Tasha’s Cauldron of Everything Feats Guide | Reviewing the New Feats

tashas cauldron of everything feats

With the recent release of Tasha’s Cauldron of Everything, there are tons of new additions. Meaning that there are a bunch of new Feats to choose from. Feats are areas of expertise that you can assign to your character. They allow you to improve your current ability scores, learn how to do certain actions more effectively, and generally allow you to further specialize your character. Now we have a whole bunch of new feats to play with so let’s get right into what they are!

Artificer Initiate

Artificer Initiate is a great feat for magic users who find themselves wanting a few more spells to play with. First off you get to learn any cantrip, as well as any 1st-level spell, from the Artificer spell list. With Intelligence being the main spellcasting ability for the spells. You can also cast that first level spell without a spell slot. But you need to have a long rest before you can use it like this again. You also gain proficiency with the type of artisan’s tools of your choice. Allowing you to use that tool as a spellcasting focus for a spell that uses intelligence for its spellcasting ability.


With Chef you can increase your constitution or wisdom score by 1, to a total max of 20. Then as part of a short rest, you get to cook special food as long as you have the ingredients and utensils to make it. You can make enough of this food for the number of creatures equal to 4 + your proficiency bonus. The food allows a creature to regain an extra 1d8 of hit points after using hit dice to regain hit points. After a long rest you can also cook treats to an amount that is equal to your proficiency bonus. And when consumed, a creature can gain temporary hit points equal to your proficiency bonus. Of course, you are able to gain proficiency with chef’s utensils too.


Starting off, with Crusher you get to increase your Strength or Constitution score by 1, to a total max of 20. Then, once per turn, after dealing bludgeoning damage to a creature you can move it 5 feet to an unoccupied space. As long as the creature isn’t one size larger than you. And when you score a critical hit that deals bludgeoning damage, attack rolls against the creature you attacked are made with advantage until your next turn begins.

Eldritch Adept

This Feat is a particularly interesting one, particularly for characters that are familiar with Eldritch Magic. Eldritch Adept offers a little less than some of the other feats but what it lets you do is enough to make up for that. It lets you learn one Eldritch Invocation option of your choice from the Warlock class. But if that Invocation has a prerequisite, you can only choose  it if you are a Warlock that meets the prerequisite.

Fey Touched

Fey Touched is another Feat that is specifically geared towards characters that use magic. Firstly you get to increase your Intelligence, Wisdom or Charisma by 1, to a total max of 20. And now here’s the interesting part. You get to learn the Misty Step spell and another 1st level spell of your choice. But that 1st level spell has to be from the Divination or Enchantment schools of magic. Each of these spells can be cast without using a spell slot. But after you’ve used this free slot, you have to rest for a long time before you use the free slot again. You can also cast these spells using other spell slots of the appropriate level.

Fighting Initiate

For starters you’ll need to be proficient with a Martial weapon to access it. With Fighting Initiate you get to learn a fighting style of your choice from the fighter class. But you can’t choose a style that you already know so it has to be a different option. And then when you eventually reach a level that allows access to the Ability Score Improvement feature. You can replace the fighting style with another from the fighter class that you don’t already know.


This Feat should be the one that any of the sharpshooters out there should keep an eye on. Firstly, Gunner increases your Dexterity score by 1, to a total max of 20. You then gain a proficiency with firearms. Plus with this Feat, you get to ignore the Loading property of firearms. And finally, being 5 feet away from a hostile creature won’t impose any disadvantage on your ranged attack rolls.

Metamagic Adept

In order to gain this Feat you’ll need a Spellcasting or Pact Magic Feature. With Metamagic Adept you get to learn Metamagic options of your choice from the Sorcerer class. Most of the time you’ll only be able to use one Metamagic option on your spell at a time unless stated otherwise. And whenever you reach a level that gets you the Ability Score Improvement feature, you can replace one of the Metamagic options with another from the Sorcerer class. Finally you gain 2 sorcery points to spend on Metamagic, that can only be spent on metamagic. You regain spent sorcery points when you finish a long rest.


This Feat pretty much does exactly what you think it does. First up, Piercer lets you increase your Strength or Dexterity score by 1, up to a maximum of 20. Then, once a turn when you deal piercing damage to a creature, you can reroll one of the attack dice you used. But you have to use the new number given to you by that roll. Also if you score a critical hit that deals piercing damage to a creature, you can roll an extra damage die.


With Poisoner, when you roll for an attack that deals poison damage, it can ignore resistance to poison damage. Then you get to apply poison to your weapon or a piece of ammunition during a bonus action instead of a regular action. Finally you gain proficiency with a poisoner’s kit if you don’t already have that. This allows you to place a poison effect on your weapon or a piece of ammunition for 1 minute or until you attack with them. Provided that you have an hour and 50 gp worth of materials. The creature that is attacked must succeed on a DC 14 Constitution saving throw or they’ll receive 2d8 poison damage and become poisoned until the end of your next turn.

Shadow Touched

Shadow Touched lets you increase your Intelligence, Wisdom or Charisma score by 1, up to a maximum of 20. Then you get to learn the Invisibility spell and another 1st-level spell of your choosing. As long as that spell is from the Illusion or Necromancy schools of magic. You can cast these spells without using up a spell slot for their first casting. But after that you’ll need to have a long rest before using it freely again.

Skill Expert

Skill Expert lets you increase any ability score by 1, up to a maximum of 20. You also gain proficiency in any one skill of your choice. Finally, you can choose a skill which you have proficiency in and gain expertise in it. Effectively doubling the proficiency bonus for any ability check that you make with the skill. But the skill that you choose cannot already have a feature like expertise.


With Slasher, you can increase your Strength or Dexterity by 1, up to a maximum of 20. Then once per turn, when you deal slashing damage to a creature, you can reduce the target’s speed by 10 feet until the start of your next turn. Finally when you score a critical hit with slashing damage, you grievously wound the targeted creature. Giving the target a disadvantage to their attack rolls until the start of your next turn.


Telekinetic allows you to increase your Intelligence, Wisdom or Charisma score by 1, up to a maximum of 20. You also get to learn the Mage Hand Cantrip and can even make the hand turn invisible. If you already know it, it’s range is increased by 30 feet. And you can telekinetically shove a creature in front of you as a bonus action. The target has to succeed a Strength saving throw or move 5 feet away from you.


With Telepathic, you can increase your Intelligence, Wisdom or Charisma score by 1, up to a maximum of 20. You can also telepathically communicate to any creature that you can see within 60 feet. But the creature will only communicate back to you if it knows the language you are speaking in. And the creature cannot respond back to you through telepathy. You can also cast the Detect Thoughts spell without using up a spell slot. And you’ll need a long rest before you can freely use it again. But it can make use of other spell slots that are 2nd level or above.

Verdict – Tashas Cauldron of Everything Feats

That’s been our rundown of all of the new Feats that have been introduced in Tasha’s Cauldron of Everything. Hopefully, it helped you decide where you want to take your characters in this next expansion! Thanks for reading. Additionally, don’t forget to check out our Tasha’s Cauldron of Everything Warlock Updates Guide.

About Sam Robins 65 Articles
When not spending his time playing Video Games, Sam is busy planning out the next D&D campaign or wondering which tech upgrade is coming next. After all of that is when he decides to write about them.

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