How might 6e implement more modular characters, something a section of the player base is agitating for? Lets stop for a moment and consider what you get when you level up: Everyone gets extra HP, which come from a hit dice - whether you roll or take the average rounded up - plus your CON modifier. If we count spell slots as a class feature, loosely speaking everyone gets a class feature or a sub-class feature. Some of these, like rogue's sneak attacks build upon earlier ones, and sometimes you get more than one - warlocks can get extra spell slots and extra invocations at the same level for example, monks can get two or more things together too. Generally every four levels you get an ASI. (There are exceptions to this, but as a general rule that's how it works out.) Every few levels you get a proficiency bonus increase. This gives 6e a chunk of things it could play with. We've seen one option being put out for play-test already: Subclasses not restricted to specific cla
This post will not give a hard, mechanical breakdown of every feat that will be in my hypothetical 6e PHB. There's way too much balancing that will go on for that to be feasible. It will, instead, try to theory-craft what makes a good feat, how to build good feats and outline some ideas around that to give possible feats for 6e. When looking at feats, we have the whole of the 3e/3.5e ecosystem and the 5e ecosystem to look at. I skipped 2e completely but I understand that there were feats in 2e as well. We also have, although it's structured differently, Pathfinder and Pathfinder 2e. We have a few ideas to bear in mind here: Core or Optional : 5e gave us feats as an optional rule, every other system has them as a core rule. Complexity : 5e made them simple. In essence they rely on a simple proficiency at most, although a few are tied to being a given race. Pathfinder 2e goes for Ancestry (race equivalent), general, class, level, tree-like prerequisites (you can only take this f