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|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor|| | |{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor|| | ||
* Your [[Charisma]] increases by 1, to a maximum of 20. | * Your [[Charisma]] increases by 1, to a maximum of 20. | ||
* Your [[Proficiency Bonus]] is also doubled for Deception and Performance checks. | * Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks. | ||
|- | |- | ||
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert|| | |{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert|| | ||
* You gain a +5 bonus to Initiative and can't be [[Initiative|Surprised]]. | * You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]]. | ||
|- | |- | ||
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete || | |{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete || | ||
* Your | * Your {{Ability|Strength}} or {{Ability|Dexterity}} increases by 1, to a maximum of 20. | ||
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)| | * When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|Jump]] distance also increases by 50%. | ||
|- | |- | ||
|Charger | |{{anchor|Charger}} {{Icon|Charger Icon.png}} Charger || | ||
| | |||
* Gain the following weapon attacks: | * Gain the following weapon attacks: | ||
** Charger: Charge forward and slam your weapon into the first enemy in your way. | ** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.'' | ||
** Shove: Charge forward and | ** Shove: Charge forward and [[Shove]] the first enemy in your way. | ||
*** Shove distance depends on your | *** Shove distance depends on your {{Ability|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 || | ||
* When you make crossbow attacks within melee range, the | * When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have [[Disadvantage]]. | ||
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long. | * Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long. | ||
|- | |- | ||
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|- | |- | ||
|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver || | |{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver || | ||
* You gain [[Advantage]] on [[Perception | * You gain [[Advantage]] on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps. | ||
* You gain Resistance to the damage dealt by traps. | * You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | ||
|- | |- | ||
|Durable | |{{anchor|Durable}} {{Icon|Passive Feature Generic Icon.png}} Durable || | ||
| | * {{Ability|Constitution}} increases by 1, to a maximum of 20. | ||
* | * Regain full [[Hit Points]] every time you take a [[Short Rest]]. | ||
* Regain full | |||
|- | |- | ||
|Elemental Adept | |{{anchor|Elemental Adept}} {{Icon|Passive Feature Generic Icon.png}} Elemental Adept || | ||
*Your spells gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. When you cast [[Spells]] of that type, you cannot roll a 1. | |||
Damage resistance options are | Damage resistance options are one of the following: | ||
* Acid | * {{DamageType|Acid}} | ||
* Cold | * {{DamageType|Cold}} | ||
* Lightning | * {{DamageType|Lightning}} | ||
* Fire | * {{DamageType|Fire}} | ||
* Thunder | * {{DamageType|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 || | ||
* When an attack with a | * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a [[Bonus Action]] that turn. | ||
* When attacking with [[Heavy (weapon property)|Heavy]] | * When attacking with [[Heavy (weapon property)|Heavy]] melee weapons you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10. | ||
** ''(This is a | ** ''(This is a toggleable passive effect; see [[Great Weapon Master: All In]] for more information.)'' | ||
|- | |- | ||
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured || | |{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured || | ||
''(Requires | ''(Requires {{MediumArmour}} [[Proficiency]])'' | ||
* Increase your | * Increase your {{Ability|Strength}} by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] with {{HeavyArmour}}. | * Gain [[Proficiency]] with {{HeavyArmour}}. | ||
|- | |- | ||
|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master || | |{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master || | ||
''(Requires | ''(Requires {{HeavyArmour}} [[Proficiency]])'' | ||
* Increase your | * Increase your {{Ability|Strength}} by 1, to a maximum of 20. | ||
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour. | * Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour. | ||
|- | |- | ||
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured || | |{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured || | ||
* Increase your | * Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] with {{LightArmour}}. | * Gain [[Proficiency]] with {{LightArmour}}. | ||
|- | |- | ||
|Lucky | |{{anchor|Lucky}}{{Icon|Lucky Icon.png}} Lucky || | ||
| | * You gain 3 Luck Points. These can be used to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}. | ||
* You gain 3 Luck Points. These can be used to gain {{Advantage}} on | |||
|- | |- | ||
|Mage Slayer | |{{anchor|Mage Slayer}}{{Icon|Mage Slayer Icon.png}} Mage Slayer || | ||
| | * When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it, and you can use a [[Reaction]] to immediately make an attack against the caster. | ||
* When a creature casts a | * Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | ||
* Enemies you hit have | |||
|- | |- | ||
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard || | |{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Bard spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard#Bard Spell List|Bard spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric || | |{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid || | |{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid#Druid Spell List|Druid spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|Druid spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer || | |{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock || | |{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard || | |{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard || | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]]. | * Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]]. | ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting | * You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}. | ||
