Feats Revised: Archetype Feats

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Feats Revised: Arcetype Feats - WIP

Archetype Feats are designed as an alternative choice to multiclassing that allows players to get some of the basic abilities and themes of a class, without the commitment and investment of multiple levels into it. This sytem does not replace the rules for multiclassing, but instead is intended to allow players more freedom in the complexity of their characters without having to deal with the hassle that can come from multiclassing.

Full Feat System

This Document is only one of three documents making up the Revised Feat System. The Rest Can Be Found Here:

General Feats

Racial Feats

WotC D&D 5e Classes

Artificer

Artificing Initiate

Prerequisites: Level 3
Studying the secrets of Magic and technology, you have discovered techniques that blend the two, granting you the following benefits:

  • you learn one Artificer Infusion of your choice from the Artificer class. You cannot Learn an infusion with a level Prerequisite, and count as level 1 for the purposes of your infusion effects.
  • You can have 1 Infused Item.
  • Whenever you gain a level, you can replace the Infusion with another one from the Artificer class.

Artificing Adept

Prerequisites Level 9, Artificing Initiate
Furthering your knowledge of magitech, you are one step closer to discovering what secrets this vast field truly holds:

  • You Learn an additional Artificer Infusion of your choice from the Artificer class, and count as an artificer of a level equal to half your character level for the purposes of meeting prerequisites and infusion effects.
  • You can have 2 Infused Items.
  • Whenever you gain a level, you can replace the Infusion with another one from the Artificer class.

Barbarian

Sturdy Frame

Prerequisites: Level 3
You are used to taking a hit, and have gotten pretty good at it. When you get hit with an attack that deals bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance against that attack.

Savage Critical

Prerequisites: Level 6, Sturdy Frame
you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Bard

Minstrels Inspiration

Prerequisites: Level 1
You can inspire others through stirring words or music. you gain the bards Bardic Inspiration feature with the following changes. You can use it a number of times equal to your Proficiency bonus -1 per long rest, and youre die size does not change.

Cleric

Divine Spark

Prerequisites: Level 3
You gain the ability to channel divine energy directly from your deity. Chose a Cleric Domain, once per short or long rest you can channel Divinity to use either that Domains 2nd Level Channel divinity Option, or the Clerics Turn Undead Channel Divinity Option.

Some Channel Divinity effects require saving throws. When you use such an effect, the DC equals your Spell Save DC (if you have one), or 8 + Prof. + your Wisdom Modifier, whichever one is higher.

If you have multiple Features that grant you the ability to channel Divinity, you gain the Channel Divinity effects granted by those features, but no additional use of it, only gaining additional uses if a feature increases the amount of them.

Druid

Wild Form

Prerequisites: Level 3
Once per short or long rest, you can use an action to Wildshape into a Beast without Swimming or flying speeds and a maximum CR of 0. At 6th Level, this increases to CR 1/4 and the form can have a swimming speed, and at 11th level the CR increases to 1/2 and the creature can have a Flying speed.

Fighter

Fighting Initiate

Prerequisites: Level 1, prof. with at least one Weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Note about Fighting Styles

The Fighting Style "Unarmed Fighting" has the following added on to it's wording:

"If you have any natural Weapons, their damage die is replaced by your unarmed damage die, if it is higher."

Extra Attack

Prerequisites: Level 6, Fighting Style Class Feature or Fighting Initiate Feat
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Monk

Ki Initiate

Prerequisites: Level 1
You have learned to harness the Life force within you known as "Ki", granting you the following benefits:

  • You gain a number of Ki Points equal to your Proficiency Bonus. and recover them as a monk would.
  • You learn either the Flurry of Blows, Patient Defense, or Step of the Wind Ki feature. If you gained Flurry of blows through this feat, it only allows you to make 1 attack as a bonus action.

