interestingly enough one of my players used woodcarvers tool in our curse of strahd game to make a wooden sword and had the druid cast Shillelagh on it to trap Strahd in his coffin I said props to them.
I love the idea of a “Gunner” on a spellcaster-martial hybrid... I had an idea for an order of Bladesingers who use pistols...Gunsingers, if you will. Imagine a Beholder imposing their anti-magic cone, thinking they’ve just incapacitated the Wizard...only for the Wizard to pull out a pistol and shoot them in the eye.
Using Mage to shove when it's 30 feet away without having it disappear is actually RAW. Making a shove attack (as it's written in the PHB) doesn't move you into someone else's space. It's an attack roll.
I am usually a big fan of raw cause else you always find a reason for rai especially as dnd physics rarely make sense but here i completly agree. This is 100% a miss in the text and will be corrected.
"69,420 followers. Only you can make that happen." This is the content we deserve, Ted. Thank you for delivering. "Chef. You really can't beat the flavor of this." Then you ruined it. I'll let it slide because you're a dad, and therefore it is in your nature to make these terrible jokes. ;)
if the specific rule that mage hand disappears when it moves more than 30 feet still applies then that part of the feat is absolutely useless, why would they even write that, obviously it now has 60 foot range and can move like normal within those 60 feet
Well if you create it 35ft from you, then it's already past 30ft and therefore cannot move more than 30ft away. I know that's not the intention, but it's a way of potentially interpreting it.
@@gamecavalier3230 the description is bludgeoning damage attacks. So - fists and feet count. Plus, a critical hit with the attack means advantage on a followup flurry of blows.
@@gamecavalier3230 The problem with dedicated weapon is that the monk needs to be proficient in it, meaning you either need to play a race like wood elf or get the weapon master feat.
one of my most recent characters was build on exploiting the tools. i used the mason tools to destroy wall in dungeons, carpenters tools to make shelter as we traveled. mostly I broke most none combat encounters once got to level 6 as a artificer and had proficiency in most tools. Tool Expertise is great if you have the creativity to look at the world in a new way
I just realized that if you combine "gift of the ever living one", song of rest, and the chief feat. You can gain a ton of hit points with just one hit dice
I’ve actually gotten in a campaign as a Variant Human and took the chef feat. Not going to lie at low levels those extra 2 temp hit points make a big difference, especially if you get a few hours before your doing a mission. I was able to make a handful of treats multiple times that I could spread across the low level party members.
@@gamecavalier3230 I wouldn’t know why the Cha mod would be involved with the Chef feat but if it was level + proficiency bonus for the number of treats you make and temp hp you’d get then that would make the feat top tier.
Telekinesis states it increases "the" range of Mage Hand, "the" is singular. So by RAW Mage Hand has one 30ft range, in which it can be created and exist. Not two identical 30 ft ranges that have to be separately increased.
Agree to your explanation that there is only one range for the spell. (but you should have put "range" or "the range" between marks, because "the" says nothing by itself, e.g. "the" police is not a single officer)
@@gromaxe That is totally irrelevant because the range is a static range not subject to any level depending or other variable. Therefore 30 ft is the range (of the vanilla spell) regardless of how the text is worded.
So Telekinetic says you can "try to telekinetically shove one creature you can see within 30 feet of you". I feel like rules as intended, this is meant to be another creature. However, the player's handbook says "If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you". This doesn't say "another creature" or "a creature other than you", it say "one creature". So, could you use your bonus action to shove yourself 5 ft. (you can willingly fail the save) and essentially get a bonus action disengage that included a 5 ft. movement?
I go a step further. Every proficiency can be used as a knowledge check, and the knowledge skills represent broad learning and research abilities. Intelligence (Mason's Tools) would cover architecture much better than History.
I take the tool proficiencies as the best argument for letting players chose which ability score to apply in a given check. I ask "Which ability best applies to what you are trying to accomplsh?" Most of the time it is an Int or Wis check but it allows for creative application and my Barbarian player has said he appreciates being able to take advantage of his physical skills in non-combat ways.
@@johnquiett1085 Strength and Constitution seriously got left by the way side in 5e. It's a sad day when you're better off taking a feat (tough) than puting points into Con.
@@PH03NIX96 i agree that is an oversight in 5e's design. Aside from alternate ability uses for skills and tools I'm not sure how to change it. But yes, a bummer.
