Level Up (A5E) "Untamed" synergy feats

Anselm

Adventurer
I'm having trouble understanding how the second and third synergy feats in the Untamed group are good. Living stampede and wild hysteric give your rage benefits to allied beasts, fey, or plants when you are raging, up to your wisdom modifier. However, untamed only adds the benefits of being able to cast and concentrate on spells with range of touch or self in a rage, which means you cannot use conjuration spells (specifically, conjure beasts) and therefore you just have to hope there's allies around that are the beast, fey, or plant type? I feel like I must be missing some benefit because two feats that are that niche really don't seem worth the two ASIs, nor worthy of the level 8 and level 12 minimum wait time necessary to see them in play. Any thoughts? I miss something?
 

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tetrasodium

Legend
Supporter
Epic
I did a quick search of self & touch concentration druid spells & there are a few winners in there, here's the list of lrevel 1-4 ones.
  • deadweight: strength save or disarmed & tied to an object to prevent just picking it up again
  • Flameblade plus the rare lightning/radiant flameblade versions
  • Gust of wind:situational but notable with certain exploration challenge type things
  • Invigorated strikes: +1d4 or +1d8/1d10 damage on attacks deoending on slot level
  • Pass without a trace: we all know what it does
  • Protection from energy: resist an energy type
  • Cobra's spit: spit venom for a decent bit of poison damage
  • Poison skin: Touched target gets a damage shield & deals 1d6 or more whenever attacked depending on slot level
  • Aspect of the moon: plus a lot of stuff including +1d8 on attacks
  • Mindshield: resist psychic damage & advantage on saves vrs charm/fear
  • Stoneskin: resist nonmagical b/p/s
There are a decent chunk of spells plus whatever spells you manage to research
 

Anselm

Adventurer
I did a quick search of self & touch concentration druid spells & there are a few winners in there, here's the list of lrevel 1-4 ones.
  • deadweight: strength save or disarmed & tied to an object to prevent just picking it up again
  • Flameblade plus the rare lightning/radiant flameblade versions
  • Gust of wind:situational but notable with certain exploration challenge type things
  • Invigorated strikes: +1d4 or +1d8/1d10 damage on attacks deoending on slot level
  • Pass without a trace: we all know what it does
  • Protection from energy: resist an energy type
  • Cobra's spit: spit venom for a decent bit of poison damage
  • Poison skin: Touched target gets a damage shield & deals 1d6 or more whenever attacked depending on slot level
  • Aspect of the moon: plus a lot of stuff including +1d8 on attacks
  • Mindshield: resist psychic damage & advantage on saves vrs charm/fear
  • Stoneskin: resist nonmagical b/p/s
There are a decent chunk of spells plus whatever spells you manage to research
Sorry, my question is not about the utility of self and touch spells (which is very useful) but about the giving rage benefits to beasts, fey, and plants. The only thing I can think this would benefit is summoning or conjuring spells but those spells are not self or touch.
 

johna_thr33

Explorer
Druids get some class features that allow summons, such as Nature’s Bond that lets you cast find familiar using Wild Shape, creating a fey.

Additionally, Level Up as a system is very accommodating to acquiring companions of various forms, such as purchasing pets.

If you want it to synergize a little better as a house rule, you could change the text in Untamed very slightly:
You can concentrate on druid spells and cast druid spells with a range of self or touch while raging.
 

Anselm

Adventurer
Druids get some class features that allow summons, such as Nature’s Bond that lets you cast find familiar using Wild Shape, creating a fey.
That's the only thing I saw and find familiar is very much not a thing that would benefit from rage bonus (not that it can't be very situationally useful). It's only very rarely used in combat in games I've been in and it's only a single creature.

It's just strange that those two feats have no useful raw uses that are not up to dm adding additional things and also have such a heavy investment cost.
 

Faolyn

(she/her)
I'm having trouble understanding how the second and third synergy feats in the Untamed group are good. Living stampede and wild hysteric give your rage benefits to allied beasts, fey, or plants when you are raging, up to your wisdom modifier. However, untamed only adds the benefits of being able to cast and concentrate on spells with range of touch or self in a rage, which means you cannot use conjuration spells (specifically, conjure beasts) and therefore you just have to hope there's allies around that are the beast, fey, or plant type? I feel like I must be missing some benefit because two feats that are that niche really don't seem worth the two ASIs, nor worthy of the level 8 and level 12 minimum wait time necessary to see them in play. Any thoughts? I miss something?
Well, most conjure spells have a duration of an hour, and there's the faster casting option. So you can have the creatures conjured ahead of time. Also, Living Stampede lets you choose whatever you have around you. They don't necessarily need to be allies--they just need have a reason to dislike your foes. And anyway, with an animal friendship spell you can easily have a few animal allies.
 

Anselm

Adventurer
Well, most conjure spells have a duration of an hour, and there's the faster casting option. So you can have the creatures conjured ahead of time.
They're all concentration spells with a 30/60 ft range unfortunately. Untamed specifies you can only cast or concentrate on touch or self in a rage.

Animal friendship and pets are definitely a possibility but require the dm putting those things there in the first place.
 

Faolyn

(she/her)
They're all concentration spells with a 30/60 ft range unfortunately. Untamed specifies you can only cast or concentrate on touch or self in a rage.

Animal friendship and pets are definitely a possibility but require the dm putting those things there in the first place.
You summon them before you enter the rage.
 


Faolyn

(she/her)
And lose concentration when you enter the rage
Each conjure spell has a rare version that doesn't require concentration--which probably exists for exactly this reason. Of course, your Narrator will have to decide if you can get the rare version. But honestly, if you're spending your ASIs on these feats, I know I would.

There's also a rare version of animal friendship which is semi-permanent which should help provide you with animal allies--and that's not even considering that as a druid, you probably have befriended some animals, plants, and maybe even fey anyway.
 

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