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|{{anchor|Alert}} '''Alert''' || | |{{anchor|Alert}} '''Alert''' || | ||
'''{{SAI|Alert}}''' | |||
* You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]]. | |||
|- | |- | ||
|{{anchor|Athlete}} '''Athlete''' || | |{{anchor|Athlete}} '''Athlete''' || | ||
* 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. | ||
'''{{SAI|Athlete: Standing Up}}''' | |||
* When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump (Bonus Action)|Jump}} distance also increases by 50%. | |||
|- | |- | ||
|{{anchor|Charger}} '''Charger''' || | |{{anchor|Charger}} '''Charger''' || | ||
Gain the following weapon attacks: | Gain the following weapon attacks: | ||
'''{{SAI|Charger: Weapon Attack}}''' | |||
* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s. | |||
'''{{SAI|Charger: Shove}}''' | |||
* Charge forward and {{SAI|Shove}} the first enemy in your way. | |||
|- | |- | ||
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' || | |{{anchor|Crossbow Expert}} '''Crossbow Expert''' || | ||
'''{{SAI|Crossbow Expert: Point-Blank}}''' | |||
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}. | |||
'''{{SAI|Crossbow Expert: Wounding}}''' | |||
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long. | |||
|- | |- | ||
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' || | |{{anchor|Defensive Duellist}} '''Defensive Duellist''' || | ||
'''{{SAI|Defensive Duelist}}''' | |||
* 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. | |||
|- | |- | ||
|{{anchor|Dual Wielder}} '''Dual Wielder''' || | |{{anchor|Dual Wielder}} '''Dual Wielder''' || | ||
'''{{SAI|Dual Wielder: Bonus Armour Class}}''' | |||
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. | |||
'''{{SAI|Dual Wielder}}''' | |||
* You can use [[Fighting_Style|Two-Weapon Fighting]] even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons. | |||
|- | |- | ||
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' || | |{{anchor|Dungeon Delver}} '''Dungeon Delver''' || | ||
'''{{SAI|Dungeon Delver: Perception}}:''' | |||
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps. | |||
'''{{SAI|Dungeon Delver: Resist Traps}}:''' | |||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | |||
|- | |- | ||
|{{anchor|Durable}} '''Durable''' || | |{{anchor|Durable}} '''Durable''' || | ||
'''{{SAI|Durable}}:''' | |||
* Regain full [[Hit Points]] every time you take a [[Short Rest]]. {{Ability|Constitution}} increases by 1, to a maximum of 20. | |||
|- | |- | ||
|{{anchor|Elemental Adept}} '''Elemental Adept''' || | |{{anchor|Elemental Adept}} '''Elemental Adept''' || | ||
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Damage resistance options are one of the following:<br> | Damage resistance options are one of the following:<br> | ||
* {{SAI|Elemental Adept: Acid}} | * '''{{SAI|Elemental Adept: Acid}}''' | ||
* {{SAI|Elemental Adept: Cold}} | * '''{{SAI|Elemental Adept: Cold}}''' | ||
* {{SAI|Elemental Adept: Lightning}} | * '''{{SAI|Elemental Adept: Lightning}}''' | ||
* {{SAI|Elemental Adept: Fire}} | * '''{{SAI|Elemental Adept: Fire}}''' | ||
* {{SAI|Elemental Adept: Thunder}} | * '''{{SAI|Elemental Adept: Thunder}}''' | ||
|- | |- | ||
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' || | |{{anchor|Great Weapon Master}} '''Great Weapon Master''' || | ||
'''{{SAI|Great Weapon Master: Bonus Attack}}''' | |||
* 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. | |||
'''{{SAI|Great Weapon Master: All In}}:''' | |||
* 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. | |||
|- | |- | ||
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' || | |{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' || | ||
'''{{SAI|Heavily Armoured}}''' | |||
* Increase your {{Ability|Strength}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{HeavyArmour}}. | * Gain [[Proficiency]] with {{HeavyArmour}}. | ||
|- | |- | ||
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' || | |{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' || | ||
'''{{SAI|Heavy Armour Master}}''' | |||
* 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}} '''Lightly Armoured''' || | |{{anchor|Lightly Armoured}} '''Lightly Armoured''' || | ||
'''{{SAI|Lightly Armoured}}:''' | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{LightArmour}}. | * Gain [[Proficiency]] with {{LightArmour}}. | ||
|- | |- | ||
|{{anchor|Lucky}}'''Lucky''' || | |{{anchor|Lucky}}'''Lucky''' || | ||
'''{{SAI|Lucky}}''' | |||
* You gain 3 Luck Points, which you can use to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}. | |||
|- | |- | ||
|{{anchor|Mage Slayer}}'''Mage Slayer''' || | |{{anchor|Mage Slayer}}'''Mage Slayer''' || | ||
'''{{SAI|Mage Slayer: Saving Throw Advantage}}''' | |||
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it. | |||
'''{{SAI|Mage Slayer: Attack Caster}}:''' | |||
* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. | |||
'''{{SAI|Mage Slayer: Break Concentration}}''' | |||
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | * Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' || | |{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' || | ||
'''{{SAI|Magic Initiate: Bard}}''' | |||
* 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}}. | |||
|- | |- | ||
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' || | |{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' || | ||
'''{{SAI|Magic Initiate: Cleric}}:''' | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]]. | |||
|- | |- | ||
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' || | |{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' || | ||
'''{{SAI|Magic Initiate: Druid}}:''' | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|Druid spell list]]. | |||
|- | |- | ||
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' || | |{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' || | ||
'''{{SAI|Magic Initiate: Sorcerer}}''' | |||
* 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}}. | |||