@@johnquiett1085 Consolidate and expand. Also maybe quit giving monsters automatic grapples if they successfully hit. Which gives Athletics more of a chance to shine. Dexterity affects initiative and AC. Give the AC bonus to Constitution instead. Variant Long rest rules also go a long way to toning down how overpowered magic is.
Well, that depends. If they're classified as a "Martial Weapon" if your DM adds them to their game, then many martial classes would get that proficiency too.
@@lukasemmel9502 They are martial weapons but the DMG says the DM decides if you can use them with Martial Weapons proficiency or if you need firearms proficiency in top of that. Considering that is is campaign dependent. Makes sense to need both in some campaigns while in others it makes sense for only martial weapons proficiency to be needed.
@@ODDnanref I don't see the point of that, it's better to make them roll for Alien Technology checks or just make them martial weapons than forcing the players to gain two separate proficiencies. The latter feels like an unnecessary nerf, especially when we're usually using the two renaissance firearms anyway and they deal just as much damage as other weapons you can buy and you can potentially outdamage them both with a hand crossbow using crossbow expert. It also doesn't make sense how martial proficiency can't allow you to gain proficiency with a firearm but you can use other obscure weapons like Blowguns with no problem, despite your character potentially never using a Blowgun before. Making it so you need two proficiencies for firearms is standard low-fantasy shoehorning that's only there because firearms.
@@TheCrimsonElite666 Eh, like I said. It depends on the DM and whatever he feels is appropriate. To clarify, a handgun deals 1d10 piercing. Which is the same as a heavy crossbow, without the two handed, heavy properties for less than 1/3 of the range. It goes up from there, muskets are 1d12. Then when you move to modern weapons you are 2dX die from d6 to d10. Futuristic forearms are in the 3dX with anti matter riffle at 6d8. I'd rather have the die so that people can properly judge by themselves. True, two Hand Crossbows deal more damage than one handgun by an average of 1.5 damage, but doing so takes a bonus action, and requires the person to spend two actions to reload both crossbows (1turn). If we start including feats to ignore the reload properties, then pistol comes out on top, because it deals more damage per attack. So, over 3 turns the pistol deals on average 16.5 damage while the two hand crossbows deal 14. Let me clarify. The last calculation is done without feats. Also, you gave to consider you require a free hand even with feats that ignore loading properties to load the weapon. So hand crossbows only deal a d6 per attack further lowering the damage, compared to the d10. Not even sure how that works with two-handed crossbows, but if you decide you can reload those no problem then better use a heavy-crossbow which offers better range and same damage.
I feel like crusher slasher and piercer should have been one feat where you'd get to choose which one you'd want to use each day. It's all fun and games until your paladin with crusher that uses war hammers finds a cool sword.
I like the crusher one the most since bludgeoning damage is my favorite (since skeletons are weak to it) also being able to move enemies is huge since you can knock them off cliffs and into AoE damaging spells like spike growth + the advantage if you crit is great.
i'm not sure who's in charge of it, but when you first started discussing the feat 'Chef' and made the flavor pun, it immediately cut to an ad, which delayed the silence further, and that just really pushed that pun over the top for me. 10/10, subscribed, love the content so far, this is only the second video i've watched.
I’ve made fancy outfits, artificial wings for a Kenku, stuff for my blacksmith shop, repaired a hole in a tavern wall and made a party member armor using various artisan tools. Currently we’ve played to level 3. Basically you got to try and come up with creative uses for them.
For mage hand I’m pretty sure the increase applies to the 30ft limit making it 60 all around. What used to be better was the shove. I wish the kept the die roll that multiplied it by five feet to whatever the die roll was.
I agree on the point about tools proficiencies, but to answer your question, my group constantly uses Navigator's tools, Cartographer tools, blacksmith tools and shipbuilder's tools... But then again, we went out of our way to get a large ship to be both our base and means of tranportation.
I'm using the Crusher feat on my Druid/Monk Earth bender and it's great for me! I homebrewed the lance to be "throwing a rock up to 10ft" with bludgeoning damage, and a shortsword to be "coating my first in rocks before a punch" that's also bludgeoning. So between those and my Monk unarmed strikes I can have great control over the battlefield by pushing enemies away from me and thus being able to move away without provoking opportunity attacks
Just wanted to add a cool thing about fey touched. I picked this feat with my polearm master battlemaster and chose hunter's mark because it gives me full use of the feat: Both hunter's mark and misty step have only verbal components so I can cast them both while holding my 2handed weapon.
