Deep gnome -> fighter -> psi warrior -> Squat nimbleness --> telepathic -->defensive duelist: "Mmmm. Enter the battlefield I have. A disturbance in the force I will inflict."
@@lautaromoreno3916 level 9 cure wounds and a non class cantrip? Seems worth a feat to me. Especially given the martial bias most feats seem to have. As a wizard there aren't a huge number of feats you're competing against. It's definitely better than some people are suggesting, certainly a flavourful pick of nothing else.
@@lautaromoreno3916 the biggest weakness the wizard has is how squishy they are. being able to use one of their many spell slots to heal themself is actually very powerful, particularly considering they wouldn't have to come down to the ground when Flying, or can cast it on themself while in a globe of invulnerability is actually pretty big. as to carrying a potion, they are basically the only class who wouldn't. most of their gold (should) go to putting spells into their spellbook. the cheapest level 1 spell is roughly on par with a single potion, and their later scrolls and spells cost often magnitudes more. when you mix in that a free cure wounds is also equal to about a healing potion, but it's every day, it also adds up. the biggest trade off is not increasing your other stats, but depending on the party comp (which does mean niche), it can really pay off.
リス It’s just ok honestly, not really “worth” a feat. Of course, any feat is “worth” it if you like its flavor for your character, so I can only assume we’re talking about what is “worth” taking over +2’s from a character-optimization perspective. As far as having low competition with other feats goes, I’m not sure about that anymore. The new Telekinetic feat, along with the other Tasha’s half-feats, are actually pretty ridiculous for a Wizard: - +1 INT so you don’t lose stat progression. - You get a useful, *resourceless bonus-action* (something that Wizards otherwise lack) that pushes or pulls an enemy using your INT from range. Can be used to disengage by pushing enemies away from you/your allies, move enemies into/through AoE spell effects, push them away from your PAM user so he can set up a reaction attack, etc. - You get an invisible mage hand with improved range, and it doesn’t require somatic or verbal components. Useful for lots of out of combat stuff. The other Tasha’s half-feats (Fey Touched, Shadow Touched, Skill Expert) are legitimately pretty great for Wizards as well, because again, you’re gaining nice tools without losing stat progression. Shadow Touched and Skill Expert are the more niche choices, but still nice. The thing is, *Artificer Initiate just pales in comparison to the Artificer 1 dip,* but it’s still a fine and flavorful choice. Certainly not a complete waste, but really not “worth” it. When you consider that Wizards are probably going to pick up Resilient (CON) or War Caster, that means they need their remaining 4 ASI’s (or 3 ASI’s and a half-feat) to max out INT and CON. _Edit_ : Now what _is_ a _very_ strong new option along the same lines is just starting off with 1 level in Artificer and then going full Wizard. _Without losing out on spell slot progression,_ the Artificer 1 dip gets you: - Medium Armor + Shield proficiencies, CON saving throw proficiency (which also frees up a feat) - 2 extra cantrips (guidance says hi), as well as your INT modifier worth of extra level 1 spells known/prepared (Cure Wounds). So you’re netting 4-6 level 1 spells (3-5 from your INT modifier, 1 from not needing Mage Armor!) - Magic Tinkering - 3 tools proficiencies
One thing I noticed about for Telekinetic is that your allies can choose not to resist the effect. Since it's a forced move not using their movement, it doesn't impose an opportunity attack to pull an ally away from multiple enemies. I can see a lot of situations where that would be pretty useful as well. Looking forward to picking this up on my sorcerer!
This also 100% negates every grappler, as long as it moved them out of their reach. Since the grappling rules are scuffed, the grappler gets no save or contest or anything if the grappled target is removed from their range. This feat can give you a 100% guaranteed out of grapples in many cases, and as you say remove them from opportunity attack range, and if you put this on a class with few bonus actions like wizards it's also free.
@@Travus No DM with any kind of common sense would allow that. This debate about voluntary or involuntary movement is kinda pointless beyond semantics. Unless there are active effects in place that somehow works around different states of mind or will, movement will be movement. If im the dm i would still rule it that you cant just remove the grapple by just yeeting someone away, because it wouldn't make sense. Same goes for opportunity attacks. Combat in dnd is dealt with in rounds, but there is no time stop in place that would deny opportunity attacks, just because someone doesnt use his own movement. Otherwise you could just as well physically shove the person away and have that remove grapple and opportunity attacks. And if we would go down that road, i would make damn sure that my evil dudes would shove each other through every prismatic wall your wizard would cast, because involuntary movement wouldn't trigger any of the 7 layers of effects :)
@@faselfasel2864 Realism is fun when magic is around, init? let's yeeet the enemy out of the four martial character and trigger every single opportunity attacks, rogues sneak attack your heart out!
@@faselfasel2864 If Involuntary Movement _does_ trigger an Opportunity Attack, then you've opened the tactic of using Telekinetic's Bonus Action Shove on the Foe to trigger Opportunity Attacks on your own Turn, which can get particularly nasty if the shove moved the target out of reach of multiple party members who get a turn before the Foe does.
Tempest Cleric: "I'm taking Metamagic Adept with Transmute Spell." DM: "You know you only get two Sorcery Points for this, right?" Tempest Cleric, eyes glowing red: "Two is all I need!" Makes Fireballs into Thunderballs and makes them do max damage two turns in a row.
I have a bard scorcerer(devine soul) who has transmute spell. Well now my shatter is also a fireball. It is also a lightning ball. Let me tell you environment is always favourable to me
Inflict Wounds is a great one, there's no save so you can guarantee max damage, by level 2 you can do 30 damage, an insta kill on almost anything you hit By 6th level you're doing 50 lightning/thunder damage twice a long rest
@@TheRealMuckluck you could always multiclass in sorcerer, you only need two levels of tempest for a one off big time amount of damage In fact at high levels meteor swarm does 120 lightning/thunder damage + 20d6 bludgeoning
@@LaneyStudios5 Good point. Since it comes back on a short rest, you still get to use it fairly often. Shame you can't transmute necrotic damage, or Circle of Death with that huge AoE would have been siiiick.
@@AngelCanseco1 I agree with the flavor. But it makes most sense if you want the +1 ability score increase to raise you ability to an even number to increase attack bonuses, spell, DCs, etc. If the +1 isn't helpful and the HP + flavor is what appeals to you, and your Charisma is already 13 or higher, you could take inspiring leader and tell your DM you would like to flavor it as inspirational meals. Then you probably are helping your party more. I guess there are a few conditionals in the statement, but it might be a better path for some to pursue.
Slasher: When wearing a hockey mask, can detect teenagers having sex within a five mile radius. During a surprise round, any hit immediately kills teenage targets still in the middle of the act.
You also get misty step as a bonus action. How else does he get ahead of people or catch up to them so fast when they are running and he just walks lol
@@DungeonDudes Yeah me too. But when I actually plan to make a character it is mostly just stuff that pops into my head I want to use point buy and put everything in constitution and then start levelling intelligence and make a sentient brick, mainly just being silly.
I really like this idea, as long as your careful with the feats you give unless you don't mind the OP character builds (which I usually am cool with running games for)
@@dr.lexwinter8604 Alot of other players, including myself enjoy feats. They're optional rules, if you don't want them as a reward just talk to your DM.
I normally do that as a DM, but only if they make sense in character. A player who trained with someone in their free time with great weapons for a few times might earn great weapons master (rough example)
Artificer Initiate: I get Thieves’ Tools! Chef: Flavorful! Crusher: Staggeringly good! Eldritch Adept: Invoking goodness for tricksters of all stripes. Fey Touched: I'm touched they made Misty Step this easy to get. Fighting Initiate: Stylish, but not always practical. Gunner: *Big shooting noises* Metamagic Adept: More! Give me more! Give Me More! Piercer: Goes right through you. Poisoner: Bad aftertaste. Shadow Touched: Invisibility? Never seen it. Skill Expert: Surprisingly mediocre for an expert. Slasher: *Horror movie music* Telekinetic: Reach out and touch me! Telepathic: I just do what the voice tells me to.
Yeah.. I think (as a DM and player) it's really annoying how hard it is for a group to get Thieves' tools prof. without a Rogue, while most traps and locks in released adventures specifically ask for that proficiency.
The longer 5e goes on, the more I find myself wishing feats weren't tied to ASIs and were just a little more frequent. They're balanced as-is, but I want MORE 😭
I’m currently playing in a crazy game where the GM has us pick a feat with every ASI. It’s a little ridiculous, and we’re crazy overpowered. Of course, everything is balanced to match so we’re going to die. It really enhances the ‘grand swashbuckling adventurers’ tone
@@blainewheaton9679 I love goofy stuff like that. I'm currently running a similar kind of intentionally broken 3.5 game, and it's a lot of fun to see my 3rd level party going toe to toe with CR 6-10 encounters.
Yeah, the pick between feats and an ASI is a pretty hard choice, which is why I like it. On the other hand, I do give all of my players a free feat at the start of the campaign, which would let Variant Humans take two Feats... If any of my players played one. Oh well.
I hate WotC pushing multiclassing aside :c It's creates so many more possible character options, and enables far more potential themes. It's my biggest gripe coming from pathfinder and looking at 5e, and the reason I still play PF more. (pf1e)
@@Night_Hawk_475 eh WotC probably just doesn't want it to be like 3.5 again, where it was easy to actually hurt yourself if you multied too much, I do miss it myself for the prestige classes though. The advantage is how much flavor and unique things you can do, but the downfall is the issues with balancing, it is much harder to balance when you are allowed to just do whatever. 5e is honestly a huge improvement on 3.5 in terms of balance, but I do sometimes miss some of the old stuff, and for that you can homebrew it back in honestly, it isn't terribly hard to convert to 5e form 3.5, just be careful what you let in. I still like to multi up to 3 levels at times just for the flavor of it, sometimes you can do some nice combos, for instance Bladesinger and barbarian lv 1, gives you unarmored defense plus while bladsinging it also adds int to AC, so AC = Con + Int+ Dex plus it lends itself nicely to using weapons that can also use Dex instead of Str so you don't have to literally focus everything but Cha and boom, a very tanky mage class who doesn't slouch in melee, toss in some spells like magic weapon and you can have some fun dance fighting.
For a second I thought you were crazy when you said that Telekinetic is a must have, but then you mentioned it was a bonus action and holy shit that makes such a huge difference for this feat.
I'd give chef niche. You have 8 hours to eat the treats so you just use them to refresh temp hp that you lost throughout the adventuring day. Also the stat increase is pretty okay. Also any Short rest buff is nice.
The real question I'd ask is; Do you need a +1 to charisma or wisdom? No? Then you don't really want to take chef because it doesn't provide much as a standalone. Yes? Then there are a myriad other options which do like 3x as much as chef does for the exact same cost, it feels kinda redundant. Telepathic, telekinetic, shadow / fey touched, observant, skill expert, resilient - all better options than chef.
You all prolly dont care but does anybody know a method to log back into an Instagram account..? I stupidly lost my account password. I love any assistance you can offer me!
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My Kobold Grave Cleric got the Chef feat the other day! I was so excited when I found out about the feat coming out because she was already the party's cook! Flavorful, and it got me that last point to go from 19->20 wisdom. ..And my group is calling the bonus hp snacks death snax. Sure, it's not the best, but I'm more about flavor than being super stronk. I for one am happy for Chef.
