Tasha’s Cauldron of Everything is the newest thing on the roleplaying shelves, making its way to the tops of D&D markets across the world. This expansive addition to Dungeons and Dragons Fifth Edition offers adventurers new subclasses, magic items, class feature variants, feats, and more!
If you haven’t checked out the previous entry in this series, be sure to get caught up on the feats available in TCoE. The article below will cover the Metamagic Adept, Piercer, and Poisoner feats printed in Tasha’s Cauldron of Everything.
Metamagic Adept – You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You also gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Piercer – Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Poisoner – You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. Gain proficiency with the poisoner’s kit if you don’t already have it.
With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
If you like this subclass and would like to see more, it’s recommended to check out the D&D website for more information. Stay tuned for further coverage of the feats available in Tasha’s Cauldron of Everything.