theVoidWatches
2018-10-30, 07:44 PM
I recently had a discussion about multiclassing, in which the other person pointed to the Martial Adept and Magical Initiate feats as examples of the kind of multiclassing they liked - not reducing your effectiveness in your primary class, but taking just a little of the core power of another class (or taking the feat for your own class to represent even more expertise than a typical member of the class). I thought this was an interesting idea, and so I now present a full suite of multiclass feats, for all 12 classes in the Player's Handbook. They are sorted by applicable class.
These are intended to replace multiclassing through actual levels in another class, and also replace the existing Magic Initiate feat with specific feats for each spellcasting class. They have not yet been tested and are purely theoretical as of yet.
Barbarian
Inner Rage
Requires Str 13+
You have learned to harness the anger which constantly swirls beneath your skin. As a bonus action, you may enter a rage as described in the Barbarian's Rage feature. After raging using this feat, you cannot do so again until after a long rest.
Unarmored Defense
Requires Con 13+
When you are not wearing armor, your AC is equal to 10 + Dexterity Modifier + Constitution modifier. If you have the Barbarian's Unarmored Defense feature, you may add 2 to your unarmored AC.
Bard
Inspirational Novice
Requires Cha 13+
You gain 2 Bardic Inspiration dice, which are d4s. If you already have Bardic Inspiration dice, you gain 2 extra dice of the size you already have. You can spend your Bardic Inspiration dice as a bonus action to give them to allies as described in the Bard's Bardic Inspiration feature. You regain expended Bardic Inspiration Dice after a long rest.
Bardic Apprentice
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Bard spell list. Also learn one first level spell from the Bard spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Bard spell list instead. Charisma is your spellcasting modifier for these spells.
Cleric
Divine Channeler
Requires Wis 13+
Choose 1 Channel Divinity effect granted by a Cleric Domain. You can use this effect as an action. After using this effect, you must complete a long rest before doing so again. If you already have the Channel Divinity feature, you can use it one additional time between rests instead.
Clerical Student
Requires Wis 13+
Learn Thaumaturgy and one other cantrip from the Cleric spell list. ALso choose one first level spell from the Cleric spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Cleric spell list instead. Wisdom is your spellcasting modifier for these spells.
Druid
Wild Shaper
Requires Wis 13+
Choose one beast of CR 0. As an action, you may transform yourself into this creature as described in the Druid's Wild Shape feature. You can stay in this shape for up to 1 hour. After using this feature, you cannot do so again until after a Long Rest. If you already have the Wild Shape feature, you gain 1 additional use of it instead.
Druidic Initiate
Requires Wis 13+
Learn Druidcraft and one other cantrip from the Druid spell list. Also choose one first level spell from the Druid spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Druid spell list instead. Wisdom is your spellcasting modifier for these spells.
Fighter
Fighting Style
Requires Str 13+ or Dex 13+
Learn one fighting style as described in the fighter's Fighting Style feature.
Martial Adept
Requires Str 13+ or Dex 13+
Unchanged.
Monk
Bare-Knuckle Boxer
Requires Dex 13+
You have practice fighting with no armor or weapons. When you take this feat, you gain the following benefits.
You deal an extra 2 damage when you make an unarmed attack, and you may make unarmed attacks as a bonus action.
When you are not wearing armor, your AC is equal to 10 + Dexterity Modifier + Wisdom Modififer.
Meditative Novice
Requires Wis 13+
You gain 1 Ki point. You can spend it as a bonus action to use Step of the Wind, Patient Defense, or Flurry of Blows as described in the Monk features of the same name. Expended Ki points are regenerated after a long or short rest.
Paladin
Healing Touch
Requires Cha 13+
As an action, you can touch a person and restore health equal to your level. After using this feature, you cannot do so again until after a long rest. If you have the Paladin's Lay on Hands feature, your Lay on Hands pool instead increases by an amount equal to your level.
Paladin's Squire
Requires Cha 13+
Learn Thaumaturgy and one other cantrip of your choice from the Cleric spell list. Also choose one first level spell from the Paladin spell list. You can use that spell once per day eithout expending a spell slot. Charisma is your spellcasting modifier for these spells.
Ranger
Hated Foe
Requires Wis 13+
Choose one creature type from aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. When you are fighting an enemy from this type, you have a +2 attack bonus against them and a +2 damage bonus.
