In my opinion just the base benefits of Fay Touched are better than Magic Initiate. You get a 1st and 2nd level spell, they don’t have to be from the same class, you get to choose which ability score they apply to (you can cast a Cleric spell with intelligence, for example), AND you can keep it as a spell known for your normal spell slots.
Billy Mays: “But wait! There’s more!”
Now you can round out that odd ability score by +1. To recap:
- Gain 2 additional spells, 1st and 2nd level.
- Learn Misty Step (a useful spell for anyone) + 1 (very watered drown) magic secret (1st level divination or enchantment only).
- +1 to your spell casting ability score
Dungeon Dudes rated this feat “Good” - which is short of their top rating of “Must Have.” How is this not a top tier feat? Of course, they don’t speak for everyone. How do you rate this feat?
I think it's a bit too early to say Underrated, but you're right that it's a really solid choice for most spellcasters... gaining the option to cast the spells using your preferred modifier can be very useful. It's less versatile than Magic Initiate, with the limit to Misty Step specifically and only getting to choose from Divination or Enchantment for your other spell, but luckily Misty Step is a quality spell that almost any character build can benefit from, and there are some pretty good options in Divination and Enchantment. Tasha's Hideous Laughter is one of the better battlefield control spells, staying viable even into higher levels.
I think that Magic Initiate would still be more useful for non-casters. Two Cantrips, to me, are going to have a much greater impact than a single-cast per-day of Misty Step, and the ability to choose any first level spell from the primary caster classes makes it much easier to make certain it's the perfect spell for your character. But for someone who's already a caster class, I think Fey Touched is more useful than Magic Initiate, since it essentially lets you learn two spells (albeit from a very limited spell list), and there's enough variety to cover most play styles, but being able to also cast 1 first level and 1 second level spells you can cast without consuming a spell slot per day, and still continue to cast them after with your primary casting stat is more useful in the long term.
Fey Touched is phenomenally powerful, to the point I'm legitimately surprised it made the cut to Tasha's Cauldron unchanged. Divination and Enchantment is a very potent list to pull from, and Misty Step is a pretty phenomenal piece of kit. Half-feating on top of it is almost obnoxiously good. I would qualify Fey-Touched as pretty up there in terms of power...but I don't know as I'd call it a 'Must Have'.
I don't know what rating system or criteria The Dudes were using, but Fey-Touched loses a lot of moxie if taken by a character with no spell slots. Much of the benefit to the spell, and its power over Magic Initiate, is effectively adding two new high-value spells to your spells-known list for free. If you have no spell slots, then Fey-Touched becomes two useful spells, each once a day, and a bump to a stat you likely weren't using much. Still good, but honestly not necessarily better than Magic Initiate giving you two broadly useful cantrips and choice of any first-level spell from the chosen class.
personally i think there are much more powerful classes and subclasses not to mention more enjoyable builds, i am one of the people who you say "underrate" it. Overall it doesn't give much opportunity for creative role playing or original idea's. Thats is why people underrate it
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
I don't think ShadowTouched is quite as useful as Fey Touched, mostly because there simply aren't as many first level illusion/necromancy spells... but if you consider them both as essentially a single feat with two different flavors I think you could bump them both collectively into an even better feat, maybe even must-have. Misty Step and Invisibility are both very versatile, and between all first level illusion, necromancy, divination, or enchantment, basically any player could find at least one spell that could drastically change their game for the better. I'd still say, though, that non-casters would benefit more, on average, from Magic Initiate.
Fey Touched is phenomenally powerful, to the point I'm legitimately surprised it made the cut to Tasha's Cauldron unchanged. Divination and Enchantment is a very potent list to pull from, and Misty Step is a pretty phenomenal piece of kit. Half-feating on top of it is almost obnoxiously good. I would qualify Fey-Touched as pretty up there in terms of power...but I don't know as I'd call it a 'Must Have'.
I don't know what rating system or criteria The Dudes were using, but Fey-Touched loses a lot of moxie if taken by a character with no spell slots. Much of the benefit to the spell, and its power over Magic Initiate, is effectively adding two new high-value spells to your spells-known list for free. If you have no spell slots, then Fey-Touched becomes two useful spells, each once a day, and a bump to a stat you likely weren't using much. Still good, but honestly not necessarily better than Magic Initiate giving you two broadly useful cantrips and choice of any first-level spell from the chosen class.