I like the idea of Banishing Smite + Crusher + Tentacle Rod. Near guaranteed chance of getting a hit, a good damage boost, and crits and/or three hits provide additional debuffs to the target as well as banishing if they drop below 50hp.
2:34 in the game we play, navigators tools are used all the time when traveling to decide if we get lost while traveling which can make us encounter stronger monsters. Herbalism kits can make potions with flowers that are easy enough to find.
Personally I think Fey touched is absolutely fantastic for warlocks. Hex is a spell that most warlocks will want to be using quite often, and wanting to save a spell slot for a pinch Misty step is something I’ve heard many people do. With warlocks’ limited spell slots and spells known, having both of these spells on your spell list and being able to cast each once per day is phenomenal.
I’ve been with you since sub 10k. I can’t wait for you to get that damn button! I’m excited for Jorphdan to get his soon and hopefully you soon after. Your commitment level is unmatched to any D&D news content creator and it will be well deserved.
Crusher's beauty is in moving someone once per turn, without save. I'm playing a sentinel paladin and just added crusher. Boy, crusher combines very well as a battlefield controller to protect squishy allies
My players Graviturgist Wizard took Telekinetic. I didn't see it as too much of a threat until he doubled the enemies' density (half speed), pushing 5 feet each turn as a bonus action with Telekinesis, and knocking prone with Sapping Sting. His battlefield control was unreal!
I got Sapping Sting recently, and I've just been waiting for the chance to use it in conjunction with Spirit Guardians. I got it as a cleric spell due to some DM shenanigans.
We have been using Leather Working tools, Cooking Utensils, Poisoner's Kit, Woodcarver's Tools, and Alchemy supplies to harvest slain monsters for resources and loot
Or hate the player. Or are competing against the players. Or on on a power trip. I can't think of any non-toxic reason for a DM make such a ruling and would see it as clear signal to walk away and find another group.
Agreed. The rule system is designed to have gaps that anyone with common sense should be able to overcome. It’s not a legal document that has to be analyzed so much in detail (although I also enjoy doing that sometimes)
I'm glad they included that for people that want firearms in their game. I don't but others do! If I ever include them it might only be one on a bbeg or his main assassin. A cowboy adventure and there was one back in the 80s would be a great one off
The only tool I used in 5e besides Thieve's Tools are Woodcarver's for my archer rangers thanks to Folk Hero. It's helpful for DMs that cound ammunition and it fits flavor-wise simce you never run out of arrows
about the weapon feats, I made a character with crusher as its main feature, is a paladin warlock and crusher works really well when paired with things like booming blade and magic stone, but even at lvl 1, the ability to push enemies around with my attacks was usefull to reposition enemies away from the squishies of the team.
For Telekinetic keep in mind you can't just push people 5ft away from you, you can also pull them towards you. Backliners might use it to pull an ally out of melee without provoking opportunity attacks, or even pull them out of a grapple. While all uses of Telekinetic (and any movement ability) are situational; based on the battlefield and how important positioning is in your game, the ability to choose between push and pull and friend or foe (with friends having 100% success chance) on a turn-by-turn basis allows the variety of situational uses to add up into a fairly reliable feat.
Regarding tools, it's up to the DM to judge how and when tool proficiencies can be used. One of my players is a guild artisan and he uses weavers tools to make fabric and cloth and ropes and depending on how good the roll is he's now got functional and sellable mundane items. Players just have to want to use them
I’m using tools a lot in a campaign but I’m playing an artificer and the dm does a good job of allowing situations to make use of them. Woodworkers tools to fix a broken wagon wheel...smiths tools to give our warforged friend a minor buff, etc.
You can always talk with your DM. My Leonin Ranger (who looks like a Tiger) got the old UA Brawny feat. It is great to carry a quarter ton and push half a ton without breaking a sweat.
I plan on using Telekinetic on my Fighter, as probably 20+ times we've rolled initiative, I roll low, my allies get engaged and/or grappled, and I'm out of position to tank for them, but I can yank them out of grapples for FREE essentially, or just give them a free disengage when I wouldn't otherwise use my bonus action. The Mage Hand part is just a bonus. Crusher seems mandatory on many Monks now. Push them back for free disengages, and 4+ chances at crits to give everyone advantage seems puuuuurrty gooooood. I wish Gunner was better for Artificers, as Repeating Shot negates loading, Battle Smiths use INT instead of DEX, and they're already proficient.