Fey Touched can be pretty invaluable if you are a Warlock, since you wouldn’t have to waste one of your precious spell slots once per day to use misty step or hex, which lets those spells maintain their viability on higher levels.
@@khaaneph7311 While this is true, I meant that once per day you wouldn’t have to waste a Warlock spell in order to use the feat spell, since you can only use the feats spells once per long rest each
Fey touched is also great for bard because you can take Misty step now without secrets and you can take something like bane or hex or bless which you normally don’t get because they’re level 1 spells. I would say it’s better than telekinetic because you do use your bonus action as bard quite often.
This here is a big thing for Warlocks. Any feat that can let you cast a good utility or defensive spell without using a spell slot is great, entirely due to your low amount of them. I wanna save a spell slot for when I am ready to deal damage with something other than Eldritch Blast, not just so I can get a few feet away from a guy.
@@Kolohe_Senpai that is a good build, but it's no Loki, the real Loki, not the Marvel knockoff. The real Loki polymorphed into a female horse and got frisky with a stallion, gave birth to Odin's 8 legged horse. He also fathered Hel the ruler of Hell, Fenrir the wolf of Ragnarok, and the Jormundgarr worm. Loki the trickster god.
Only 1 attack per turn, though. The Swarmkeeper and Genie Warlock stuff is only once per turn that they add that damage. That said: For that single attack per turn, they could indeed benefit from all 3 of the weapon damage feats. Which is pretty neat.
While I perfectly understand your ruling on the Chef feat, I was hype to see it implemented for my Bugbear chef named Gourm, So that he could truly be the Gourm-and I intended him to be
@@lordhawkeye Combined with bad mouthing it (and saying it was bad ranked, before on screen giving it niche) and discouraging people from taking it, unlike every other feat they gave niche where they bother to tell you what the value is in taking it.
@@BODELTOTE I had a wood elf CotM druid who took ritual caster (wizard) for find familiar, then chose a raven, who has mimicry. It's soooo much less convenient than telepathy :)
Metamagic: take extended spell > play a cleric > cast upcast aid and death ward every single night > you now have free aid and death wards for the next day. This feat is insane for clerics.
That's not free though. People often phrase it like that, but the only time that is actually free is at the end of downtime. Otherwise you are saving up the same two slots to use at the end of the day, instead of casting them at the beginning of the day. End result is the same in terms of slots used. Of course if you're campaign involves adventuring for 1 day and then having a day off right after then sure, go nuts, but I would argue most adventuring takes place over the course of many days/weeks.
@@mikeclementecard Depends on the tier of play and how many encounters the DM is throwing our way, but quite often especially for lvl4+. All I'm saying is that outside of downtime your idea requires carrying spell slots around, which could have been used to cast the spells normally without a feat. Now, the feat gives you a second metamagic option so you might pick something like subtle as well, but two sorcery points is rough. I just think there are many far more useful feats. As a sorcerer (divine or not) I would love to find a reasonably competitive use for extended spell, but it's just painfully bad.
Exactly what my divine soul drow sorcereress is doing every day before going to sleep... and she just sleeps 4 hours, with 12 hours left of pure goodness....
17:55 you can get Invisibility & Disguise Self, that’s an awesome combo for every Sneaky and stealthy character. Also you could now play an Assassin Rogue and get those earlier than Arcane Trickster
Fey touched on a warlock. Take hex. Why? Spells known. Plus misty step and hex are both super useful You are basically doubling your spell slots And adding 2 spells to your “spells know “ list. I think the feat is amazing.
So much this. My Swarmkeeper Ranger took Hunter's Mark for the free cast plus freely knowing the spell. Rangers get so few spells in the first place, any little bit helps.
I think you're right this is really good for warlock. Probably a must have especially since hex doesn't scale well with levels so if you're going full warlock you'll fully drop hex
@@chrisvelo2595 It scales okay with slots if you can keep concentration(which as a warlock you should aleady be focusing heavily on) because upcasted hex lasts the entire dungeon or the entire day. But I definitely agree its nice to have the non-upcasted version for singular big fights where the duration is wasted.
@@j.a.6310 Yeah but I just look at higher level spells you can cast and would prefer to use my concentration for them. That being said after those two-three spells are used then hex is always good
Unfortunately, the way I'm reading it, each casting of Mage Armor would only heal the ward for 2 hit points, not two plus twice your wizard level. Now, you could still have a fully charged ward at the start of every encounter, but it isn't quite as game breaking as on first thought.
@@nonsenseking of course you wouldn't cast it in the middle of a fight - that would be poor action economy. But you would start every fight fresh because it would only take about 2 minutes or less to recharge (depending on the total). Normally the shield only recharges by burning spells or taking a long rest. Considering it can also be projected to party members, that seems like a solid feat for that subclass. Eventually at Wizard 18 you can do the same thing with Spell Mastery but it's almost like having a 3rd Spell Mastery for utility at an early level
These new feats make playing a Fighter soooooooo much more enticing. I can really see being a hardened battle master being even more ridiculous with all these extra toys they get in lieu of those ASIs that they get a ton of.
I do something similar to chef in my game. One of the party members loves to cook for the group, so I let him do a cooks utensil roll after each rest and based on the result, give the party temp HP or some other benefit for the day. I don't really have a hard set system for it I generally just wing it, but I like working ways to make more tools useful in gameplay as well as RP.
This is such a cool idea especially if the player plays into it and begins asking for somewhat more rare cooking reagents. They bought extra-hot spices in town before journeying out into the frozen wastes? Thematic spicy food that staves off exhaustion from arctic travel!
"Tools don't have enough value in DnD" I'm just thinking how I practically always pick tool prificiencies for roleplay reasons. I'm also not gonna stop, ever.
@@thebrutusmars I'd recommend checking the Xanathar rules for toolkit components and possible things you can do with them. Also thinking creatively with the given resources. Again though, I mainly pick them because it fits the character and has fun avenues for roleplay.
This vid gave me an idea: maybe you could homebrew-rule it so that you gain some of the weaker feats for free with a tool proficiency. Chef for Cooks Utensils, Artificer Initiate for Tinker's tools, Poisoner with the Poisoner's kit, Keen Mind with Cartographers Tools. Maybe Artificer Initiate could work for every Tool Proficiency, since Artificers can cast their spells from any tools. I wouldn't give anything to Thieves Tools and Disguise Kits, since they are already pretty strong. Also you would have to make Languages really important in that campaign, since otherwise everybody would get 2 Tools with their background just to exploit that. Edit: On second thought, maybe this isn't such a good idea, since it would take away from the flavour/roleplaying element of tools, if everyone just went after them for the feats
Intersting option someone mentioned for the Metamagic Initiate Tempest cleric allowing you to use Transmuted spell to switch damage type to lightning/thunder and use channel divinity for max damage
Chef could actually be one the strongest feat in the game for an artificer. Artificers can make a chest of preserving, which should allow them to stockpile treats indefinitely. That would lock up one of your valuable infusions however
@@Halinspark TFD only lasts an hour, so you better have 24 spare 1st lvl slots, or be prepared to spend 16.6% of your time ritual casting it. (I'm aware you wouldn't need it 24/7, this reply is tongue-in-cheek :o) )
Telekinetic can also help you save allies, since you forcefully move people that means you can get an ally away from melee range without them provoking opportunity attacks or having to take the disengage action, rip Fjord.
@@anindyaambuj If DM don't want to follow the rules, which say that you do provoke opportunity attack, if you move via your movement speed, so no attacks if you're thrown, falling, shoved etc. but jumping by yourself still uses your movement
From my time playing as an Arcane Trickster, Mage Hand quickly became one of my favourite cantrips, and let me say I was unbelievably happy to see a new feat that gave an invisible mage hand that I could potentially use with any class.
Honestly what I love the most about these feats as a whole is that they allow you to get some important features from other classes without multi-classing.
Shadow touched with inflict wounds can be really nice on a warlock, especially pact of the chain. Both spells are touch range, so they can be cast through a familiar, and both scale with slot level.
I was gonna play a variant human undead pact warlock and take fey touched until I read the shadow touched spell list just in case and saw inflict wounds I already planned on playing a bit of a tankier melee warlock, but take crossbow expert and cast some touch spells and battlefield control spells if I need them and that spell is just too perfect. So much damage, and the one hard part is it’s a spell in melee range but like I’m already there so why not? The only reason I wouldn’t take it is if I decide that being able to cast hex once a day for free is better than a butt load of damage (tbh if there’s a paladin or a cleric that takes inflict wounds I might take fey touched) plus decide the utility of misty step is better than invisibility, which I never would because if I really want misty step I’ll just take it.
Crusher works really well with Booming Blade. Yes, forced movement doesn't trigger it, but if it's a melee enemy, it has to walk back to you in order to hit you. Also, Fighting Initiate with the new unarmed fighting style might be a must have for monks, since it boosts their damage way earlier than normal, and once your martial arts die gets to a d8, you can just change your fighting style to something else.
I gave my party's monk a magic club, she then immediately took fighting initiate: duelist so she didn't lose any damage from using a club over a quarterstaff
I really dislike the Unarmed Fighter style for this exact reason. It's made it so Fighters can get an unarmed strike that's as powerful as a level 11 Monk's at level 1! At this point if you want a tactical unarmed character, go Battle Master Fighter and dip 1 level into Monk. You still get 1d8+DEX punch and a BA unarmed strike, but now you also get all the versatility and fun of Battle Master to enhance it!
@@dim-flower Oh totally, take Kinesis more than pathy any day of the week, but why is it a bad option? there's not many ways to GET telepathy so they're all cool. And this is better than Goolock so...
Be a Monk, take fighting initiate, take unarmed fighting, get an amped up unarmed strike early that you can trade out when your die gets to a 1d6 or 1d8
Great video! For Fighting Initiate, my initial thought was giving a Bladesinging Wizard a fighting style (most likely duelist) could be really interesting.
I like shoving GWF or Duelist on a Barbarian, or to really have fun, stack it on a Paladin, Ranger, Fighter, or Blood Hunter to get an additional fighting style. Something like a Battlemaster with both Defense and the fighting style that grants additional maneuvers. Or god forbid a Champion with Defense, Dueling, and Tunnel Fighter using a spear and shield. Grab PAM and Sentinel and watch the DM cry. Taking Defense with this and Blessed Warrior as your actual Paladin style to get access to cantrips and still have the defensive buff. Lots of fun options. Is it necessarily a good way to do it? No. But it can be really fun to use in a one shot (used that 3 style champion in a one shot when the feat was first released in UA. It was frankly hilarious.)
That crusher feat looks really good for some tables, especially the ones where the DM likes to run big monsters. Crit once and everybody gets advantage against that monster until the end of your next turn. Put that on an ancestral guardian barbarian and the whole party gets to feel like they’re pseudo-barbarians getting resistance and advantage.
"Get over here" actually IS the verbal component when my EK casts Lightning Lure. Lv7 + War Caster feat, so I still get an attack afterwards. Good fun when I'm 10 feet short of getting close to the enemy.
