Casting a spell from a higher-level spell slot is possible, as the character expends a slot of that spell’s level or higher, effectively filling it with the spell. The Fey Touched and Shadow Touched feats published in Tasha’s Cauldron of Everything each grant the use of two spells. The rule on casting from spell slots states that when a character casts a spell, they expend a slot of that spell’s level or higher, effectively “filling” a slot with the spell. These feats are cast at the base level of the spell, such as 1st level for the 1st level.
In the D and D 5e RPG group, there is a difference in opinion on what “appropriate level” actually means in the context of these two feats. One interpretation is that you can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
The best option for the 1st level extra spell is Bless, which is one of the best 1st-level buffs around. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you cannot cast that spell in this way again until you finish a battle.
Upcasting should work for any spellcasting class, as the text would state that if you could only cast the spell on its lowest level, it would state that too. Both Fey Touched and Shadow Touched feats provide a +1 increase to any mental ability score plus more spells, making them an easy choice for any spellcasting class.
📹 Top 10 Spells To Pick With The Fey Touched Feat in DnD
In Dungeons and Dragons, there is a feat called Fey Touched that gives you the ability to cast the Misty Step spell along with one …
Can you cast unprepared spells as ritual?
Artificers are a “half-caster” class that can cast spells up to level 5 using a combination of spellcasting skills and physical combat skills. They are the only class with access to ritual casting as a class skill, and must prepare their ritual spells daily, similar to a cleric or druid. This allows them to cast spells as a ritual whenever they want, even if they don’t prepare Find Familiar.
Can a fighter take fey touched?
Fey Touched allows players to choose an extra level 1 spell, benefiting most characters. For spellcasters, it expands their arsenal without taking up spell slots. For martial fighters, it provides limited access to powerful spells, giving them an edge in combat. Fighters use strength and endurance, while sorcerers have innate arcane powers. Fey Touched is particularly beneficial for fighters and sorcerers, who use their abilities to fight with weapons.
What spells can be upcasted?
It should be noted that the spells Eldritch Blast, Force, Fire Bolt, Poison Spray, and Produce Flame are among those that benefit from upcasting. These spells may be utilized at various levels, including 1st, 2nd, 3rd, 4th, 5th, and 6th levels. In addition, these spells can be utilized in a multitude of professions, including Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard, Arcane Trickster, and Eldritch Knight.
Can you upcast a spell from fey touched?
It is possible to cast a spell from a higher-level spell slot, provided that the character in question expends a slot of that spell’s level or higher when casting it. This rule is applicable to all instances of spellcasting from spell slots. It should be noted, however, that JavaScript may be disabled or blocked by extensions, and cookies may not be supported by your browser.
Can cantrips be upcasted?
The mechanic of upcasting spells is acceptable, but it is reasonable to conclude that a Level 1 spell slot should always be more effective than a cantrip. Please be advised that JavaScript may be disabled or blocked by extensions, and that your browser does not support cookies.
What spells can you get with fey touched?
The divination and enchantment spells available in Tasha’s Cauldron of Everything include Animal Friendship, Animal Messenger, Bane, Beast Bond (XGtE), Bless, Charm Person, Command, and Compelled Duel. Fey Touched is a highly effective feat that boosts Intelligence, Wisdom, or Charisma, and provides two spells that reset with a long rest. This is beneficial for spellcasters and builds that need to bolster these abilities. Warlocks can double their spell slots in the first ten levels, while monks can improve their armor class and pick up spells.
Rogue Swashbucklers can boost their Charisma, bolstering their Rakish Audacity feature. Rangers can use Fey Touched to pick up an animal-centric spell and increase their spell DC. Misty Step is also available, along with another 1st level spell from either the divination or enchantment school. These spells can be used to enhance combat-enhancing spells and save throws.
Can I upcast any spell?
In 5th Edition, “upcasting” refers to casting a spell with a lower level than the spell slot’s level, primarily to enhance its effects. This is a more universally applicable tactic than in D and D 3. 5E or Pathfinder, where it was reserved for Sorcerers and heighten metamagic. Upcasting is relatively rare at most tables, but can be beneficial in certain situations. Some spells are particularly powerful when upcast, while others may seem worthwhile but are trap options.
To maximize your spellcasting abilities, it is essential to make the best use of upcasting. It is important to remember that higher level spells are not always superior to lower level spells. In summary, upcasting is a useful tactic in 5th Edition, but it is not always superior to lower level spells.
Can you cast ritual spells without a spellbook?
A wizard is able to cast the Identify spell as a ritual spell without having it prepared, provided that it is written in their spellbook. It should be noted, however, that JavaScript may be disabled or blocked by an extension, and that the browser in question does not support cookies.
