Feats: Initiates & Adepts

Replacing Feats For those who crave a multiclass dip for the flavor, but don't want to sacrifice. This homebrew expands and replaces the current Magic Initaite feat and the Martial Adept feat.

Magic Initiate: Bard

You learn two cantrips of your choice from the bard's spell list.

In addition, you learn to inspire others. You use a bonus action on you turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one inspiration die, a d6. You must finish a long rest before you can use this ability again.

Your spellcasting ability for these spells is Charisma.

Magic Initiate: Cleric

You learn one cantrip of your choice from the cleric's spell list.

In addition, choose a cleric domain and learn the 1st-level domain spells from their domain spell list. Using this feat, you can cast each of the spells once at thier lowest level, and you must finish a long rest before you can cast them in this way again.

Your spellcasting ability for these spells is Wisdom.

Magic Initiate: Druid

You learn two cantrips of your choice from the druid's spell list.

In addition, you can use your action to magically assume the shape of a beast that you have seen before for up to ten minutes. You can transform into a beast of challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You must finish a long rest before you can use this ability again.

Your spellcasting ability for these spells is Wisdom.

Magic Initiate: Sorcerer

You learn one cantrip of your choice from the sorcerer's spell list.

In addition, you learn one 1st-level spell from the same list and one Metamagic option that can be used only with this spell. Using this feat, you can cast the spell once at thier lowest level and may choose to use the Metamagic option when you cast it. You must finish a long rest before you can cast the spell in this way again.

Your spellcasting ability for these spells is Charisma.

Magic Initiate: Warlock

You learn one cantrip of your choice from the warlock's spell list.

In addition, choose a warlock patron and learn the 1st-level spells from their patron expanded spell list. Using this feat, you can cast each of the spells once at thier lowest level, and you must finish a long rest before you can cast them in this way again.

Your spellcasting ability for these spells is Charisma.

Magic Initiate: Wizard

You learn two cantrips of your choice from the wizard's spell list.

In aditition, choose a wizarding school and learn one 1st-level spell from that school from the same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast them in this way again.

Your spellcasting ability for these spells is Intelligence.

Martial Adept: Barbarian

You gain proficiency in greataxes and handaxes if you did not already have it.

In addition, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Martial Adept: Fighter

You gain proficiency in any two simple or martial weapons.

In addition, you learn two maneuvers of your choice from among any of those available to the fighter class. If a maneuver you use requires your target to make a saving throw to resist the manuever's effects, the saving throw DC equals 8 + your proficiency bonus + you Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6. This die is used to fuel your maneuvers and is expended when you use it. You regain your expended superiority die when you finish a short or long rest.

Martial Adept: Monk

You gain the following benefits while you are unarmed or you aren't wearing armor or a shield.