Feat Master (5e Class)

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Feat Master[edit]

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[edit]

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[edit]

When making a Feat Master you have to be careful, because you start with almost 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: N/A
Weapons: N/A
Tools: N/A
Saving Throws: N/A
Skills: N/A

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

Level Proficiency
Bonus
Features
1st +2 Ability Score Improvement
2nd +2 Ability Score Improvement
3rd +2 Ability Score Improvement
4th +2 Ability Score Improvement
5th +3 Ability Score Improvement
6th +3 Ability Score Improvement
7th +3 Ability Score Improvement
8th +3 Ability Score Improvement
9th +4 Ability Score Improvement
10th +4 Ability Score Improvement
11th +4 Ability Score Improvement
12th +4 Ability Score Improvement
13th +5 Ability Score Improvement
14th +5 Ability Score Improvement
15th +5 Ability Score Improvement
16th +5 Ability Score Improvement
17th +6 Ability Score Improvement
18th +6 Ability Score Improvement
19th +6 Ability Score Improvement
20th +6 Ability Score Improvement

Ability Score Increase[edit]

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[edit]

Prerequisites. To qualify for multiclassing into the Feat Master class, you must meet these prerequisites: You must have at least a 13 in two ability scores of your choice.

Proficiencies. When you multiclass into the Feat Master class, you gain the following proficiencies: N/A

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