Tal'Dorei FEATS: D&D 5e Critical Role

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  • Опубликовано: 4 окт 2024

Комментарии • 234

  • @watcherknight8760
    @watcherknight8760 11 месяцев назад +54

    I'd say remarkable recovery plays really well with a Paladin's Lay on Hands, you can choose how many hitpoints you heal from it, so if you're out of combat, you can continuously heal yourself or someone else with this feat for 1 hit point of Lay on Hands, and pretty much double or quintuple the amount of healing you'd normally have from that pool

    • @birubu
      @birubu 7 месяцев назад +4

      It actually plays very insanely. It essentially quadruples your lay on hands pool with 16 CON as long as it’s out of combat self healing. You have 20 hit points of self healing per level of Paladin. At lv10 with 16 CON, a Paladin has 94 hp, but could self-heal up to 200 hit points, before hit dice. With average hit dice rolls, the Paladin can survive 379 hp over the course of one adventuring day.

    • @bulldozer8950
      @bulldozer8950 6 месяцев назад +2

      Also necromancy wizard could be big. There’s is probably a pretty good lifesteal build you can do with this feat+necromancer wizard+life cleric+vampiric touch.

  • @chrisvossler8795
    @chrisvossler8795 11 месяцев назад +105

    Flash Recall sounds like a good feat to give to a player as a "quest reward," especially if their character is a knowledge or arcana cleric (or something like that) who is focused on learning and/or channeling magic. For a Wizard, there's no reason to use it to prepare a ritual spell; you can cast those from your spellbook regardless.

    • @DougAdams
      @DougAdams 11 месяцев назад +4

      Yeah, it would be a great subclass feature. I might take this feat as a bard if I wanted to lean into the "skill monkey" aspect. Also, simply getting an additional spell preparation through +1 CHA would not offer the flexibility that this feat offers.

    • @cueball6969
      @cueball6969 11 месяцев назад +1

      ​@DougAdams The feat doesn't work with non preparation spellcasters unfortunately.
      It would be very good on a Bard, Sorcerer or Warlock if it were available to them, but alas.

    • @KiyokoFaith
      @KiyokoFaith 10 месяцев назад +1

      @@cueball6969 As the GM, I just straight up made this baseline for spontanous casters. It clears the gap, and improves the balance between the spontaneous casters and prepared casters.

  • @stecon5
    @stecon5 Год назад +146

    Can I just say since your vacation you are posting at an incredibly prolific rate. It’s been so great to have fun video content while I’m doing chores. My wife is thrilled with all the work around the house!
    You hear that folks? Becoming a Patreon of this channel can improve your marriage! 😂

    • @TreantmonksTemple
      @TreantmonksTemple  11 месяцев назад +45

      Becoming a Patron literally saves the planet.

  • @BoPeep_42
    @BoPeep_42 11 месяцев назад +50

    Interesting, my first thought on Spelldriver wasn't Misty Step, but Healing Word. There are so many times where the party Druid or Cleric wants to do something big with their action, but needs to get someone up from unconsciousness. This would be an easy pick for any of the Healing Word characters I've had.

    • @darkestlight660
      @darkestlight660 11 месяцев назад +7

      Absolutely, definitely worth a feat for this

    • @SortKaffe
      @SortKaffe 11 месяцев назад +13

      This feat was basically a house rule throughout Critical Role Campaign 1 (Vox Machina). 90% of uses were Healing Word, often upcast to 2nd level because that's what the rule allowed.

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +8

      Pretty much, yeah. During combat, the resource/opportunity cost of Healing Word is hard to beat.

  • @UninterestingPedant
    @UninterestingPedant 11 месяцев назад +36

    Not that near-/max level wizards don’t already have enough going for them, but combining Spell Driver with choosing Misty Step as the level 2 Spell Mastery to be able to teleport every turn at will and still be able to cast any Action spell you want is amazing

  • @michaeln.9897
    @michaeln.9897 11 месяцев назад +32

    Remarkable Recovery might be awesome as a Paladin (or at least with a Paladin in the group) as they can use their Lay on Hands feature in single point instances.

    • @texteel
      @texteel 11 месяцев назад +2

      ohgod i missed that one

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +4

      Ye, mostly out-of-combat healing though, since each use would be an action. Still, a lvl 3 Pal's healing on a ConMod 3 Remarkable Recovery target would go from 15 to 60.

    • @JuckiCZ
      @JuckiCZ 11 месяцев назад +2

      And imagine Champion with 20 CON and lvl 18+.
      They would heal by 15 HPs per round if under 1/2 max HPs.
      And because becoming stable means gaining HPs, they would wake from unconsciousness reliably and quickly.
      Broken combination!

  • @tiny0wI
    @tiny0wI 11 месяцев назад +9

    Remarkable recovery interacts great if you have a grave domain cleric in the party, with their improved version of Spare the Dying

  • @birubu
    @birubu 11 месяцев назад +9

    Remarkable Recovery basically multiplies your Lay On Hands pool by your CON mod if you use it out of combat

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +2

      Higher than that, actually. Every 1 point of LoH becomes 1+ConMod. So with +5 ConMod you don't get 5x as much healing but rather 6x.

  • @ReavingAngel
    @ReavingAngel 11 месяцев назад +11

    Personally, I love flash recall. Hypothetically 1 extra prep spell and a stat buff is better. But that requires you to still pepare the needed niche spell you may need. In the reality of play I feel like I am often in situations where I wish I had prepared a spell that would have been bad for 75% of the other sessions. Flash recall adds exactly what I want and it feels nicely flavored. The idea of a wizard always having the right spell is a trope this is built for. But that's just my thought.