I agree it benfits spellcasters far more than non-spellcasters. I would say it's good enough to actually plan for at character creation.
Get your spell ability score to an odd number, like 17 and take Fey Touched as soon as you can. And it's not just the added spells that you learned.
Level 1: 2 spell slots became 4
Level 2: 3 spell slots became 5
Level 3+: 4 spell slots became 6
You can always find a good use for Misty Step. For your second spell, choose something that you know you can use every day. You've dramatically increased your first level spell slots, which will always have uses. Shield is just as useful at level 15 as it is at level 1, for example.
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
I disagree about the choice of spells, but that's a personal preference and the benefits are otherwise the same. :)
Fey Touched is phenomenally powerful, to the point I'm legitimately surprised it made the cut to Tasha's Cauldron unchanged. Divination and Enchantment is a very potent list to pull from, and Misty Step is a pretty phenomenal piece of kit. Half-feating on top of it is almost obnoxiously good. I would qualify Fey-Touched as pretty up there in terms of power...but I don't know as I'd call it a 'Must Have'.
I don't know what rating system or criteria The Dudes were using, but Fey-Touched loses a lot of moxie if taken by a character with no spell slots. Much of the benefit to the spell, and its power over Magic Initiate, is effectively adding two new high-value spells to your spells-known list for free. If you have no spell slots, then Fey-Touched becomes two useful spells, each once a day, and a bump to a stat you likely weren't using much. Still good, but honestly not necessarily better than Magic Initiate giving you two broadly useful cantrips and choice of any first-level spell from the chosen class.
I agree it benfits spellcasters far more than non-spellcasters. I would say it's good enough to actually plan for at character creation.
Get your spell ability score to an odd number, like 17 and take Fey Touched as soon as you can. And it's not just the added spells that you learned.
Level 1: 2 spell slots became 4
Level 2: 3 spell slots became 5
Level 3+: 4 spell slots became 6
You can always find a good use for Misty Step. For your second spell, choose something that you know you can use every day. You've dramatically increased your first level spell slots, which will always have uses. Shield is just as useful at level 15 as it is at level 1, for example.
Definitely... of the half-ASI feats for people with odd numbers in their primary casting stat, Fey/Shadow Touched are probably tippy top of the available options.
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
I disagree about the choice of spells, but that's a personal preference and the benefits are otherwise the same. :)
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
I don't think ShadowTouched is quite as useful as Fey Touched, mostly because there simply aren't as many first level illusion/necromancy spells... but if you consider them both as essentially a single feat with two different flavors I think you could bump them both collectively into an even better feat, maybe even must-have. Misty Step and Invisibility are both very versatile, and between all first level illusion, necromancy, divination, or enchantment, basically any player could find at least one spell that could drastically change their game for the better. I'd still say, though, that non-casters would benefit more, on average, from Magic Initiate.
It's true that the spells of these schools are generally not-as-good as the other two options, but they're not bad either. At the very least, Color Spray is as good as Sleep (effect is less powerful but can affect more creatures/creatures with more hp) and Inflict Wounds is 3d10 dmg which is huge for a 1st level spell.
I agree, I think the biggest factor is what level 1 spell does the player want. It's kind of better to just pick from all the eligible level 1 spells of both feats, then whether they also get Misty Step or Invisibility as their second level depends on what school the spell they really want belongs to. Fey Touched gets the edge just on sheer number of spells, but other than that I wouldn't say that it's "better" other than just statistically having better odds of having the specific spell that one player might want.
The most challenging things about these feats, however, is explaining through RP how and why your character has this new feat. Obviously for some players they're willing to reflavor it in some way, maybe even just ignoring RP entirely and just gaining the benefits with no in-world explanation of where they came from. But the potential to create some really interesting back story or even have an exciting interaction mid-game to justify where the feat comes from.
I agree, I think the biggest factor is what level 1 spell does the player want. It's kind of better to just pick from all the eligible level 1 spells of both feats, then whether they also get Misty Step or Invisibility as their second level depends on what school the spell they really want belongs to. Fey Touched gets the edge just on sheer number of spells, but other than that I wouldn't say that it's "better" other than just statistically having better odds of having the specific spell that one player might want.
