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Feats: Difference between revisions

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! Feat !! Description
! Feat !! Description
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|style="width: 23%;"|{{anchor|Ability Improvement}} {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ||
|style="width: 23%;"|{{anchor|Ability Improvement}} {{SAI|Ability Improvement|w=40}} ||
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* You can't increase an Ability Score above 20 using this feature.
* You can't increase an Ability Score above 20 using this feature.
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|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
|{{anchor|Actor}} {{SAI|Actor|w=40}} ||
* 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.  
* Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
* Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
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|{{anchor|Alert}} {{Icon|Alert Icon.png}} Alert||
|{{anchor|Alert}} {{SAI|Alert|w=40}} ||
* 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]].
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|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
|{{anchor|Athlete}} {{SAI|Athlete|w=40}} ||
* Your {{Ability|Strength}} or {{Ability|Dexterity}} increases by 1, to a maximum of 20.
* 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)|Jump]] distance also increases by 50%.
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|Jump]] distance also increases by 50%.
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|{{anchor|Charger}} {{Icon|Charger Icon.png}} Charger ||
|{{anchor|Charger}} {{SAI|Charger|w=40}} ||
* Gain the following weapon attacks:
* Gain the following weapon attacks:
** 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.''
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*** This counts as a full action.
*** This counts as a full action.
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|{{anchor|Crossbow Expert}} {{Icon|PassiveFeature CrossbowExpert BonusShot.png}} Crossbow Expert ||
|{{anchor|Crossbow Expert}} {{SAI|Crossbow Expert|w=40}} ||
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have [[Disadvantage]].
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have [[Disadvantage]].
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
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|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
|{{anchor|Defensive Duellist}} {{SAI|Defensive Duellist|w=40}} ||
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss.
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss.
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|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
|{{anchor|Dual Wielder}}{{SAI|Dual Wielder|w=40}} ||
* You can use [[Fighting_Style|Two-Weapon Fighting]] even if your weapons aren't [[light (weapon property)|Light]], and you gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
* You can use [[Fighting_Style|Two-Weapon Fighting]] even if your weapons aren't [[light (weapon property)|Light]], and you gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
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|{{anchor|Dungeon Delver}} {{Icon|PassiveFeature DungeonDelver Perception.png}} Dungeon Delver ||
|{{anchor|Dungeon Delver}} {{SAI|Dungeon Delver|w=40}} ||
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
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|{{anchor|Durable}} {{Icon|PassiveFeature Durable.png}} Durable ||
|{{anchor|Durable}} {{SAI|Durable|w=40}} ||
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* Regain full [[Hit Points]] every time you take a [[Short Rest]].
* Regain full [[Hit Points]] every time you take a [[Short Rest]].
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|{{anchor|tElemental Adept}} {{Icon|PassiveFeature ElementalAdept Fire.png}} Elemental Adept ||
|{{anchor|tElemental Adept}} {{SAI|Elemental Adept|w=40}} ||
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.