  • @jeroen92
    @jeroen92 11 месяцев назад +11

    Vital sacrifice is great to combine with an ability that gives temporary hitpoints, like the false life invocation for warlocks for example. You can blood boon before every fight for almost free. Especially if you can stack them this combo is bonkers, taking only 1 damage per blood boon on average assuming you take the averages and don't just reroll until you get max temp HP on your false life, in which case you don't even take any damage on the average blood boon roll.

  • @thundercleese
    @thundercleese 11 месяцев назад +6

    The Vital Sacrifice feat is really interesting. It lets you self-damage yourself and trigger things like the Samurai's 18th level feature Strength Before Death.
    Strength before Death
    XGE p31
    Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
    Once you use this feature, you can't use it again until you finish a long rest.
    Get down to 1-2 life and then on your turn:
    -Attack action > make 4 attacks (3+Rapid strike).
    -Action surge: Attack action > 3 more attacks.
    -Bonus action > gain a blood boon and take 1d6 necrotic damage to trigger Strength before Death and TAKE ANOTHER TURN.
    -Attack action > make 4 more attacks (3+Rapid strike).
    -2nd Action surge: Attack action > 3 more attacks.
    14 attacks

  • @Negeta
    @Negeta 11 месяцев назад +7

    On Remarkable Recovery, the last bullet point mentions “Class Features (but not this feat).” Are they specifying not this feat to be thorough, or is this feat suggesting feats themselves ARE class features. After all, an ASI is granted from a class. If they consider feats as class features, then the Healer feat would work with it. Not that that changes the usefulness of Remarkable Recovery all that much, but it’s an interesting thought. I never really considered if feats were class features. My initial instinct is “no,” but in thinking on it, I may have changed my own mind.

  • @danielbeshers1689
    @danielbeshers1689 11 месяцев назад +7

    With Remarkable Recovery, I believe you would use your form's Con bonus when affected by Wild Shape, Polymorph, Shapechange, etc.
    Ancient White Dragon is Constitution 26.

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +3

      Fun, +8 rather than +5 then.

  • @godminnette2
    @godminnette2 Год назад +33

    I suspect the intended wording for Vital sacrifice's point 2 is "when you deal damage with an attack or spell."
    Flash Recall really seems like a half feat they forgot to make a half feat. It should really bump a mental stat by one.

    • @SortKaffe
      @SortKaffe Год назад +12

      But I suspect the intended wording is "When you hit with a weapon attack or spell attack," thus, we're none the wiser.
      I agree on Flash Recall. If it was a half-feat, I would prioritize it over Fey Touched on most Clerics and Druids to access their vast amount of extremely situational spells when such situation arises. Not giving a free casting, it lacks raw power, but it would feel great when it comes up.

    • @godminnette2
      @godminnette2 Год назад +6

      @@SortKaffe Yours would be more in-line with how similar mechanics work in 5e. However, I am very familiar with how Matt likes to apply effects in his games, and has made lenient rulings (even when he knows they're against RAW) for things applying to spell saving throws that deal damage that are meant for spell attack rolls.

    • @KevinVideo
      @KevinVideo 11 месяцев назад +9

      Cruel and Flash Recall both feel like half-feats. Not sure why they were conservative on the power scaling of the feats in this.

  • @danielbeshers1689
    @danielbeshers1689 11 месяцев назад +8

    If you really want to make Remarkable Recovery feel powerful pair it with Survivor. Max out that Con score and you can gain 10 hit points a round any time you start your turn with 96 hit points or fewer for the very reasonable cost of 18 levels in Champion Fighter.

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +3

      Live your true MMO passive heal fantasy, 18 levels at a time, hell yeah.

  • @KDLessAchievable
    @KDLessAchievable 11 месяцев назад +11

    Thrown Arms Master would combine pretty well with with Battle Master Quick Toss & a Net.

  • @rantdmc
    @rantdmc 11 месяцев назад +33

    Spelldriver is literally the house rule that Matt ran the Vox Machina campaign with. The casters in Campaign 1 were able to cast a bonus action spell of up to 2nd level, and use an action to cast a spell of ANY level. Yes, it was a significant reason why VM were so powerful

    • @tmzFRM
      @tmzFRM 11 месяцев назад +5

      Because everyone knows what D&D needs is a a boost for casters.

    • @rantdmc
      @rantdmc 11 месяцев назад +4

      @thomazroc absolutely, but I think when they had played Pathfinder pre-stream, you ARE able to cast more than one spell per turn, because you have 3 actions per turn in Pf and spells can be 1, 2 or 3 actions

    • @tmzFRM
      @tmzFRM 11 месяцев назад

      @@rantdmc that makes sense... And Matt Mercer still being somewhat attached to Pathfinder rules would explain why I tend to dislike his homebrews so much.

    • @rantdmc
      @rantdmc 11 месяцев назад +4

      @thomazroc well, we are all different. A lot of people wish they were still playing Pathfinder 2e!

    • @tmzFRM
      @tmzFRM 11 месяцев назад +3

      ​@@rantdmc of course to each their own, but I wouldn't say "a lot of people" wish that. Pathfinder has a fraction of the interest D&D has - and Pathfinder 2e is even less successful that Pathfinder 1 (which was largely considered basically d&d 3.75). The roll20 report of 2021 shows that the demand for pathfinder 2e was very close to the demand for 3.5 campaigns.
      And while I totally get people wishing for successful streamers to play their favorite games (and while PF isn't my cup of tea, I do understand people preferring it, it has different weaknesses and strengths), I think people ignore that the change was made precisely because 5e is uniquely apt to allow for recorded sessions to be interesting to watch.

