I really enjoyed this pdf. Lots of fun stuff in here. I'm especially a fan of Chef; I'm now imagining a druid that works all their spells around a food theme of some kind. *cough*goodberries*cough* The feat itself could use some tweaking, but I'm loving the idea; kind of would like to see more tool-based feats beyond chef and poisoner. Glad to see other feats like Tracker, Eldritch and Metamagic too.
I only have two complaints. One, not a fan of Gunner - overlaps too much with Crossbow Expert. I don't use firearms in my games, so its really a non-entity, but something just rubs me the wrong way about feat overlap. And two?
I'd love to see something for whips, they really need more love. If we're doing a faux-Ranger feat, we could stand a faux-pally, faux-bard, etc feat collection. I'm saddened that there's not more social feats. We've had ONE so far. Actor. Maybe two if you count Inspiring Leader.
Bard: Magic Initiate (Bard), maybe Practiced Expert and nothing else. (Some have recommended Bardic Inspiration. I think that could work, but would be overshadowed by Lucky)
I'd argue that Inspiring Leader could count for Bard as well for their Bardic Inspiration. Not quite the same as an Inspiration die, but that, as mentioned, overlaps a lot with the Luck-based feats as well as the Guidance cantrip from MI: Cleric. It just slots nicely into what bards do as a whole.
Cleric: Magic Initiate (Cleric), Ritual Caster, nothing else. (Some have recommended Channel Divinity. I think this would work, but they're going to have to decide how broad it is.)
Druid: Magic Initiate, Ritual Caster, nothing else. (Some have recommended Wild Shape. To this, I disagree. Druids own wild shape, no one else can have it. Maybe a feat that makes you a shape changer)
For Cleric, I'd suggest Turn Undead. As for Druid and Wild shape.... if we have feats for Metamagic and Invocations, then nothing should be off the table. Feels a bit too magical as a feat, though, so I'm not sure.
Fighter: Martial Adept, Fighting Initiate, the armor/shield feats could fit under here (We need nothing else, IMO.)
Barbarian: There's nothing here. Maybe they could make a feat that gives something like Brutal Critical or Reckless Attack.
Paladin: Nothing. (Maybe a possible Channel Divinity feat, or Lay on Hands. I'm indifferent to this)
Fighters could give an Action Surge, but that might be a little too powerful. Overall, though, access to lots of feats in general is the Fighter's thing, so I'd argue that all existing combat feats are kind of already filling in the Fighter. Fighters fit the Weapon Masters archetype.
Barbarians are all about the Rage. If you want to make a "dip barbarian" feat, its got to be about the rage.
Paladins I would probably go with a smite spell, +1 CHA, and a watered down Divine Sense. Auras are too high of a level for a "dip feat," Channel Divinity are all different depending on subclass, Lay on Hands comes off as more healer than paladin.
Monk: Absolutely nothing (right, isn't there nothing? Maybe Tavern Brawler? Any thoughts on a monk feat? Give Ki or something, like MM Initiate?)
Ranger: Tracker (We don't really need anything else)
Rogue: I guess you could count Skulker and Tandem Tactician, maybe Practiced Expert (Some have said a Sneak Attack feat, I don't see the need for it. Maybe a Cunning Action feat)
Monks have a lot of skills for Athletic actions - walking up walls, jumping, etc. Not just smashing with random fists and improvised weapons. So, Tavern Brawler and Athletic do cover most of what Monks do without Ki. That said, I feel like I wouldn't call something a Monk feat if it didn't include Ki in some way. If a Battlemaster can take Martial Adapt for more dice, and Metamagic gives more Sorcery Points, I'd want a monk feat to give Ki and the option to use ki-based actions.
Thematically Rangers are all about perception and hunting. That's why Tracking is so good. If its stealing all of the Ranger's thunder, though, that's a fundamental problem of the Ranger needing to be boosted, not that the feat is bad.
