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Feats: Difference between revisions
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|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster || | |{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster || | ||
* You learn two ritual spells of your choice. | * You learn two ritual spells of your choice. | ||
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|Savage Attacker | |||
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* When making weapon attacks, damage is rolled twice and the higher number is used. | |||
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|Sentinel | |Sentinel | ||
| | | | ||
* When an enemy in melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. | * When an enemy in melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. | ||
* You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]]. Creatures hit by you with an Opportunity Attack can no longer move | * You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]]. Creatures hit by you with an Opportunity Attack can no longer move for the rest of their turn. | ||
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|Sharpshooter | |||
| | |||
* Ranged weapons attacks are not penalized for [[High Ground Rules]]. | |||
* Ranged weapons attacks with proficient weapons have a -5 penalty to attack, but deal an additional 10 damage. | |||
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|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | |{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || |
Revision as of 18:24, 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 |
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Alert |
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Athlete | |
Crossbow Expert |
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Defensive Duellist |
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Dual Wielder |
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Dungeon Delver |
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Great Weapon Master |
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Heavily Armoured |
(Requires Medium Armour Proficiency)
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Heavy Armour Master |
(Requires Heavy Armour Proficiency)
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Moderately Armoured |
(Requires Light Armour Proficiency)
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Lightly Armoured |
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Magic Initiate: Bard |
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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 |
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Martial Adept |
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Mobile |
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Polearm Master |
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Performer |
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Ritual Caster |
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Savage Attacker |
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Sentinel |
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Sharpshooter |
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Shield Master |
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Skilled |
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Spell Sniper |
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Tavern Brawler |
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Tough |
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War Caster |
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Weapon Master |
|
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.