  • @normal6483
    @normal6483 11 месяцев назад +4

    Spelldriver is amazing for Order Clerics, because it means you can hand out another attack. You're normally limited to 1 granted attack, with clever character building (either for a reaction spell like Silvery Barbs or Action Surge) bringing you up to 2, or 3 if you specialize. This is another option for you to utilize, granting yet another attack to your party. And unlike Action Surge or reaction spellcasting, it's much easier to utilize and doesn't require any creative character building. Cleric also has a lot of bonus action 1st level spells, such as Sanctuary and Healing Word, so you can easily hand out attacks without wasting expensive spell slots. In parties with lots of martials or few fights in a day, the Order Cleric just got a *huge* buff.

  • @cael9112
    @cael9112 11 месяцев назад +17

    If I came across a periapt of wound closure, I would definitely pick up remarkable recovery. Stabilizing at the start of your turn and gaining hit points at the same time would make it even more difficult to be killed as you can act normally aside from losing half your movement to stand up.

    • @Matanlimer
      @Matanlimer 11 месяцев назад +3

      Given the tiny amount of HP you bounce back with, wouldnt this just get the Dm to double tap you? I imagine that any creature with a modicum of inteligence would realise they need to finish you off after the first 1-2 times you bounce up and down.
      As a DM, i know thats what i did after a few times this happened.

    • @wyattweber9983
      @wyattweber9983 11 месяцев назад +2

      It would definitely keep you alive long enough to get to the levels where actual death isn't too big of a deal

    • @Matanlimer
      @Matanlimer 11 месяцев назад +2

      @@wyattweber9983 To be fair, past level 5 death is basically a very long hold person, and still means getting knocked out of the fight.

    • @cael9112
      @cael9112 11 месяцев назад +4

      I would definitely refrain from abusing this. If it happens once in an encounter, I’d use it to get out of harms way. I wouldn’t stay in the fray and keep punching at melee with my builds, but a highly intelligent creature would figure it out rather quickly. Just a good emergency combo. Literally no action economy so your allies can refrain from healing word, medicine checks, or using a potion on ya!

    • @starkiller018
      @starkiller018 11 месяцев назад

      I was thinking about this interaction when this feat was released.

  • @adamstadick2044
    @adamstadick2044 11 месяцев назад +18

    10:46 succeeding on 3 death saves definitely stabilizes you, the rules say “on your third success, you become stable”.

    • @Shalakor
      @Shalakor 11 месяцев назад

      Yeah, I don't know what his thought process was there.

    • @lucasramey6427
      @lucasramey6427 11 месяцев назад +2

      I assume the thought process was due to the line "When you are successfully stabilized" because there's the word successfully he probably assumed it takes effect from someone making you stable rather than any time you're stabilized

  • @prygrama9313
    @prygrama9313 11 месяцев назад +5

    Trantmonk, I can't help but disagree on Remarcable Recovery not applying with the Healer feat. It mentions that it works on "class feature (but not this feat)", I think the intent behind that is to make it clear that feats are class features, as they are obtained through the ASI class feature all classes have, so, technically, they are class features.

  • @plop0r
    @plop0r 11 месяцев назад +5

    Net is very powerful but usually always at disadvantage because of 5/15 range. Thrown feat is a great way to make nets viable if you don't want sharpshooter or XBE

  • @mrmuffins951
    @mrmuffins951 11 месяцев назад +41

    I would love to see Chris’ opinion on the dual concentration feat from the original book that was removed for the reborn version

    • @mathhews95
      @mathhews95 11 месяцев назад +4

      No need to go far, just watch his video on Chronurgy Wizard and familiar or other player's character being able to concentrate on spells in your stead.

  • @Akira-ss6cm
    @Akira-ss6cm 11 месяцев назад +9

    A paladin can use remarkable recovery feat to make lay on hands way more efficient on themselves by using one point at a time, meaning more room for healing the party, pretty great for that.
    Redemption's protective spirit feature also works great with it. Assuming 20 Con, you could recover 13.5 hp on average each round when below half health, making one an even better damage sponge.

  • @coltonhorton4225
    @coltonhorton4225 8 месяцев назад +2

    Im playing a stars druid atm, and honestly flash recall sounds AMAZING! As a druid, my pc does his best to anticipate what he'll need to help throughout the day, but i cannot count the amounts of times i have screamed to myself "I WISH I HAD PREPARED _____ SPELL TODAY!" If youre playing a druid with access to your entire classes spell list,many of which are circumstantial utility spells, having the ability to just say "no i want this spell now" can be invaluable.

  • @christianelind3889
    @christianelind3889 11 месяцев назад +6

    Thrown arms master could possibly make a net viable.

  • @ekenks8650
    @ekenks8650 10 месяцев назад +1

    Fun shenanigans with Remarkable Recovery: pair it with Periapt of Wound Closure, and you become Michael Myers. No matter how many times they drop you, as long as you don’t outright die before your next turn, you pop back up the following round.
    Playing a necromancer with this feat in a homebrew campaign. I was able to take Witherbloom for background, so he has access to Goodberry. Adding con modifier to the Grim Harvest also buffs that healing very nicely. He’s a dhampir, so all of this does play nicely together.
    And thank you for the Necromancer build. It’s a blast to play, and I only ever use Animate Dead for RP, so no toxicity to the initiative order

  • @litoveloza3063
    @litoveloza3063 11 месяцев назад +4

    In my game, remarkable recovery is incredible on the fighter who granted roll base 18 for his CON score at campaign beginning.

