For example, imagine playing as a Hexblade Warlock and your Hit Points aren’t that large. One of the best classes for this feat would be Rouge or Warlock. However, who will benefit the most when it comes to class choice? Obviously, you can’t take this feat unless you are a High Elf. It’s a really nice way to escape the rough situation without taking any attack of opportunities, which can be very beneficial. If you are not familiar with how it works, the spell allows you to teleport up to 30 feet into an unoccupied space that you can see. The third benefit of this feat is the Misty Step spell. However, whether it’s good to know a certain language also depends on the campaign and the story itself. For example, if you are spending most of the time in Feywild, speaking Sylvan or Elvish can really make things easier. The ability to read, write, and speak Sylvan is quite good and can be very useful in some situations. On the other hand, you might choose the one that you choose more frequently, which is Charisma for most players. You can’t go wrong by choosing either of the two, but in most cases, it’s best to choose whichever one is closer to the modifier increase. So, the first thing that we mentioned is that the Fey Teleportation feat slightly boosts your Intelligence or Charisma. That way, it’s best to take this feat as early in the game as possible, probably at the first or fourth level. As you will notice, it offers some nice benefits and can also help you escape some dangerous some situations. If you decide to play as a High Elf, this feat can be quite useful. Intelligence is your spellcasting ability for this spell. You regain the ability to cast it in this way when you finish a short or long rest. You learn the Misty Step spell and can cast it once without expending a spell slot.You learn to speak, read, and write Sylvan.Increase your Intelligence or Charisma score by 1 to a maximum of 20.I would prioritize intraplanar travel (via Teleport) first before interplanar.Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins.ĭrawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. Plane Shift can be very useful, but using it as a Save or Die/Lose is quite unreliable since it requires both an attack and a save. I might pick it over Teleport if the DM regularly throws strong monsters at us, but only if transportation is a non-issue in the campaign (due to easy access to teleportation circles in a high magic setting, perhaps). It's only useful for the free undead minion you get, which is hard to leverage unless the DM lets you kill NPCs during offtime to amass a large undead army (which tends to be hard to transport and draws heat like crazy from good-aligned NPCs).įorce Cage is one of the best control spells. In a pinch, it can also be used to deal damage in open spaces, if you can find an appropriate object to teleport above your enemies (accuracy is a major issue though).įinger of Death is mostly useless when compared to Disintegrate, which does the job better and has utility uses (including popping certain force constructs as well as to open holes in ceilings, walls and floors). Free instantaneous transport has the potential to change the campaign considerably for the party, and it can save you from a TPK in emergencies. That doesn't feel like good damage to me (although I haven't played that high, so maybe it is?)ĭisintegrate, cast out of a lvl 7 slot, deals 99.5 damage on a failed save (or 0 on a successful one.), so maybe take that for blasting damage? If that wizard instead has 12 CON, he'll have 67 HP (so less than a 50% chance to die from Finger of Death if he fails his save). A level 13 wizard with 10 CON will have 54 HP. Make sure that you start taking souvenirs from everywhere you go (that's safe) to have a guaranteed safe spot.įinger of death is 61.5 damage on a failed save. Teleport is a good get out of dodge button for you and your party. If you do a solid barrier, it blocks spells (which can be good or bad). It also doesn't allow a save or require an attack (although if the enemy can teleport, then they get to save each time they attempt to teleport). And if you're not in a game where you have a particular reason to be hopping around in the other planes, there's not much reason to take it.įorce Cage only has a 1-time cost (components aren't consumed by the spell). Plane shift requires an attack roll and THEN a Charisma save when used offensively.
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