In the new Forgotten Realms books, Strixhaven, 5e Dragonlance and a recent Unearthed Arcana official D&D is using Feat trees/chains. Every published instance so far is a set of two.
While there are mechanical reasons to have tiered Feats every expression to this point also leans quite heavily into the story elements added. In Strixhaven the feat-taker goes from early student to late in the class. In Dragonlance a squire becomes a knight. In the Realms you are early in a Faction and then a powerful member of it.
The Feat helps tell the story in ways that a subclass wouldn’t because in all cases the feat has two expressions in Tier 1 available where a subclass gets a single expression. By the end of Tier 2 a subclass gets two expressions while a Feat chain can be up to four. There’s more space for story.
An initiate becoming an expert is the most common example. The chain (I prefer that to tree as the published versions are two options linked) naturally fit this.
Let’s explore how a Feat chain could tell a story in my homebrew world by looking at three feats connected to the Church of Quar.
In the Six Kingdoms of the World of the Everflow the Church of Quar is a hybrid church-healing center-merchant guild. It controls access to the healing waters of the Everflow at the Font of Two Paths in Telse. Their tongue became the common language of the Six Kingdoms because of the strong influence of their healing elixir in a world without magic.
No faith, no kingdom, no magic school after magic returned to the land has the influence of the Church of Quar. They’re in every town. That does not mean that every town has an Acolyte, a formal role represented by a member of the faith who is becoming a hero.
The following three feats expand the story of the Church of Quar for heroes (and villains) using the Feat system.
Acolyte of Quar
Origin Feat
You gain the following benefits.
Cultured. You learn an additional culture (or language).
Balm of rest. During a Short Rest you create a balm using a Healing Potion that removes one level of exhaustion and grants the creature advantage on a saving throw versus one condition with a save.
Blessing of the Everflow. When you administer a Healing Potion to a creature they may use a Hit Die to heal as well as gain the benefits from the Healing Potion.
Minister of Quar
Feat (prerequisites: Acolyte of Quar, 4th+ level)
You gain the following benefits.
+1 to Charisma or Wisdom
Oratory. You have Advantage when using Influence Action with Indifferent or Friendly peoples with which you share a culture or language (and Hostile creatures who are members of the Church of Quar).
Lord of Life. You learn the Aid spell and may cast it one time a day without using a spell slot. It becomes a known spell for you.
Lord of Rivers. You know how to create a Healing Potion (vial of Everflow) with only water and herbs. This lesser potion costs only 5 gp and can be created during a Short Rest. This potion is only half as effective as a standard Healing Potion. Sharing this concept is forbidden.
Free Minister of Quar
Feat (prerequisites: Acolyte of Quar, membership in the Reformed Church, 4th+ level)
You gain the following benefits.
+1 to Charisma or Constitution
Rivers and Roads. You learn two cultures or languages and the Religion skill (or another skill if you are already proficient). You have Advantage on Constitution checks brought about by Environmental Effects.
First Aid: Taking one minute you can grant a Hit Point to a stabilized creature. They are also subjected to Blessings of the Everflow if you have a Healing Potion available.
Together these dual Feat chains tell the story behind the Orthodox and Reformed Churches of Quar.
In just the tiniest bits of flavor text you see examples of how two branches of the faith are different, not just in their ability to be heroes, but what is expected from their most ardent believers.
Where a subclass gains features at 3rd, 6th and 10th level (mostly). Classes have feats at 1st, 4th, 8th, 12th (mostly). By 8th level a member of Quar’s faith could take all three faith feats, going on a journey from being part of a merchant-church to dedicated hedge healer.
This story doesn’t need to be connected to a class because they aren’t spellcasters. Plus, in the fiction inspiring the game contains people who are faithful without being clerics or druids or paladins.
Maybe another feat deals with Quars pantheon. After being an Acolyte of Quar the individual is a Devotee to Belsem the Untamed (leaning into animal companionship?) or a Teacher (adherent to Glight becoming an expert at knowing things). These would emphasize branching, which fits the pantheon.
The other pantheons may start dispersed and then unify (The Siblilngs) or emphasize bonding (Az and Sel) or only be about fellowship (Mehmd’s faith).
Maybe an aspect of your world is a military organization and feats could be ranks or branches. Does your world lean into magical schools like Strixhaven? A feat chain from underclass, to senior student, to teacher, to dean could work. A setting that anchors the horrors of the environment could use feats as a way to describe various paths to survival (water, shelter, food, community).
Feats are a discreet, light space that empowers all classes to carry bits of lore that connect to the world mechanically.




















