D&D 5E Partial Class Feats

At first glance I think most of these are right on, but the below three I think might be slightly off.

AKA The Multiclass-lite.

Beast Form:
You may use the Druid's Wild Shape ability. If you do this way, you can't do so again until you finish a short or long rest.
You count as having two extra levels of Druid for the purposes of the Wildshape feature.

Ki Training:
You gain the Monk's Ki feature if you don't already have it, and get additional Ki Points equal to your Proficiency modifier. These Ki Points replenish whenever you finish a long or short rest.

Metamagic Initiate:
You have magical understanding that allows you to perform special tricks with your spells. You gain the following benefits:
• You learn one metamagic option of your choice from among those available to the Sorcerer. If a metamagic option you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.
• You gain Sorcery Points equal to twice your proficiency, and your maximum number of Sorcery Points increases by the same amount. You regain your expended Sorcery Points when you finish a long rest.

I'd suggest the following changes.

Beast Form - Limit to once per long rest.

Ki Training - Switch to Martial Arts Training instead, thus allowing Dex based unarmed combat styles without multiclassing

Metamagic Initiate - Sorcery Points equal Proficiency +2

My primary reason for reducing the power on Beast Form and Metamagic is that you are gaining access to these abilities without the MC Ability Score requirement, which is a limit on otherwise gaining these powers.

On Ki Training, it's because I'm not sure what you would spend those Ki points on.
 

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I'm saying there's more to life than winning an argument. I've found the harder I try to win an argument, the fewer friends I make.

Designing balance feats is a hard task. People smarter than you or I have spent countless hours designing and playtesting these. Even still, there's balance complaints. Still, what they have designed is a good comparable. How do our home brewed feats compare to theirs?

Let's look at power in terms of depth and breadth. Breadth is able to do more things. Wizards and bards are strong because they gain breadth and don't lose much depth. Depth is being able to do things really well. A warlock is your classic example. He's got awesome stuff but only a few slots.
The pattern we see for feats is minimal depth and minimal breadth. Martial Adept gives you 2 maneuvers and 1d6 die that doesn't scale. A little power and a limited way to use that. If that is specifically what you need, it's a nice feat to grab. Mage initiate is a little spellcasting, less than a single level dip. But you can keep progressing in your character. Resiliant has more depth for something you might run into every other day. It's considered a strong feat.
With 2 SP/level, you're adding a tremendous amount of depth for a feat. The breadth isn't too bad either, because you can apply your one MM ability to whatever unique spells you have. The feat is weak for a non spell caster but still quite strong (too strong?) for a spell caster.

Sent from my Nexus 6P using EN World mobile app
 

I like Anger.

For the warlock one, an invocation that does not have any prereqs (and 1 spell slot of the lowest level to cast the spell if the invocation requires a warlock slot) is completely fine. Eldritch blast plus agonizing blast is a nice enough combo to rate 2 feats to do it. One more invocation would be nice for a lot of warlock builds (not to mention 1 more spell slot). Devil's sight would be pretty popular for the nonwarlocks, and we wouldn't need a changeling race at all if someone wanted to do variant human plus master of disguise.

For wildshaping, I would say that you can wild shape like a 2nd level druid (recharges on long rest). That is good for sneaking around. A moon druid might not want to blow his/her good wild shaping on sneaking around, and this let's them avoid that.

I think it would be simpler for the apostle (nice name by the way) for the player to pick one of the turn abilities of the cleric or paladin.

The lore wizard was bad enough as a subclass, but as a feat, it is ridiculous. Sorcerers might have to stick with magic adept (besides all they want is more spells known anyway)....in fact:

Sorcerous adept. +1 to charisma, and you know 2 1st level spells from the sorcerer's list. These spells can be cast by any being with spell casting as a feature, but they use charisma as the casting stat.

Not very useful for the champion fighter, slightly useful for a wizard or cleric, not bad for bards and paladins, but for gold for sorcerers and warlocks.
 

My primary reason for reducing the power on Beast Form and Metamagic is that you are gaining access to these abilities without the MC Ability Score requirement, which is a limit on otherwise gaining these powers.
Oh, I hadn't gotten round to including those yet. The requirements would be the same as to multiclass into the class.

On Ki Training, it's because I'm not sure what you would spend those Ki points on.
The Ki feature lets you spend them on:
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
 

For wildshaping, I would say that you can wild shape like a 2nd level druid (recharges on long rest). That is good for sneaking around. A moon druid might not want to blow his/her good wild shaping on sneaking around, and this let's them avoid that.
Balance-wise I can see it (although I'd have it either long rest recharge or weaker), but something bugs me about having two things the same but different, if you know what I mean?

I think it would be simpler for the apostle (nice name by the way) for the player to pick one of the turn abilities of the cleric or paladin.
I was going to do a separate feat for the Paladin, but then I forgot they had their own CDs before I got around to it.
 

I like your Martial Adept better than the book's.

At least for a character who's already a battlemaster (like my gnome!), since I've got at least one maneuver I've yet to use, but I'm always running out of SD.
 

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