The issue with magehand is that the errata should apply to the spell itself, rewording it to the hand disappears if it exits the casting range or something to that effect that way the range can be increased without having to worry about how far you can move it.
I try to make sure having a skill proficiency isn't completely useless. I've created a homebrew alchemy system to make use of Alchemist's Kit, Poisoner's Kit and Herbalist's Kit. I often add skill checks with specific tool for relevant situations. For example last session the player's found a strange device, in order to identify the device, they needed an Intelligence check using Smith's Tools. They all failed, but still. Hell one of my player's wants to be a College of Creation Bard that spellcasts through calligraphy instead of music. Tools proficiencies are really dependent on how much the DM/Player wants to lean into them, and it's definitely something all DM's should think about when planning a campaign.
Piercer gave me the idea for Champion with polearm master, and this. With a high dex you can just forego heavier armor types, and use great weapon fighting to also help mitigate some poor rolls. Just my thoughts on how I would build a fun dex based fighter in a time when variant humans get +2/+1 wherever they want.
My smith's tools have come up several times in a campaign I am playing. Had to fix our weapons and armor after a nasty fight with an ooze, used them to disarm a trap once in a pinch, used them to create an improvised weapon that won our first boss battle for us, used them to disassemble and reverse engineer enemy weapons and my character's smithing is actually a central plot point in our next adventure but obviously that one is something the DM put in for my character.
Could you do a top 6 fixes to Tasha's Feats? Like ways to make the feats you dont like, useable? Like adding a Wis or Con increase to the Poisoners kit
The last campaign I was a player in had a huge war going on between several city states and I forged documents to help us get around without to much difficulty. I also wrote fake orders to move a major battle to a more convenient already trapped area.
I would argue that the range on TK covers both, just because when the PHB was written, they did not account at the time for the chance that there would be something to extend Mage Hands's Range (personally, it think it should also apply if you use Distant Spell metamagic on it, though that interaction would get really interesting, if you combine it on top of this feat).
As for the push/pull, it should move them without knocking them prone. That is why you use it on allies (can voluntarily fail save) to move them out of adjacency with provoking opportunity attacks.
I tried using tools as a player once, but the DM declared the tools weren't capable of doing what I wanted them to. I forget what tool it was, but I was trying to dig myself out of a cave-in. As a DM, I admit I always forget they exist.
@@NerdImmersion he was a Bard, who's mentor was Rob Boss (very original, I know). He ended learning how to use "Conjuration Painting", which actually ended up being tied to a long forgotten Demon Lord. Rob Boss ended up being a drow cultist of the demogorgon too. In my opinion, tools are very useful when a DM is willing to flex some story (we ran a modified OoTA, and we ended up summoning Frazar'bleu, Jubilex, and the Demogorgon to have a giant Kaiju battle, and used the paints to do so.)
Tools are a bit like some skills. When the situation comes up and you need a check, it is nice to be able to have that bit of oomph, but even if you don't have it, you can still succeed. A few sessions ago proficiency with forgery tools helped my character determine the authenticity of some documents. Granted, my character didn't actually make a forgery, but it takes a forger to know a forgery. I've also seen carpenter's tool proficiency help repair a boat. A character with cartographer's skills was able to determine that a paper with what to the casual eye appeared to be random lines was actually part of a map. None of those were situations where, "Oh, only someone with that proficiency could have possibly done it," but then, that's pretty much true of pretty much every skill check in D&D, isn't it? Even someone with low charisma and no proficiency can still pass an intimidation check now and then. Granted, I went silly with the new Tasha's rules. My current Hill Dwarf rogue/artificer currently has nine tool proficiencies because... why not?
Agree that most tool sets get thrown to the side with the exception of cartography tools. Had a player who made it a big point to use their tools to draw maps of dungeons and keep track of where they traveled to make maps
Oo! I have actually, both as a DM and a player, used the Rules for Tools tm from XGtE in game. The DM of the game I used them in was a player in my game and we both made a point to use them because we felt they were underutilized. Now this isn’t to say that we were doing it all the time and I know I had to work a bit to get it done
These are some, um… strange choices? 😅 I guess if you’re ordering them by what feats seem fun, rather than useful? You really ought to take another look at Crusher, that one is far superior to Piercer in my book. It helps to think about how forced movement can be useful. Totally agree about D&D not utilizing tool prof.s well; tool proficiencies in general feel like they’re on their way out.