Rogue feats include Skulker, Observant, Mobile, maybe Savage Attacker (faux sneak attack?), Charger (for the Dash part of cunning action) and Lucky while Expertise shows up in other feats already. I'm not a fan of trying to make a Cunning Action feat that makes things into bonus actions, because most classes already are extremely busy with their bonus action, with the exception of Wizards and Sorcerers. I don't want to see a "get the wizard out of jail melee" feat.
Sorcerer: Magic Initiate (Sorcerer), Metamagic Initiate (I don't think we need anything else. Maybe some more planar feats, but those don't really belong to sorcerers)
Warlock: Magic Initiate (Warlock), Eldritch Adept (We don't really need another one, but I could see one that gives another spell slot of 1st level)
Wizard: Magic Initiate (Wizard), Ritual Caster (We don't really need another one)
I'm a huge, huge fan of the Invocation and Metamagic feats. Like I said with the Ranger, if you're worried it makes your Sorcerer redundant, than we need to fix the classes, not the feat. There's an entire UA about alternate class feats that do just that.
Wizards... they've nothing outside of Magic Initiate and Ritual Caster... I think they're kinda boring, imho.
So you'd give them rage... But not unarmoured defense? One level dip is not much, and giving them a whole class feature that powerful and thematic for BARBS as a FEAT is a bit too much.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
No Rage feat. Rage is too much. Even the barbarian, RAW, gets very limited access to Rage until it hits its twentieth freaking level. Rage is incredibly powerful and comes with significant drawbacks both while in use and for the barbarian class as a whole for a reason. No five-attack fighters with full-up Rage damage, please. Nor would I open up the can of worms that is Unarmored Defense as a feat. People are concerned enough with Shield Training giving casters more AC - what would they say if squonchy wuzzards could block bullets with their pecs?
If one wants a Barbarian-flavored feat just to complete the set, I would consider looking at secondary abilities. Perhaps something to the effect of:
Primal Might Through either training alongside the furious warriors of the frontiers or a bit of primal heritage in your own blood, you've learned some of the methods of the barbarian. You gain the following benefits:
Your movement speed increases by 5 feet
When you take the Attack action on your turn, you may choose to attack Recklessly, neglecting your own defense to drive your strikes home. If you do, all of your melee weapon attacks for that turn are made with advantage, but every other creature gains advantage on attacks made against you until the beginning of your next turn.
Move a little quicker, gain Reckless Attacks - which is itself pretty dang baller for a lot of folks. No Rage, but I could see a number of folks interested in some barbarian seasoning of this sort for fighters with a bit less discipline, more thuggish rogues, or even the purple unicorns that are melee rangers.
As for Monks? Hmmm...difficult. The idea with many of these feats is not necessarily to perfectly recreate the multiclass dip capabilities of the class being feat'd, but to evoke a sense of cross training or influence from that class. Ritual Caster works very well as a 'Wizard Dip' feat because the Essence of Wizard is a careful, studious practitioner of rigidly defined magic-as-a-science, involving their spellbooks. Monks are harder to boil down given that most of their abilities work as a package deal. Chiseling out one or two abilities to serve as a bit of Feat Seasoning for someone else tends to undermine the ability in question. Martial Arts is anemic and generally unworthy of bothering with if you don't have ki and monk levels to scale both ki points and MA dice. Ki assumes unarmed combat specialization, or "Monk Weapons" which doesn't make any sense as a feat option. Unarmored Defense and Unarmored Movement are far too restrictive for feats theoretically available to every class. I know how I'd run it to start, but people wouldn't like my version.
Monastic Initiate You've spent time in training and meditation with the tranquil warriors of the monasteries, and begun to comprehend the secrets of life, the universe, and everything. Your studies have granted you two Ki points, which may be used to fuel either of the ki features granted by this feat or any ki features you gain from another source. You regain these ki points at the end of a short or long rest, provided you spend at least thirty minutes in meditation.
You gain two ki abilities: Nimble Step and Disciplined Strike.