We actually decided to start everyone off with an extra feat to begin with, mostly so that everyone can have a "free" feat to add flavour to your character. The chef feat was immedeatly taken by my ranger who wanted to play a more maternal character. He loves it. :)
Hey, Dungeon Dudes. Could you guys make a Guide for the Echo Knight, including tackling a lot of people's misconceptions about how it works and how it doesn't?
Do other DMs not give feats to characters that work toward it? Like, if my characters interacted with the fey regularly, I'd give them fey touched if they want it.
@@saintpoli6800 like, i talk with my players about feats before hand, because a fighter shouldn't be getting Eldritch invocations without making a Pact to get them (obviously, the Pact isn't gonna be enough to warrant a warlock dip)
@@Chasemuss It’s best to talk to your players and work with them on stuff that they want... I’ve always preferred to have a reason for let’s say taking a pact with a powerful entity, add in that RP and development of backstory.
For artficer initiate, your wizard can get cure wounds in case u dont have a healer, and for fighting initiate think of unarmed fighting and now the first 11 levels of monk are even worst than before.
Yeah, I had the same thoughts with Artificer Initiate. A wizard can get the Guidance cantrip and Cure Wounds. The benefit it has over Magic Initiate (Cleric) is that while you get one fewer cantrip, you can both apply your INT modifier to those heals and you can cast Cure Wounds more than once per day, which is significant. You also have the option to upcast it. So yeah, still pretty niche, but that's enough of a change from Magic Initiate to warrant conversation.
Metamagic Adept is definitely my favorite, because I'm playing a sorcerer and we're up to level 12, so I now have five metamagics to play around with. I especially wanted to take it when I saw the Transmuted Spell metamagic, which I expect will be quite useful. If you're focusing on damage spells like I am, being a master of the elements is excellent.
Shadow touched - cause fear, disguise self, silent image - selections you overlooked. I agree not quite as strictly powerful maybe, but not totally bad either.
This hits on something I already felt about the invisibility spell part. IMO a big strength of spells like invisibility and disguise self is there low level, meaning you can use them super freely during exploration, intrigue and right before entering a hostile area etc. 1 disguise self for the entire day doesn't feel that good to me. Same with 1 invisibility. Just my opinion though and I know a lot of people do far fewer encounters per day so maybe it doesn't come up at all for them.
yeah. also they dont seem to be taking into account that the feat helps with short rest healing (add 1d8 if any Hit Die are rolled). the other thing this does is help players get into a RP mindset during short rests. many times my players just say "im short resting" then roll hit dice. now i can say "do you want to cook your treats and your special meal?"
Also its important to mention: Casting mage hand with this feat require no components at all. So... you cast invisible mage hand with just your own thought, no blabering arcane words, no waving hand. None can ever notice you cast it if they can't see invisible things, and you can do things with this. Roleplay options are awesome too, just mess with others making items fly around house, poke them on back of their head? You can almost everything.
(Character is in a bar, casually sipping a beer) Me: I'm going to pick that guy's pocket DM: the guy at the bar? Me: the guy at the other bar DM: what other bar? there's only one bar? Me: the bar in the bar across the street DM: (counts quickly) that's 50 feet away! Me: cool, I got 10 feet to spare. Let's see what he's got... (profit)
metamagic adept as a cleric sounds really exciting considering so many spells are full actions and quicken spell could probably let me attack and still heal someone in the same round
I really think that the chef feat is a combination of inspiring leader and song of rest. Also with this you can gain some temporary hit points between short rest.
After the temp HP from Inspiring Leader have been depleted, but you don't have a chance to take a short rest and replenish them, for instance. The definition of "niche", but still nice. Also, the d8 from Chef and the die from Song of Rest stack together. Plus cooking with Cook's Utensils during a short rest provides +1 hp restored per hit die spent during that short rest with the same 'restriction' as the Chef feat's d8 bulletpoint. Which is also nice.
Metamagic adept is also a must have to bards, solely for subtle spell. If a bard is the face of the party and wants to cast a charming spell without being caught, he doesn’t have to multiclass into sorcerer. Heck, I’m thinking of taking it for my arcane trickster rogue for that very reason!
I'm playing a barbarian in a campaign were we were allowed to take a feat from the start, as we are only 3 players. Naturally, I took Great Weapon Master, which means I am perfectly free to take Slasher, and that is exactly what I will.
Fighting Initiate is amazing for a low level variant human monk. Take Unarmed Fighting style with it and your unarmed strikes can immediately deal a d8 of damage at level 1. Since you can change the fighting style at every ability score increase just shunt it for a different fighting style once you outgrow it.
@@timothybelleci3554 Especially if Shadow Monk. Don't need to worry about blinding myself or needing darkvision if I can just get within 10 feet of them.
I’d argue that if you’re a 1st level Wizard who’s taking a feat (variant human) Shadow Touched is the best feat for an offensive minded Wizard. Here’s why: Inflict Wounds deals more damage (3d10) than any other 1st level spell attack. BUT it’s on the Cleric list. So whenever anyone who isn’t a Cleric takes Inflict Wounds, eg, from a feat like Magic Initiate, Cleric, you’re forced to use WIS as your modifier. BUT, if you take Shadow Touched and choose to boost your INT, then INT is the modifier for the spell attack.
Some multiclass types "waste" 3 levels in sorcerer only for metamagic; u can take this feat and just level your warlock or paladin for example as normal
@@MrEvans1 taking 2 levels and the feat instead of 3 levels will leave you with more points plus the 1st level features, which can be very useful now that there's so many to choose from. Also you get don't of magic to convert for spell slots
The hell with it, the GM has all the arsenal of the core books and the rules at his disposal, he has all the power and options, the players don't. Let them have fun, give them power and options and adjust accordingly. It's fair
@@lukeclassen3325 How WoTC has determined how/when characters get feats and ASIs is one of my biggest gripes with 5e. Getting a free feat at the beginning of the campaign is a great way to get around that and to provide a better starting point for the players.
If the poisoner feat dropped immunity to resistance, and then resistance gone would have been niche still, but would have been more beneficial for those who are using poison innately
I think granting the ability to make an elemental infusion of acid, fire, poison, or necrotic damage that ignored resistance would sidestep a lot of the immunity problems. Have a Utility Belt of damage types!
The problem with turning immunity into resistance is that most of the time it doesn't make sense to have them take any poison damage at all, with that you could poison walls, constructs and poisonous frogs. Sure, it's fantasy, but you can only suspend disbelief so far
@@datalysjr3339 -you could take the help action as a bonus action. -your help action range was increased to by 5ft -when you used the help action to give an ally advantage on their first attack roll against the target, your help action also now gave advantage to a 2nd allies first attack roll against that same target.
My Ghostwise halfling Way of the Open Fist monk just added another weapon to his already insane arsenal. I wonder what DM's think of this feat. Guess I will soon find out lol.
Crusher on a Half-Orc Champion. Lvl 15, crit on 18-20 (15% roll) with a maul. GWM obviously. Crit damage is 5d6 + Str + 10, re-roll 1-2. If you crit on your first attack against a boss, you can now make your attacks, action surge attacks, and GWM bonus attack with advantage and have a ~27% chance to crit on each. Absolutely savage.
Crusher on anyone with booming blade. That way they get pushed as soon as you hit them and if they are melee enemies they have to either move and take the damage or waste the turn. Also If you take a level in dao genie warlock then any weapon does bludgeoning damage.
@@Ateka9 the idea of this is that you push them out of melee range so they have to move to get back to you, though if you are taking a feat for synergy with booming blade then you could also do spell sniper and use a reach weapon for a similar effect
I really appreciate the Touched magical feats because, like so many of the melee oriented feats, they increase a spellcasting stat by 1 *and* give you a thing.
I think the Initiate feats are underrated. They let you dip a tiny bit into another class without breaking away from your primary class. That may not sound that impressive when taking a level or two in another class gives you more, but consider that when you multiclass you're give up your capstone ability. Sometimes, you can just take an Initiate ability to get what you wanted from that multiclass, and then still get to your capstone. That can be invaluable when your character fully matures.
Its so weird hearing monty use the same arguments for some feats and against other feats. "This is such a good third feat for hand crossbow builds!" "Eh, theres feats i want for two handed builds before this, i guess its a third feat"
Felt the same way. That's how you know it's a first impression though. As these feats get older and the options are explored I'm sure he will have better reasons for everything
Drow - Blader Singer - Fighter Initiate (Blindsight): Now wade into the middle of a bunch of humanoid enemies, cast darkness, and go to town with your magically augmented sword strikes.
Artificer initiate: Gain cure wounds that you can use with your normal spell slots and Intelligence as the casting ability, as a wizard. Now you're an off-healer as a wizard.
Let me just tell you, as long time Divine Sorcerer... Having spells like Cure Wounds on an arcane caster sounds useful on paper, but in reality you have MUCH more important uses of your actions in combat. Sure you can heal out of combat quite well, like if you are having an RP day in town and the fighter stubs his toe, you can heal him, etc. But the thing about healing in combat is due to action economy you usually only cast heals mid-combat in extremely dire situations. Wasting your turn to heal someone for 9 hp (average 1d8+5) isn't going to do all that much when they are getting hit for 20+ damage per round. Now you're thinking: "Oh but I can upcast it! If my wizard casts it at 4th level, it will heal over 20hp!". And while that's true, you know what else you could do with that 3rd or 4th level spell slot? Polymorph them into a huge creature that gives them 150 bonus health as an emergency 'heal'. Or just upcast Hold Person and hard CC everyone attacking them so they are no longer getting the crap beat out of them. That's always going to be a hell of a lot better "healing" than having your wizard casting Cure Wounds. And besides, why are you even worried about healing on your arcane caster? You have better things to do with your limited actions. You are the nuke that your party is counting on to clear the room, and your DM probably balanced the fight around the expectation that you are going to Fireball, Wall of Force, Chain Lighting, etc, and remove half the enemies from the battle in one round. If you spend your turn healing a single person for 20hp, your team is just going to get overrun. You can't heal in one round, what all the enemies are going to hit you with in the same round. A dedicated healer can help stop the bleeding, but they are just buying time for you, as the offensive caster, to kill off a lot of the attackers to help win the fight. Trust me, I've had Cure Wounds on my Sorcerer for going on three years of a weekly campaign, and I use it in battle less than once a year. It's just not a great use of your round in combat, even if you have quickened spell to bonus action cast it.
@@trapical I dont think the argument was for the wizard to suddenly not be a blaster anymore and only cast cure wounds now in combat, it was more about the wizard now suddenly has an emergency (or a few if you use slots) heal for the healer or any other character that goes down that the healer couldn't get to in time. Sure it takes an action but if that person was gonna die otherwise I think its pretty useful, not to mention you can use a familiar to cast it making it ranged for you so you don't have to be right next to the downed person. Also your argument about never using it on your divine soul feels weak because of course you never use cure wounds when healing word is right there instead. This wasn't an argument for someone who already has healing taking this, this was an argument for someone who doesn't have healing to take it in case of emergencies lol. Also before you mention polymorph again, cant polymorph an unconscious creature.
I can totally agree. I was in a campaign where there was only one person that any healing magic. When that guy went down, which happened often due to low AC and HP, the fight got four times as hard. I multiclassed my fighter into cleric just to have that emergency, "Nope he is back up." button. Having a emergency button on a wizard is awesome.