Ki Adept

Prerequisites: Level 6, Ki Initiate Feat
You have furthered your proficiency at using Ki and gain the following benefits:

  • You're Ki Points Increase by a number equal to your wisdom Modifier.
  • You either Learn the Stunning Strike Ki Feature, or the 2 Ki Features you did not chose for the Ki Initiate Feat

Paladin

Holy Strike

Prerequisites: Level 3, Access to at least 1 spell slot
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.

The extra damage is 1d6 per level of the slot. The damage die increases to a d8 if the target is an undead or a fiend.

Aura of Warding

Prerequisites: Level 6, Holy Strike Feat
Whenever a Friendly Creatures within 10 feet of you must make a saving throw, they add a +2 to their roll. You must be conscious to grant this bonus.

The range of this Aura increases by 5 feet at 11th, and 17th level.

Ranger

Terrain Explorer

Prerequisites: Level 1
Chose A favored Terrain from the Ranger Class. You Gain the benefits of the Rangers Natural Explorer Feature while within that Terrain. Every Time your proficiency bonus increases, you can change which terrain you have selected.

Studdied Enemy

Prerequisites: Level 1, Terrain Explorer Feat or Natural Explorer Feature
Chose a creature Type. You Gain all the benefits of the Rangers Favored Enemy Feature except the extra Language Targeting that creature Type. Every Time your proficiency bonus increases, you can change which terrain you have selected.

Rogue

Cunning Escape

Prerequisites: Level 1
Your quick thinking and agility allow you to move and act quickly. You can hide as a bonus action.

Cunning Strike

Prerequisites: Level 3, Cunning Escape
You know how to strike subtly and exploit a foe's distraction.

Once per turn, if you have advantage on an attack roll, you can deal extra damage to one creature you hit with that attack equal to 1d4 + your Prof. Bonus. 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.

The Die Size of the Extra Damage increases as you gain levels becoming a d6 at 5th, a d8 at 11th, and a d10 at 17th level.

Sorcerer

Metamagic Initiate

Prerequisite: Level 3, Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source). You regain all spent sorcery points when you finish a long rest.

Metamagic Adept

Prerequisites: Level 6, Metamagic Initiate
You have attained even greater controll over the magic you wield. You gain the following benefits:

  • Your Sorcery Points increase by your proficiency bonus (this stacks with the 2 sorcery Points gained from the "Metamagic Initiate Feat"), and you can turn spell slots into sorcery points like a sorcerer would, although you can not create slots above 3rd level.
  • You learn an additional Metamagic option of your choice.

Warlock

Eldritch Initiate

Prerequisites: Level 1, Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself:

  • you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, or over the course of one week, you can replace the invocation with another one from the warlock class.

Eldritch Adept

Prerequisites: Level 9, Eldritch Initiate, Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself:

  • You Learn an additional Eldritch Invocation of your choice from the warlock list, and count as a warlock of a level equal to half your character level for the purposes of meeting prerequisites. Whenever you gain a level, or over the course of one week, you can replace the invocation with another one from the warlock class.

Wizard

Ritual Caster

Prerequisite: Level 1, Intelligence, Charisma or Wisdom of 13 or higher.
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them:

  • When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Associated Features

Some Archetype Feats Have So Called "Associated Features", these are the features that the Feat Replicates to some extend. A Feat and it's associated Feature can never be used at the same time, and the player has to chose which one applies in a given situation. The List of Associated Features is as Follows:

Feat Associated Feature
Holy Strike Divine Smite
Aura of Warding Aura of Protection
Cunning Strike Sneak Attack

Valdas Spire of Secrets Classes


The Following is Work in Progress

Alchemist

Captain

Craftsman

Exotic Mastery

Prerequisites: Level 1, Proficiency with at least one martial weapon
You have trained in the use of unorthodox types of weapons and armor of irregular design. As such, you gain proficiency with exotic armor and four exotic weapons of your choice.

  1. Layman crafting (journeyman masterwork crafting)

Gunslinger

Investigator

Martyr

Necromancer

Warden

Warmage

Witch