Ranger's Student
Requires Wis 13+
Learn Druidcraft and your choice of one other cantrip from the Druid spell list. Also learn one first level spell from the Ranger spell list. You can use that spell once per day eithout expending a spell slot. Wisdom is your spellcasting modifier for these spells.
Rogue
Expert Tradesman
Requires 13+ in the ability that the chosen skill is associated with.
Choose one skill or tool that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Additionally, Whenever you make an ability check with that skill or tool, if you roll below 11 on the d20, you may add 4 to the check.
Precise Attack
Requires Dex 13+
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if an enemy of the target is within 5 feet of them. The attack must use a finesse or a ranged weapon. If you have the Rogue's Sneak Attack feature, you instead deal an additional 1d6 damage when you make a Sneak Attack.
Sorcerer
Natural Caster
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Sorcerer spell list. Also learn one first level spell from the Sorcerer spell list. You can use that spell once per day without expending a spell slot. Charisma is your spellcasting modifier for these spells.
Metamagical
Requires the ability to cast at least 1 spell.
Gain 2 sorcery points and choose two Metamagic option as described in the Sorcerer's Metamagic feature. When you cast a spell, you use that Metamagic option with that spell by spending your sorcery points. Sorcery points granted by this feat are restored after a long rest.
Warlock
Invoker
Requires Cha 13+
Learn one Invocation as described in the Warlock's Eldritch Invocations feature. You must meet all requirements for the invocation.
Patron's Benificiary
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Warlock spell list. Also learn one first level spell from the Warlock spell list. You can use that spell once per day without expending a spell slot. Charisma is your spellcasting modifier for thse spells.
Wizard
Ritual Caster
Unchanged
Wizard's Apprentice
Requires Int 13+
Learn Prestidigitation and your choice of one other cantrip on the Wizard spell list. Also learn one first level spell from the Wizard spell list. You can use that spell once per day without expending a spell slot. Intelligence is your spellcasting modifier for thse spells.
Final Thoughts
Each class has a handful of core features. I tried to provide feats which granted limiited access to those features while also being viable for a member of that class to take in order to boost their skills with those features. My guide for this was the MAgic Initiate feat and the Martial Adept feat, each of which does this - taking Martial Adept as a Battlemaster gives you extra superiority dice, and taking Magic Initiate gives you more cantrips and an extra spell. Therefore, I tried to make feats which mimiced rather than duplicated those features, and additionally allow them to stack with those features when possible.
Some of my choices may require explanation, which I will briefly provide here.
Barbarians
I identified their two core features as being Rage and Unarmored Defense, both of which are granted at level 1. I considered Reckless Attack as well, but decided to leave that as a full barbarian feature only partially to maintain 2 feats per class and partially because I wasn't sure how to reduce its effect while still maintaining 5e's design paradigm.
Bard
I identified their two core features as being Bardic Inspiration and Spellcasting. I considered Expertise, but decided to leave that as a Rogue feat rather than duplicate it.
Fighter
I identified their two core features as being Fighting Style and Action Surge. However, my only idea for a downgrade to Action Surge was to make it require a Bonus Action, which would seem to let a fighter who took this feature to use it twice in one turn. It could alternately grant a second use of Action Surge, but given the level that's granted to the fighter normally this seemed too powerful. I then considered Second Wind, but then remembered about Martial Adept.
Monk
I identified their core features as being Martial Arts in general, Unarmoed Defense, and Ki. I combined Martial Arts and Unarmored Defense into one feat because, like a Barbarian's Rage granting both damage mitigation and damage boost, they both come from the same source (although they are two separate features in the Monk Class, both are reflections of a Monk's mastery of martial arts). I didn't grant a bonus to the AC of a Monk who takes this feat because they receive a damage bonus from the feat. Another reason to combine both features into one feat was because I wanted to maintain the 2 feat paradigm, and the second feat would be granting Ki.
Paladin
I identified their core features as being Lay on Hands, Spellcasting, and Smites. I decided not to make a feat to grant a Smite because I wasn't sure how to make it stack further with a Paladin's smite, and because I wanted to give them cantrips with their spellcasting feat.
Rogue
I identified their core features as being Expertise, Cunning Action, and Sneak Attack. I decided not to grant Cunnning Action because I wasn't sure how to downgrade it in a way that would still be a bonus to a Rogue who took the feat. I gave a weaker version of Reliable Talent to the expertise-granting feat because I thought that giving only one Expertise seemed too weak for a feat, but granting both would tread too much on the Rogue's Expertise feature itself.