Can simulacrum cast ritual spells?
A simulacrum is able to utilize a spellbook to gain access to additional benefits associated with an order of the scribe wizard, with the exception of rituals, which a wizard is capable of casting without a spell slot and does not require preparation. It should be noted that JavaScript may be disabled or blocked by an extension.
Are Fey touched spells prepared?
The Wizard is a powerful arcane spellcaster in DnD, capable of solving any problem with magic. They are limited only by their spellbook and spell slots, and can perform various tasks in the game. A Wizard with a comprehensive spellbook can perform as well or better than a non-magical character. They can also be invisible, stealthy, or even more subtle. A Wizard with a summoned pet can replace a Fighter as the party’s durable front line.
Wizards can serve various roles within a party, such as Blaster, Controller, Librarian, Support caster, Striker, and Utility Caster. They can also serve as Defender, Face, Healer, and Scout. However, DnD often rewards specialization and punishes breadth.
Wizards are among the least durable characters in the game, having no armor proficiencies, poor saving throws, and the lowest hit dice available. To survive as a wizard, a party of sturdy allies is required. However, there are exceptions, such as Bladesingers who can achieve some of the highest AC without the aid of magic items.
Is Fey Touched the best feat?
Fey Touched is a powerful and versatile feat that allows players to cast two new spells without expending a spell slot. It grants a bonus to one of the character’s mental ability scores and allows them to choose an extra level 1 spell. This versatile feat is beneficial for most types of characters and can be optimized based on the character’s class. The best Fey Touched spells are based on the character’s class, and it is essential to choose the best spells to maximize the benefits of this powerful feat. This versatile feat is particularly beneficial for D and D characters who want to enhance their spellcasting abilities.
📹 D&D 5E Advanced guide to Fey Touched
Fey touched! A fantastic feat! Lets go over it! Videos I mention: Bless: https://youtu.be/5BUsML_WEVY Command and Dissonant …
I’ve actually gotten a lot of milage out of using hex to lower enemy passive perception by 5 in the past. Since the range is 90ft a dm might let you cast it without getting noticed from stealth, and if you know what enemies have high passive perception (like guard dogs, door guards, dragons, etc) it can be pretty effective. Best for passing just 1 person at a time though.
I once played a human war wizard who picked up the medium armor proficiency feat at level 1, and everyone thought it was a bad decision till the saw me rocking a 19 AC after getting half plate at 3rd level because the DM didn’t realize how much money I was making from using my magic as a way to gain profits. As you probably all know I never had an AC bellow 21 while playing a war wizard, so I was one of the hardest to hit members of the party explaining to the DM that I could go as high as 28 without magic items.
Once I cast 4 leveled spells as a v-human fae touched stars druid without using any actual spell slots. Across 4 turns, it was bless (fae touched spell), guiding bolt, misty step, guiding bolt. It actually adds up to being a rather substantial net increase to spell slot economy in T1. Also, having access to starry dragon form’s minimum 10 on concentration saves means my concentration is already fairly safe when it needs to be.
Hex can also be good with certain spells that require an ability check to break free of, not just grappling. Most of those spells are concentration though, so check with your other casters if they have some of them. Also if you have the subtle metamagic for some reason, hex becomes good in social situations as well, if your GM accept people can’t feel the curse.
Ik that often times hunters mark and hex are slandered or disregarded because we know that they can be uneffective contributions that seem really useful but with a fighter this could be very potent. Fighters are more based on doing lots of attacks than big damage with their attacks, and hunters mark on a level 11 fighter means an extra 3d6 if you hit all attacks. It has a chance to out-do bless in damage if only cast at base leve;
I play a bard, and when I take fey touched I plan to take dissonant whispers, so I’ll free up another slot, from any level that I can pick from bard spells, and not be limited by those schools, since I plan to keep that spell throughout the game, Ill just always have that 1 basically free casting of it.
As a circle of dreams druid, I only considered this for flavor, but after learning more about the game, I realize that it’s really good. Bless is really good for my party, 2 rogues, 2 rangers, a Warlock, and very soon a wizard, I can see it being really good. most of party are first timers, including myself, and most of them aren’t very group focused, guess that makes me the dedicated support. Honestly faerie fire might be better for ensuring sneak attack damage, but because it requires a dex save it’s less not as consistent as I’d like.
