Ad placeholder
Feats: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 137: | Line 137: | ||
|Tavern Brawler | |Tavern Brawler | ||
| | | | ||
* Add your | * Add your [[Strength]] modifier twice to the damage of all unarmed, improvised weapon, and throw attacks | ||
|- | |- | ||
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || | |{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || |
Revision as of 18:25, 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 | |
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 |
|
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.