Nimble Step: you can spend 1 ki point to increase your movement speed by 10 feet as a bonus action until the end of your turn
Disciplined Strike: immediately after you take the Attack action on your turn, you can spend 1 ki point to make one additional attack as a bonus action. You cannot use Disciplined Strike with a weapon that has the Heavy or Two-Handed properties.
I know, I know, I KNOW. None of that is Step of the Wind or Patient Defense or what-have-you. hear me out.
Every other 'splash'-style feat in the game, including the ones in this UA document, are of benefit to the class they're splashing from. Martial Adept allows Fattlemasters to take two extra maneuvers and grants them a bonus Superiority die. Eldritch Adept gives warlocks one extra choice of invocation. Metamagic Adept lets sorcerers take extra Metamagic options. Every facet of those feats is equally beneficial to the class they stem from. If you just copy/paste the basic Ki abilities into a feat, that breaks the pattern - that feat would be of dubious benefit at best for monks who already have access to those features. So instead, create new ki abilities that are reminiscent of monk class features - Nimble Step apes both Step of the Wind and Unarmored Movement, while Disciplined Strike allows a warrior to ape the monk's ability to make three hundred and seventeen attacks with their bonus action without the 'Martial Arts Only' restriction.
Neither ability is particularly amazing, but they are of equal benefit to both monks and nonmonks. or at least, they are actually of benefit to both. Monks may want to trade Flurry of Blows for an extra swing with a cool magical weapon or Kensei stick their DM's given them, and everybody has had that moment of "GAAAAH if I just had TEN MORE FREAKING FEET of movement, I could make this work! DDDXX". Even monks. A design like this gives other characters the ability to be a bit more monk-like while also allowing monks to have a few extra options in their pocket if they like, which seems to be more in line with how these things should work.
I agree. No rage feat, no wildshape feat. Both would step on the actual classes toes, because unlike Invocations or Metamagic those are one uncustomizable feature that is designed to be the respective classes main feature. Not everyone has the same invocations but everyone has the same rage
Although, that primal might feat you suggested doesn't really help barbarian too much aside from 5ft extra movement.
With all due respect, Metamagic and Invocations both step largely on the sorcerer's and warlock's identity. If you want to argue that something is too powerful, sure. I can see that. Argue that the feats should be viable for the class it "dips" to take? Sure, down with that. But the entire idea of "stepping on the class toes" is kind of the whole point of these "dip feats." They're a kind of trade off - taking a feat instead of a level dip. The whole point is to take some low level features from another class.
The issue is that getting one Invocation, or getting one or two Metamagic options and two sorcery points, are by their nature 'lesser' versions of the class features they're aping. Those class features, much like Martial Adept, are built on giving the character an expanding list of picks from a large pool of options.
Rage has no such innate 'lesser' version. There is only one thing you get when you get Rage, and that thing is Rage. A 'Rage' feat gives you the entire class feature, free of charge. Wildshape is much the same - unless both choice of forms and number of uses are constrained in ways that would make it weird as a feat, there's not really any way to do 'Lesser Wild Shape'.
'Dip' feats work best when they feel like an obviously 'Apprentice' version of the class they dip from. Dip feats that just flat-out hand you the entire class feature don't feel good because they remove incentive to play the base class they come from at all. Who'd bother with barbarians if you could just bolt Rage onto the otherwise objectively better fighter class without any issue? Who'd bother with druids if the objectively more powerful cleric, without its janky armor restrictions and with a ton of extra stuff from Divine Domains, could also Wild Shape whenever it felt like it?
Okay, I guess I'm making another one of these. List of feats that could come, and how I would limit them for each class:
Artificer: I would personally like an Infusion Adept feat, but this may be too attractive. I would give it restrictions, like only be available to people with Spellcasting or Pact Magic, only give 2 infusions known (neither can have a level restriction, so no Radiant Weapon, Replicate Magic Item, etc) and one infusion at once. This would make it so an Arcane Trickster could have a Returning Weapon on a dagger without taking away from the Artificer, a Hexblade with Pact of the Blade could have their pact weapon be +1 without taking an Eldritch Invocation, and then +2 at level 10.