The most challenging things about these feats, however, is explaining through RP how and why your character has this new feat. Obviously for some players they're willing to reflavor it in some way, maybe even just ignoring RP entirely and just gaining the benefits with no in-world explanation of where they came from. But the potential to create some really interesting back story or even have an exciting interaction mid-game to justify where the feat comes from.
I think people make things like this harder than it needs to be. You're a spell caster. Through study, meditation, or whatever, you learned new spells.
The same thing happens with multi-classing. "How do you explain storywise how you became a Barbarian Fighter?" Don't. There's no sign on your head that says "Fighter 5 - Barbarian 2" You're a warrior who's learned to channel your anger. Etc.
I'm not directing this at you specifically, but I think a lot of the "how do you explain" stuff comes from people who are anti-optimizers. The game is very flexible and allows gives great latitude for re-flavoring and creativity. You just have to maintain the game mechanics.
It's definitely a very good feat, but I can see why the Dungeon Dudes didn't rank it as "Must Have", as it is not super useful to most non-spellcasters. Don't get me wrong, I am definitely not saying that it isn't useful to non-spellcasters, it definitely is, but it just is not as good for non-spellcasters as it is for spellcasters. This cantrip is very, very useful to every spellcaster in the game. It grants them one of the best second level spells in the game (misty step), and also grants them a 1st-level spell of their choice from any spell list (notable mentions: hex and hunter's mark), requiring it to be divination or enchantment. Additionally, it lets you increase your Int, Wis, or Cha by 1, also allowing making your spellcasting ability for these spells be the Ability Score you increased with this feat. It's really, really good for spellcasters, but is not as amazing for non-spellcasters (especially barbarians).
This feat is a very, very good feat for Rangers, Paladins, Wizards, Warlocks, Sorcerers, Bards, Clerics, Druids, and other casters, but for non-casters it is mostly useful for Monks, Eldritch Knights, and Arcane Tricksters.
It is a really good feat, but I would not rank it as a "Must Have". It is a good feat. In some situations, it is almost too good.
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It's definitely a very good feat, but I can see why the Dungeon Dudes didn't rank it as "Must Have", as it is not super useful to most non-spellcasters. Don't get me wrong, I am definitely not saying that it isn't useful to non-spellcasters, it definitely is, but it just is not as good for non-spellcasters as it is for spellcasters. This cantrip is very, very useful to every spellcaster in the game. It grants them one of the best second level spells in the game (misty step), and also grants them a 1st-level spell of their choice from any spell list (notable mentions: hex and hunter's mark), requiring it to be divination or enchantment. Additionally, it lets you increase your Int, Wis, or Cha by 1, also allowing making your spellcasting ability for these spells be the Ability Score you increased with this feat. It's really, really good for spellcasters, but is not as amazing for non-spellcasters (especially barbarians).
This feat is a very, very good feat for Rangers, Paladins, Wizards, Warlocks, Sorcerers, Bards, Clerics, Druids, and other casters, but for non-casters it is mostly useful for Monks, Eldritch Knights, and Arcane Tricksters.
It is a really good feat, but I would not rank it as a "Must Have". It is a good feat. In some situations, it is almost too good.
I kind of view that in the same light as GWM is a must have, but it's useless for primary spellcasters. This one is still very good for spellcasters in general, and an absolute must if you have an odd spell-casting ability score. The next spellcaster I make will have an odd score, just so I can choose this one.
Two knew spells (that you may not otherwise had access to) and an additional 1st and 2nd level slots. That's big.
GWM is a good comparison to this, but this feat is better for non-casters than GWM is for casters. I wouldn't say it is a "Must Have" for spellcasters with an odd spellcasting ability score, but it is pretty close to that. It's definitely a "You should probably get this if it fits your character" feat, but not a "You have to take this or you suck" feat.
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I agree, I think the biggest factor is what level 1 spell does the player want. It's kind of better to just pick from all the eligible level 1 spells of both feats, then whether they also get Misty Step or Invisibility as their second level depends on what school the spell they really want belongs to. Fey Touched gets the edge just on sheer number of spells, but other than that I wouldn't say that it's "better" other than just statistically having better odds of having the specific spell that one player might want.
