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View Full Version : D&D 5e/Next Multiclass Feats (PEACH!)



Crisis21
2019-05-09, 11:38 PM
Multiclassing, right? A way to make even more unique characters with abilities that they would not otherwise have. However... sometimes you want something another class can give you, but not quite enough to actually take a level dip in it. So here are a few 1st and 2nd level class features rebranded as Feats that you can take to get the build you really want.

Please note that these are not yet balanced and some may be potentially overpowered. Please inform me of any such issues so I can make necessary adjustments. Also, please let me know what you think overall!


Backpacker
Prerequisite: No levels in Ranger
Increase your Dexterity or Wisdom score by 1.
You're a regular visitor to the wilderness and you've learned to react swiftly and decisively to even unexpected problems outside civilization.
Whenever you are in natural terrain, whether it be a forest or under a natural cave system, it grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted since combat began
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesnít slow your groupís travel.
Your group canít become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you can also learn their exact number, their sizes, and how long ago they passed through the area without making additional Wisdom (Survival) checks.

Berserker
Prerequisite: No levels in Barbarian
Increase your Strength or Constitution score by 1.
You gain one use of Barbarian Rage. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged, you must finish a long rest before you can rage again.

Danger Sense
Prerequisite: No levels in Barbarian
Increase your Dexterity or Wisdom score by 1.
You have an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Expertise
Choose two Skills or Tools that you are proficient in. You may add double your proficiency modifier to ability checks made using those Skills.

Extrasensory Perception
Prerequisite: No levels in Paladin
Increase your Wisdom or Charisma score by 1.
The presence of mystic forces buzzes at the edge of your perception. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fighting Style
Increase your Strength, Dexterity, or Constitution score by 1.
You may choose one fighting style from the Fighter list and gain its benefits. You may take this Feat multiple times, but you may not select any fighting style more than once.
New Fighting Style: Unarmed Combat
You have mastered unarmed fighting. The damage die of your unarmed strike increases by one size, to a minimum of 1d4.
When you use the Attack action on your turn, you may use a bonus action to make an unarmed strike using your proficiency bonus to hit.

Flexible Casting
Prerequisite: The ability to cast a level 1 spell, no levels in Sorcerer
You gain 2 sorcery points. You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points.
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 3rd.


Slot Level
Cost


1st
2


2nd
3


3rd
5



Invocations
You gain two eldritch invocations of your choice from the Warlock Invocations list. The chosen Invocations cannot have prerequisites and you may not change your selection later.

Jack of All Trades
Prerequisite: No levels in Bard
Increase one ability score of your choice other than Constitution by 1.
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Magic Analysis
Prerequisite: Proficiency in Arcana, no levels in Artificer
Increase your Intelligence score by 1.
You've become adept at identifying magic and magic devices. You know the spells detect magic and identify, and you can cast them as rituals. You don't need to provide material components when casting identify as a ritual.
In addition, when you cast Detect Magic as a ritual and while it remains in effect you may make an Intelligence (Arcana) check as a bonus action to attempt to divine specific information about any magic you detect.

Second Wind
Prerequisite: No levels in Fighter
You have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your character level. Once you use this feature, you must finish a short or long rest before you can use it again.

Sneak Attack
Prerequisite: No levels in Rogue
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. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Turn Undead
Prerequisite: No levels in Cleric
You gain the Channel Divinity: Turn Undead as well as one additional use of the Channel Divinity feature (if you had no uses, you have one use). You regain this use after a short or long rest.
The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier unless you have another feature specifying a different ability score for your save DC. If so, you use that ability score modifier instead of your Charisma modifier when calculating the save DC for your Channel Divinity.
As an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Unarmored Defense
Prerequisite: No levels in Barbarian or Monk
Choose Strength or Intelligence.
Increase your chosen ability score score by 1.
While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your chosen ability score modifier.

Wildshape
Prerequisite: No levels in Druid
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
The beast form you assume cannot have a CR greater than 1/4 and may not possess a swimming or flying speed.
You can stay in a beast shape for up to 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Bjarkmundur
2019-05-11, 03:20 AM
You can check the Player Options in my signature for some inspiration. I use quarter-feats in my game, so your versions should be between 2-4 times stronger than mine.

I think granting unarmored defense is a slippery slope though :S

I love how you managed to encompass the flavours of entire classes in a single feat. That's impressive, yo.