But it also gives you another spell on top of that, lets you boost your Wis instead of your Int or Cha, and it's available to everyone regardless of race instead of just High Elves.
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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.
But it also gives you another spell on top of that, lets you boost your Wis instead of your Int or Cha, and it's available to everyone regardless of race instead of just High Elves.
I agree that it's better than Fey Teleportation, but I was just pointing out that Fey Teleportation allows for more castings each long rest than Fey Touched, thus not making the feat "invalid".
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Please check out my homebrew, I would appreciate feedback:
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.
I love optimising, but I also prefer to have valid role-play reasons for things happening both in the games I run and in the games I play. It needs to make sense, in my games for example how does a character suddenly just have a new arcane spell? Does it just pop into their heads from nowhere? My solution (in this example) is to provide them with vague spell books from opposing wizards and then when they level up they have learned their new spell(s) from the spell book they found earlier. Generally I don't give them a list of spells that are in the book so that they are able to chose their own rather than me saying choose from these. That sort of thing allows a player to still make all their own character development choices but provides in game rationalisation so that it doesn't feel 'contrived'.
I actually took Fey Touched recently, and it was a really hard call between that and Shadow Touched. I had a 19 charisma so it was perfect for rounding it up. Invisibility would have been a massive boost but the secondary choices were less optimal for that game. Misty step is still very useful and will no doubt come in handy. As the secondary spell I took gift of Alacrity, which is a massively useful spell. Cast every morning just before we break camp, it lasts for 8 hours and does not require concentration.Giving +1d8 to our Paladin's initiative will be a huge boost to him. In theory, at least as we only levelled up last session and haven't had chance to use it yet.
I usually select Magic Initiate when I want to leverage a good cantrip. Like Clerics, Rangers or even Rogues looking for Booming Blade and/or Shillelagh.
You’ll usually select Fey or Shadow Touched for different reasons and for me they are not comparable with MI.
I was planning to play a Goblin Enchanter and having an odd INT made me look upon Shadow Touched because of free Invisibility (I want to get invisible, disable a big enemy with Hypnotic Gaze and then Hide as a bonus action). I selected False Life just as an icy on the top.
I honestly think it’s a great feat. I’m playing a Warforged Druid in a current campaign using the Circle of the Forged subclass from Exploring Ebberon. It functions much in the same way that the Circle of the Moon subclass does, with heavy buffs and focus on wild shape for combat. I’m the only character in my 5 person party that could be considered a tank, we have an Artificer, d8 hit die, a Bard, d8 hit die, Me as a Druid, d8 hit die, a Sorcerer, d6 hit die, and a Wizard, d6 hit die. Once I take this feat, I can further solidify my role as the party tank. With the Divination/Enchantment spell, I can pick up Compelled Duel, a spell that is usually only available to Paladins. I can draw the fire from a dangerous enemy on the field and protect my squishy comrades, and if I end up exhausting my wild shapes and am running low on health, I can get out of the situation using Misty Step without provoking opportunity attacks. Keep in mind, this is all on top of a +1 to a spellcasting ability score of your choice. Fey Touched does have a somewhat niche use, but in certain characters, such as mine, it is an absolute must have feat.
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.
I love optimising, but I also prefer to have valid role-play reasons for things happening both in the games I run and in the games I play. It needs to make sense, in my games for example how does a character suddenly just have a new arcane spell? Does it just pop into their heads from nowhere? My solution (in this example) is to provide them with vague spell books from opposing wizards and then when they level up they have learned their new spell(s) from the spell book they found earlier. Generally I don't give them a list of spells that are in the book so that they are able to chose their own rather than me saying choose from these. That sort of thing allows a player to still make all their own character development choices but provides in game rationalisation so that it doesn't feel 'contrived'.