Barbarian: No rage feat. No reckless attack, unless it is only advantage on one attack this round. You would get a +1 to Con or Str, your AC while not wearing armor is 12 + your Dexterity (you can have a shield), and maybe another minor benefit. There would also be another that increases your weapon critical hits by an additional damage dice.
Bard: No Bardic Inspiration. You get a +1 to Dex or Cha, and you may choose 5 skills you do not have proficiency in. You can add half your proficiency bonus to those 5 skills. If we want to make it worthwhile for bards to take, maybe instead of a mini "Jack of all trades" you give them proficiency in one musical instrument and skill.
Cleric: One extra use of Channel Divinity, with a general use of it. This could be Turn Undead, or an increase to a weapon's bonus to hit. A healing one could work as well.
Druid: No wild shape. +1 to Wisdom, understand Druidic (maybe), and you count as a shapechanger.
Fighter: +1 to Strength, Dexterity, or Constitution, and you score a critical hit with weapon attacks on a 19-20.
Monk: +1 Dexterity or Strength, unarmed strikes are 1d4 (or 1d6 if they already were), and you get 2 Ki points, and 3 different options to use it on (Flurry of Blows, bonus action dodge, bonus action disengage).
Paladin: The channel divinity one mentioned above.
Ranger: You get Favored Enemy.
Rogue: Out of ideas.
Sorcerer: Out of ideas.
Warlock: One level one warlock spell slot, and 2 spells known of the warlock list.
Wizard: Out of ideas.
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A feat that lets you rage once a day is already worse than the barbarian class feature, the barbarian always has more uses and your subclass will add abilities to raging that you can’t feat into.
Similarly with wildshape, one use a rest and no swimming/flying forms or upgraded CRs as you level means it’s worse than the druid version.
I’m not saying these can’t be too powerful or need further tuning (for example, their is little incentive for a barbarian to ever take this one) but I don’t think they are any worse than the others from a stealing class identity standpoint. They are already worse due to their lack of scaling. You could argue that a variant human starting with the druid feat gets wildshape before actual druids do, and I don’t disagree with that being a potential issue, but it’s not like some of the others don’t have the same problem.
So twinned Eldritch blast without dipping in Sorcerer is a thing now. Cool.
No, it’s not. In fact, it isn’t even a thing if you do dip into Sorcerer. Eldritch Blast is capable of targeting multiple creatures. Any spell capable of that can not be twinned. Spells capable of targeting objects can also not be twinned.
So twinned Eldritch blast without dipping in Sorcerer is a thing now. Cool.
No, it’s not. In fact, it isn’t even a thing if you do dip into Sorcerer. Eldritch Blast is capable of targeting multiple creatures. Any spell capable of that can not be twinned. Spells capable of targeting objects can also not be twinned.
My aplogies you're right. I need to go to bed now that I still have a foot left.
Lol, no worries. Everybody gets some stuff mixed up sometimes. You wanna talk about sticking your foot in your mouth? One time I got the rules for Great Weapon Fighting Style mixed up with the rules for Critical hits. Talk about embarrassing....
With all due respect, Metamagic and Invocations both step largely on the sorcerer's and warlock's identity. If you want to argue that something is too powerful, sure. I can see that. Argue that the feats should be viable for the class it "dips" to take? Sure, down with that. But the entire idea of "stepping on the class toes" is kind of the whole point of these "dip feats." They're a kind of trade off - taking a feat instead of a level dip. The whole point is to take some low level features from another class.
The thing is there is no standard invocation or metamagic, they are choices and its very common for two characters of the same class to not have the same options. Rage and wildshape are opposite. Giving those things as a feat would be exactly the same as being apart of that class, with no added benefits of playing that class and taking its feat
For rogue, you could do some sort of cunning action. Bonus action to do some stuff, not sure what. It could be like normal cunning action, or have some other actions.
