Introduction
The ability to speak with animals is fun, but the mechanical benefits of the Emerald Enclave Fledgling feat are heavily limited by how your DM handles the game. Animals being rare or unhelpful will make the ability to talk to them less useful. Tag Team is the real value here, and even then it’s not so consistently useful that this is an easy feat choice.
But there are two notable exceptions: MotM Hobgoblins and Mastermind Rogues. Both can use the Help Action as a Bonus Action, allowing them to very easily benefit from Tag Team without sacrificing most of their turn. The movement swap still isn’t especially powerful, but the combination is there.
Emerald Enclave Initiate is required for the Enclave Magic feat.
Speak with Animals
With the ability to cast this as a ritual, especially with the extended duration, you can have this running almost perpetually. It’s not incredibly powerful, but it is really fun.
Tag Team
The Help Action allows you to assist an ally with either a check or an attack. Ability checks in combat are nearly non-existent in the 2024 rules, and you generally don’t need to worry about spacing outside of combat, so the Tag Team feature is almost entirely for use in combat.
Players rarely use the Help action in combat because giving someone Advantage on one roll is usually a terrible use of your time. Help is generally best left to familiars and NPCs who have fewer Action options than a PC does. But Tag Team’s position swap offers the ability to get yourself out dangerous positions. For example: if you’re in melee and can’t risk an Opportunity Attack, you could swap places with a more durable ally and give them Advantage on their attack against whatever creature is bothering you.
Since you’re not using movement, this appears to bypass speed reductions in speed, including being reduced to 0 speed because you’re grappled, allowing you to unerringly escape a grapple.