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Feats: Difference between revisions
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* Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20. | * Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20. | ||
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|jump]] distance also increases by 50%. | * When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|jump]] distance also increases by 50%. | ||
|- | |||
|Charger | |||
| | |||
* Gain the following weapon attacks: | |||
** Charger: Charge forward and slam your weapon into the first enemy in your way. | |||
** Shove: Charge forward and shove the first enemy in your way. | |||
*** Shove distance depends on your [[Strength]] and the target's weight. | |||
|- | |- | ||
|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert || | |{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert || |
Revision as of 19:48, 4 August 2023
At class levels 4, 8, and 12[Needs Verification], players can choose to take a feat instead of increasing their Ability Scores. Feats are character features that grant unique abilities or bonuses which improve a character's abilities in specified areas.
s and s also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.
Feats
Feat | Description |
---|---|
Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
|
Actor |
|
Alert |
|
Athlete | |
Charger |
|
Crossbow Expert |
|
Defensive Duellist |
|
Dual Wielder |
|
Dungeon Delver |
|
Great Weapon Master |
|
Heavily Armoured |
(Requires Medium Armour Proficiency)
|
Heavy Armour Master |
(Requires Heavy Armour Proficiency)
|
Moderately Armoured |
(Requires Light Armour Proficiency)
|
Lightly Armoured |
|
Lucky |
|
Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
Magic Initiate: Druid |
|
Magic Initiate: Sorcerer |
|
Magic Initiate: Warlock |
|
Magic Initiate: Wizard |
|
Martial Adept |
|
Mobile |
|
Polearm Master |
|
Performer |
|
Ritual Caster |
|
Savage Attacker |
|
Sentinel |
|
Sharpshooter |
|
Shield Master |
|
Skilled |
|
Spell Sniper |
|
Tavern Brawler |
|
Tough |
|
War Caster |
|
Weapon Master |
|
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.