|- | |- | ||
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' || | |{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' || | ||
'''{{SAI|Magic Initiate: Warlock}}''' | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]]. | |||
|- | |- | ||
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard''' || | |{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard''' || | ||
'''{{SAI|Magic Initiate: Wizard}}''' | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]]. | |||
|- | |- | ||
|{{anchor|Martial Adept}} '''Martial Adept''' || | |{{anchor|Martial Adept}} '''Martial Adept''' || | ||
'''{{SAI|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 Rest|Short]] or [[Long Rest]]. | |||
|- | |- | ||
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> || | |{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> || | ||
'''{{SAI|Medium Armour Master}}''' | |||
* 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. | |||
|- | |- | ||
|{{anchor|Mobile}} '''Mobile''' || | |{{anchor|Mobile}} '''Mobile''' || | ||
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}. | * Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}. | ||
'''{{SAI|Mobile: Evade Difficult Terrain}}''' | |||
* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down. | |||
'''{{SAI|Mobile: Evade Opportunity Attack}}''' | |||
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | |||
|- | |- | ||
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''|| | |{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''|| | ||
'''{{SAI|Moderately Armoured}}''' | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | |||
|- | |- | ||
|{{anchor|Performer}} '''Performer''' || | |{{anchor|Performer}} '''Performer''' || | ||
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|{{anchor|Polearm Master}} '''Polearm Master''' || | |{{anchor|Polearm Master}} '''Polearm Master''' || | ||
{{SAI|Polearm Master: Bonus Attack}} | '''{{SAI|Polearm Master: Bonus Attack}}''' | ||
* 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. | |||
'''{{SAI|Polearm Master: Opportunity Attack}}''' | |||
* You can also make an [[Opportunity Attack]] when a target comes within range. | |||
|- | |- | ||
|{{anchor|Resilient}} '''Resilient''' || | |{{anchor|Resilient}} '''Resilient''' || | ||
{{SAI|Resilient}} | '''{{SAI|Resilient}}''' | ||
* 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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|{{anchor|Ritual Caster}} '''Ritual Caster''' || | |{{anchor|Ritual Caster}} '''Ritual Caster''' || | ||
'''{{SAI|Ritual Caster: Free Spells}}''' | |||
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice. | |||
|- | |- | ||
|{{anchor|Savage Attacker}} '''Savage Attacker''' || | |{{anchor|Savage Attacker}} '''Savage Attacker''' || | ||
'''{{SAI|Savage Attacker}}''' | |||
{{SAI|Savage Attacker | |||
* 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. | ||
|- | |- | ||
|{{anchor|Sentinel}} '''Sentinel''' || | |{{anchor|Sentinel}} '''Sentinel''' || | ||
'''{{SAI|Sentinel: Vengeance}}''' | |||
* 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. | |||
'''{{SAI|Sentinel: Snare}}''' | |||
* When you hit a creature with an | * When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn. | ||
{{SAI|Sentinel: Opportunity Advantage}} | '''{{SAI|Sentinel: Opportunity Advantage}}''' | ||
* You gain {{Advantage}} on {{SAI|Opportunity Attacks}} | * You gain {{Advantage}} on {{SAI|Opportunity Attacks}} | ||
|- | |- | ||
|{{anchor|Sharpshooter}} '''Sharpshooter''' || | |{{anchor|Sharpshooter}} '''Sharpshooter''' || | ||
{{SAI|Sharpshooter: Low Ground}} Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | '''{{SAI|Sharpshooter: Low Ground}}''' | ||
* Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | |||
{{SAI|Sharpshooter: All In}} * Ranged weapon attacks with weapons you are | '''{{SAI|Sharpshooter: All In}}''' | ||
* Ranged weapon attacks with weapons you are {{Cond|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage. | |||
|- | |- | ||
|{{anchor|Shield Master}} '''Shield Master''' || | |{{anchor|Shield Master}} '''Shield Master''' || | ||
'''{{SAI|Shield Master}}''' | |||
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | |||
'''{{SAI|Shield Master: Block}}''' | |||
* 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. | |||
|- | |- | ||
|{{anchor|Skilled}} '''Skilled''' || | |{{anchor|Skilled}} '''Skilled''' || | ||
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|- | |- | ||
|{{anchor|Spell Sniper}} '''Spell Sniper''' || | |{{anchor|Spell Sniper}} '''Spell Sniper''' || | ||
'''{{SAI|Spell Sniper}}''' | |||
* 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. | |||
|- | |- | ||
|{{anchor|Tavern Brawler}} '''Tavern Brawler''' || | |{{anchor|Tavern Brawler}} '''Tavern Brawler''' || | ||
* 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. | ||
'''{{SAI|Tavern Brawler}}''' | |||
* 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}} | |||
|- | |- | ||
|{{anchor|Tough}} '''Tough''' || | |{{anchor|Tough}} '''Tough''' || | ||
*'''{{SAI|Tough}} | * '''{{SAI|Tough}}''' | ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | |||
|- | |- | ||
|{{anchor|War Caster}} '''War Caster''' || | |{{anchor|War Caster}} '''War Caster''' || | ||
'''{{SAI|War Caster: Concentration}}''' | |||
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | |||
'''{{SAI|War Caster: Opportunity Spell}}''' | |||
* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range. | |||
|- | |- | ||
|{{anchor|Weapon Master}} '''Weapon Master''' || | |{{anchor|Weapon Master}} '''Weapon Master''' || | ||
* 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. | ||
'''{{SAI|Weapon Master}}''' | |||
* Gain [[Proficiency]] with four [[Weapon]] types of your choice. | |||
|} | |} | ||
Revision as of 10:42, 12 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 |
|
Charger |
Gain the following weapon attacks:
|
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 |
|
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.