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Feats: Difference between revisions
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* You gain [[Advantage]] on [[Perception|Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps. | * You gain [[Advantage]] on [[Perception|Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps. | ||
* You gain Resistance to the damage dealt by traps. | * You gain Resistance to the damage dealt by traps. | ||
|- | |||
|Durable | |||
| | |||
* [[Constitution]] increases by 1, to a maximum of 20. | |||
* Regain full hit points every time you take a short rest. | |||
|- | |||
|Elemental Adept | |||
|Your spells gain [[resistance]] to a damage type of your choice. When you cast spells of that type, you cannot roll a 1. | |||
Damage resistance options are 1 of the following: | |||
* Acid | |||
* Cold | |||
* Lightning | |||
* Fire | |||
* Thunder | |||
|- | |- | ||
|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master || | |{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master || | ||
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* Increase your [[Charisma]] by 1, to a maximum of 20. | * Increase your [[Charisma]] by 1, to a maximum of 20. | ||
* Gain [[Musical Instrument]] [[Proficiency]]. | * Gain [[Musical Instrument]] [[Proficiency]]. | ||
|- | |||
|Resilient | |||
| | |||
* You increase an ability by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] in that ability's [[Saving Throw|Saving Throws]]. | |||
Ability choices are 1 of the following: | |||
* Strength | |||
* Dexterity | |||
* Constitution | |||
* Intelligence | |||
* Wisdom | |||
* Charisma | |||
|- | |- | ||
|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster || | |{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster || |
Revision as of 19:55, 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 |
|
Durable |
|
Elemental Adept | Your spells gain resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Damage resistance options are 1 of the following:
|
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 |
|
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.