  • @SortKaffe
    @SortKaffe Год назад +36

    12:01 I wish the UA playtests considered simplifying the general rule to "you can only cast one leveled spell per turn", instead of copying the current Bonus Action rule into the description of Quickened Spell in the hopes of enforcing it. After all, most tables seem to play by that simplification of the rule, including Critical Role where Sorcerers only use Quickened Spell to cast a cantrip as an afterthought after casting a leveled spell with their Action (Matt Mercer as Dariax in Exandria Unlimited and Marisha Ray as Laudna in Campaign 3). The fact that they consistently ignore the rule might help explain why Critical Role designed the Spelldriver feat.
    Just like it would be silly to enforce that you can't use Quickened Spell because you took your actions in the wrong order, the UA PT7 Action Surge restriction would mean that Fighters can take the Magic action before using Action Surge to take a different action but never the other way around. Action Surge changes could be made redundant by introducing said general rule instead of the cryptic Bonus Action rule.
    I'm glad you mention Shillelagh! Having played a Druid, it feels lame to beg the DM for permission to ignore the Bonus Action rule and let me cast a leveled spell the same turn that I activate Shillelagh.

    • @broomemike1
      @broomemike1 11 месяцев назад +2

      This is one of those rules that I still don't know if I misunderstand or if almost everyone else does. Isn't the rule:
      If you cast a leveled spell as a bonus action, then ...
      This rule says nothing about casting a cantrip as a bonus action, so no rule stating a limitation applies.
      Unless I'm missing something...

    • @SortKaffe
      @SortKaffe 11 месяцев назад +12

      It's probably the most misunderstood rule in 5e, which in itself is an argument that it ought to be simplified. The rule doesn't mention "leveled", but regards any spell cast with a Bonus Action (remember that a cantrip is also "a spell"):
      Bonus Action (PHB p202)
      A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

    • @ilovethelegend
      @ilovethelegend 11 месяцев назад +3

      That would also means you won't be able to cast a reaction spell on that same turn; So a wizard wouldn't be able to do something like counterspell an enemy counterspell, absorb elements the fireball they cast at their feet, or deflect an attack with shield as they walk out of threat range and then cast any other spell.

    • @danielpowell1671
      @danielpowell1671 11 месяцев назад +4

      I suspect that "only one leveled spell per turn" is the rules as intended reading (RAI) and that is absolutely how I run it at my table. Otherwise I am punishing the players for misunderstanding a poorly worded rule.

    • @ilovethelegend
      @ilovethelegend 11 месяцев назад

      ​@@danielpowell1671 No, that's a far enough off interpretation that if that was what they meant, then that's what the would have written.
      I don't understand why so many people seem to have trouble understanding this rule. Can you tell me what the sticking point is for you?

  • @johncox3541
    @johncox3541 11 месяцев назад +2

    Longbow becomes a ranged thrown weapon with this feat.

  • @Godzillawolf1
    @Godzillawolf1 4 месяца назад +1

    Remarkable Recovery would also be fantastic on a party with a Grave Cleric, since they get the 30 foot Bonus Action Spare the Dying.

  • @aquartertwo
    @aquartertwo 11 месяцев назад +1

    For Thrown Arms Master to work, you'd either need a magical weapon with the returning property, or a rule that lets you imbue magic to "expendable" thrown weapons, much like how Crimson Rite can give you magical damage on ranged weapons if you imbue it onto the ranged weapon and not the ammo

  • @tylerbarnick8750
    @tylerbarnick8750 11 месяцев назад +1

    Mystic Conflux is a Feat I took, and Yeah I'm a Paladin. My Paladin has a Diadem of Intellect, A +3 Holy Avenger (With some Homebrew Statistics to it as it is an AWAKENED ARTIFACT LEVEL HOLY AVENGER), I have a set of Dwarven Armour that allows me to Reroll Saving throws (also Homebrew), and a Belt of Fire Giant Strength, which makes my STR Score +25. I Wreck house now whenever we get into fights, and thanks to Mystic Conflux I can play around with extra Items (Like my Belt).

  • @haiclips3358
    @haiclips3358 11 месяцев назад +1

    I used remarkable recovery on a hexblade warlock 5 / necromancer wizard 2 for grim harvest and used spirit shroud as my go to spell. Healing 12hp every time you killed a minion was a pretty good feeling.

  • @JMSginoclave
    @JMSginoclave 11 месяцев назад +4

    10:55 I hadn't thought about that for Remarkable Recovery. Does "When you are successfully stabilized while dying" necessarily imply something else does it, or just reaching the stabilized state? One can be "successful" in their death saves.

  • @saeedrazavi4428
    @saeedrazavi4428 11 месяцев назад +3

    If blood boons can stack, there's basically no downside to getting unlimited blood boons if you have the fiendish vigor eldritch invocation. Fun in theory and thematics, but broken in practice in a (I can imagine) not fun way.
    Now, if there's only 1 blood boon at at time, it still works well with fiendish vigor to go into every combat with a no downside blood boon, but it isn't broken. I like the synergy there

  • @NSluiter
    @NSluiter 11 месяцев назад +1

    Thrown Arms Master could be a good pick for rogue. You can duel wield knives and not have to worry about being limited to one item interaction per round.
    If you hit with your attack action, you don't need to attack with your bonus action & can use your item interaction to pull out another knife.
    If you miss your attack action, you get the knife back and you use your bonus action to attack with the other knife where you either get the knife back or use your item interaction to pull out another knife.

  • @BerylliumOxide
    @BerylliumOxide 11 месяцев назад +2

    Tfw Arcane Archer finally has a good use of their BA after 9 years.

  • @Peverley
    @Peverley Год назад +9

    For Remarkable Recovery, if the ally that uses the Healer feat on you gains that feat from their class (ASI), is that not a class feature? I always considered ASis/feats class features, as long as you gained them from your class. Even Remarkable Recovery's third point suggests that feats are meant to be considered class features (class features, but not this one, etc.)
    Not that it would apply to many feats, but it potentially opens up possibilities for combinations with things like Dwarven Fortitude.