2:30 doesn’t artificer get cure wounds? If nothing else an eldritch knight that has the ability points to spare on feats to get cure to can drop it during an action surge.
I feel like a lot of the feats here didn't go far enough. Honestly, I love that you have so many options that also give you a plus one, but really think about how sacrificing that +1 would make the feat better. Poisoner could have gotten a significant boost because you are literally sacrificing twice as much to get it. Anything from more damage to being able to coat an entire batch of ammo at once. I think they made every feat here a half feat because wizards and other spellcasting classes generally will get fewer feats due to their powerful spells relying on ability scores. Half feats are much easeyer to justify taking while making a character. Though I wish they had more powerful versions of these feats that do take both ability points. That way, you can choose to get a +1 and weaker abilities, or just get a stronger feat and keep the score as is.
Except it would likely unbalance any such feat at lower levels. They most likely set a maximum efficacy of a feat ability, and if they didn't feel it quite justified the ASI on its own, they gave the half ASI. Most feats are at the maximum ability they are going to allow you.
Shadow Touched seems amazing for arcane rogues who want to go invisible and stack inflict wounds with sneak attack! (if you can) I would definitely be super interested in it myself
One important thing you didn't mention about Eldritch Adept. "Whenever you gain a level, you can replace the invocation with another one from the warlock class. " As a Warlock, you're only able to change invocations when you take a level IN WARLOCK, so this opens it up to every character level which makes this pretty interesting for multi-classers who want to change invocations without taking a level in Warlock
@@alanschaub147 well, the large majority of things you'll find about poison are homebrew. Besides the miserably inadequate poisoning mechanics mentioned by rogue/assassin there is little information. This is one of the first official additions to make poison mote practical for use. Sadly as a whole, poison is next to useless late game but incredibly powerful early. It is also widely regarded in a similar fashion to necromancy...kind of evil. And yes, poisoner does remove resistance, but not immune.
One thing to keep in mind about a lot of feats is that they're great ways for DMs to hand out rewards outside of leveling. Giving a list as an option to train in for a period of downtime in a campaign is a way for people to take some of these niche feats (Chef, Poisoner, Actor, any of the various Initiate feats) for a fee provided there's someone willing to train them. Or as a reward from helping some fey or shadow creature (Fey/Shadow touched). Perhaps they've made a deal for an Eldritch Invocation. Or they've found a tome in a treasure hoard that grants Ritual Caster, Skilled, Skill Expert, or Prodigy. Perhaps your party has been in so many bar fights that everyone gets Tavern Brawler.
you guys didn’t really mention this at all, but the bonus attack of PAM deals bludgeon, so you can as a bonus action, push an enemy 5 feet away from you, which if they’re a melee combatant, would have to trigger your reaction to get in range
All of these feats actually make the fighter more valuable. It makes it so that you would actually want to take it more not just for the fighting but for those feats which normally would be ability score improvements which you wouldn't care too much about
I think the key benefit of Artificer Initiate is that it allows a Wizard to pick up Cure Wounds and cast it with their spellslots. That's very powerful.
As a long time Divine Sorcerer, I can assure you having spells like Cure Wounds on an arcane caster sounds useful on paper, but in reality you have MUCH more important uses of your actions in combat. If things in combat are going so badly that you, as the arcane caster, have to stop doing damage and need to go heal, your team is only going to fall further and further behind on the action economy. You're a wizard. You can do literal hundreds of damage with Fireball, or you can Banish or Polymorph enemies to remove them from combat, or you can upcast Hold Person and paralyze everyone attacking all at once, or simply Wall of Force around the enemies to remove them from combat entirely. If you instead run around and cast a single Cure Wounds spell to heal 20hp, rather than doing any of the above and ending the fight entirely, you are just trolling your team. I'm sure there are some super niche cases, like if your Cleric is unconsious and you want to save them, but for those rare emergency scenarios just carry a Healing Potion and use your action to feed it to someone in a crisis. You don't need to waste a feat getting a spell you will never have the time to actually use properly in combat.
The key is that you can cast the spell with your spellslots, from magic innitiate this is not the case for all the spellcasters. SO its an easy way to get acess to absorrb elements without the lvl dip
Shadow Touched was huge for my Necromancer Wizard. As a character built towards amassing an army of undead, all of my 3rd level spell slots and above were dedicated to that. Being able to take the otherwise Cleric exclusive Necromancy spell Inflict Wounds, allows me to freely cast a spell that does 3 D10 damage. It's perfect if enemies get too close, and it doesn't get in the way of my minion control.
Deep gnome -> fighter -> psi warrior -> Squat nimbleness --> telepathic -->defensive duelist: "Mmmm. Enter the battlefield I have. A disturbance in the force I will inflict."
Now give that boi a Sunblade lol
Add the Alert feat so you sense the disturbances in the force too
I would have gone green Grung if my DM allows "One Grung Above" (which they do)...you get some crazy jumping.
Also, try to pick up a Sun Blade :)
@@kaiyamazaki1684 I told my DM I either start with a Sunblade, or I dropped it and that's my personal quest lol.
goblin
A few words for Artificer Initiate: Wizards getting Cure Wounds using their Int.
:O
Not worth a feat. You could take anything else... And carry a potion.
@@lautaromoreno3916 level 9 cure wounds and a non class cantrip? Seems worth a feat to me. Especially given the martial bias most feats seem to have. As a wizard there aren't a huge number of feats you're competing against.
It's definitely better than some people are suggesting, certainly a flavourful pick of nothing else.
@@lautaromoreno3916 the biggest weakness the wizard has is how squishy they are. being able to use one of their many spell slots to heal themself is actually very powerful, particularly considering they wouldn't have to come down to the ground when Flying, or can cast it on themself while in a globe of invulnerability is actually pretty big.
as to carrying a potion, they are basically the only class who wouldn't. most of their gold (should) go to putting spells into their spellbook. the cheapest level 1 spell is roughly on par with a single potion, and their later scrolls and spells cost often magnitudes more.
when you mix in that a free cure wounds is also equal to about a healing potion, but it's every day, it also adds up.
the biggest trade off is not increasing your other stats, but depending on the party comp (which does mean niche), it can really pay off.
リス It’s just ok honestly, not really “worth” a feat. Of course, any feat is “worth” it if you like its flavor for your character, so I can only assume we’re talking about what is “worth” taking over +2’s from a character-optimization perspective. As far as having low competition with other feats goes, I’m not sure about that anymore. The new Telekinetic feat, along with the other Tasha’s half-feats, are actually pretty ridiculous for a Wizard:
- +1 INT so you don’t lose stat progression.
- You get a useful, *resourceless bonus-action* (something that Wizards otherwise lack) that pushes or pulls an enemy using your INT from range. Can be used to disengage by pushing enemies away from you/your allies, move enemies into/through AoE spell effects, push them away from your PAM user so he can set up a reaction attack, etc.
- You get an invisible mage hand with improved range, and it doesn’t require somatic or verbal components. Useful for lots of out of combat stuff.
The other Tasha’s half-feats (Fey Touched, Shadow Touched, Skill Expert) are legitimately pretty great for Wizards as well, because again, you’re gaining nice tools without losing stat progression. Shadow Touched and Skill Expert are the more niche choices, but still nice. The thing is, *Artificer Initiate just pales in comparison to the Artificer 1 dip,* but it’s still a fine and flavorful choice. Certainly not a complete waste, but really not “worth” it. When you consider that Wizards are probably going to pick up Resilient (CON) or War Caster, that means they need their remaining 4 ASI’s (or 3 ASI’s and a half-feat) to max out INT and CON.
_Edit_ : Now what _is_ a _very_ strong new option along the same lines is just starting off with 1 level in Artificer and then going full Wizard.
_Without losing out on spell slot progression,_ the Artificer 1 dip gets you:
- Medium Armor + Shield proficiencies, CON saving throw proficiency (which also frees up a feat)
- 2 extra cantrips (guidance says hi), as well as your INT modifier worth of extra level 1 spells known/prepared (Cure Wounds). So you’re netting 4-6 level 1 spells (3-5 from your INT modifier, 1 from not needing Mage Armor!)
- Magic Tinkering
- 3 tools proficiencies
One thing I noticed about for Telekinetic is that your allies can choose not to resist the effect. Since it's a forced move not using their movement, it doesn't impose an opportunity attack to pull an ally away from multiple enemies. I can see a lot of situations where that would be pretty useful as well. Looking forward to picking this up on my sorcerer!
This also 100% negates every grappler, as long as it moved them out of their reach. Since the grappling rules are scuffed, the grappler gets no save or contest or anything if the grappled target is removed from their range. This feat can give you a 100% guaranteed out of grapples in many cases, and as you say remove them from opportunity attack range, and if you put this on a class with few bonus actions like wizards it's also free.
@@Travus Rules as written maybe, but lets be real every gm ever would make it a contest ^^
@@Travus No DM with any kind of common sense would allow that. This debate about voluntary or involuntary movement is kinda pointless beyond semantics. Unless there are active effects in place that somehow works around different states of mind or will, movement will be movement. If im the dm i would still rule it that you cant just remove the grapple by just yeeting someone away, because it wouldn't make sense. Same goes for opportunity attacks. Combat in dnd is dealt with in rounds, but there is no time stop in place that would deny opportunity attacks, just because someone doesnt use his own movement. Otherwise you could just as well physically shove the person away and have that remove grapple and opportunity attacks. And if we would go down that road, i would make damn sure that my evil dudes would shove each other through every prismatic wall your wizard would cast, because involuntary movement wouldn't trigger any of the 7 layers of effects :)
@@faselfasel2864 Realism is fun when magic is around, init? let's yeeet the enemy out of the four martial character and trigger every single opportunity attacks, rogues sneak attack your heart out!
@@faselfasel2864 If Involuntary Movement _does_ trigger an Opportunity Attack, then you've opened the tactic of using Telekinetic's Bonus Action Shove on the Foe to trigger Opportunity Attacks on your own Turn, which can get particularly nasty if the shove moved the target out of reach of multiple party members who get a turn before the Foe does.
Tempest Cleric: "I'm taking Metamagic Adept with Transmute Spell."
DM: "You know you only get two Sorcery Points for this, right?"
Tempest Cleric, eyes glowing red: "Two is all I need!" Makes Fireballs into Thunderballs and makes them do max damage two turns in a row.
I have a bard scorcerer(devine soul) who has transmute spell. Well now my shatter is also a fireball. It is also a lightning ball. Let me tell you environment is always favourable to me
Inflict Wounds is a great one, there's no save so you can guarantee max damage, by level 2 you can do 30 damage, an insta kill on almost anything you hit
By 6th level you're doing 50 lightning/thunder damage twice a long rest
IIRC, fireball isn't on the cleric spell list though, and tempest clerics don't have it on their expanded spell list?
@@TheRealMuckluck you could always multiclass in sorcerer, you only need two levels of tempest for a one off big time amount of damage
In fact at high levels meteor swarm does 120 lightning/thunder damage + 20d6 bludgeoning
@@LaneyStudios5 Good point. Since it comes back on a short rest, you still get to use it fairly often.
