I'm currently playing an arcane trickster and for the 4th level feat I'm taking fey touched. My question is what are the best option for the 1st level extra spell? Bless seems a great option but from level 7 I will probably mantain concentration on shadow blade so bless would be kinda left behind. Gift of alacrity is a good boost to initiative, especially for a rogue, and I'm leaning more towards it, my only doubt is that at higher levels I won't have useful 1st level spell in combat, maybe command or dissonant whispers will be more valuable when I get magical ambush. What are your thoughts?
If you’re looking to stay away from concentration spells, charm person can be good for a rogue if you get caught being sneaky, you can talk your way out of it. Tashas hideous laughter knocking someone prone so you get advantage and therefore sneak attack can also work well.
And if you’re willing to go concentration, hex or hunters mark can help you add even more damage die, though one extra die will matter less and less as you go up in levels. Hex would probably be better, and probably thematically works better with fey touched.
Tasha's Hideous Laughter or Sleep will allow alternate ways for you to gain advantage (both cause enemies to be incapacitated, thus generating advantage on your attacks). That should help for Sneak Attack.
That said, Gift of Alacrity sounds incredibly good, especially for a first level spell.
Of the ones listed already, Tasha’s Hideous Laughter is decent for a first level Spell, but you already have access to it. Charm is just bad for combat, and only situational out of combat since the target will ultimately know they’ve been charmed. And without subtle Spell, bystanders can tell you are casting something. Sleep is great at first level but scales terribly, and you already have access to it.
Hex is great (and my standard answer for what you should take from Fey Touched), but not necessarily on an Arcane Trickster I don't think.
Why?
For one thing, Concentration, but mostly because that 1d6 damage bonus winds up being barely comparable to the benefits of Sneak Attack. Much better to find ways to gain advantage than get a small bonus to, at most, two attacks (and unlikely you've got a duel-wielding Arcane Trickster). The penalty to a single saving throw is nice, but probably not worth it given the concentration stipulation. If you want a saving throw penalty, just take Mind Sliver as your attack cantrip.
(Arcane Trickster can only do, without outside benefits, two attacks per turn. Getting 1d6 on two attacks is exactly the same as being able to get off one Sneak Attack at level four, and less so once you get to level five and beyond.)
Definitely agree with the idea of a spell outside the arcane trickster list but also with the critics to hex for this specific case. I think I'll stick to gift of alacrity and spam it on other party members if I've slot to spare. I'm also considering mind sliver for my next cantrip, definetly Tasha's cauldron of everything brought many good spells for arcane tricksters IMO
Don't forget that it is a single use per day. taking an attack spell is kinda ok for an emergency but it's mostly a waste. same with Tasha's I mean it literally gets you advantage maybe on 1 or 2 attacks if you are lucky. the save DC won't be very high and so there is a good chance it won't land even once. A good utility spell such as Gift of Alacrity is perfect as it will last for 8 hours, has no concentration or saving throw requirements. just castit during breakfast and away you go.
Don't forget that it is a single use per day. taking an attack spell is kinda ok for an emergency but it's mostly a waste. same with Tasha's I mean it literally gets you advantage maybe on 1 or 2 attacks if you are lucky. the save DC won't be very high and so there is a good chance it won't land even once. A good utility spell such as Gift of Alacrity is perfect as it will last for 8 hours, has no concentration or saving throw requirements. just castit during breakfast and away you go.
The spells you gain with both fey touched and shadow touched can be cast also with your spell slots if you have them. Which is a great improvement imo in comparison to something like magic adept.
That is nice you can use your spell slots for it. But depending on what stat you raise with the feat is the ability you cast the spell with so DC’s could be low if it’s an off stat. Gift of alacrity looks like a real good option
I'm a big fan of Command for Fey-Touched. It's a deceptively powerful spell, depending on how creative you can be and what your DM allows you to get away with. Magical Ambush makes it even better. Some of my favorites outside the given words in the spell:
"Drink" - used by our absolutely delightful hillbilly bootlegger dwarven cleric, while holding out his jug of magically super-potent moonshine with a very stiff DC to not get insta-plastered. Also useful with poison or other fun concoctions. "Strip" - target wearing magical robes/clothes you need dealt with, or want the target bound up by half-undone clothing? Command them to strip! I dunno about you, but I'd find it difficult to fight in half-undone clothing - or in the buck, if I'm quick enough while Commanded. "Scatter" - upcast to hit multiple targets (remember, you can use higher-level slots for your Fey-Touched spells!), you can use this one to cause them to all spread out and stop ********ing a vulnerable target. "Hug" - again, cast on two or more targets, this one can get them to cluster up and waste their turn hugging each other...right before you or your wizard buddy huck a follow-up Fireball. "Kiss" - for when you want the same effect as Hug, just with more DM discomfort. "Fail" - provided the DM's game, the target automatically screws up whatever it tries to do on its next turn "Shit" - need to track a changeling trying to disappear into a crowd? Use your nose! "Headbutt" - get your target to attack your paladin's shield with his face. Enjoy the DM narrating the results.