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* {{DamageType|Thunder}}
* {{DamageType|Thunder}}
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|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||
|{{anchor|Great Weapon Master}}{{SAI|Great Weapon Master|w=40}} ||
* 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 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 a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
** ''(This is a toggleable passive effect; see [[Great Weapon Master: All In]] for more information.)''
** ''(This is a toggleable passive effect; see [[Great Weapon Master: All In]] for more information.)''
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|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
|{{anchor|Heavily Armoured}}{{SAI|Heavily Armoured|w=40}} ||
''(Requires {{MediumArmour}} [[Proficiency]])''
''(Requires {{MediumArmour}} [[Proficiency]])''
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
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|{{anchor|Heavy Armour Master}}{{Icon|PassiveFeature HeavyArmorMaster.png}} Heavy Armour Master ||
|{{anchor|Heavy Armour Master}}{{SAI|Heavy Armour Master|w=40}} ||
''(Requires {{HeavyArmour}} [[Proficiency]])''
''(Requires {{HeavyArmour}} [[Proficiency]])''
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* 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.
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|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
|{{anchor|Lightly Armoured}}{{SAI|Lightly Armoured|w=40}} ||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
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|{{anchor|Lucky (feat)}}{{Icon|Lucky Icon.png}} Lucky ||
|{{anchor|Lucky (feat)}}{{SAI|Lucky (Feat)|Lucky|w=40}} ||
* 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 {{Attack Roll}}s, [[Ability Check]]s, {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
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|{{anchor|Mage Slayer}}{{Icon|Mage Slayer Icon.png}} Mage Slayer ||
|{{anchor|Mage Slayer}}{{SAI|Mage Slayer|w=40}} ||
* 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 [[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.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
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|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
|{{anchor|Magic Initiate: Bard}}{{SAI|Magic Initiate: Bard|w=40}} ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* 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}}.
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|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
|{{anchor|Magic Initiate: Cleric}}{{SAI|Magic Initiate: Cleric|w=40}} ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
* 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}}.
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|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
|{{anchor|Magic Initiate: Druid}}{{SAI|Magic Initiate: Druid|w=40}} ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
* 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}}.
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|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
|{{anchor|Magic Initiate: Sorcerer}}{{SAI|Magic Initiate: Sorcerer|w=40}} ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* 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}}.
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|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
|{{anchor|Magic Initiate: Warlock}}{{SAI|Magic Initiate: Warlock|w=40}} ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* 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}}.
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|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard ||  
|{{anchor|Magic Initiate: Wizard}}{{SAI|Magic Initiate: Wizard|w=40}}  ||  
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
* 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}}.
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|{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept ||
|{{anchor|Martial Adept}}{{SAI|Martial Adept|w=40}} ||
* 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]].
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|{{anchor|Medium Armour Master}}{{Icon|PassiveFeature MediumArmorMaster.png}} Medium Armour Master ||
|{{anchor|Medium Armour Master}}{{SAI|Medium Armour Master|w=40}} ||
''(Requires {{MediumArmour}} [[Proficiency]])''
''(Requires {{MediumArmour}} [[Proficiency]])''
* When you wear medium armour, 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.
* When you wear medium armour, 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.
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|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
|{{anchor|Mobile}}{{SAI|Mobile|w=40}} ||
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* 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.
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|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
|{{anchor|Moderately Armoured}}{{SAI|Moderately Armoured|w=40}} ||
''(Requires {{LightArmour}} [[Proficiency]])''
''(Requires {{LightArmour}} [[Proficiency]])''
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
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|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
|{{anchor|Performer}}{{SAI|Performer|w=40}} ||
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
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|{{anchor|Polearm Master}}{{Icon|PassiveFeature PolearmMaster BonusAttack.png}} Polearm Master ||
|{{anchor|Polearm Master}}{{SAI|Polearm Master|w=40}} ||
* 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.  
* 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.  
** ''This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.''  
** ''This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.''  
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* 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.
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|{{anchor|Resilient}}{{Icon|PassiveFeature Resilient.png}} Resilient ||
|{{anchor|Resilient}}{{SAI|Resilient|w=40}} ||
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* 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 {{SavingThrow}}s.
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**Note: this increase DOES affect the ability score of the animal forms of a druid in wild shape (''[https://youtu.be/8VQGlOTmVug?si=aYNpO0NCx_qEq2C2&t=735 Proof]).
**Note: this increase DOES affect the ability score of the animal forms of a druid in wild shape (''[https://youtu.be/8VQGlOTmVug?si=aYNpO0NCx_qEq2C2&t=735 Proof]).
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|{{anchor|Ritual Caster}}{{Icon|PassiveFeature RitualCaster MemorizeSpells.png}} Ritual Caster ||
|{{anchor|Ritual Caster}}{{SAI|Ritual Caster|w=40}} ||
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice from the following:  
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice from the following:  
** [[File:Speak with Dead Icon.png|frameless|upright=0.1|link=Speak with Dead]] [[Speak with Dead]]
** {{SAI|Speak with Dead}}
** [[File:Find Familiar Icon.png|frameless|upright=0.1|link=Find Familiar]] [[Find Familiar]]
** {{SAI|Find Familiar}}
** [[File:Longstrider Icon.png|frameless|upright=0.1|link=Longstrider]] [[Longstrider]]
** {{SAI|Longstrider}}
** [[File:Jump_Spell_Icon.png|frameless|upright=0.1|link=Enhance Leap]] [[Enhance Leap]]
** {{SAI|Enhance Leap}}
** [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]]
** {{SAI|Disguise Self}}
** [[File:Speak_With_Animals_Icon.png|frameless|upright=0.1|link=Speak with Animals]] [[Speak with Animals]]
** {{SAI|Speak with Animals}}
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|{{anchor|Savage Attacker}}{{Icon|PassiveFeature SavageAttacker.png}} Savage Attacker ||
|{{anchor|Savage Attacker}}{{SAI|Savage Attacker|w=40}} ||
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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|{{anchor|Sentinel}}{{Icon|Sentinel Icon.png}} Sentinel ||
|{{anchor|Sentinel}}{{SAI|Sentinel|w=40}} ||
* 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 [[Reaction]] to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
* 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]], and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
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|{{anchor|Sharpshooter}}{{Icon|Sharpshooter Icon.png}} Sharpshooter ||
|{{anchor|Sharpshooter}}{{SAI|Sharpshooter|w=40}} ||
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
* 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 weapons you are [[Proficiency|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
** ''(This is a toggleable passive effect)''
** ''(This is a toggleable passive effect)''
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|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
|{{anchor|Shield Master}}{{SAI|Shield Master|w=40}} ||
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* 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.
* 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.
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** 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|Skilled}}{{Icon|PassiveFeature Skilled.png}} Skilled ||  
|{{anchor|Skilled}}{{SAI|Skilled|w=40}} ||  
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
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|{{anchor|Spell Sniper}}{{Icon|PassiveFeature SpellSniper Snipe.png}} Spell Sniper ||
|{{anchor|Spell Sniper}}{{SAI|Spell Sniper|w=40}} ||
* 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.
* 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.
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} and no area of effect.
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} and no area of effect.
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|{{anchor|Tavern Brawler}}{{Icon|PassiveFeature TavernBrawler.png}} Tavern Brawler ||
|{{anchor|Tavern Brawler}}{{SAI|Tavern Brawler|w=40}} ||
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* 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.{{Bug}}
* 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.{{Bug}}
* Note: Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
* Note: Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
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|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
|{{anchor|Tough}}{{SAI|Tough|w=40}} ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
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|{{anchor|War Caster}}{{Icon|War Caster Icon.png}} War Caster ||
|{{anchor|War Caster}}{{SAI|War Caster|w=40}} ||
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
* You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range.
* You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range.
* Note: this feat doesn't give you the spell Shocking Grasp if you don't have it. Nevertheless, you can still cast the spell during an attack of opportunity, but not in any other context  
* Note: this feat doesn't give you the spell Shocking Grasp if you don't have it. Nevertheless, you can still cast the spell during an attack of opportunity, but not in any other context  
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|{{anchor|Weapon Master}}{{Icon|PassiveFeature WeaponMaster.png}} Weapon Master ||
|{{anchor|Weapon Master}}{{SAI|Weapon Master|w=40}} ||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* 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 08:53, 3 October 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.