Shame you can't transmute necrotic damage, or Circle of Death with that huge AoE would have been siiiick.
Monty on Chef: "I think this feat is BAD." Nerd Immersion guy on Chef: "This is a FANTASTIC feat." I'm glad I turned to the internet for help.
it's poop
I love it for its flavor
@@AngelCanseco1 I agree with the flavor. But it makes most sense if you want the +1 ability score increase to raise you ability to an even number to increase attack bonuses, spell, DCs, etc. If the +1 isn't helpful and the HP + flavor is what appeals to you, and your Charisma is already 13 or higher, you could take inspiring leader and tell your DM you would like to flavor it as inspirational meals. Then you probably are helping your party more. I guess there are a few conditionals in the statement, but it might be a better path for some to pursue.
This is a feat you as your DM if you can just have after a timeskip, it's fun for flavour but you're not breaking the game getting it for free
Different people with different opinions, gasp. One doesn’t like the mechanics while the other digs the flavor.
Slasher: When wearing a hockey mask, can detect teenagers having sex within a five mile radius. During a surprise round, any hit immediately kills teenage targets still in the middle of the act.
epic
You forgot: "your stealth checks automatically succeed while the creature you are attempting to remain hidden from is having sex."
Che Che Che Ha Ha Ha
You also get misty step as a bonus action. How else does he get ahead of people or catch up to them so fast when they are running and he just walks lol
Either that or tree stride at will.
Kelly's comment "I don't want to DM for you." Is what my players say about all of my builds. I know the feels Monty.
Monty: I want to make a character with *insert crazy build here*
Kelly: I dont want to DM for you
Feels bad man
It’s okay, at the end of the day I vastly prefer DMing :)
@@DungeonDudes It does seem that DMing is a good fit for you, you can make lots of villains with all these crazy specialized character ideas!
@@chrislee8151 oh no. Those poor players
@@DungeonDudes
Yeah me too.
But when I actually plan to make a character it is mostly just stuff that pops into my head
I want to use point buy and put everything in constitution and then start levelling intelligence and make a sentient brick, mainly just being silly.
@@DungeonDudes I too, prefer domming an- OH! You Dungeon Master. Nevermind then.
As a DM I find feats are a great way to reward characters without giving a magic item.
I really like this idea, as long as your careful with the feats you give unless you don't mind the OP character builds (which I usually am cool with running games for)
As a player please don't give me feats, throw this rubbish book in the bin and give me something I will value.
I received the Tough Feat as a "reward" for making a deal with a demon-thing my barbarian has contained within his body/mind/soul(?)
@@dr.lexwinter8604 Alot of other players, including myself enjoy feats. They're optional rules, if you don't want them as a reward just talk to your DM.
I normally do that as a DM, but only if they make sense in character. A player who trained with someone in their free time with great weapons for a few times might earn great weapons master (rough example)
Artificer Initiate: I get Thieves’ Tools!
Chef: Flavorful!
Crusher: Staggeringly good!
Eldritch Adept: Invoking goodness for tricksters of all stripes.
Fey Touched: I'm touched they made Misty Step this easy to get.
Fighting Initiate: Stylish, but not always practical.
Gunner: *Big shooting noises*
Metamagic Adept: More! Give me more! Give Me More!
Piercer: Goes right through you.
Poisoner: Bad aftertaste.
Shadow Touched: Invisibility? Never seen it.
Skill Expert: Surprisingly mediocre for an expert.
Slasher: *Horror movie music*
Telekinetic: Reach out and touch me!
Telepathic: I just do what the voice tells me to.
Sorry, but Thieves' tools (just like Navigator's tools) aren't Artisan's tools... (PHB p154)
@@Firgart I noticed that later. Not nearly as fun.
Yeah.. I think (as a DM and player) it's really annoying how hard it is for a group to get Thieves' tools prof. without a Rogue, while most traps and locks in released adventures specifically ask for that proficiency.
@@Firgart Especially since Artificers explicitly get Thieves’ Tools proficiency, but the Initiate doesn’t.
Well, there’s always backgrounds.
The longer 5e goes on, the more I find myself wishing feats weren't tied to ASIs and were just a little more frequent. They're balanced as-is, but I want MORE 😭
I’m currently playing in a crazy game where the GM has us pick a feat with every ASI. It’s a little ridiculous, and we’re crazy overpowered. Of course, everything is balanced to match so we’re going to die. It really enhances the ‘grand swashbuckling adventurers’ tone
@@blainewheaton9679 I love goofy stuff like that. I'm currently running a similar kind of intentionally broken 3.5 game, and it's a lot of fun to see my 3rd level party going toe to toe with CR 6-10 encounters.
Yeah, the pick between feats and an ASI is a pretty hard choice, which is why I like it. On the other hand, I do give all of my players a free feat at the start of the campaign, which would let Variant Humans take two Feats... If any of my players played one. Oh well.
I would think you could give a feat at levels where you don't get anything, no ASI or class feature.
@@duartecruz5635 I like that houserule a lot.
"I'll pay you one feat to stop multiclassing and piss off." - WotC, probably, while writing half these feats
WOTC lost the plot a long time ago. They're no longer fit for purpose.
I'm going to need a darkvision 300 feet for this to happen.
I hate WotC pushing multiclassing aside :c
It's creates so many more possible character options, and enables far more potential themes. It's my biggest gripe coming from pathfinder and looking at 5e, and the reason I still play PF more. (pf1e)
How about I Multi-class anyway?
@@Night_Hawk_475 eh WotC probably just doesn't want it to be like 3.5 again, where it was easy to actually hurt yourself if you multied too much, I do miss it myself for the prestige classes though. The advantage is how much flavor and unique things you can do, but the downfall is the issues with balancing, it is much harder to balance when you are allowed to just do whatever. 5e is honestly a huge improvement on 3.5 in terms of balance, but I do sometimes miss some of the old stuff, and for that you can homebrew it back in honestly, it isn't terribly hard to convert to 5e form 3.5, just be careful what you let in.
I still like to multi up to 3 levels at times just for the flavor of it, sometimes you can do some nice combos, for instance Bladesinger and barbarian lv 1, gives you unarmored defense plus while bladsinging it also adds int to AC, so AC = Con + Int+ Dex plus it lends itself nicely to using weapons that can also use Dex instead of Str so you don't have to literally focus everything but Cha and boom, a very tanky mage class who doesn't slouch in melee, toss in some spells like magic weapon and you can have some fun dance fighting.
For a second I thought you were crazy when you said that Telekinetic is a must have, but then you mentioned it was a bonus action and holy shit that makes such a huge difference for this feat.
I'd give chef niche. You have 8 hours to eat the treats so you just use them to refresh temp hp that you lost throughout the adventuring day. Also the stat increase is pretty okay. Also any Short rest buff is nice.
The real question I'd ask is; Do you need a +1 to charisma or wisdom?
No? Then you don't really want to take chef because it doesn't provide much as a standalone.
Yes? Then there are a myriad other options which do like 3x as much as chef does for the exact same cost, it feels kinda redundant.
Telepathic, telekinetic, shadow / fey touched, observant, skill expert, resilient - all better options than chef.
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My Kobold Grave Cleric got the Chef feat the other day! I was so excited when I found out about the feat coming out because she was already the party's cook! Flavorful, and it got me that last point to go from 19->20 wisdom. ..And my group is calling the bonus hp snacks death snax. Sure, it's not the best, but I'm more about flavor than being super stronk. I for one am happy for Chef.
Fey Touched can be pretty invaluable if you are a Warlock, since you wouldn’t have to waste one of your precious spell slots once per day to use misty step or hex, which lets those spells maintain their viability on higher levels.
correction, once per hour. warlock spell slots restore on a short rest
@@khaaneph7311 While this is true, I meant that once per day you wouldn’t have to waste a Warlock spell in order to use the feat spell, since you can only use the feats spells once per long rest each
@@jamilortiz1 oh
Fey touched is also great for bard because you can take Misty step now without secrets and you can take something like bane or hex or bless which you normally don’t get because they’re level 1 spells. I would say it’s better than telekinetic because you do use your bonus action as bard quite often.
This here is a big thing for Warlocks. Any feat that can let you cast a good utility or defensive spell without using a spell slot is great, entirely due to your low amount of them. I wanna save a spell slot for when I am ready to deal damage with something other than Eldritch Blast, not just so I can get a few feet away from a guy.
I love the way how Monty discusses about something, and then, Kelly represents all of us saying:
"True, true, true."
Arcane Trickster with Mask of Many Faces, now you're basically Loki.
Abjuration wizard with armor of shadows was my initial thought
@@Kolohe_Senpai that is a good build, but it's no Loki, the real Loki, not the Marvel knockoff. The real Loki polymorphed into a female horse and got frisky with a stallion, gave birth to Odin's 8 legged horse. He also fathered Hel the ruler of Hell, Fenrir the wolf of Ragnarok, and the Jormundgarr worm. Loki the trickster god.
Illusion wizard with Mask of Many Faces and the Silent Image at will one.
Marvel's Loki perhaps myth Loki is more about Poymorphing.
THATS EXACTKY WHAT I THOUGHT
Technically, a Swarm Ranger / Dao Genie Warlock with a slashing weapon could use all 3 damage type feats. At once. With every attack.
Only 1 attack per turn, though. The Swarmkeeper and Genie Warlock stuff is only once per turn that they add that damage.
That said: For that single attack per turn, they could indeed benefit from all 3 of the weapon damage feats. Which is pretty neat.
@@DragonKnightJin ... this is exactly the type of stupid build I want to play in a one shot
Thats a great fucking idea
While I perfectly understand your ruling on the Chef feat, I was hype to see it implemented for my Bugbear chef named Gourm, So that he could truly be the Gourm-and I intended him to be
His name is Gourm....? Ayyyy
Beware the lizardfolk with the chef feat...
Dudes, as a wizard, E.K, A.T, when you take artificer initiate you can get access to cure wounds and faerie fire how could you forget that
It also let's you use the tool as a spell casting focus for int based spells. Which is big for Eldritch Knights and Arcane Tricksters. Also GUIDANCE
So two subclasses would find a good use for it. Thus niche. Which is exactly what they gave it.
@@lordhawkeye Combined with bad mouthing it (and saying it was bad ranked, before on screen giving it niche) and discouraging people from taking it, unlike every other feat they gave niche where they bother to tell you what the value is in taking it.
@@fortello7219 I don't think getting access to those spells as a wizard is worth a feat.
In general I find Magic initiate has more potential. An extra cantrip goes a long way.
Telepathic for Circle of the Moon druids is incredible.
Yes. A must have.
I went Halfling ghostwise circle of the moon and it was hella useful to comunicate while shaped
@@BODELTOTE I had a wood elf CotM druid who took ritual caster (wizard) for find familiar, then chose a raven, who has mimicry. It's soooo much less convenient than telepathy :)
@@fessics I'm playing a Great Old One Warlock and I'm offended that one feat is better than my whole 1st-level shtick.
@@kogarashi_kaito it's not better? Awakened Mind works with all languages, Telepathic has to match languages both ways.
Metamagic: take extended spell > play a cleric > cast upcast aid and death ward every single night > you now have free aid and death wards for the next day. This feat is insane for clerics.