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Things that specialize action economy like that feel like it steps on the rogues' toes. The "skilled" feat already allows other classes match them in proficiencies. If their cunning action can be copied, then their only core class trait is sneak attack. It would need to be something that spreads out the actions, like poisoner. Or have limited uses, like Martial adept.
Even with things like Eldritch adept, an actual Warlock still has a better version of the abilities.
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I think 1 Ki point, bonus action unarmed strike and select one of the Ki Options is a better idea to be honest.
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I really enjoyed this pdf. Lots of fun stuff in here. I'm especially a fan of Chef; I'm now imagining a druid that works all their spells around a food theme of some kind. *cough*goodberries*cough* The feat itself could use some tweaking, but I'm loving the idea; kind of would like to see more tool-based feats beyond chef and poisoner. Glad to see other feats like Tracker, Eldritch and Metamagic too.
I only have two complaints. One, not a fan of Gunner - overlaps too much with Crossbow Expert. I don't use firearms in my games, so its really a non-entity, but something just rubs me the wrong way about feat overlap. And two?
I'd love to see something for whips, they really need more love. If we're doing a faux-Ranger feat, we could stand a faux-pally, faux-bard, etc feat collection. I'm saddened that there's not more social feats. We've had ONE so far. Actor. Maybe two if you count Inspiring Leader.
I'd argue that Inspiring Leader could count for Bard as well for their Bardic Inspiration. Not quite the same as an Inspiration die, but that, as mentioned, overlaps a lot with the Luck-based feats as well as the Guidance cantrip from MI: Cleric. It just slots nicely into what bards do as a whole.
For Cleric, I'd suggest Turn Undead. As for Druid and Wild shape.... if we have feats for Metamagic and Invocations, then nothing should be off the table. Feels a bit too magical as a feat, though, so I'm not sure.
Fighters could give an Action Surge, but that might be a little too powerful. Overall, though, access to lots of feats in general is the Fighter's thing, so I'd argue that all existing combat feats are kind of already filling in the Fighter. Fighters fit the Weapon Masters archetype.
Barbarians are all about the Rage. If you want to make a "dip barbarian" feat, its got to be about the rage.
Paladins I would probably go with a smite spell, +1 CHA, and a watered down Divine Sense. Auras are too high of a level for a "dip feat," Channel Divinity are all different depending on subclass, Lay on Hands comes off as more healer than paladin.
Monks have a lot of skills for Athletic actions - walking up walls, jumping, etc. Not just smashing with random fists and improvised weapons. So, Tavern Brawler and Athletic do cover most of what Monks do without Ki. That said, I feel like I wouldn't call something a Monk feat if it didn't include Ki in some way. If a Battlemaster can take Martial Adapt for more dice, and Metamagic gives more Sorcery Points, I'd want a monk feat to give Ki and the option to use ki-based actions.
Thematically Rangers are all about perception and hunting. That's why Tracking is so good. If its stealing all of the Ranger's thunder, though, that's a fundamental problem of the Ranger needing to be boosted, not that the feat is bad.
Rogue feats include Skulker, Observant, Mobile, maybe Savage Attacker (faux sneak attack?), Charger (for the Dash part of cunning action) and Lucky while Expertise shows up in other feats already. I'm not a fan of trying to make a Cunning Action feat that makes things into bonus actions, because most classes already are extremely busy with their bonus action, with the exception of Wizards and Sorcerers. I don't want to see a "get the wizard out of
jailmelee" feat.I'm a huge, huge fan of the Invocation and Metamagic feats. Like I said with the Ranger, if you're worried it makes your Sorcerer redundant, than we need to fix the classes, not the feat. There's an entire UA about alternate class feats that do just that.
Wizards... they've nothing outside of Magic Initiate and Ritual Caster... I think they're kinda boring, imho.
So you'd give them rage... But not unarmoured defense? One level dip is not much, and giving them a whole class feature that powerful and thematic for BARBS as a FEAT is a bit too much.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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Any idea when they'll add the feats to DDB?
