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Unearthed Arcana: 16 New Feats
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8039161" data-attributes="member: 7023887"><p>My list of feats that could come, and how I would limit them for each class:</p><p></p><ul> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Druid: No wild shape. +1 to Wisdom, understand Druidic (maybe), and you count as a shapechanger. </li> <li data-xf-list-type="ul">Fighter: +1 to Strength, Dexterity, or Constitution, and you score a critical hit with weapon attacks on a 19-20. </li> <li data-xf-list-type="ul">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).</li> <li data-xf-list-type="ul">Paladin: The channel divinity one mentioned above. </li> <li data-xf-list-type="ul">Ranger: You get Favored Enemy. </li> <li data-xf-list-type="ul">Rogue: Out of ideas. </li> <li data-xf-list-type="ul">Sorcerer: Out of ideas. </li> <li data-xf-list-type="ul">Warlock: One level one warlock spell slot, and 2 spells known of the warlock list. </li> <li data-xf-list-type="ul">Wizard: Out of ideas. </li> </ul></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8039161, member: 7023887"] My list of feats that could come, and how I would limit them for each class: [LIST] [*]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. [/LIST] [/QUOTE]
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