As a Divine Sorcerer, I'm ashamed I've never thought of that use of extended spell before. Props for the idea!
That's not free though. People often phrase it like that, but the only time that is actually free is at the end of downtime. Otherwise you are saving up the same two slots to use at the end of the day, instead of casting them at the beginning of the day. End result is the same in terms of slots used. Of course if you're campaign involves adventuring for 1 day and then having a day off right after then sure, go nuts, but I would argue most adventuring takes place over the course of many days/weeks.
@@Kipex if you need the slots the next day, you use them. How often are you using every single 2nd level slot and above before you take a long rest?
@@mikeclementecard Depends on the tier of play and how many encounters the DM is throwing our way, but quite often especially for lvl4+. All I'm saying is that outside of downtime your idea requires carrying spell slots around, which could have been used to cast the spells normally without a feat. Now, the feat gives you a second metamagic option so you might pick something like subtle as well, but two sorcery points is rough. I just think there are many far more useful feats. As a sorcerer (divine or not) I would love to find a reasonably competitive use for extended spell, but it's just painfully bad.
Exactly what my divine soul drow sorcereress is doing every day before going to sleep... and she just sleeps 4 hours, with 12 hours left of pure goodness....
23:59 I can't help but feel you tacked the Clockwork Soul on the end of that just to throw people off you describing a Psion.
17:55 you can get Invisibility & Disguise Self, that’s an awesome combo for every Sneaky and stealthy character. Also you could now play an Assassin Rogue and get those earlier than Arcane Trickster
Fey touched on a warlock. Take hex.
Why? Spells known. Plus misty step and hex are both super useful
You are basically doubling your spell slots
And adding 2 spells to your “spells know “ list.
I think the feat is amazing.
So much this. My Swarmkeeper Ranger took Hunter's Mark for the free cast plus freely knowing the spell. Rangers get so few spells in the first place, any little bit helps.
I think you're right this is really good for warlock. Probably a must have especially since hex doesn't scale well with levels so if you're going full warlock you'll fully drop hex
@@chrisvelo2595 It scales okay with slots if you can keep concentration(which as a warlock you should aleady be focusing heavily on) because upcasted hex lasts the entire dungeon or the entire day. But I definitely agree its nice to have the non-upcasted version for singular big fights where the duration is wasted.
@@j.a.6310 Yeah but I just look at higher level spells you can cast and would prefer to use my concentration for them. That being said after those two-three spells are used then hex is always good
I'm surprised you didn't mention Eldritch Adept (Armor of Shadows) for an Abjuration Wizard as a way to recharge the Arcane Ward for free
Dang, that's a hecking good combo right there!
Holy shit that’s really good-
Unfortunately, the way I'm reading it, each casting of Mage Armor would only heal the ward for 2 hit points, not two plus twice your wizard level. Now, you could still have a fully charged ward at the start of every encounter, but it isn't quite as game breaking as on first thought.
@@nonsenseking That's still pretty strong though, making sure your Ward is topped up each fight gives you quite a bit more effective HP.
@@nonsenseking of course you wouldn't cast it in the middle of a fight - that would be poor action economy. But you would start every fight fresh because it would only take about 2 minutes or less to recharge (depending on the total). Normally the shield only recharges by burning spells or taking a long rest. Considering it can also be projected to party members, that seems like a solid feat for that subclass. Eventually at Wizard 18 you can do the same thing with Spell Mastery but it's almost like having a 3rd Spell Mastery for utility at an early level
Guys! Thank you so much for getting to the new book so quickly. Your thoughts are always so helpful.
Agreed, I was worried I was going to have to wait awhile to hear other’s opinions but they’re awesome and already got multiple videos out about it!!!
These new feats make playing a Fighter soooooooo much more enticing. I can really see being a hardened battle master being even more ridiculous with all these extra toys they get in lieu of those ASIs that they get a ton of.
I do something similar to chef in my game. One of the party members loves to cook for the group, so I let him do a cooks utensil roll after each rest and based on the result, give the party temp HP or some other benefit for the day. I don't really have a hard set system for it I generally just wing it, but I like working ways to make more tools useful in gameplay as well as RP.
This is such a cool idea especially if the player plays into it and begins asking for somewhat more rare cooking reagents. They bought extra-hot spices in town before journeying out into the frozen wastes? Thematic spicy food that staves off exhaustion from arctic travel!
Chef on a magical chef tools that doesn’t require attunement
Intelligent chef tools that constantly swear at you
@@MrSteveK1138 WHAT ARE YOU? WHAT ARE YOU?
@@Hazel-xl8in an idiot sandwich
Did you guys just put Gordon Ramsay as a chef set?
@@draxthemsklonst Yes *attacks undercooked chicken as it springs to life and runs away *
"Tools don't have enough value in DnD" I'm just thinking how I practically always pick tool prificiencies for roleplay reasons. I'm also not gonna stop, ever.
I always pick tool proficiencies too, and I never use them
@@thebrutusmars I'd recommend checking the Xanathar rules for toolkit components and possible things you can do with them. Also thinking creatively with the given resources.
Again though, I mainly pick them because it fits the character and has fun avenues for roleplay.
@@illoney5663
I haven’t been a player in a campaign in a while anyway so there isn’t much I can do but thank you!
Tools are like side quest hooks for pc arcs. Pc have something to do on downtime and it leads to...
This vid gave me an idea: maybe you could homebrew-rule it so that you gain some of the weaker feats for free with a tool proficiency. Chef for Cooks Utensils, Artificer Initiate for Tinker's tools, Poisoner with the Poisoner's kit, Keen Mind with Cartographers Tools. Maybe Artificer Initiate could work for every Tool Proficiency, since Artificers can cast their spells from any tools. I wouldn't give anything to Thieves Tools and Disguise Kits, since they are already pretty strong. Also you would have to make Languages really important in that campaign, since otherwise everybody would get 2 Tools with their background just to exploit that.
Edit: On second thought, maybe this isn't such a good idea, since it would take away from the flavour/roleplaying element of tools, if everyone just went after them for the feats
Intersting option someone mentioned for the Metamagic Initiate
Tempest cleric allowing you to use Transmuted spell to switch damage type to lightning/thunder and use channel divinity for max damage
OHHOHOHO
MERRY CHRISTMAS!!!!
Especially Inflict Wounds- even at low levels you're dealing 30-40 damage with this setup, and at higher levels you're easily dealing 70+. Brilliant.
@@Alex-mp8dp Can't do it with Inflict Wounds - that's necrotic damage, not acid/cold/fire/lightning/poison/thunder.
@@zorak9379 :( this makes me very sad, but to be fair it'd be a _bit broken_ if that worked.
Chef could actually be one the strongest feat in the game for an artificer. Artificers can make a chest of preserving, which should allow them to stockpile treats indefinitely. That would lock up one of your valuable infusions however
Not to mention you're now lugging along a 25lb chest that's not exactly small, either.
@@DragonKnightJin put it in the Bag of Holding.
@@DragonKnightJin Tenser's Floating Disk. Also, screw adventuring, I'd run a taco truck with that combo.
@@Halinspark TFD only lasts an hour, so you better have 24 spare 1st lvl slots, or be prepared to spend 16.6% of your time ritual casting it. (I'm aware you wouldn't need it 24/7, this reply is tongue-in-cheek :o) )
I can listen to Monty say "bump" after various situations...for like an hour lmao
Telekinetic can also help you save allies, since you forcefully move people that means you can get an ally away from melee range without them provoking opportunity attacks or having to take the disengage action, rip Fjord.
Why "rip Fjord"?
Or when the Barbarian runs into Fireball range...
Well the DM may decide that opportunity attack can still happen
@@anindyaambuj If DM don't want to follow the rules, which say that you do provoke opportunity attack, if you move via your movement speed, so no attacks if you're thrown, falling, shoved etc. but jumping by yourself still uses your movement
@@LucasSchons I assume it's a reference to Critical Role
Piercer feat dual weild war-picks, lets go my dwarven brothers to arms
*DIGGY DIGGY HOLE*
@@chairflipper4313 omg lol
@@chairflipper4313 there's even more gold inside the dragon ;)
It's not Dwarven. It is Draaaven.
I was building a character like this except it was with dual wield Morningstars instead. Seems fun
From my time playing as an Arcane Trickster, Mage Hand quickly became one of my favourite cantrips, and let me say I was unbelievably happy to see a new feat that gave an invisible mage hand that I could potentially use with any class.
Honestly what I love the most about these feats as a whole is that they allow you to get some important features from other classes without multi-classing.
Shadow touched with inflict wounds can be really nice on a warlock, especially pact of the chain. Both spells are touch range, so they can be cast through a familiar, and both scale with slot level.
I was gonna play a variant human undead pact warlock and take fey touched until I read the shadow touched spell list just in case and saw inflict wounds
I already planned on playing a bit of a tankier melee warlock, but take crossbow expert and cast some touch spells and battlefield control spells if I need them and that spell is just too perfect. So much damage, and the one hard part is it’s a spell in melee range but like I’m already there so why not? The only reason I wouldn’t take it is if I decide that being able to cast hex once a day for free is better than a butt load of damage (tbh if there’s a paladin or a cleric that takes inflict wounds I might take fey touched) plus decide the utility of misty step is better than invisibility, which I never would because if I really want misty step I’ll just take it.
Crusher works really well with Booming Blade. Yes, forced movement doesn't trigger it, but if it's a melee enemy, it has to walk back to you in order to hit you.
Also, Fighting Initiate with the new unarmed fighting style might be a must have for monks, since it boosts their damage way earlier than normal, and once your martial arts die gets to a d8, you can just change your fighting style to something else.
Good point about increasing monk damage. Honestly monks need the boost
I gave my party's monk a magic club, she then immediately took fighting initiate: duelist so she didn't lose any damage from using a club over a quarterstaff
I really dislike the Unarmed Fighter style for this exact reason. It's made it so Fighters can get an unarmed strike that's as powerful as a level 11 Monk's at level 1! At this point if you want a tactical unarmed character, go Battle Master Fighter and dip 1 level into Monk. You still get 1d8+DEX punch and a BA unarmed strike, but now you also get all the versatility and fun of Battle Master to enhance it!
When I first say these feats I realized that I liked them all. Of course some of them are statistically worse than the others, but wow they are cool.
Fuck telepathic. All my homies hate telepathic. Telekinetic though ;)
@@dim-flower what's wrong with telepathic?
@@wanderingshade8383 it’s just a bad telepathy option IMO. Niche to a high degree. Take telekinesis 10x more than telepathic
@@dim-flower Oh totally, take Kinesis more than pathy any day of the week, but why is it a bad option? there's not many ways to GET telepathy so they're all cool. And this is better than Goolock so...
Skill expert: Expertise in Athletics. Nice.