"Soon"
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Any word yet on when they’ll be added to Beyond? I suppose anyone could just throw them in through homebrew, but easier access would be nice.
No Rage feat. Rage is too much. Even the barbarian, RAW, gets very limited access to Rage until it hits its twentieth freaking level. Rage is incredibly powerful and comes with significant drawbacks both while in use and for the barbarian class as a whole for a reason. No five-attack fighters with full-up Rage damage, please. Nor would I open up the can of worms that is Unarmored Defense as a feat. People are concerned enough with Shield Training giving casters more AC - what would they say if squonchy wuzzards could block bullets with their pecs?
If one wants a Barbarian-flavored feat just to complete the set, I would consider looking at secondary abilities. Perhaps something to the effect of:
Primal Might
Through either training alongside the furious warriors of the frontiers or a bit of primal heritage in your own blood, you've learned some of the methods of the barbarian. You gain the following benefits:
Move a little quicker, gain Reckless Attacks - which is itself pretty dang baller for a lot of folks. No Rage, but I could see a number of folks interested in some barbarian seasoning of this sort for fighters with a bit less discipline, more thuggish rogues, or even the purple unicorns that are melee rangers.
As for Monks? Hmmm...difficult. The idea with many of these feats is not necessarily to perfectly recreate the multiclass dip capabilities of the class being feat'd, but to evoke a sense of cross training or influence from that class. Ritual Caster works very well as a 'Wizard Dip' feat because the Essence of Wizard is a careful, studious practitioner of rigidly defined magic-as-a-science, involving their spellbooks. Monks are harder to boil down given that most of their abilities work as a package deal. Chiseling out one or two abilities to serve as a bit of Feat Seasoning for someone else tends to undermine the ability in question. Martial Arts is anemic and generally unworthy of bothering with if you don't have ki and monk levels to scale both ki points and MA dice. Ki assumes unarmed combat specialization, or "Monk Weapons" which doesn't make any sense as a feat option. Unarmored Defense and Unarmored Movement are far too restrictive for feats theoretically available to every class. I know how I'd run it to start, but people wouldn't like my version.
Monastic Initiate
You've spent time in training and meditation with the tranquil warriors of the monasteries, and begun to comprehend the secrets of life, the universe, and everything. Your studies have granted you two Ki points, which may be used to fuel either of the ki features granted by this feat or any ki features you gain from another source. You regain these ki points at the end of a short or long rest, provided you spend at least thirty minutes in meditation.
I know, I know, I KNOW. None of that is Step of the Wind or Patient Defense or what-have-you. hear me out.
Every other 'splash'-style feat in the game, including the ones in this UA document, are of benefit to the class they're splashing from. Martial Adept allows Fattlemasters to take two extra maneuvers and grants them a bonus Superiority die. Eldritch Adept gives warlocks one extra choice of invocation. Metamagic Adept lets sorcerers take extra Metamagic options. Every facet of those feats is equally beneficial to the class they stem from. If you just copy/paste the basic Ki abilities into a feat, that breaks the pattern - that feat would be of dubious benefit at best for monks who already have access to those features. So instead, create new ki abilities that are reminiscent of monk class features - Nimble Step apes both Step of the Wind and Unarmored Movement, while Disciplined Strike allows a warrior to ape the monk's ability to make three hundred and seventeen attacks with their bonus action without the 'Martial Arts Only' restriction.
Neither ability is particularly amazing, but they are of equal benefit to both monks and nonmonks. or at least, they are actually of benefit to both. Monks may want to trade Flurry of Blows for an extra swing with a cool magical weapon or Kensei stick their DM's given them, and everybody has had that moment of "GAAAAH if I just had TEN MORE FREAKING FEET of movement, I could make this work! DDDXX". Even monks. A design like this gives other characters the ability to be a bit more monk-like while also allowing monks to have a few extra options in their pocket if they like, which seems to be more in line with how these things should work.