The most challenging things about these feats, however, is explaining through RP how and why your character has this new feat. Obviously for some players they're willing to reflavor it in some way, maybe even just ignoring RP entirely and just gaining the benefits with no in-world explanation of where they came from. But the potential to create some really interesting back story or even have an exciting interaction mid-game to justify where the feat comes from.
I think people make things like this harder than it needs to be. You're a spell caster. Through study, meditation, or whatever, you learned new spells.
The same thing happens with multi-classing. "How do you explain storywise how you became a Barbarian Fighter?" Don't. There's no sign on your head that says "Fighter 5 - Barbarian 2" You're a warrior who's learned to channel your anger. Etc.
I'm not directing this at you specifically, but I think a lot of the "how do you explain" stuff comes from people who are anti-optimizers. The game is very flexible and allows gives great latitude for re-flavoring and creativity. You just have to maintain the game mechanics.
Don't wanna get too off-topic but...
What if you're a rogue, suddenly you're also a druid? Even ignoring learning a language, this thing takes RP-elements. Okay, it doesn't require it, but technically nothing does. Becoming a warlock can happen in an instant. You just need to make a pact. Barbarian makes sense. Fighter? Use downtime to practice fighting styles and weapon use... Monk? Yesterday you were an Artificer preaching to science, now you're a devout monk who had martial arts training can make arrows bounce off their naked skin because they're smart (I know it doesn't work that way but whatever)? Becoming a sorcerer kinda makes sense, but it's not fun to see someone just showing up one-day saying "Behold, I now know magic. I cast Sleep on you all!"
I think that if you have an odd Charisma, Intelligence, or Wisdom the Fey Touched, Shadow Touched, Telekinetic, and Telepathic feats are all incredible! If you have even ability scores they have a lot less use than Magic Initiate has though so they’re situational.
I have a wizard who took the Shadow Touched feat for the +1 in Intelligence combined with the way it fits into his back story. The extra two spells are nice too!
I agree, I think the biggest factor is what level 1 spell does the player want. It's kind of better to just pick from all the eligible level 1 spells of both feats, then whether they also get Misty Step or Invisibility as their second level depends on what school the spell they really want belongs to. Fey Touched gets the edge just on sheer number of spells, but other than that I wouldn't say that it's "better" other than just statistically having better odds of having the specific spell that one player might want.
The most challenging things about these feats, however, is explaining through RP how and why your character has this new feat. Obviously for some players they're willing to reflavor it in some way, maybe even just ignoring RP entirely and just gaining the benefits with no in-world explanation of where they came from. But the potential to create some really interesting back story or even have an exciting interaction mid-game to justify where the feat comes from.
I think people make things like this harder than it needs to be. You're a spell caster. Through study, meditation, or whatever, you learned new spells.
The same thing happens with multi-classing. "How do you explain storywise how you became a Barbarian Fighter?" Don't. There's no sign on your head that says "Fighter 5 - Barbarian 2" You're a warrior who's learned to channel your anger. Etc.
I'm not directing this at you specifically, but I think a lot of the "how do you explain" stuff comes from people who are anti-optimizers. The game is very flexible and allows gives great latitude for re-flavoring and creativity. You just have to maintain the game mechanics.
Don't wanna get too off-topic but...
What if you're a rogue, suddenly you're also a druid? Even ignoring learning a language, this thing takes RP-elements. Okay, it doesn't require it, but technically nothing does. Becoming a warlock can happen in an instant. You just need to make a pact. Barbarian makes sense. Fighter? Use downtime to practice fighting styles and weapon use... Monk? Yesterday you were an Artificer preaching to science, now you're a devout monk who had martial arts training can make arrows bounce off their naked skin because they're smart (I know it doesn't work that way but whatever)? Becoming a sorcerer kinda makes sense, but it's not fun to see someone just showing up one-day saying "Behold, I now know magic. I cast Sleep on you all!"
The thing is when you switch classes you start at ground 0, so it's not like you're one day you're a fighter, and then then next day you're an arch mage. You could be a badass fighter who makes 3 attacks per turn and able to shoot the weapon out of someone's hand with an arrow.... but you have a thing for nature, and you've been dabbling some time now. Now you finally start to catch on, and you're so proud to have learned a couple simple druidic spells that are like child's play to your level 12 druid companion. Speaking of which, maybe he/she had been teaching you the entire time.