That's sick. I love it.
i got fey touched with bless and that misty step and bless saved the party multiple times. 10/10, so glad i picked it
Be a Monk, take fighting initiate, take unarmed fighting, get an amped up unarmed strike early that you can trade out when your die gets to a 1d6 or 1d8
Great video! For Fighting Initiate, my initial thought was giving a Bladesinging Wizard a fighting style (most likely duelist) could be really interesting.
i thought of a war or tempest cleric picking up great weapon fighting
I like shoving GWF or Duelist on a Barbarian, or to really have fun, stack it on a Paladin, Ranger, Fighter, or Blood Hunter to get an additional fighting style. Something like a Battlemaster with both Defense and the fighting style that grants additional maneuvers. Or god forbid a Champion with Defense, Dueling, and Tunnel Fighter using a spear and shield. Grab PAM and Sentinel and watch the DM cry. Taking Defense with this and Blessed Warrior as your actual Paladin style to get access to cantrips and still have the defensive buff. Lots of fun options. Is it necessarily a good way to do it? No. But it can be really fun to use in a one shot (used that 3 style champion in a one shot when the feat was first released in UA. It was frankly hilarious.)
Fighter Initiate for the plus 2 to archery for my Rogue sounds pretty darn fantastic
That crusher feat looks really good for some tables, especially the ones where the DM likes to run big monsters. Crit once and everybody gets advantage against that monster until the end of your next turn. Put that on an ancestral guardian barbarian and the whole party gets to feel like they’re pseudo-barbarians getting resistance and advantage.
Fighter throwing a spear, then: "Get over here!" (Telekinetic)
"Get over here" actually IS the verbal component when my EK casts Lightning Lure. Lv7 + War Caster feat, so I still get an attack afterwards. Good fun when I'm 10 feet short of getting close to the enemy.
Wouldn't Thorn Whip do the trick?
We actually decided to start everyone off with an extra feat to begin with, mostly so that everyone can have a "free" feat to add flavour to your character. The chef feat was immedeatly taken by my ranger who wanted to play a more maternal character. He loves it. :)
Hey, Dungeon Dudes. Could you guys make a Guide for the Echo Knight, including tackling a lot of people's misconceptions about how it works and how it doesn't?
Do other DMs not give feats to characters that work toward it? Like, if my characters interacted with the fey regularly, I'd give them fey touched if they want it.
You’re just a more realistic DM
@@saintpoli6800 like, i talk with my players about feats before hand, because a fighter shouldn't be getting Eldritch invocations without making a Pact to get them (obviously, the Pact isn't gonna be enough to warrant a warlock dip)
They do not.
@@Chasemuss
It’s best to talk to your players and work with them on stuff that they want... I’ve always preferred to have a reason for let’s say taking a pact with a powerful entity, add in that RP and development of backstory.
@@saintpoli6800 absolutely. If my rogue wants to take the new Eldritch feat, they're making a minor contract to get it. It doesn't just appear.
6:11.
Stacked that with elven accuracy. My monk hasn't lost in combat ever since.
Dip 3 in fighter for Action Surge and Champion (crits on 19)
For artficer initiate, your wizard can get cure wounds in case u dont have a healer, and for fighting initiate think of unarmed fighting and now the first 11 levels of monk are even worst than before.
Came here to comment this lol
Lol, yeah. I came here to make this comment. It's a way to get int based cure wounds on a wizard.
Yeah, I had the same thoughts with Artificer Initiate. A wizard can get the Guidance cantrip and Cure Wounds. The benefit it has over Magic Initiate (Cleric) is that while you get one fewer cantrip, you can both apply your INT modifier to those heals and you can cast Cure Wounds more than once per day, which is significant. You also have the option to upcast it. So yeah, still pretty niche, but that's enough of a change from Magic Initiate to warrant conversation.
But you could also play as a monk with fighting initiate to start out with the high damage unarmed
Damn. I wish Monks were good lol.
Metamagic Adept is definitely my favorite, because I'm playing a sorcerer and we're up to level 12, so I now have five metamagics to play around with. I especially wanted to take it when I saw the Transmuted Spell metamagic, which I expect will be quite useful. If you're focusing on damage spells like I am, being a master of the elements is excellent.
For Metamagic adept, take extend on a cleric. Your long duration buffs can now be cast at end of day and last through most of the following.
Shadow touched - cause fear, disguise self, silent image - selections you overlooked. I agree not quite as strictly powerful maybe, but not totally bad either.
This hits on something I already felt about the invisibility spell part. IMO a big strength of spells like invisibility and disguise self is there low level, meaning you can use them super freely during exploration, intrigue and right before entering a hostile area etc. 1 disguise self for the entire day doesn't feel that good to me. Same with 1 invisibility. Just my opinion though and I know a lot of people do far fewer encounters per day so maybe it doesn't come up at all for them.
Also Ray of Sickness. Inflicting Poisoned is really good.
yeah. also they dont seem to be taking into account that the feat helps with short rest healing (add 1d8 if any Hit Die are rolled). the other thing this does is help players get into a RP mindset during short rests. many times my players just say "im short resting" then roll hit dice. now i can say "do you want to cook your treats and your special meal?"
“Shove them into your...exactly! Prismatic wall! Boom!” lmao
My group did similar last week. Cast wall above the weaken and used reverse gravity on it.
Put telekinetic on an arcane trickster. 60 ft pick pocket/thieves tools
Arcane tricksters already have an invisible mage hand
Legerdemain gives them that as a bonus action at level 3. Its their defining feature besides casting in general.
The Dungeon Dudes didn't mention that Telekinetic increases the range of Mage Hand by 30 feet if you already know it from another source.
Also its important to mention: Casting mage hand with this feat require no components at all. So... you cast invisible mage hand with just your own thought, no blabering arcane words, no waving hand. None can ever notice you cast it if they can't see invisible things, and you can do things with this. Roleplay options are awesome too, just mess with others making items fly around house, poke them on back of their head? You can almost everything.
(Character is in a bar, casually sipping a beer)
Me: I'm going to pick that guy's pocket
DM: the guy at the bar?
Me: the guy at the other bar
DM: what other bar? there's only one bar?
Me: the bar in the bar across the street
DM: (counts quickly) that's 50 feet away!
Me: cool, I got 10 feet to spare. Let's see what he's got...
(profit)
metamagic adept as a cleric sounds really exciting considering so many spells are full actions and quicken spell could probably let me attack and still heal someone in the same round
I really think that the chef feat is a combination of inspiring leader and song of rest. Also with this you can gain some temporary hit points between short rest.
After the temp HP from Inspiring Leader have been depleted, but you don't have a chance to take a short rest and replenish them, for instance.
The definition of "niche", but still nice.
Also, the d8 from Chef and the die from Song of Rest stack together. Plus cooking with Cook's Utensils during a short rest provides +1 hp restored per hit die spent during that short rest with the same 'restriction' as the Chef feat's d8 bulletpoint. Which is also nice.
Metamagic adept is also a must have to bards, solely for subtle spell. If a bard is the face of the party and wants to cast a charming spell without being caught, he doesn’t have to multiclass into sorcerer. Heck, I’m thinking of taking it for my arcane trickster rogue for that very reason!
I'm playing a barbarian in a campaign were we were allowed to take a feat from the start, as we are only 3 players. Naturally, I took Great Weapon Master, which means I am perfectly free to take Slasher, and that is exactly what I will.
Would you eat treats prepared by the Lizardfolk Spore Druid in the party? 🍄
you mean magic mushrooms?
Yes.
There's a rule with lizardfolk and drow food: you don't ask what's in it, you just eat
strange mushrooms offered to me by a friend in the party? you better believe i would
Fighting Initiate is amazing for a low level variant human monk. Take Unarmed Fighting style with it and your unarmed strikes can immediately deal a d8 of damage at level 1. Since you can change the fighting style at every ability score increase just shunt it for a different fighting style once you outgrow it.
Probably blind fighting.
@@timothybelleci3554 Especially if Shadow Monk. Don't need to worry about blinding myself or needing darkvision if I can just get within 10 feet of them.
I’d argue that if you’re a 1st level Wizard who’s taking a feat (variant human) Shadow Touched is the best feat for an offensive minded Wizard. Here’s why: Inflict Wounds deals more damage (3d10) than any other 1st level spell attack. BUT it’s on the Cleric list. So whenever anyone who isn’t a Cleric takes Inflict Wounds, eg, from a feat like Magic Initiate, Cleric, you’re forced to use WIS as your modifier. BUT, if you take Shadow Touched and choose to boost your INT, then INT is the modifier for the spell attack.
My wizard has an odd int score that I'll need to bump up and telekinetic sounds perfect. Before that I didn't really like any of the options.
Metamagic adept turns a 2 level Sorc dip into a 3 level Sorc dip while letting you use the level for something more functional.
Except you only get the feat at level 4 unless you're varient human
@@meme0taker87 that's true, but instead of taking that 3rd Sorc level you can take your 4th X level, is the example I was going for
Some multiclass types "waste" 3 levels in sorcerer only for metamagic; u can take this feat and just level your warlock or paladin for example as normal
@@MrEvans1 If you try sorcadin or whatever with metamagic adept you can only quicken or twin a max of twice a day maybe only once.
@@MrEvans1 taking 2 levels and the feat instead of 3 levels will leave you with more points plus the 1st level features, which can be very useful now that there's so many to choose from. Also you get don't of magic to convert for spell slots
Optional house rule: All PCs get a bonus feat at level one and an additional one at level ten.
My DM does the bonus feat to start, but I like the additional one as well.
The hell with it, the GM has all the arsenal of the core books and the rules at his disposal, he has all the power and options, the players don't. Let them have fun, give them power and options and adjust accordingly. It's fair
Yeah I give my players a feat at level 1 since it makes for a more fun character, since a lot of PCs never get a chance to take a feat.
@@lukeclassen3325 How WoTC has determined how/when characters get feats and ASIs is one of my biggest gripes with 5e. Getting a free feat at the beginning of the campaign is a great way to get around that and to provide a better starting point for the players.
In Theros everybody starts off with a supernatural gift listed in the book or an extra feat to represent how epic and heroic the PCs are.
Fighting initiate makes dual weapon fighting one feat away so finally dual wielding is a viable method of combat
Our DM gave us a custom magic item that gives you one feat of your choice. It was so fun to sit around trying to pick one.
If the poisoner feat dropped immunity to resistance, and then resistance gone would have been niche still, but would have been more beneficial for those who are using poison innately
Making immunity into resistance and resistance into normal damage would definitely improve it.
I think granting the ability to make an elemental infusion of acid, fire, poison, or necrotic damage that ignored resistance would sidestep a lot of the immunity problems. Have a Utility Belt of damage types!
Rinings: Pretty much my thoughts exactly.
The problem with turning immunity into resistance is that most of the time it doesn't make sense to have them take any poison damage at all, with that you could poison walls, constructs and poisonous frogs. Sure, it's fantasy, but you can only suspend disbelief so far
@@kearbillings5719 but now you end up with a trap for newer players who think this sounds amazing, only to have it just be so meh
I’m sad they completely got rid of the tandem tactician feat. Didn’t even tweak it, just got rid of it.
I know your pain
Well, this one was completely broken. But I wanted that too hahah
What did it do exactly?
@@datalysjr3339
-you could take the help action as a bonus action.
-your help action range was increased to by 5ft
-when you used the help action to give an ally advantage on their first attack roll against the target, your help action also now gave advantage to a 2nd allies first attack roll against that same target.
@@binolombardi Damn sounds busted, no wonder they got rid of it, though how would you tweak it?
Crusher on an elven monk with Elven accuracy?