These are intended to replace multiclassing through actual levels in another class, and also replace the existing Magic Initiate feat with specific feats for each spellcasting class. They have not yet been tested and are purely theoretical as of yet.
Barbarian
Inner Rage
Requires Str 13+
You have learned to harness the anger which constantly swirls beneath your skin. As a bonus action, you may enter a rage as described in the Barbarian's Rage feature. After raging using this feat, you cannot do so again until after a long rest.
Unarmored Defense
Requires Con 13+
When you are not wearing armor, your AC is equal to 10 + Dexterity Modifier + Constitution modifier. If you have the Barbarian's Unarmored Defense feature, you may add 2 to your unarmored AC.
Bard
Inspirational Novice
Requires Cha 13+
You gain 2 Bardic Inspiration dice, which are d4s. If you already have Bardic Inspiration dice, you gain 2 extra dice of the size you already have. You can spend your Bardic Inspiration dice as a bonus action to give them to allies as described in the Bard's Bardic Inspiration feature. You regain expended Bardic Inspiration Dice after a long rest.
Bardic Apprentice
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Bard spell list. Also learn one first level spell from the Bard spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Bard spell list instead. Charisma is your spellcasting modifier for these spells.
Cleric
Divine Channeler
Requires Wis 13+
Choose 1 Channel Divinity effect granted by a Cleric Domain. You can use this effect as an action. After using this effect, you must complete a long rest before doing so again. If you already have the Channel Divinity feature, you can use it one additional time between rests instead.
Clerical Student
Requires Wis 13+
Learn Thaumaturgy and one other cantrip from the Cleric spell list. ALso choose one first level spell from the Cleric spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Cleric spell list instead. Wisdom is your spellcasting modifier for these spells.
Druid
Wild Shaper
Requires Wis 13+
Choose one beast of CR 0. As an action, you may transform yourself into this creature as described in the Druid's Wild Shape feature. You can stay in this shape for up to 1 hour. After using this feature, you cannot do so again until after a Long Rest. If you already have the Wild Shape feature, you gain 1 additional use of it instead.
Druidic Initiate
Requires Wis 13+
Learn Druidcraft and one other cantrip from the Druid spell list. Also choose one first level spell from the Druid spell list. You can use that spell once per day without expending a spell slot. If you already know a cantrip you would have learned from this feat, learn a different cantrip from the Druid spell list instead. Wisdom is your spellcasting modifier for these spells.
Fighter
Fighting Style
Requires Str 13+ or Dex 13+
Learn one fighting style as described in the fighter's Fighting Style feature.
Martial Adept
Requires Str 13+ or Dex 13+
Unchanged.
Monk
Bare-Knuckle Boxer
Requires Dex 13+
You have practice fighting with no armor or weapons. When you take this feat, you gain the following benefits.
You deal an extra 2 damage when you make an unarmed attack, and you may make unarmed attacks as a bonus action.
When you are not wearing armor, your AC is equal to 10 + Dexterity Modifier + Wisdom Modififer.
Meditative Novice
Requires Wis 13+
You gain 1 Ki point. You can spend it as a bonus action to use Step of the Wind, Patient Defense, or Flurry of Blows as described in the Monk features of the same name. Expended Ki points are regenerated after a long or short rest.
Paladin
Healing Touch
Requires Cha 13+
As an action, you can touch a person and restore health equal to your level. After using this feature, you cannot do so again until after a long rest. If you have the Paladin's Lay on Hands feature, your Lay on Hands pool instead increases by an amount equal to your level.
Paladin's Squire
Requires Cha 13+
Learn Thaumaturgy and one other cantrip of your choice from the Cleric spell list. Also choose one first level spell from the Paladin spell list. You can use that spell once per day eithout expending a spell slot. Charisma is your spellcasting modifier for these spells.
Ranger
Hated Foe
Requires Wis 13+
Choose one creature type from aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. When you are fighting an enemy from this type, you have a +2 attack bonus against them and a +2 damage bonus.
Ranger's Student
Requires Wis 13+
Learn Druidcraft and your choice of one other cantrip from the Druid spell list. Also learn one first level spell from the Ranger spell list. You can use that spell once per day eithout expending a spell slot. Wisdom is your spellcasting modifier for these spells.
