Feat Master (5e Class)

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Feat Master

The Feat Master is an incredibly versatile class that makes use of feats to allow you to customize your character to the extreme. This class was made on a whim, just because I wondered what it would be like, it is not intended to be balanced in any way. If you have any suggestions for possible ways to make this class more playable, and possibly even balanced, please post them on the talk page.

Now for the Class

The Feat Master is an incredibly versatile class that cannot be confined to any one specific role due to its nature, and as with all homebrews, you must get your DM's express permission to use the class, especially due to the fact that as the name implies this class relies entirely upon feats to be capable in game. What do I mean by this? This class doesn't really have any real features, it's just a bunch of ASIs that are intended to be used for feats.

Creating a Feat Master

When making a Feat Master you have to be careful, because you start with no proficiencies, therefore a race with inborn proficiencies would be incredibly helpful. Another aspect is that making a spellcaster is quite hard, as you will not have access to high level spells, so a race with inborn spells would be helpful as you won't actually have any spell slots, just one-time use spells.

If your race starts with no proficiencies/offensive spells then the first feat you choose absolutely MUST give you the capability to deal damage.

Quick Build

This class is not intended for newer players, as such if you need this you probably shouldn't be playing this class. Really, the class isn’t intended for any players, but to each their own.

Class Features

As a Feat Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Feat Master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Feat Master level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Strength, Intelligence, Charisma
Skills: Any one skill

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

    • If you are using starting wealth, you have 4d4*10 gp in funds.

    Table: The Feat Master

    LevelProficiency
    Bonus
    Features
    1st+2Ability Score Improvement, Extra Feat, Master of Learning
    2nd+2Ability Score Improvement
    3rd+2Ability Score Improvement
    4th+2Ability Score Improvement
    5th+3Ability Score Improvement
    6th+3Ability Score Improvement
    7th+3Ability Score Improvement
    8th+3Ability Score Improvement
    9th+4Ability Score Improvement
    10th+4Ability Score Improvement
    11th+4Ability Score Improvement
    12th+4Ability Score Improvement
    13th+5Ability Score Improvement
    14th+5Ability Score Improvement
    15th+5Ability Score Improvement
    16th+5Ability Score Improvement
    17th+6Ability Score Improvement
    18th+6Ability Score Improvement
    19th+6Ability Score Improvement
    20th+6Ability Score Improvement

    Master of Learning

    You have learned how to re-learn what you already know to expand upon it. Starting at first level you gain the ability to take any feat as many times as you want. The feats will be treated entirely separate from each other.

    Extra Feat

    At first level you are given the option to pick one feat of your choice just so you aren't completely helpless.

    Ability Score Improvement

    For every level you have in this class, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Most of these are intended to be used for feats, as pure stats will get you nowhere.

    Multiclassing

    You cannot multiclass into or out of this class.

    5.00
    (one vote)

    Back to Main Page 5e Homebrew Classes

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