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Feats: Difference between revisions
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Neomagus00 (talk | contribs) m (re-add a couple pieces of useful info; i couldn't verify the "cantrip must be one of..." bit, so i left it out) |
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{{SAI|Great Weapon Master: All In|w=40}} | {{SAI|Great Weapon Master: All In|w=40}} | ||
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10. | * When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10. | ||
** ''(This is a toggleable passive effect)'' | ** ''(This is a toggleable passive effect.)'' | ||
** Grants the passive ability [[Great Weapon Master: All In]]. | |||
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|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' || | |{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' || | ||
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{{SAI|Spell Sniper|w=40}} | {{SAI|Spell Sniper|w=40}} | ||
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack. | * You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack. | ||
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} and no area of effect. | |||
* These cantrips '''do''' scale with character level, just like normal spellcaster cantrips. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost. | |||
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|{{anchor|Tavern Brawler}} '''Tavern Brawler''' || | |{{anchor|Tavern Brawler}} '''Tavern Brawler''' || |
Revision as of 09:16, 8 October 2023
At class levels 4, 8, and 12, 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 |
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Alert |
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Athlete |
|
Charger |
|
Crossbow Expert |
|
Defensive Duellist |
|
Dual Wielder |
|
Dungeon Delver |
|
Durable |
|
Elemental Adept |
Damage resistance options are one of the following: |
Great Weapon Master |
|
Heavily Armoured (Requires Medium armour Proficiency) |
|
Heavy Armour Master (Requires Heavy armour Proficiency) |
|
Lightly Armoured |
|
Lucky |
or to make an enemy reroll their Attack roll. |
Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
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Magic Initiate: Druid |
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Magic Initiate: Sorcerer |
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Magic Initiate: Warlock |
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Magic Initiate: Wizard |
|
Martial Adept |
|
Medium Armour Master (Requires Medium armour Proficiency) |
|
Mobile |
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Moderately Armoured (Requires Light armour Proficiency) |
|
Performer |
|
Polearm Master |
|
Resilient |
Ability choices are 1 of the following:
|
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.