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Feats: Difference between revisions
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Neomagus00 (talk | contribs) m (re-added the list of available cantrips after verifying it, but remove the "applies to <specific kind of spells>" because i couldn't verify it, and I assume the original edit removed it on purpose) |
Neomagus00 (talk | contribs) mNo edit summary |
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* 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. | ||
* The cantrip you learn must be one of: [[Bone Chill]], [[Eldritch Blast]], [[Fire Bolt]], [[Ray of Frost]], [[Shocking Grasp]], or [[Thorn Whip]]. | * The cantrip you learn must be one of: [[Bone Chill]], [[Eldritch Blast]], [[Fire Bolt]], [[Ray of Frost]], [[Shocking Grasp]], or [[Thorn Whip]]. | ||
* These cantrips '''do''' scale with character level, just like normal spellcaster cantrips. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost. | * These cantrips '''do''' scale with character level, just like normal spellcaster cantrips. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost. | ||
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Revision as of 09:23, 8 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.
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 |
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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 |
or to make an enemy reroll their Attack roll. |
Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
Magic Initiate: Druid |
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Magic Initiate: Sorcerer |
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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 |
|
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.