Not sure that I wouldn't abuse it
My Ghostwise halfling Way of the Open Fist monk just added another weapon to his already insane arsenal. I wonder what DM's think of this feat. Guess I will soon find out lol.
Crusher on a Half-Orc Champion. Lvl 15, crit on 18-20 (15% roll) with a maul. GWM obviously. Crit damage is 5d6 + Str + 10, re-roll 1-2. If you crit on your first attack against a boss, you can now make your attacks, action surge attacks, and GWM bonus attack with advantage and have a ~27% chance to crit on each. Absolutely savage.
Crusher on anyone with booming blade. That way they get pushed as soon as you hit them and if they are melee enemies they have to either move and take the damage or waste the turn. Also If you take a level in dao genie warlock then any weapon does bludgeoning damage.
@@andrewmcmillan229 Booming Blade never triggers with forced movement though ;)
@@Ateka9 the idea of this is that you push them out of melee range so they have to move to get back to you, though if you are taking a feat for synergy with booming blade then you could also do spell sniper and use a reach weapon for a similar effect
I really appreciate the Touched magical feats because, like so many of the melee oriented feats, they increase a spellcasting stat by 1 *and* give you a thing.
I think the Initiate feats are underrated. They let you dip a tiny bit into another class without breaking away from your primary class. That may not sound that impressive when taking a level or two in another class gives you more, but consider that when you multiclass you're give up your capstone ability. Sometimes, you can just take an Initiate ability to get what you wanted from that multiclass, and then still get to your capstone. That can be invaluable when your character fully matures.
a quickened polymorph giant ape still being able to use their action after morphing is def worth it once a day in a oh shit situation.
Its so weird hearing monty use the same arguments for some feats and against other feats. "This is such a good third feat for hand crossbow builds!" "Eh, theres feats i want for two handed builds before this, i guess its a third feat"
Felt the same way. That's how you know it's a first impression though. As these feats get older and the options are explored I'm sure he will have better reasons for everything
If you are a monk you can get unarmed fighting still and start of with a d8 to begin with
That is a must have for monks
Yea. If you are in a low level campaign where monks never get above a d8, this is literally the best thing for them. Its ridiculous
Drow - Blader Singer - Fighter Initiate (Blindsight): Now wade into the middle of a bunch of humanoid enemies, cast darkness, and go to town with your magically augmented sword strikes.
A cooking feat is AWESOME! I could get so much RP out of this and the opportunity to craft various meals in a fantasy setting is a game changer.
I was going to say poisoner would be useful for my spore druid, but they changed the damage type to necrotic lmao
Artificer initiate: Gain cure wounds that you can use with your normal spell slots and Intelligence as the casting ability, as a wizard. Now you're an off-healer as a wizard.
Let me just tell you, as long time Divine Sorcerer...
Having spells like Cure Wounds on an arcane caster sounds useful on paper, but in reality you have MUCH more important uses of your actions in combat. Sure you can heal out of combat quite well, like if you are having an RP day in town and the fighter stubs his toe, you can heal him, etc. But the thing about healing in combat is due to action economy you usually only cast heals mid-combat in extremely dire situations. Wasting your turn to heal someone for 9 hp (average 1d8+5) isn't going to do all that much when they are getting hit for 20+ damage per round.
Now you're thinking: "Oh but I can upcast it! If my wizard casts it at 4th level, it will heal over 20hp!". And while that's true, you know what else you could do with that 3rd or 4th level spell slot? Polymorph them into a huge creature that gives them 150 bonus health as an emergency 'heal'. Or just upcast Hold Person and hard CC everyone attacking them so they are no longer getting the crap beat out of them. That's always going to be a hell of a lot better "healing" than having your wizard casting Cure Wounds. And besides, why are you even worried about healing on your arcane caster? You have better things to do with your limited actions. You are the nuke that your party is counting on to clear the room, and your DM probably balanced the fight around the expectation that you are going to Fireball, Wall of Force, Chain Lighting, etc, and remove half the enemies from the battle in one round. If you spend your turn healing a single person for 20hp, your team is just going to get overrun. You can't heal in one round, what all the enemies are going to hit you with in the same round. A dedicated healer can help stop the bleeding, but they are just buying time for you, as the offensive caster, to kill off a lot of the attackers to help win the fight.
Trust me, I've had Cure Wounds on my Sorcerer for going on three years of a weekly campaign, and I use it in battle less than once a year. It's just not a great use of your round in combat, even if you have quickened spell to bonus action cast it.
Yeah.. you woldn't use it a lot, but you can save someone with your familiar sitting in their face and cure wond them at range.
@@trapical I dont think the argument was for the wizard to suddenly not be a blaster anymore and only cast cure wounds now in combat, it was more about the wizard now suddenly has an emergency (or a few if you use slots) heal for the healer or any other character that goes down that the healer couldn't get to in time. Sure it takes an action but if that person was gonna die otherwise I think its pretty useful, not to mention you can use a familiar to cast it making it ranged for you so you don't have to be right next to the downed person.
Also your argument about never using it on your divine soul feels weak because of course you never use cure wounds when healing word is right there instead. This wasn't an argument for someone who already has healing taking this, this was an argument for someone who doesn't have healing to take it in case of emergencies lol. Also before you mention polymorph again, cant polymorph an unconscious creature.
What if you’re healing the healer 20 hp so they can stay in it? Great points everyone; just saying.
I can totally agree. I was in a campaign where there was only one person that any healing magic. When that guy went down, which happened often due to low AC and HP, the fight got four times as hard. I multiclassed my fighter into cleric just to have that emergency, "Nope he is back up." button. Having a emergency button on a wizard is awesome.
fey touched giving +1wis and misty step+dissonant whispers to my cleric...feels fanttttttastic.
My bard was considering it to take Command.. Until the bard spell list got expanded to include Command.
After watching some of the arguements, it changed my mind on some of the feats and saw them in a new way.
2:30 doesn’t artificer get cure wounds? If nothing else an eldritch knight that has the ability points to spare on feats to get cure to can drop it during an action surge.
Telepathic is also great for a moon druid who doesn’t want to go with ghostwise halfling
I feel like a lot of the feats here didn't go far enough. Honestly, I love that you have so many options that also give you a plus one, but really think about how sacrificing that +1 would make the feat better. Poisoner could have gotten a significant boost because you are literally sacrificing twice as much to get it. Anything from more damage to being able to coat an entire batch of ammo at once.
I think they made every feat here a half feat because wizards and other spellcasting classes generally will get fewer feats due to their powerful spells relying on ability scores. Half feats are much easeyer to justify taking while making a character. Though I wish they had more powerful versions of these feats that do take both ability points. That way, you can choose to get a +1 and weaker abilities, or just get a stronger feat and keep the score as is.
Except it would likely unbalance any such feat at lower levels. They most likely set a maximum efficacy of a feat ability, and if they didn't feel it quite justified the ASI on its own, they gave the half ASI. Most feats are at the maximum ability they are going to allow you.
Tonight i got a beer after work and had the choice to start my evening with that episode or the Mandalorian last episode. I start with you 2...
Shadow Touched seems amazing for arcane rogues who want to go invisible and stack inflict wounds with sneak attack! (if you can) I would definitely be super interested in it myself
The problem I found here, wanting something similar, is once you attack invisibility disappears. And you can only cast it once per long rest
One important thing you didn't mention about Eldritch Adept. "Whenever you gain a level, you can replace the invocation with another one from the warlock class.
" As a Warlock, you're only able to change invocations when you take a level IN WARLOCK, so this opens it up to every character level which makes this pretty interesting for multi-classers who want to change invocations without taking a level in Warlock
I was literally salivating when Monty said this at 22:25. So, yes, we are.
Same bro
Poisoner: is mostly used for low-med level campaigns dealing mostly with humanoids
Isn’t there a feature that allows you inflict poison damage and/or the poison condition even in creatures that usually test it at or immune?
@@alanschaub147 well, the large majority of things you'll find about poison are homebrew. Besides the miserably inadequate poisoning mechanics mentioned by rogue/assassin there is little information. This is one of the first official additions to make poison mote practical for use. Sadly as a whole, poison is next to useless late game but incredibly powerful early. It is also widely regarded in a similar fashion to necromancy...kind of evil. And yes, poisoner does remove resistance, but not immune.
@@aeronrutherford I think the Way of Mercy Monk had some poison stuff, but they make have taken it out of the official material in Tasha’s.
Fey Touched for Bless is my default choice. Such a good option to have all over.
One thing to keep in mind about a lot of feats is that they're great ways for DMs to hand out rewards outside of leveling. Giving a list as an option to train in for a period of downtime in a campaign is a way for people to take some of these niche feats (Chef, Poisoner, Actor, any of the various Initiate feats) for a fee provided there's someone willing to train them. Or as a reward from helping some fey or shadow creature (Fey/Shadow touched). Perhaps they've made a deal for an Eldritch Invocation. Or they've found a tome in a treasure hoard that grants Ritual Caster, Skilled, Skill Expert, or Prodigy. Perhaps your party has been in so many bar fights that everyone gets Tavern Brawler.
you guys didn’t really mention this at all, but the bonus attack of PAM deals bludgeon, so you can as a bonus action, push an enemy 5 feet away from you, which if they’re a melee combatant, would have to trigger your reaction to get in range
All of these feats actually make the fighter more valuable. It makes it so that you would actually want to take it more not just for the fighting but for those feats which normally would be ability score improvements which you wouldn't care too much about
Feats are one of my favorite part about the game you did a great job 👌
I think the key benefit of Artificer Initiate is that it allows a Wizard to pick up Cure Wounds and cast it with their spellslots.
That's very powerful.
As a long time Divine Sorcerer, I can assure you having spells like Cure Wounds on an arcane caster sounds useful on paper, but in reality you have MUCH more important uses of your actions in combat. If things in combat are going so badly that you, as the arcane caster, have to stop doing damage and need to go heal, your team is only going to fall further and further behind on the action economy.
You're a wizard. You can do literal hundreds of damage with Fireball, or you can Banish or Polymorph enemies to remove them from combat, or you can upcast Hold Person and paralyze everyone attacking all at once, or simply Wall of Force around the enemies to remove them from combat entirely. If you instead run around and cast a single Cure Wounds spell to heal 20hp, rather than doing any of the above and ending the fight entirely, you are just trolling your team.
I'm sure there are some super niche cases, like if your Cleric is unconsious and you want to save them, but for those rare emergency scenarios just carry a Healing Potion and use your action to feed it to someone in a crisis. You don't need to waste a feat getting a spell you will never have the time to actually use properly in combat.
The key is that you can cast the spell with your spellslots, from magic innitiate this is not the case for all the spellcasters. SO its an easy way to get acess to absorrb elements without the lvl dip
I like, that the advertisement is marked as a segment. This helps for absolutely non-skip-related reasons. :)
Shadow Touched was huge for my Necromancer Wizard.
As a character built towards amassing an army of undead, all of my 3rd level spell slots and above were dedicated to that.
Being able to take the otherwise Cleric exclusive Necromancy spell Inflict Wounds, allows me to freely cast a spell that does 3 D10 damage. It's perfect if enemies get too close, and it doesn't get in the way of my minion control.