I can always come up with something. And it doesn't even have to be a multi-class (story wise).
Knowledge Cleric 1/ Divination Wizard 2. Either:
A) You're JUST a really intelligent Divination Wizard. Your father was a renowned warrior in the king's guard. He raised you trying to push you into his path, teaching you the ways of weapons and armor. But you were more cerebral - more brains than brawn. You ended up taking your own path and studying the ways of magic. You got your armor and weapons proficiency from your father's teachings. Being able to cast, say, guidance and healing word? Those are just special Wizard spells you spent years developing while you were studying at the academy.
B) You're JUST a Knowledge Cleric. Your God knows that knowledge is power, and instead of granting you typical divine magic, it instead gives you the greatest blessing of all: Knowledge. It divinely grants you the knowledge of how to manipulate magic on your own. Kind of like being plugged into the Matrix and suddenly you know Kung fu.
Boom. You're multiclassed but (in game) you're not.
I think that if you have an odd Charisma, Intelligence, or Wisdom the Fey Touched, Shadow Touched, Telekinetic, and Telepathic feats are all incredible! If you have even ability scores they have a lot less use than Magic Initiate has though so they’re situational.
I have a wizard who took the Shadow Touched feat for the +1 in Intelligence combined with the way it fits into his back story. The extra two spells are nice too!
Even if my scores were even, I would take Fey Touched over Magic Initiate, all day any day.
MI: One 1st spell slot, 2 cantrips. One 1st level spell that you can only cast once per day, ever. Spells from other classes use that class's ability score.
FT: One 1st level and one 2nd level spell and spell slot. You can continue casting them with your own spell slots. No matter who's list they're on, they use your favored ability score.
The only advantage of MI is that you're not limited by schools of magic. (Technically) another one is that with FT you have to take Misty Step, but who wouldn't want Misty Step?
In my opinion just the base benefits of Fay Touched are better than Magic Initiate. You get a 1st and 2nd level spell, they don’t have to be from the same class, you get to choose which ability score they apply to (you can cast a Cleric spell with intelligence, for example), AND you can keep it as a spell known for your normal spell slots.
Billy Mays: “But wait! There’s more!”
Now you can round out that odd ability score by +1. To recap:
- Gain 2 additional spells, 1st and 2nd level.
- Learn Misty Step (a useful spell for anyone) + 1 (very watered drown) magic secret (1st level divination or enchantment only).
- +1 to your spell casting ability score
Dungeon Dudes rated this feat “Good” - which is short of their top rating of “Must Have.” How is this not a top tier feat? Of course, they don’t speak for everyone. How do you rate this feat?
[REDACTED]
Fey Touched
I think it's a bit too early to say Underrated, but you're right that it's a really solid choice for most spellcasters... gaining the option to cast the spells using your preferred modifier can be very useful. It's less versatile than Magic Initiate, with the limit to Misty Step specifically and only getting to choose from Divination or Enchantment for your other spell, but luckily Misty Step is a quality spell that almost any character build can benefit from, and there are some pretty good options in Divination and Enchantment. Tasha's Hideous Laughter is one of the better battlefield control spells, staying viable even into higher levels.
I think that Magic Initiate would still be more useful for non-casters. Two Cantrips, to me, are going to have a much greater impact than a single-cast per-day of Misty Step, and the ability to choose any first level spell from the primary caster classes makes it much easier to make certain it's the perfect spell for your character. But for someone who's already a caster class, I think Fey Touched is more useful than Magic Initiate, since it essentially lets you learn two spells (albeit from a very limited spell list), and there's enough variety to cover most play styles, but being able to also cast 1 first level and 1 second level spells you can cast without consuming a spell slot per day, and still continue to cast them after with your primary casting stat is more useful in the long term.
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Fey Touched is phenomenally powerful, to the point I'm legitimately surprised it made the cut to Tasha's Cauldron unchanged. Divination and Enchantment is a very potent list to pull from, and Misty Step is a pretty phenomenal piece of kit. Half-feating on top of it is almost obnoxiously good. I would qualify Fey-Touched as pretty up there in terms of power...but I don't know as I'd call it a 'Must Have'.
