Offering a few options for players to use outside of combat, the Outer Essence Shards offer different effects based on one of the alignments associated with the shard. The Feywild Shard lets PCs that are normally focused on straightforward attack power experiment with a bit of the almost anime-level silliness that a tabletop game can engender. The Wild Magic origin is a subclass for the Sorcerer that offers some of the humor that DnD is known for, such as accidentally turning an ally or themselves into a houseplant for an hour. Psychic damage is useful against many creatures that are resistant to other elements of damage and is a great addition to the Sorcerer's toolbox.Īnother shard that represents a separate plane of existence, the Feywild Shard grants access to the Wild Magic Table for Sorcerers outside of the Wild Magic origin. If the creature doesn't succeed on a Charisma check they are subjected to a solid 3d6 psychic damage and becomes frightened. Allowing the Sorcerer to tap into the power of the Lovecraftian Far Realm, after using a Sorcery Point to perform a Metamagic spell the player can then summon a powerful tentacle to lash out at an enemy. This inky black shard offers some options that would seem more at home in the features a Warlock would have access to. The Astral Shard offers a quick way to escape a dicey situation after delivering a Metamagic spell.Ĭoming from the opposite end of the DnD Multiverse is the Far Realm Shard. While attuned to the item a Sorcerer who uses a Metamagic option can choose to teleport up to thirty feet away, mimicking the Misty Step spell available to Wizards of most schools and other spellcasters. Like all the shards in TCoE the Astral Shard can be used as an arcane focus, eschewing the normal need for spellcasters to keep a bunch of separate components needed for spells. The Astral Shard is a silvery piece of stone that is a crystallized piece of the Astral Plane. These effects vary in combat strength based on the rarity of the shard in question, but wary DMs can rest easy knowing that these effects are kept from becoming overpowered by the limited well of points from which Sorcerers can draw. They represent different elements of damages available and different planes that exist in the DnD multiverse, and they all offer an effect that can be utilized upon spending a Sorcery Point to perform a Metamagic feature such as Twinned Spell, which allows for a spell normally targeting one creature to be duplicated against another. The newly added Sorcerer shards are as varied as the spells and cantrips available to the spellcaster classes already. There are other wands and staves and rings and rods one could probably get some use out of, but those are the things that stuck out to me the most.RELATED: Dungeons and Dragons: Dark Alliance May Seem Similar to Marvel's Avengers, But It Has One Advantage Tasha's Sorcerer Shards Staff of the Woodlands would also accomplish that nicely, with the added benefit of being useful in melee for when you're out of Wild Shapes. Similarly, a Ring of Animal influence would accomplish many minor Druidic things while allowing you to save the spell slots for Wild Shape healing or other spells. (Though you'd need to spend a bonus action activating that effect before you shifted.)ĭancing Sword would be beneficial for similar reasons.ĭepending on how long a DM is going to say it takes to affix shoes, the Horseshoes of Speed/a Zephyr could come in handy if you shift into something equine.Īn Ioun Stone would also work, assuming the DM doesn't rule that an item orbiting your head counts as equipment that gets shifted.Ī Pearl of Power would be nice for getting back spell slots spent healing yourself in Wild Shape form. Insignia of Claws gives a +1 to attack and damage rolls with natural weapons.Īnimated Shield gives you a shield bonus as though you were wielding it, even though it's hovering near you, and therefore doesn't require a actual hand to use.
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