Hex is great (and my standard answer for what you should take from Fey Touched), but not necessarily on an Arcane Trickster I don't think.
Why?
For one thing, Concentration, but mostly because that 1d6 damage bonus winds up being barely comparable to the benefits of Sneak Attack. Much better to find ways to gain advantage than get a small bonus to, at most, two attacks (and unlikely you've got a duel-wielding Arcane Trickster). The penalty to a single saving throw is nice, but probably not worth it given the concentration stipulation. If you want a saving throw penalty, just take Mind Sliver as your attack cantrip.
(Arcane Trickster can only do, without outside benefits, two attacks per turn. Getting 1d6 on two attacks is exactly the same as being able to get off one Sneak Attack at level four, and less so once you get to level five and beyond.)
It turns your sneak attack into a the equivalent of a higher level rogue. If you have 3 sneak attack dice, it's a 33% increase in sneak attack damage.
But here's a better way to quantify it. It lasts for 1 hour. If you manage to hit an enemy 10 times during that hour, that's 10d6 damage from a 1st level spell slot!
Don't forget that it is a single use per day. taking an attack spell is kinda ok for an emergency but it's mostly a waste. same with Tasha's I mean it literally gets you advantage maybe on 1 or 2 attacks if you are lucky. the save DC won't be very high and so there is a good chance it won't land even once. A good utility spell such as Gift of Alacrity is perfect as it will last for 8 hours, has no concentration or saving throw requirements. just castit during breakfast and away you go.
The spells you gain with both fey touched and shadow touched can be cast also with your spell slots if you have them. Which is a great improvement imo in comparison to something like magic adept.
Correct, and that's just one of the ways it's a lot beter than (I think you meant) magic initiate. You also get a good 2nd level spell. You also get an ASI.
That is nice you can use your spell slots for it. But depending on what stat you raise with the feat is the ability you cast the spell with so DC’s could be low if it’s an off stat. Gift of alacrity looks like a real good option
True, but if you're an Arcane Trickster, I'm pretty sure you'd be using it to boost your Int score anyway.
Gift of Alacrity if you like numbers, Command if you like stories. I can also get behind Tasha's Hideous Laughter. That spell is dope.
Hex (and Hunter's Mark) is mostly wasted on a character without extra attack or an equivalent feature. The AT has better things to spend its precious spell slots on.
Gift of Alacrity if you like numbers, Command if you like stories. I can also get behind Tasha's Hideous Laughter. That spell is dope.
Hex (and Hunter's Mark) is mostly wasted on a character without extra attack or an equivalent feature. The AT has better things to spend its precious spell slots on.
In a 1 hour period, how many hits do you think a rogue can make on average? Seven? Ten? Those amount to 7d6 or 10d6 damage respectively. For a 1st level spell.
In a 1 hour period, how many hits do you think a rogue can make on average? Seven? Ten? Those amount to 7d6 or 10d6 damage respectively. For a 1st level spell.
Do you often have opponents that last an hour? As far as I can tell combats usually are either over in like ... 30 seconds ... or the opponent gets away and you don't see them until after they've had a chance to long rest. Your math isn't wrong, but how often is it going to come up?
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I'm currently playing an arcane trickster and for the 4th level feat I'm taking fey touched. My question is what are the best option for the 1st level extra spell? Bless seems a great option but from level 7 I will probably mantain concentration on shadow blade so bless would be kinda left behind. Gift of alacrity is a good boost to initiative, especially for a rogue, and I'm leaning more towards it, my only doubt is that at higher levels I won't have useful 1st level spell in combat, maybe command or dissonant whispers will be more valuable when I get magical ambush. What are your thoughts?
If you’re looking to stay away from concentration spells, charm person can be good for a rogue if you get caught being sneaky, you can talk your way out of it.
Tashas hideous laughter knocking someone prone so you get advantage and therefore sneak attack can also work well.
And if you’re willing to go concentration, hex or hunters mark can help you add even more damage die, though one extra die will matter less and less as you go up in levels. Hex would probably be better, and probably thematically works better with fey touched.
Tasha's Hideous Laughter or Sleep will allow alternate ways for you to gain advantage (both cause enemies to be incapacitated, thus generating advantage on your attacks). That should help for Sneak Attack.
That said, Gift of Alacrity sounds incredibly good, especially for a first level spell.
I would suggest something that isn’t on the wizard spell list so you can gain e spell you could never otherwise obtain.
Fortunately I think the best option of all fits that criterion. Hex!
Hex is great (and my standard answer for what you should take from Fey Touched), but not necessarily on an Arcane Trickster I don't think.