I don't know what rating system or criteria The Dudes were using, but Fey-Touched loses a lot of moxie if taken by a character with no spell slots. Much of the benefit to the spell, and its power over Magic Initiate, is effectively adding two new high-value spells to your spells-known list for free. If you have no spell slots, then Fey-Touched becomes two useful spells, each once a day, and a bump to a stat you likely weren't using much. Still good, but honestly not necessarily better than Magic Initiate giving you two broadly useful cantrips and choice of any first-level spell from the chosen class.
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personally i think there are much more powerful classes and subclasses not to mention more enjoyable builds, i am one of the people who you say "underrate" it. Overall it doesn't give much opportunity for creative role playing or original idea's. Thats is why people underrate it
I like Shadow Touched better. It's basically the same, but with Invisibility and Illusion/Necromancy instead. This may not fit all, but of all my characters, there's only one that would use Fey Touched over this. May be just my playstyle though.
Varielky
I don't think ShadowTouched is quite as useful as Fey Touched, mostly because there simply aren't as many first level illusion/necromancy spells... but if you consider them both as essentially a single feat with two different flavors I think you could bump them both collectively into an even better feat, maybe even must-have. Misty Step and Invisibility are both very versatile, and between all first level illusion, necromancy, divination, or enchantment, basically any player could find at least one spell that could drastically change their game for the better. I'd still say, though, that non-casters would benefit more, on average, from Magic Initiate.
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I agree it benfits spellcasters far more than non-spellcasters. I would say it's good enough to actually plan for at character creation.
Get your spell ability score to an odd number, like 17 and take Fey Touched as soon as you can. And it's not just the added spells that you learned.
Level 1: 2 spell slots became 4
Level 2: 3 spell slots became 5
Level 3+: 4 spell slots became 6
You can always find a good use for Misty Step. For your second spell, choose something that you know you can use every day. You've dramatically increased your first level spell slots, which will always have uses. Shield is just as useful at level 15 as it is at level 1, for example.
I disagree about the choice of spells, but that's a personal preference and the benefits are otherwise the same. :)
Definitely... of the half-ASI feats for people with odd numbers in their primary casting stat, Fey/Shadow Touched are probably tippy top of the available options.
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It's true that the spells of these schools are generally not-as-good as the other two options, but they're not bad either. At the very least, Color Spray is as good as Sleep (effect is less powerful but can affect more creatures/creatures with more hp) and Inflict Wounds is 3d10 dmg which is huge for a 1st level spell.
Varielky
I agree, I think the biggest factor is what level 1 spell does the player want. It's kind of better to just pick from all the eligible level 1 spells of both feats, then whether they also get Misty Step or Invisibility as their second level depends on what school the spell they really want belongs to. Fey Touched gets the edge just on sheer number of spells, but other than that I wouldn't say that it's "better" other than just statistically having better odds of having the specific spell that one player might want.
The most challenging things about these feats, however, is explaining through RP how and why your character has this new feat. Obviously for some players they're willing to reflavor it in some way, maybe even just ignoring RP entirely and just gaining the benefits with no in-world explanation of where they came from. But the potential to create some really interesting back story or even have an exciting interaction mid-game to justify where the feat comes from.
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I think people make things like this harder than it needs to be. You're a spell caster. Through study, meditation, or whatever, you learned new spells.
The same thing happens with multi-classing. "How do you explain storywise how you became a Barbarian Fighter?" Don't. There's no sign on your head that says "Fighter 5 - Barbarian 2" You're a warrior who's learned to channel your anger. Etc.
I'm not directing this at you specifically, but I think a lot of the "how do you explain" stuff comes from people who are anti-optimizers. The game is very flexible and allows gives great latitude for re-flavoring and creativity. You just have to maintain the game mechanics.
It's definitely a very good feat, but I can see why the Dungeon Dudes didn't rank it as "Must Have", as it is not super useful to most non-spellcasters. Don't get me wrong, I am definitely not saying that it isn't useful to non-spellcasters, it definitely is, but it just is not as good for non-spellcasters as it is for spellcasters. This cantrip is very, very useful to every spellcaster in the game. It grants them one of the best second level spells in the game (misty step), and also grants them a 1st-level spell of their choice from any spell list (notable mentions: hex and hunter's mark), requiring it to be divination or enchantment. Additionally, it lets you increase your Int, Wis, or Cha by 1, also allowing making your spellcasting ability for these spells be the Ability Score you increased with this feat. It's really, really good for spellcasters, but is not as amazing for non-spellcasters (especially barbarians).