    • @wanderingshade8383
      @wanderingshade8383 11 месяцев назад +3

      I agree with you on this one, Feats should be considered Class Features given that you take them as part of a class feature. Unless you're a Custom Lineage/Variant Human, I guess.

  • @shotgunridersweden
    @shotgunridersweden 11 месяцев назад +3

    Remarkable recovery is also good in campaigns where rests are more restricted. Like if your in Chult, where the entire jungle wants to kill you.

  • @Tusitala1967
    @Tusitala1967 11 месяцев назад +2

    I allow Martial Adept to grant 2 dice if the character already has Superiority Dice from another source (Battle Master or Superior Technique), and the die scales with the highest die source. It helps out Battle Masters who want to increase their resource pool, and it gives them an edge over other sorts of characters who just want to tresspass on the Battle Master's schtick. It also helps enable a more tactical play style on certain builds which might be lacking in options. Even so, only one player has taken it in the three games that I run.

  • @AndyReichert0
    @AndyReichert0 11 месяцев назад +2

    Vital Sacrifice seems like it would be awesome on a Barbarian resistant to necrotic damage.

    • @wassentme1891
      @wassentme1891 11 месяцев назад

      Shadarkai is one of the best Races already, so this is great.

    • @selthafour6948
      @selthafour6948 11 месяцев назад +2

      “The damage you take to gain a blood boon can’t be reduced in any way”

  • @user-kh7zf
    @user-kh7zf 11 месяцев назад +5

    In your Polymorph example for Spelldriver, as if not being able to use a levelled spell for your reaction wasn't enough (or if certain tables interpret the bonus action spell rules differently I guess), you also cannot cast Counterspell because it would be a second spell of 3rd level or higher in that turn.

  • @JuckiCZ
    @JuckiCZ 11 месяцев назад +2

    Imagine Spelldriver on lvl 18+ Wizards! They can take some lvl 1-2 BA spell and make it cantrip, so they can now cast it every turn and use action for any other spell!

  • @Sepiriel
    @Sepiriel 11 месяцев назад +2

    Remarkable recovery stacks with disciple of life tho, since Goodberry heals you, disciple of life is a class feature that increases the amount healed so it also triggers the feat, and something like the Chalice form of a star Druid would ALSO trigger the feat a 3rd time if when you cast Goodberry

  • @neileddy6159
    @neileddy6159 11 месяцев назад +2

    Starting a new campaign, DM is going a starting feat if thematically applicable where your background does not provide one. I am playing a nerdy wizard who is becoming a wand maker, so for that purpose am going to take the extra attunement slot feat because I will have a bunch of magic items I will be creating. Have yet to see what hoops the DM is going to make me go through to create various wands but I am excited to find out.

  • @gatonegroloco
    @gatonegroloco 11 месяцев назад

    thrown weapon feels like something you'd use with backup weapons like a hatchet.

  • @Fl0wchart
    @Fl0wchart 10 месяцев назад +1

    Fiendish Vigor on a Warlock with Vital Sacrifice = GG.

  • @Magnushamann
    @Magnushamann 11 месяцев назад +1

    Notice that for many prepared casters, ability score increase also increases the number of spells you can prepare. So, straight up much better than flash recall (yes, I know... refresh on short rest)...

  • @FuelDropforthewin
    @FuelDropforthewin 11 месяцев назад +1

    Vital Sacrifice + Remarkable Recovery + Regenerate spell.
    I will take all of the blood boons please.

  • @glb190
    @glb190 11 месяцев назад +2

    I know it’s Third Party, but Remarkable Recovery stacks very well with the Mutagenist from the Drakkenheim material.

  • @ilovethelegend
    @ilovethelegend 11 месяцев назад +3

    I mean, for vital sacrifice, you ARE burning up your hit points to get the blood boons. If you're a wizard, you can probably only take a number of those equal to your level. Then again, a barbarian can take twice that many, AND the feat doesn't say you can only spend one of the boons at a time, so you end up in a situation where a 10 level wizard gets ten of these, spends them all at once on a 5th level fireball, and _cuts to house explosion gif._

  • @37thgungrunts
    @37thgungrunts Год назад +7

    Vital sacrifice plus fiendish vigor is an issue

    • @wanderingshade8383
      @wanderingshade8383 11 месяцев назад

      The wording of Vital Sacrifice says that the damage cannot be reduced in any way. Last sentence of the feat. I assume that was added so that the Blood Boon damage would bypass Temp HP, but I must admit, I'm not sure if that works RAW. Does Temp HP count as reducing damage?

    • @37thgungrunts
      @37thgungrunts 11 месяцев назад +3

      @@wanderingshade8383 it's a secondary pool that's drawn from first

    • @wanderingshade8383
      @wanderingshade8383 11 месяцев назад

      @@37thgungrunts I am aware that's how it functions in play. I'm just not sure about the specific wording of how Temp HP works and if there's any J Craw advice about it.
      But you're probably right, that RAW Fiendish Vigor would let you use Vital Sacrifice for free.

    • @37thgungrunts
      @37thgungrunts 11 месяцев назад +1

      @@wanderingshade8383 JC wouldn't have any insight, because it's an issue with a source book from outside WotC

    • @wanderingshade8383
      @wanderingshade8383 11 месяцев назад +1

      @@37thgungrunts That's fair, but doesn't matter. Because there are official rules that use the same language. "This damage cannot be reduced in any way" yadda yadda. I'm thinking specifically about the Redemption Paladin's Aura.

  • @dislikebutton9571
    @dislikebutton9571 11 месяцев назад +1

    Remarkable Recovery + Survivor, Champion Fighter's Level 18 ability. With 20 Con = 15 hp regen at start of turn while below 1/2 hit points.