I just took Fey Touched on my bard when i leveled up this weekend. I chose bless for the useful support abilities since we don't have a cleric in the party.
I found some use of Smith's tools in one campaign. We were pretty low level and beat a rust monster but not before it damaged our armor and weapons. The DM let me do some make shift smelting and patchwork granted we were in a volcano and I was an accomplished black smith. It wasn't pretty but smelting old weapons countered the -1 weapon/armor penalties from the fight.
Previously, I think you could get access to firearms using the "weapon master" feat. Also, artificer's automatically get proficiency if firearms are present in the campaign setting.
Interesting I find piercer to be the weakest of the three. The on crit effect is much weaker than the other two. Slashers crit effect can ruin the whole round for a big hitter and crusher makes everyone that uses attacks on your team happy. Crushers on hit effect is really good if you have a caster that uses aoe spells, to make sure multiple enemies are in or to knock them back into effects. Slashers on hit is more situational but makes it harder for enemies to get away from you, which you probably want since you're the character with high armor class who's build for meele. You could also use it with throwing axes for kiting. Piecer does add a bit of damage but I don't feel as much. I's on average if you reroll the following numbers: d8: 1: 3.5 2: 2.5 3: 1.5 4: 0.5 d10: 1: 4.5 2: 3.5 3: 2.5 4: 1.5 5: 0.5 And this is only once every turn not on every attack.
Just started a Rime of the Frostmaiden campaign playing a verdan gloomstalker. At 4th level I'm planning on taking either skill expert or piercer depending on whether I need that extra damage or not.
A player in my last campaign took Cobbler's Tools, and it was tight as fuck. Allowed the party to travel further in a day, put hidden compartments in their boots, and discovered the identity of an anonymous masked nobleman based on the dirt and wear on a pair of their shoes.
Text in the artificer class right in the proficiencies section says if there are firearms in your world and your character has seen them they are automatically proficient.
Unlike Magic Initiate Fey Touched and Shadow Touched don't limit the spell lists you can choose from - making Ranger and Paladin exclusive spells available. Hex and Hunter's Mark would be my leading choices for the Fey Touched spell. Not sure what spells I'd look at for Shadow Touched.
Gunner is fun for Monks with Dedicated Weapon as every firearm are martial weapons and they neither have heavy or special properties so you can go full John Wick with one gun by turning it into a monk weapon. Now all we need is a official subclass for Monks that's dedicated to Gun-Fu and they could be called something like Way of the Black Powder.
My favorit is telecinec and i now start with int 17 to take telecinec at 4 as a wizard. You can leave combat, help other people leave combat or shov people away from you or into an aoe. And i argue its better cause most of thr time you use msity step to escape which you could do indefinitly with telecinetic. But i agree For an artificer i would take fey touched.
When talking about the “Gunner” feat, you said that it’s the only official way to gain firearm proficiency... but if I’m not mistaken, artificers are supposed to have firearm proficiency from the start, no? I remember reading so in the Eberron book, but I’m not sure if that changed in Tasha.
Using my characters Leather working tools and the body of a T-Rex I made +1 studded leather armor. It was a magic trex (feathers and fire breathing) and recently used magic metals and some more leather from a powerful beast to make studded leather +2 armor.
All tool kits tools have been used by my players in one setting because we have a artificer, forge cleric, rogue, the barbarian is a chef who has a heat metal wok now
Aberrant Dragonmark also grants Con. WTF how is Eldrich Adapt not on the list? It's super useful as it gives every class access to the best Darkvision in the game or other cool options like Eye of the Rune Keeper.
I wonder how Chef works with the Fire Rune feat from the Rune Knight: It doubles your proficiency bonus when you use tools, so would it double the temporary hit points?
Slasher feat is very useful. Aarakocra Monk With Slasher Feat, Reduce enemies movement by 10feeta and enemies has disadvantage on all attack rolls. What do you think
I like tool proficiency for the flavor, but are they ever used? Nope. Also, it annoys me no end that they can't be affected by expertise outside a select few. Thieves' tools are used, my DM added some uses for alchemists tools and tinkers tools himself.. other than that, no game value whatsoever.
I force my Dms to use the Xanathars rules and they come Up all the time. You just have to know the rules and then ask your dm if you can do things based on that