This feat is a very, very good feat for Rangers, Paladins, Wizards, Warlocks, Sorcerers, Bards, Clerics, Druids, and other casters, but for non-casters it is mostly useful for Monks, Eldritch Knights, and Arcane Tricksters.
It is a really good feat, but I would not rank it as a "Must Have". It is a good feat. In some situations, it is almost too good.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I kind of view that in the same light as GWM is a must have, but it's useless for primary spellcasters. This one is still very good for spellcasters in general, and an absolute must if you have an odd spell-casting ability score. The next spellcaster I make will have an odd score, just so I can choose this one.
Two knew spells (that you may not otherwise had access to) and an additional 1st and 2nd level slots. That's big.
GWM is a good comparison to this, but this feat is better for non-casters than GWM is for casters. I wouldn't say it is a "Must Have" for spellcasters with an odd spellcasting ability score, but it is pretty close to that. It's definitely a "You should probably get this if it fits your character" feat, but not a "You have to take this or you suck" feat.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Don't wanna get too off-topic but...
What if you're a rogue, suddenly you're also a druid? Even ignoring learning a language, this thing takes RP-elements. Okay, it doesn't require it, but technically nothing does. Becoming a warlock can happen in an instant. You just need to make a pact. Barbarian makes sense. Fighter? Use downtime to practice fighting styles and weapon use... Monk? Yesterday you were an Artificer preaching to science, now you're a devout monk who had martial arts training can make arrows bounce off their naked skin because they're smart (I know it doesn't work that way but whatever)? Becoming a sorcerer kinda makes sense, but it's not fun to see someone just showing up one-day saying "Behold, I now know magic. I cast Sleep on you all!"
Varielky
I think that if you have an odd Charisma, Intelligence, or Wisdom the Fey Touched, Shadow Touched, Telekinetic, and Telepathic feats are all incredible! If you have even ability scores they have a lot less use than Magic Initiate has though so they’re situational.
I have a wizard who took the Shadow Touched feat for the +1 in Intelligence combined with the way it fits into his back story. The extra two spells are nice too!
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The thing is when you switch classes you start at ground 0, so it's not like you're one day you're a fighter, and then then next day you're an arch mage. You could be a badass fighter who makes 3 attacks per turn and able to shoot the weapon out of someone's hand with an arrow.... but you have a thing for nature, and you've been dabbling some time now. Now you finally start to catch on, and you're so proud to have learned a couple simple druidic spells that are like child's play to your level 12 druid companion. Speaking of which, maybe he/she had been teaching you the entire time.
I can always come up with something. And it doesn't even have to be a multi-class (story wise).
Knowledge Cleric 1/ Divination Wizard 2. Either:
A) You're JUST a really intelligent Divination Wizard. Your father was a renowned warrior in the king's guard. He raised you trying to push you into his path, teaching you the ways of weapons and armor. But you were more cerebral - more brains than brawn. You ended up taking your own path and studying the ways of magic. You got your armor and weapons proficiency from your father's teachings. Being able to cast, say, guidance and healing word? Those are just special Wizard spells you spent years developing while you were studying at the academy.
B) You're JUST a Knowledge Cleric. Your God knows that knowledge is power, and instead of granting you typical divine magic, it instead gives you the greatest blessing of all: Knowledge. It divinely grants you the knowledge of how to manipulate magic on your own. Kind of like being plugged into the Matrix and suddenly you know Kung fu.
Boom. You're multiclassed but (in game) you're not.
Even if my scores were even, I would take Fey Touched over Magic Initiate, all day any day.
MI: One 1st spell slot, 2 cantrips. One 1st level spell that you can only cast once per day, ever. Spells from other classes use that class's ability score.
FT: One 1st level and one 2nd level spell and spell slot. You can continue casting them with your own spell slots. No matter who's list they're on, they use your favored ability score.
The only advantage of MI is that you're not limited by schools of magic. (Technically) another one is that with FT you have to take Misty Step, but who wouldn't want Misty Step?
So am I, especially as it renders Fey Teleportation obsolete (since it does the same thing only better).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.