poison is already worth 100g on the market, consider the gold potential of this feat.
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Slasher would be a solid pick for Sword and Board builds that also regularly make use of Shield Master shove /prone, or Battle Master's Trip attack. If you can stack -10' move speed with 1/2 move speed... that leaves most enemies with only 5' movement unless they dash, in which case you forced them to spend their action on something other than damage.
Slight correction: If you reduce a creatures speed to 20ft it only takes them 10ft of movement to get up from prone, even if their regular speed is 30ft.
@@studentofsmith True. Still very slow though. Not going to make it very far with 10' of movement.
I went sorlock with eldritch adept and it's pretty nice to only have to take a one level dip. There is plenty of second guessing every time I get hit with a wisdom save or want to reroll an attack roll, ability check, or saving throw but then I feel better when I cast higher level spells.
skill expert i think is a must have on certain builds that do grappling. like my tavern brawler paladin that attacks with his shield.
A build for eldritch adept you’d probably like: a high level illusionist wizard in a campaign I DMed took it for misty vision. Silent image at will + illusory reality = remade battlefield with ample cover for the party.
Hah! I was playing with a Bugbear Fighter-Barbarian-Rogue build that concentrated on Battle Field Control and Keep Away Game with a Whip. Slasher was the first feat I grabbed. 15 ft range with Trip Attack or Pushing Attack from Battlemaster pair nicely with the 10 ft speed reduction, especially if the casters in the party are throwing down AOE over time spells.
I'm playing a luchador lvl 3 fighter/monk with crusher and unarmed fighting style.
started a fey touched "elf (Custom Lineage) in curse of Strahd and holy cow starting with 18 intelligence and being able to cast hideous laughter and misty step without using a preparation or spell slot on them combined with being able to prepare more spells to begin with means a way different spell selection plan for future levels! my spell selection plan revolves around what I'm going to have to drop from preparation going forward as I have more spells than I can prepare...I still like my ritual spells (unseen servant, floating disc, find familiar, detect magic) so right now I have more preparation slots than I need but later its going to pay off in a big way
I know I'm way late on this one but I like the idea of taking eldritch adept at level 1 for a wizard with V human or custom lineage, because you can change out the invocation at every level. Like say you know session 1 will have lots of opportunity for social roleplay, maybe mask of many faces is a good option, and you'll probably level up at the end. Or if it's going to be combat heavy, a spammable false life at level 1 might double your hit points. Then at level 2 you get misty visions and you can throw up illusionary walls to divide and conquer or force a wasted action by every enemy with a 15' box thats invisible from the inside for your ranged allies. Maybe youre the only human and devil's sight is the right option. I could even see taking eyes of the rune keeper for a level in the right campaign. Then at 3rd or 5th level you change it out for eldritch mind and that might be the only part of warcaster you care about, and this is slightly better than warcaster at that one thing. I think the versatility of eldritch adept probably pushes it to the upper edge of purple if you take it at level 1.
You can always put your ASI in two different yet needed attributes :P
Fey Touched feat with a Warlock build has the added benefit of adding 2 precious spell slots once/day ... one of which can be Hex. Assuming you value Misty Step which I imagine most low-mid level non-blade warlocks would. Even at higher levels it's still a useful spell (even though there are better options certainly by then)
Inflict Wounds is a necromancy spell. Could be a good pickup with shadow touched for a class that either has slow spell progression or that doesn't have many actual spell attacks (Artificer or Bard)
I love the idea of Mage Hand Legerdemain with the buffs Telekinetic would give it, but playing a Rogue means having a constant use for your bonus action.
I think feats favored the physical so much because fighters get the option so often. That said, the feats from tasha's are well appreciated. And I don't mind half feats or odd ability scores, it's a good reason to take a feat at level 4. I stacked to 15 wisdom on my cleric, then took observant at level 4. This was before tasha's so I didn't have many good options to pump wisdom by one, but even if I did, I would probably wouldn't have gone for one of the new feats. As it is though, if I make a wizard or arcane trickster, I want to get telekinetic.
I have to stand on the table for Piercer. For a Rogue, who’s using a rapier or dagger and/or a hand/light-crossbow/short bow, AND contriving to hit with Advantage a softer as possible; almost doubling their chance to crit; Piercer can be a big damage boost. Especially at single-digit levels. That’s it’s also a half-feat; maybe rounding up an odd DEX score (and saving you from having to use an ASI/Feat slot for that, specifically) , adding +1 to your attack rolls AND AC, is the icing on an already pretty tasty cake.
This was SO HELPFUL! I'm wondering (hopeful) my DM might give me Poisoner AND Chef's Feat together as one full feat. I play a Circle of Shepherd Druid who's main party function is Healer at this point. I want to mold a character that can stitch together & heal humans AND creatures...I feel like understanding Poisons is commonsense for a healer. As long as I know how to dissect things, I feel like harvesting and using poisons from dead foes and environmental plants seems like an obvious part of the knowledge base. And I'd like to harvest and cook magical glands from magical creatures for my party's benefit. Medicines and poisons are all on the same spectrum, in my opinion.
It really bothers me that Faerie Fire isn't available to fey touched creatures. It so literally from a Fae.
But I think getting both Faerie Fire and Misty Step which are both really useful even at high level play. (Faerie Fire countering invisibility and providing group advantage is always nice especially when you are up against a really high AC opponent with Low dex. Plus crit fishing for Paladin and a boost for elven accuracy as well)
Metamagic is also great for any cleric (specially Life Domain) to get extended spell for the 7th lvl Regenerate spell doubling it's healing or Aid to cast yesterday
Getting shadow touched is a great way to get inflict wounds on necromancers to use grim harvest at low levels, especially as a human. 3d10 is nothing to snuff at, especially considering you can turn invisible to set up a sneak attack with it.