I just started playing less than a year ago and I have a fey touched tiefling named Freya that I’m obsessed with 🥰 She was raised by Fey and was taught the ways of the Druid by her adopted uncle. So she’s a nature witchy vibe with cherry blossom horns and tail, and deer like hooves that look like heels :’) she’s fierce. It’s been fun so far, I like the juxtaposition. I feel like my next character might end up being fey touched as well🤪
“Why are wizards considered to be the strongest” cause ppl keep saying it over and over and then complain that other classes are OP or “Badly Designed” when they outshine wizards. Wizards are great full casters with fantastic ritual casting and great versatility, but they are missing healing completely to compensate for this (aside from some really niche stuff like life transferance) Wizards pay for this by being the single squishiest class in the game that constantly have to spend spell slots to defend themselves every time they make a mistake. Clerics and Druids have +1 hp per level (and another +1 baseline) and on average assuming you arn’t maxing dex have 17-19 AC since they can use shields compared to 15 AC for wizards with a spell slot used for mage armour. So if you have medium armour and a shield you are gonna be roughly on par with a wizard using shield every turn, but for free, and you also have higher hp, arcane recovery helps counter this a bit but both clerics and druids also have short rest options which unlike recovery are fully reusable multiple times per day. Sorcs have con saves for concentration which can save multiple spell slots per day too and wizards in my experience absolutely melt to con saves since they usually do damage and wizards have low health anyway. Wizards are a good class with well defined strengths and weaknesses, getting a bit sick of people acting like they are the end all be all of 5e and just ignoring the downsides of the class, whilst constantly pointing out the weakness in other classes without putting as much focus on their strengths.
Just last night I built a 3rd level character for an upcoming Fey-based campaign. 1 Fighter/2 Paladin to start off, and we’re given Fey Touched for free at session 1 but were told to build it into our sheets ahead of time. I opted for Bless as my spell, since having a free casting of a buff spell is pretty nice. I might reconsider for an option outside my available Paladin list, I just thought having a free Bless once a long rest was decently strong for the character 🤔
IMO its better for spellcasting martial classes that dont have acces to it, like artificers, eldricht knights, arcane rogues, paladins and monks. the extra spell is good tho, i would say that depends of what you need, but i would go with hex for the extra damage if the class can have a lot of attacks (aka, monk)
I took Hex as a Druid. At level 1, I could use Shillelagh (d8+d6+4) and Magic Stone (2d6+4) both with a +6 attack modifier due to 18 WIS. I actually stacked up a credible body count just throwing rocks. At 2nd, Hex works with Wildshape (presuming you can maintain concentration if you get hit…but a lot of beasts have pretty good CON) and RAW you’re explicitly allowed to use abilities from a spell you’ve already cast, which includes retargeting Hex. Also, a wolf (and some other beasts) get an auto-trip check on a successful attack. However, the DC is low…but it’s easier if you debuff the targets check with…yeah, Hex does that, too. So, I could get Fighter-adjacent pack-tactics advantage, trip, and then the fighter got advantage to push GWM. I’m not certain if that is better than Alacrity for that build. Going first is critical for lockdown builds and BFC casters, but I wasn’t in either of those roles – at least, not always. If you are playing a Wildshaping Druid, you want to precast and concentrate on something…but after you have more uses, it’s not always clear what you want that to be. I liked Hex because it made my L1 slots synergize with what I was doing, but when I eventually lost concentration, I didn’t feel like I’d wasted something irreplaceable. For similar reasons, I could maybe see using Hex with some Artificer builds. I played a L3 Wizard for a “three-shot” mini and Hex is a decent choice there, as well. Fire Bolt is 1d10, which is not good damage and super-swingy. But the damage probability curve on d10+d6 makes casting Fire Bolt more attractive as an action…and that alleviates a decent amount of “what am I going to do when I’m out of real spells” anxiety.
Virgins: “The Tasha’s is shit and woke and garbage and it will ruin D&D with woke pansy shit! Reeeeeeeeee!” Me, a Chad: Pick Shadow Touched “My character is the only survivor of a village that was raided by Drow to get slaves. He got dragged into the Shadowfel and was extremely abused by the Drows until something inside him snapped and changed… He slaughtered his masters and managed to flee to the surface, but not without scars… Now, after learning magic, he became a necromancer to understand the changes in his body and swore an oath with the Goddess of Death to commit genocide against all drows in the Underdark.” He is Cleric of Death/Warlock of the Undying hybrid. Pretty cool guy if you’re not a Drow.
@Pack Tactics Great article, as always. I’m curious what you think of the Eladrin Fey Step ability, as opposed to Misty Step and all the features that can provide access to it. I understand why Fey Touched is superior as a half feat. The Misty Step spell can only be cast once per Long Rest, though, unless you use spell slots. The Eladrin Fey Step can be used once per short or long rest. It’s not a spell, so it can’t be countered. It takes a Bonus Action, but it does not incur the Bonus Action spell rule. The extra seasonal effects have some nice riders that are also not spells. Do you have any ideas on how to optimize Fey Step, given all these features?