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Feats: Difference between revisions
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m (→Feats) |
m (As of patch 2, the shove charge granted by the Charger feat is a full action, not a weapon attack, so it fully consumes the action resource, as opposed to the weapon charge attack) |
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** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.'' | ** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.'' | ||
*** Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage. | *** Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage. | ||
*** This counts as a weapon attack, not a full action. | |||
** Shove: Charge forward and [[Shove]] the first enemy in your way. | ** Shove: Charge forward and [[Shove]] the first enemy in your way. | ||
*** Shove distance depends on your {{Ability|Strength}} and the target's weight. | *** Shove distance depends on your {{Ability|Strength}} and the target's weight. | ||
*** This counts as a full action. | |||
|- | |- | ||
|{{anchor|Crossbow Expert}} {{Icon|PassiveFeature CrossbowExpert BonusShot.png}} Crossbow Expert || | |{{anchor|Crossbow Expert}} {{Icon|PassiveFeature CrossbowExpert BonusShot.png}} Crossbow Expert || |
Revision as of 00:31, 22 September 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 |
|
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 Armour 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 |
|
Bugs
- As of Hotfix 6, the bonus Strength modifier damage from throws with Tavern Brawler seems to be directly applied to objects, bypassing any Toughness condition they may have. Thus, even if a character cannot deal enough normal damage in a single attack, they can still slowly but surely chip down the health of any locked door or chest by repeatedly throwing an item.
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.