I actually took Fey Touched recently, and it was a really hard call between that and Shadow Touched. I had a 19 charisma so it was perfect for rounding it up. Invisibility would have been a massive boost but the secondary choices were less optimal for that game. Misty step is still very useful and will no doubt come in handy. As the secondary spell I took gift of Alacrity, which is a massively useful spell. Cast every morning just before we break camp, it lasts for 8 hours and does not require concentration.Giving +1d8 to our Paladin's initiative will be a huge boost to him. In theory, at least as we only levelled up last session and haven't had chance to use it yet.
The same way it learns all its other spells. Your character doesn’t know, “Hmmm this spell I’m casting isn’t normally on the Bard spell list in 5E”
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Not quite. Fey Teleportation lets you cast Misty Step once a short rest, while Fey Touched is long rest.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
But it also gives you another spell on top of that, lets you boost your Wis instead of your Int or Cha, and it's available to everyone regardless of race instead of just High Elves.
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.
I agree that it's better than Fey Teleportation, but I was just pointing out that Fey Teleportation allows for more castings each long rest than Fey Touched, thus not making the feat "invalid".
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I said obsolete and I meant it. The one benefit that Fey Teleportation has over Fey Touched doesn't come close to making it worthwhile to take.
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.
I love optimising, but I also prefer to have valid role-play reasons for things happening both in the games I run and in the games I play. It needs to make sense, in my games for example how does a character suddenly just have a new arcane spell? Does it just pop into their heads from nowhere? My solution (in this example) is to provide them with vague spell books from opposing wizards and then when they level up they have learned their new spell(s) from the spell book they found earlier. Generally I don't give them a list of spells that are in the book so that they are able to chose their own rather than me saying choose from these. That sort of thing allows a player to still make all their own character development choices but provides in game rationalisation so that it doesn't feel 'contrived'.
I actually took Fey Touched recently, and it was a really hard call between that and Shadow Touched. I had a 19 charisma so it was perfect for rounding it up. Invisibility would have been a massive boost but the secondary choices were less optimal for that game. Misty step is still very useful and will no doubt come in handy. As the secondary spell I took gift of Alacrity, which is a massively useful spell. Cast every morning just before we break camp, it lasts for 8 hours and does not require concentration.Giving +1d8 to our Paladin's initiative will be a huge boost to him. In theory, at least as we only levelled up last session and haven't had chance to use it yet.
I usually select Magic Initiate when I want to leverage a good cantrip. Like Clerics, Rangers or even Rogues looking for Booming Blade and/or Shillelagh.
You’ll usually select Fey or Shadow Touched for different reasons and for me they are not comparable with MI.
I was planning to play a Goblin Enchanter and having an odd INT made me look upon Shadow Touched because of free Invisibility (I want to get invisible, disable a big enemy with Hypnotic Gaze and then Hide as a bonus action). I selected False Life just as an icy on the top.
I honestly think it’s a great feat. I’m playing a Warforged Druid in a current campaign using the Circle of the Forged subclass from Exploring Ebberon. It functions much in the same way that the Circle of the Moon subclass does, with heavy buffs and focus on wild shape for combat. I’m the only character in my 5 person party that could be considered a tank, we have an Artificer, d8 hit die, a Bard, d8 hit die, Me as a Druid, d8 hit die, a Sorcerer, d6 hit die, and a Wizard, d6 hit die. Once I take this feat, I can further solidify my role as the party tank. With the Divination/Enchantment spell, I can pick up Compelled Duel, a spell that is usually only available to Paladins. I can draw the fire from a dangerous enemy on the field and protect my squishy comrades, and if I end up exhausting my wild shapes and am running low on health, I can get out of the situation using Misty Step without provoking opportunity attacks. Keep in mind, this is all on top of a +1 to a spellcasting ability score of your choice. Fey Touched does have a somewhat niche use, but in certain characters, such as mine, it is an absolute must have feat.
The same way it learns all its other spells. Your character doesn’t know, “Hmmm this spell I’m casting isn’t normally on the Bard spell list in 5E”