    • @selthafour6948
      @selthafour6948 11 месяцев назад

      Lycans get regen at 11, and i think some paladins also get regen at higher levels

  • @danielcachopo6645
    @danielcachopo6645 10 месяцев назад

    Spelldriver on an Order Cleric dip build is amazing. Use your bonus action to cast Healing Word on your Rogue so it gets a free sneak attack and you can still use your Action to cast a big spell.

  • @johncox3541
    @johncox3541 11 месяцев назад +1

    Can only be a cantrip with a casting time of one action.
    So if you somehow had access to two bonus actions, you wouldn't be able to cast two bonus action can't trips

  • @InfiniteJexulus
    @InfiniteJexulus 11 месяцев назад

    I’m part of a “Ghosts of Saltmarsh” style eternal campaign run on a Discord server. In order to encourage dropping in and dropping out at any time, there is a massive spreadsheet of allowed items, their respective gold prices, and what level at which your character can buy it. This allows for a character to essentially have any combination of magic items they desire with enough involvement in the system.
    Mystic Conflux has quickly become one of the most popular feats because that 4th attunement slot can be a stat boosting item like a Belt of Giant Strength, rendering ASIs obsolete for any Strength or Intelligence based character (besides high level Artificers) while having a “full” loadout of fun magic items instead of just 2.
    Just an interesting observation I wanted to share.

  • @MelanieJDrake
    @MelanieJDrake 11 месяцев назад +3

    As far as I can tell, Spelldriver wouldn't be usable by a warlock. By the time you're 11th level, all your spell slots are 5th level.

  • @edwardglover7392
    @edwardglover7392 11 месяцев назад

    Thrown Net? I've been waiting so long!

  • @r207
    @r207 11 месяцев назад +1

    Remarkable recovery is great on a zealot barberian

  • @wyattweber9983
    @wyattweber9983 11 месяцев назад +2

    Our group noticed an exploit with Remarkable Recovery and a Periapt of Wound Closure. Basically a PC with both can only be killed with massive damage or an enemy damaging them enough to force the death saving throws before the start of their turn. I guess you're on the fence on whether self-stabilizing counts for the feat, which would patch out this item/feat interaction, but honestly I don't think most people will read it that way. Good ol' CR keeping things weird!

  • @k-p116
    @k-p116 11 месяцев назад +1

    I'd love to see a build around Vital Sacrifice. It would've been great for Halloween

  • @Simon_Laserna
    @Simon_Laserna 11 месяцев назад +2

    The wording "You can expend this blood boon..." and "Your blood boon lasts..." makes me lean towards you only ever having one, or at the least only able to use the one you just expended, making other useless.

  • @patrickdaly1088
    @patrickdaly1088 11 месяцев назад +1

    I think I would rule that Disciple of Life is not triggered by Goodberry because the healing is not triggered by the use of a spell. When the spell is used, healing is not done, Goodberries are made. The trigger for healing is eating a Goodberry, not using/casting a spell. I realize this is very nitpicky, but if you want a reasonable way to rule against Goodberry+Disciple of life, I think this is it. I think this would also apply to Remarkable Recovery; The *result of the spell* was the creation of Goodberries, so they did not regain hit points as the result of the spell. They regained hit points as a result of eating a Goodberry, not the use of a spell. If you conjure a weapon as a Pact of the Blade Warlock, and then hit something with that weapon, it's not using a spell or a class feature, it's making a melee attack with a weapon. The class feature made the weapon, the weapon made the attack.
    This ruling is pretty particular to goodberry type effects I think. The balance swing from both effects working with Goodberry potentially makes Goodberry too strong, but I think that's only by comparison with other spells around that level.

  • @akumaraion9109
    @akumaraion9109 11 месяцев назад +1

    I cant go through my day if I dont hear "Hey optimancers!" at least once

  • @ItoOttelli
    @ItoOttelli 11 месяцев назад +1

    Time to roll up to the table with my Vital Sacrifice+Remarkable Recovery Druid who takes 30 damage to stack up blood boons and then heals it all back with goodberry.

  • @lloydlineske2642
    @lloydlineske2642 9 месяцев назад

    Holy crap! Remarkable Recovery is freaking amazing!
    I want this on my druid with good..... Well you mentioned it. Lol

  • @taa347
    @taa347 2 месяца назад

    Twilight cleric goes crazy with vital sacrifice even if you nerf it to holding one at a time

  • @-Lillies
    @-Lillies 11 месяцев назад +1

    Also worth noting that vital sacrifice doesn’t have language preventing stacking multiple benefits, so if you have a bunch of them you could just reduce a saving throw by a bunch of d4s or something.

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +3

      By DMG errata (also available on D&D Beyond), game features of the same name don't stack.
      Combining Game Effects (p.252). [W]hen two or more game features have the same name, only the effects of one of them - the most potent one - apply while the durations of the effects overlap. [...] See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.

  • @jhadzann5219
    @jhadzann5219 11 месяцев назад +1

    What do you think about the combination of the Thrown Arms Master feat with the Path of the Giant sublcass? Throw in Fighter for Action Surge and Thrown Weapon Fighting and maybe GWF and you can potentially throw your great weapon 40ft - 100ft (Elemental Cleaver gives you 20f-60ft thrown property and then add the TAM feat) with it instantly coming back into your hand (Elemental Cleaver rather than boomerrang). Could be fun.😉

  • @JMSginoclave
    @JMSginoclave 11 месяцев назад +1

    20:30 I think this is more redundancy than an inclusion of "any spell that affects a creature. Since "hit" in 5E refers to attacks, "hit with a spell" would just be a spell attack.

  • @not-a-theist8251
    @not-a-theist8251 11 месяцев назад

    Most of these feats should propably be half feat to make them worthwhile.