Of the ones listed already, Tasha’s Hideous Laughter is decent for a first level Spell, but you already have access to it. Charm is just bad for combat, and only situational out of combat since the target will ultimately know they’ve been charmed. And without subtle Spell, bystanders can tell you are casting something. Sleep is great at first level but scales terribly, and you already have access to it.
Hunters Mark is a good alternative to Hex.
Why?
For one thing, Concentration, but mostly because that 1d6 damage bonus winds up being barely comparable to the benefits of Sneak Attack. Much better to find ways to gain advantage than get a small bonus to, at most, two attacks (and unlikely you've got a duel-wielding Arcane Trickster). The penalty to a single saving throw is nice, but probably not worth it given the concentration stipulation. If you want a saving throw penalty, just take Mind Sliver as your attack cantrip.
(Arcane Trickster can only do, without outside benefits, two attacks per turn. Getting 1d6 on two attacks is exactly the same as being able to get off one Sneak Attack at level four, and less so once you get to level five and beyond.)
Gift of Alacrity - always nice to go first, long-lasting buff that doesn't require concentration, and you can't pick it up any other way.
Definitely agree with the idea of a spell outside the arcane trickster list but also with the critics to hex for this specific case. I think I'll stick to gift of alacrity and spam it on other party members if I've slot to spare. I'm also considering mind sliver for my next cantrip, definetly Tasha's cauldron of everything brought many good spells for arcane tricksters IMO
Don't forget that it is a single use per day. taking an attack spell is kinda ok for an emergency but it's mostly a waste. same with Tasha's I mean it literally gets you advantage maybe on 1 or 2 attacks if you are lucky. the save DC won't be very high and so there is a good chance it won't land even once. A good utility spell such as Gift of Alacrity is perfect as it will last for 8 hours, has no concentration or saving throw requirements. just castit during breakfast and away you go.
The spells you gain with both fey touched and shadow touched can be cast also with your spell slots if you have them. Which is a great improvement imo in comparison to something like magic adept.
That is nice you can use your spell slots for it. But depending on what stat you raise with the feat is the ability you cast the spell with so DC’s could be low if it’s an off stat. Gift of alacrity looks like a real good option
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I'm a big fan of Command for Fey-Touched. It's a deceptively powerful spell, depending on how creative you can be and what your DM allows you to get away with. Magical Ambush makes it even better. Some of my favorites outside the given words in the spell:
"Drink" - used by our absolutely delightful hillbilly bootlegger dwarven cleric, while holding out his jug of magically super-potent moonshine with a very stiff DC to not get insta-plastered. Also useful with poison or other fun concoctions.
"Strip" - target wearing magical robes/clothes you need dealt with, or want the target bound up by half-undone clothing? Command them to strip! I dunno about you, but I'd find it difficult to fight in half-undone clothing - or in the buck, if I'm quick enough while Commanded.
"Scatter" - upcast to hit multiple targets (remember, you can use higher-level slots for your Fey-Touched spells!), you can use this one to cause them to all spread out and stop ********ing a vulnerable target.
"Hug" - again, cast on two or more targets, this one can get them to cluster up and waste their turn hugging each other...right before you or your wizard buddy huck a follow-up Fireball.
"Kiss" - for when you want the same effect as Hug, just with more DM discomfort.
"Fail" - provided the DM's game, the target automatically screws up whatever it tries to do on its next turn
"Shit" - need to track a changeling trying to disappear into a crowd? Use your nose!
"Headbutt" - get your target to attack your paladin's shield with his face. Enjoy the DM narrating the results.
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It turns your sneak attack into a the equivalent of a higher level rogue. If you have 3 sneak attack dice, it's a 33% increase in sneak attack damage.
But here's a better way to quantify it. It lasts for 1 hour. If you manage to hit an enemy 10 times during that hour, that's 10d6 damage from a 1st level spell slot!
Rogues aren't exactly concentration heavy.
Correct, and that's just one of the ways it's a lot beter than (I think you meant) magic initiate. You also get a good 2nd level spell. You also get an ASI.
True, but if you're an Arcane Trickster, I'm pretty sure you'd be using it to boost your Int score anyway.
Yurei that list though...
Gift of Alacrity if you like numbers, Command if you like stories. I can also get behind Tasha's Hideous Laughter. That spell is dope.
Hex (and Hunter's Mark) is mostly wasted on a character without extra attack or an equivalent feature. The AT has better things to spend its precious spell slots on.
In a 1 hour period, how many hits do you think a rogue can make on average? Seven? Ten? Those amount to 7d6 or 10d6 damage respectively. For a 1st level spell.
Do you often have opponents that last an hour? As far as I can tell combats usually are either over in like ... 30 seconds ... or the opponent gets away and you don't see them until after they've had a chance to long rest. Your math isn't wrong, but how often is it going to come up?
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!