|- | |- | ||
|{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept || | |{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept || | ||
* Learn two manoeuvres from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. | * Learn two manoeuvres from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. | ||
* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]]. | * You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]]. | ||
|- | |||
|{{anchor|Medium Armor Master}}{{Icon|Passive Feature Generic Icon.png}} Medium Armor Master || | |||
''(Requires {{MediumArmour}} [[Proficiency]])'' | |||
* When you wear medium armor, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2. | |||
|- | |- | ||
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile || | |{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile || | ||
* Your [[Movement Speed]] increases by | * Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}. | ||
* When you use the [[Dash]] action, difficult terrain doesn't slow you down. | * When you use the [[Dash]] action, difficult terrain doesn't slow you down. | ||
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | ||
|- | |||
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured || | |||
''(Requires {{LightArmour}} [[Proficiency]])'' | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | |||
|- | |||
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer || | |||
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]]. | |||
|- | |- | ||
|{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} Polearm Master || | |{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} Polearm Master || | ||
* When attacking with a | * When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon. | ||
* You can also make an [[Opportunity Attack]] when a target comes within range. | * You can also make an [[Opportunity Attack]] when a target comes within range. | ||
|- | |- | ||
|{{anchor| | |{{anchor|Resilient}}{{Icon|Passive Feature Generic Icon.png}} Resilient || | ||
* | * You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s. | |||
* Gain [[Proficiency]] in that ability's | |||
Ability choices are 1 of the following: | Ability choices are 1 of the following: | ||
* Strength | * {{Ability|Strength}} | ||
* Dexterity | * {{Ability|Dexterity}} | ||
* Constitution | * {{Ability|Constitution}} | ||
* Intelligence | * {{Ability|Intelligence}} | ||
* Wisdom | * {{Ability|Wisdom}} | ||
* Charisma | * {{Ability|Charisma}} | ||
|- | |- | ||
|{{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 | * You learn two ritual [[Spells]] of your choice. | ||
|- | |- | ||
|Savage Attacker | |{{anchor|Savage Attacker}}{{Icon|Passive Feature Generic Icon.png}} Savage Attacker || | ||
| | * When making weapon attacks, you roll your damage dice twice and use the highest result. | ||
* When making weapon attacks, damage | |||
|- | |- | ||
|Sentinel | |{{anchor|Sentinel}}{{Icon|Sentinel Icon.png}} Sentinel || | ||
| | * When an enemy in melee range attacks an ally, you can use a [[Reaction]] to make a weapon attack against that enemy. Target ally must not have the Sentinel feat. | ||
* When an enemy in melee range attacks an ally, you can use a | * You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]], and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn. | ||
* You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]] | |||
|- | |- | ||
|Sharpshooter | |{{anchor|Sharpshooter}}{{Icon|Sharpshooter Icon.png}} Sharpshooter || | ||
| | * Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | ||
* | * Ranged weapon attacks with weapons you are [[Proficiency|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage. | ||
* Ranged weapon attacks with | ** ''(This is a toggleable passive effect)'' | ||
|- | |- | ||
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | |{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | ||
* Gain a +2 bonus to Dexterity | * Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | ||
* If a | * If a [[Spells|Spell]] forces you to make a dexterity saving throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage. | ||
** On a failed save, you only take half damage. | ** On a failed save, you only take half damage. | ||
** On a successful save, you don't take any damage, even if you normally would. | ** On a successful save, you don't take any damage, even if you normally would. | ||
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|- | |- | ||
|{{anchor|Spell Sniper}}{{Icon|Passive Feature Generic Icon.png}} Spell Sniper || | |{{anchor|Spell Sniper}}{{Icon|Passive Feature Generic Icon.png}} Spell Sniper || | ||
* You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a | * 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. | ||
|- | |- | ||
|Tavern Brawler | |{{anchor|Tavern Brawler}}{{Icon|Passive Feature Generic Icon.png}} Tavern Brawler || | ||
| | * Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20. | ||
* | * When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}s. | ||
|- | |- | ||
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || | |{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || | ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | * [[Hit Points|Hit Point]] maximum increased by 2 for each level. | ||
|- | |- | ||
|{{anchor|War Caster}}{{Icon| | |{{anchor|War Caster}}{{Icon|War Caster Icon.png}} War Caster || | ||
* | * You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | ||
* You can also use a | * You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range. | ||
|- | |- | ||
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master || | |{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master || | ||
* Increase your | * Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] with four [[Weapon]] types of your choice. | * Gain [[Proficiency]] with four [[Weapon]] types of your choice. | ||
|} | |} |
Revision as of 06:34, 5 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 |
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 |
|
Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
Magic Initiate: Druid |
|
Magic Initiate: Sorcerer |
|
Magic Initiate: Warlock |
|
Magic Initiate: Wizard |
|
Martial Adept |
|
Medium Armor Master |
(Requires Medium armour Proficiency)
|
Mobile |
|
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.