  • @luiscarlosrocha4652
    @luiscarlosrocha4652 11 месяцев назад +1

    Remarkable recovery + grave cleric is pretty strong

  • @mattdahm4289
    @mattdahm4289 11 месяцев назад

    Thanks Treantmonk!

  • @HollowMan8
    @HollowMan8 11 месяцев назад

    Spelldriver makes me jump to sanctuary. Do your damage spell, then bonus action sanctuary to make it difficult to even target you. At 11th level, you have the spells to burn. Now imagine that on a tank cleric

  • @erickignacioferreira8143
    @erickignacioferreira8143 11 месяцев назад +1

    Remarkable Recovery is bonkers for a Paladin outside of combat. Instead of spending most of your pool in one go, you can spend just one point each turn and heal at least 3 times more (considering a +2 con mod).

  • @ChickenSoupMusic
    @ChickenSoupMusic 7 месяцев назад

    Dahmpir with its healing bite / sword bard AOE flourish to AOE bite / vital sacrifice to add 2d6 to your AOE bite.
    Regain all your HP

  • @birubu
    @birubu 11 месяцев назад +1

    "or class feature (but not this feat)" seems to suggest that Mercer considers feats class features, maybe because Class Feature: ASI -> Feat -> Remarkable Recovery? It isn't written clearly, but the clause implies certain things about RAI.

  • @TheGreatDudist
    @TheGreatDudist 11 месяцев назад

    I love your insights and explanations, Chris. And glad to see you doing more videos so prolifically. My only suggestion is to stop getting so hung up on the language. You're so smart and experienced at this game that you DEFINITELY know how the design is as intended. I understand that "negative" insights tend to get more views from the hateful redditors, but there are a ton of people who come to you for clarification and insight. So when you intentionally "play dumb" in order to have a sort of "criticism" about something, you're sort of snubbing that earnest group.
    Someone as smart as you knows that when a description says "WHEN you make an attack/save/check/roll/whatever"....... it's OBVIOUSLY answered already. It's literally in the FIRST word. No need to make a big deal out of the wording maybe being a "little" different than the official books, ESPECIALLY when it is still perfectly clear in the first word, and ESPECIALLY when the design/use intentions are so clear.
    And come on, man. Lol. You KNOW what it means when someone is "hit with a spell". Forget this whole "that's not UsUaLlY how you say it".
    You call your own intelligence and credibility into question when you act like you don't JUST to spark discussions in the comments. More importantly than it being a bit dishonest and underhanded on your part, there are plenty of people who you will CAUSE to start thinking this way who honestly don't think you know any better.
    Really, buddy. Just be clear and honest. We keep coming to you because you're so clear and smart and easy to follow. No need to start going this path that so many other D&D youtubers have started doing.

  • @AK-bm1yl
    @AK-bm1yl 10 месяцев назад

    Spell driver makes sorlock so strong

  • @bigkang13
    @bigkang13 4 месяца назад

    I think the Taldorei feats and classes aren't necessarily intended to be taken to their absolute ultimate end of what is possible. They're more written of "how would the average player use and interpret" and then it's up to DMs and players to work together to make it work for that table.

  • @Rukelnikov
    @Rukelnikov 11 месяцев назад

    Regarding Vital Sacrifice's "when you hit with an attack or spell", it is indeed weird wording. However, consider Magic Missile, it has no attack roll, yet it hits, since it says "Each dart hits a creature...."

  • @kuwe4652
    @kuwe4652 11 месяцев назад

    Most likely already said but I have to add it anyway:
    First: While not necessarily broken but worth considdering is the interaction of Grave Clerics with Remarkable Recovery.
    Spare the dying as a bonus action with 30 feet range to bring up your downed frontliner over and over and over again can be quite potent, if you consider healing word potent already.
    Second: Vital Sacrafice is or at leat can be BONKERS with magic missile at lower levels. RAW you roll once for the damage. Adding 2d6 to ALL missiles would just obliterate most early enemies... You can definitly read it in another way and to be honest, dealing about 30 guaranteed damage with a lvl 1 spell is jst too much but at least as I understand it, the interpretation to do so is valid.

  • @jorgh5255
    @jorgh5255 11 месяцев назад

    Thrown arms master is a way to actually use a net without disadvantage

  • @DidierPilon
    @DidierPilon 11 месяцев назад +1

    yeah, Thrown arm master's 3rd bullet really needed to be that light weapons immediately return regardless of if they hit. That way, you can use that one magical dagger for all attacks which, with the thrown weapon fighting style, could be nice. but then again, why not just do what i did and reskin a hand crossbow as a throwing knife and take xbow expert instead with archery fighting style.

  • @tonyblitz1
    @tonyblitz1 5 месяцев назад

    I'm running a Bloodhunter lycanthrope with remarkable recovery in an upcoming campaign.
    Because HP Regen + CONmod whenever you're below half HP along with damage resistance is juicy.

  • @ZarHakkar
    @ZarHakkar 11 месяцев назад

    I'd be really happy if proficiency bonus per long rest abilities regained one use on a short rest.

  • @leslierobinson8724
    @leslierobinson8724 11 месяцев назад

    Hey, the Dungeon Dudes have come out with another book (Sebastian Crowe Guide...) with a whole new class, and lots of subclasses, what do you think about reviewing them? There are two new monk subclasses that I would really appreciate your opinion on (I think you might actually like them). Additionally, I think a collab with the Dungeon Dudes, and Colby live one/two shot using these new subclasses would be fun, and do well related to views. Nice review, and take care.

  • @seankelley6207
    @seankelley6207 11 месяцев назад +3

    In one of my games, a player with a Periapt of Wound Closure wanted this feat and we had to nerf the feat to activate only a number of times per proficiency bonus when stabilizing. Absolutely nuts in that one instance.