Rogue
Expert Tradesman
Requires 13+ in the ability that the chosen skill is associated with.
Choose one skill or tool that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Additionally, Whenever you make an ability check with that skill or tool, if you roll below 11 on the d20, you may add 4 to the check.
Precise Attack
Requires Dex 13+
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if an enemy of the target is within 5 feet of them. The attack must use a finesse or a ranged weapon. If you have the Rogue's Sneak Attack feature, you instead deal an additional 1d6 damage when you make a Sneak Attack.
Sorcerer
Natural Caster
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Sorcerer spell list. Also learn one first level spell from the Sorcerer spell list. You can use that spell once per day without expending a spell slot. Charisma is your spellcasting modifier for these spells.
Metamagical
Requires the ability to cast at least 1 spell.
Gain 2 sorcery points and choose two Metamagic option as described in the Sorcerer's Metamagic feature. When you cast a spell, you use that Metamagic option with that spell by spending your sorcery points. Sorcery points granted by this feat are restored after a long rest.
Warlock
Invoker
Requires Cha 13+
Learn one Invocation as described in the Warlock's Eldritch Invocations feature. You must meet all requirements for the invocation.
Patron's Benificiary
Requires Cha 13+
Learn Prestidigitation and your choice of one other cantrip on the Warlock spell list. Also learn one first level spell from the Warlock spell list. You can use that spell once per day without expending a spell slot. Charisma is your spellcasting modifier for thse spells.
Wizard
Ritual Caster
Unchanged
Wizard's Apprentice
Requires Int 13+
Learn Prestidigitation and your choice of one other cantrip on the Wizard spell list. Also learn one first level spell from the Wizard spell list. You can use that spell once per day without expending a spell slot. Intelligence is your spellcasting modifier for thse spells.
Final Thoughts
Each class has a handful of core features. I tried to provide feats which granted limiited access to those features while also being viable for a member of that class to take in order to boost their skills with those features. My guide for this was the MAgic Initiate feat and the Martial Adept feat, each of which does this - taking Martial Adept as a Battlemaster gives you extra superiority dice, and taking Magic Initiate gives you more cantrips and an extra spell. Therefore, I tried to make feats which mimiced rather than duplicated those features, and additionally allow them to stack with those features when possible.
Some of my choices may require explanation, which I will briefly provide here.
Barbarians
I identified their two core features as being Rage and Unarmored Defense, both of which are granted at level 1. I considered Reckless Attack as well, but decided to leave that as a full barbarian feature only partially to maintain 2 feats per class and partially because I wasn't sure how to reduce its effect while still maintaining 5e's design paradigm.
Bard
I identified their two core features as being Bardic Inspiration and Spellcasting. I considered Expertise, but decided to leave that as a Rogue feat rather than duplicate it.
Fighter
I identified their two core features as being Fighting Style and Action Surge. However, my only idea for a downgrade to Action Surge was to make it require a Bonus Action, which would seem to let a fighter who took this feature to use it twice in one turn. It could alternately grant a second use of Action Surge, but given the level that's granted to the fighter normally this seemed too powerful. I then considered Second Wind, but then remembered about Martial Adept.
Monk
I identified their core features as being Martial Arts in general, Unarmoed Defense, and Ki. I combined Martial Arts and Unarmored Defense into one feat because, like a Barbarian's Rage granting both damage mitigation and damage boost, they both come from the same source (although they are two separate features in the Monk Class, both are reflections of a Monk's mastery of martial arts). I didn't grant a bonus to the AC of a Monk who takes this feat because they receive a damage bonus from the feat. Another reason to combine both features into one feat was because I wanted to maintain the 2 feat paradigm, and the second feat would be granting Ki.
Paladin
I identified their core features as being Lay on Hands, Spellcasting, and Smites. I decided not to make a feat to grant a Smite because I wasn't sure how to make it stack further with a Paladin's smite, and because I wanted to give them cantrips with their spellcasting feat.
Rogue
I identified their core features as being Expertise, Cunning Action, and Sneak Attack. I decided not to grant Cunnning Action because I wasn't sure how to downgrade it in a way that would still be a bonus to a Rogue who took the feat. I gave a weaker version of Reliable Talent to the expertise-granting feat because I thought that giving only one Expertise seemed too weak for a feat, but granting both would tread too much on the Rogue's Expertise feature itself.