Fighter Fighters and Rogue Rogues 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 Ability Improvement

Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.

Actor Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
  • Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
Alert Alert
Athlete Athlete
  • Your Strength Strength or Dexterity Dexterity increases by 1, to a maximum of 20.
  • When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
Charger Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks.
      • 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 distance depends on your Strength Strength and the target's weight.
      • This counts as a full action.
Crossbow Expert Crossbow Expert
Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder
Dungeon Delver Dungeon Delver
Durable Durable
Elemental Adept Elemental Adept
  • Spells you cast ignore Resistance to a damage type of your choice. In addition, when you deal that type of damage with a Spell, you cannot roll a 1.

Damage resistance options are one of the following:

Great Weapon Master Great Weapon Master
  • 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 a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
Heavily Armoured Heavily Armoured

(Requires Medium armour Proficiency)

Heavy Armour Master Heavy Armour Master

(Requires Heavy armour Proficiency)

  • Increase your Strength Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Lightly Armoured Lightly Armoured
Lucky Lucky
Mage Slayer Mage Slayer
Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric
Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept
  • 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 or Long Rest.
Medium Armour Master Medium Armour Master

(Requires Medium armour Proficiency)

Mobile Mobile
Moderately Armoured Moderately Armoured

(Requires Light armour Proficiency)

Performer Performer
Polearm Master Polearm Master
  • When attacking with a Glaive Glaive, Halberd Halberd, Quarterstaff Quarterstaff, or Spear Spear, you can use a Bonus Action to attack with the butt of your weapon.
    • This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
    • (NOTE: Currently bugged and does not add bonus damage from sources other than the ability modifier.)
  • You can also make an Opportunity Attack when a target comes within range.
Resilient Resilient

Ability choices are 1 of the following:

Ritual Caster Ritual Caster
Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel 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.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
Sharpshooter Sharpshooter
  • Your ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
    • (This is a toggleable passive effect)
Shield Master Shield Master
  • Gain a +2 bonus to Dexterity Dexterity Saving throws when wielding a Shield.
  • If a 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 successful save, you don't take any damage, even if you normally would.
Skilled Skilled
Spell Sniper Spell Sniper
  • You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
  • Applies to targeted projectile spells with a range greater than 1.5 m / 5 ft and no area of effect.
Tavern Brawler Tavern Brawler
  • Increase your Strength Strength or Constitution 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 rolls.[See: Bugs]
  • Note: Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster
  • You gain Advantage Icon.png Advantage on Saving throws to maintain Concentration Concentration on a Spell.
  • You can also use a Reaction to cast Shocking Grasp at a target moving out of melee range.
  • Note: this feat doesn't give you the spell Shocking Grasp if you don't have it. Nevertheless, you can still cast the spell during an attack of opportunity, but not in any other context
Weapon Master 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.


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