  • @MVCx_xB
    @MVCx_xB 11 месяцев назад

    i had no idea identify didn't reveal curses which is what my counterpoint wouldve been, man that really sucks.

  • @foldionepapyrus3441
    @foldionepapyrus3441 11 месяцев назад +1

    Cruel really isn't bad in the right style of game - there is not a huge amount that gives benefits to Intimidation rolls and this feat also has use in combat. So for a table where the roleplay and talking actually happen and shape how and when you end up in combat it is a good middle ground versatile feat - not a bad boon in combat and may just keep half the patrons at this bar fight from picking the other side etc.. While nothing huge, a few extra D6 damage or that temp HP (which could come up rather more often with the classes that have higher crit chance) is extra D6. And being able to get a D6, and potentially other buffs like guidance on those important Intimidation rolls is a good reduction in the chance you will really flub a roll.

    • @qitt44
      @qitt44 11 месяцев назад

      Cruel would be a nice starting feat

    • @foldionepapyrus3441
      @foldionepapyrus3441 11 месяцев назад

      @@qitt44 Also a good characterful feat to take at the latter levels after you have a build you enjoy playing. Will really suit a PC that has started to build a reputation, and gives their more vindictive/manipulative/threatening style a mechanical boon to help them pull it off.
      Though mechanically those D6 are worth a bit more at the early game, but it is still useful later at least at those tables where some of the Roleplay of TTRPG happens.

  • @craigeubanks2374
    @craigeubanks2374 11 месяцев назад +1

    Remarkable recovery CAN apply to the Healer feat, but only if the person with the feat took it in place of an ability score increase (sorry variant human/custom lineage!).

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад +1

      Since Feats are an optional rule, I don't believe they qualify as class features.

  • @kasbeeltherapriest3443
    @kasbeeltherapriest3443 10 месяцев назад

    Reactions don't take place on your turn. You can counterspell a counterspell to your spell, as confirmed by sage advice or crawford, don't rememer which one

  • @soysaucesausage
    @soysaucesausage 11 месяцев назад +4

    Here is a quote straight from the DMG:
    "Beware of adding anything to your game that allows a character to concentrate on more than one effect at a time, use more than one reaction or bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game."
    The Tal'dorei sourcebook is fascinating with that quote in mind! 😅

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад

      Well, Glyph of Warding is on the base book. Tunnel Fighter's essential adoption as a Cavalier subclass feature later on, too. Grain of salt on that warning.

    • @soysaucesausage
      @soysaucesausage 11 месяцев назад

      @@JMSginoclave Sure there are a few very high level or situational exceptions, but all of these in one source book!? Allowing this book at a table is something DMs will really need to consider

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад

      @@soysaucesausage I mean, Glyph of Warding is available at 5th level. And it's not a few, since it alone circumvents every single concentration spell on the game.

    • @soysaucesausage
      @soysaucesausage 11 месяцев назад

      @@JMSginoclave Glyph is highly situational - takes an hour to make and can't be moved 10 feet from where was created. At level 6, the moon cleric gets easy access to double concentration on hypnotic pattern. That's a real worry

    • @JMSginoclave
      @JMSginoclave 11 месяцев назад

      @@soysaucesausage Make it in a book within a Bag of Holding (if you don't want to depend on the DM giving you one, take 2 levels of Artificer). Pull it out, use it wherever.
      But yeah, more instances of baseline specific rules breaking this warning.

  • @saqvobase4301
    @saqvobase4301 11 месяцев назад

    Thrown weapon master increases the range of Net to (25/55) which could be fun

  • @hunterofmonsterss
    @hunterofmonsterss 11 месяцев назад

    Vital Sacrifice definitely seems like it needs adjusting. Although I don’t think you can stack Blood Boons, page 252 of the DMG “Combining Game Effects” seems to suggest only 1 of the same type of effects can be applied at once.

  • @dallisjohnson662
    @dallisjohnson662 11 месяцев назад

    I don't think I'll be adding this book to the list of sources I tell players they can pull from for character creation during session zero.

  • @Shattered_Entertainment
    @Shattered_Entertainment 11 месяцев назад

    At my table spell driver is a default rule

  • @sirroMrM
    @sirroMrM 11 месяцев назад

    With Vital Sacrifice, it says the damage can't be reduced in anyway, damage reductions are normally achieved through resistance.
    But, what if you have False Life, you're not reducing the damage, you're taking the 1d6 and it's removing your temp hp and you're taking the damage, it isn't being reduced.
    So, you have Fiendish Vigor and can cast False Life on demand.
    For a few minutes every hour, you cast False Life, then immediately bonus action use Vital Sacrifice, there isn't a limit to how many blood boons you can have at any one time, except for the wording you can expend "THIS" blood boon, rather than A blood boon, at the same time it's unclear wording and could be relating to the last blood boon which you created.
    So let's say you cast for 2 minutes. (Occasionally you'll roll a 1 on False Life and a 6 on Vital Sacrifice and take one damage)
    For 2 minutes of prep, you have 20 blood boons, meaning over the course of a fight you can 40d6 necrotic damage.
    Spend 10 minutes and you have 200d6 extra necrotic damage.

  • @guamae
    @guamae 11 месяцев назад

    I hate how the Bonus Action spell thing works, and I pray they fix it in 5.5 😬
    Either way, at my table, the limit we use is that on each Turn, you can cast a total number of levels of spells equal to the highest level spell you can cast (not counting Reactions).
    So a 5 level Wizard can cast a 2nd and first level spell in one Turn. A 17th level wizard can cast a 5th level and a 4th in one turn.
    And this counts for Action Surge, and Quickened Spell, and anything else.