Ne?
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I agree. No rage feat, no wildshape feat. Both would step on the actual classes toes, because unlike Invocations or Metamagic those are one uncustomizable feature that is designed to be the respective classes main feature. Not everyone has the same invocations but everyone has the same rage
Although, that primal might feat you suggested doesn't really help barbarian too much aside from 5ft extra movement.
With all due respect, Metamagic and Invocations both step largely on the sorcerer's and warlock's identity. If you want to argue that something is too powerful, sure. I can see that. Argue that the feats should be viable for the class it "dips" to take? Sure, down with that. But the entire idea of "stepping on the class toes" is kind of the whole point of these "dip feats." They're a kind of trade off - taking a feat instead of a level dip. The whole point is to take some low level features from another class.
The issue is that getting one Invocation, or getting one or two Metamagic options and two sorcery points, are by their nature 'lesser' versions of the class features they're aping. Those class features, much like Martial Adept, are built on giving the character an expanding list of picks from a large pool of options.
Rage has no such innate 'lesser' version. There is only one thing you get when you get Rage, and that thing is Rage. A 'Rage' feat gives you the entire class feature, free of charge. Wildshape is much the same - unless both choice of forms and number of uses are constrained in ways that would make it weird as a feat, there's not really any way to do 'Lesser Wild Shape'.
'Dip' feats work best when they feel like an obviously 'Apprentice' version of the class they dip from. Dip feats that just flat-out hand you the entire class feature don't feel good because they remove incentive to play the base class they come from at all. Who'd bother with barbarians if you could just bolt Rage onto the otherwise objectively better fighter class without any issue? Who'd bother with druids if the objectively more powerful cleric, without its janky armor restrictions and with a ton of extra stuff from Divine Domains, could also Wild Shape whenever it felt like it?
Please do not contact or message me.
Okay, I guess I'm making another one of these. List of feats that could come, and how I would limit them for each class:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
A feat that lets you rage once a day is already worse than the barbarian class feature, the barbarian always has more uses and your subclass will add abilities to raging that you can’t feat into.
Similarly with wildshape, one use a rest and no swimming/flying forms or upgraded CRs as you level means it’s worse than the druid version.
I’m not saying these can’t be too powerful or need further tuning (for example, their is little incentive for a barbarian to ever take this one) but I don’t think they are any worse than the others from a stealing class identity standpoint. They are already worse due to their lack of scaling. You could argue that a variant human starting with the druid feat gets wildshape before actual druids do, and I don’t disagree with that being a potential issue, but it’s not like some of the others don’t have the same problem.
So twinned Eldritch blast without dipping in Sorcerer is a thing now. Cool.
No, it’s not. In fact, it isn’t even a thing if you do dip into Sorcerer. Eldritch Blast is capable of targeting multiple creatures. Any spell capable of that can not be twinned. Spells capable of targeting objects can also not be twinned.
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My aplogies you're right. I need to go to bed now that I still have a foot left.
Lol, no worries. Everybody gets some stuff mixed up sometimes. You wanna talk about sticking your foot in your mouth? One time I got the rules for Great Weapon Fighting Style mixed up with the rules for Critical hits. Talk about embarrassing....
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The thing is there is no standard invocation or metamagic, they are choices and its very common for two characters of the same class to not have the same options. Rage and wildshape are opposite. Giving those things as a feat would be exactly the same as being apart of that class, with no added benefits of playing that class and taking its feat
For rogue, you could do some sort of cunning action. Bonus action to do some stuff, not sure what. It could be like normal cunning action, or have some other actions.
Please check out my homebrew and give me feedback!
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Things that specialize action economy like that feel like it steps on the rogues' toes. The "skilled" feat already allows other classes match them in proficiencies. If their cunning action can be copied, then their only core class trait is sneak attack. It would need to be something that spreads out the actions, like poisoner. Or have limited uses, like Martial adept.
Even with things like Eldritch adept, an actual Warlock still has a better version of the abilities.