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'''Feats''' are | '''Feats''' are powerful passive or active features a character can select at certain levels during the level up process. | ||
== Feat Selection Levels == | |||
At levels 4, 8, 12, 16, and 20, characters must choose to take either a Feat or two points of [[Ability Score]] Improvement. Some Feats also include a single point of Ability Score Improvement. | |||
[[Fighter]]s uniquely receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, 12, 14, 16, and 20. | |||
== Available Feats == | |||
| | === {{Icon|Passive Feature Generic Icon.png}} Ability Improvement === | ||
''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. | |||
* You can't increase an Ability Score above 20 using this feature. | |||
=== {{Icon|Athlete Icon.png}} Athlete === | |||
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
* When you are [[Prone]], standing up uses less movement. | |||
Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are Proficient. | === {{Icon|Defensive Duellist Icon.png}} Defensive Duellist === | ||
* When attacked with a melee attack, use your [[Reaction]] to increase your {{ArmourClass}} by 2, potentially causing the attack to miss. | |||
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]]. | |||
| | === {{Icon|Dual Wielder Icon.png}} Dual Wielder === | ||
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. | |||
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]]. | |||
=== {{Icon|Great Weapon Master Icon.png}} 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 [[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 Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)'' | |||
=== {{Icon|Heavily Armoured Icon.png}} Heavily Armoured === | |||
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])'' | |||
* Increase your [[Strength]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{HeavyArmour}}. | |||
| | === {{Icon|Moderately Armoured Icon.png}} Moderately Armoured === | ||
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])'' | |||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | |||
=== {{Icon|Lightly Armoured Icon.png}} Lightly Armoured === | |||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{LightArmour}}. | |||
=== {{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard === | |||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Warlock spell list]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]]. | |||
=== {{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]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]]. | |||
=== {{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]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]]. | |||
|- | === {{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]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]]. | |||
=== {{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]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]]. | |||
=== {{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard === | |||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Wizard spell list]]. | |||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]]. | |||
| | === {{Icon|Martial Adept Icon.png}} 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]]. | |||
=== {{Icon|Mobile Feat Icon.png}} Mobile === | |||
* Your [[Movement Speed]] increases by 3m / 10ft. | |||
* 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. | |||
Gain [[ | === {{Icon|Passive Feature Generic Icon.png}} Performer === | ||
* Increase your [[Charisma]] by 1, to a maximum of 20. | |||
* Gain [[Musical Instrument]] [[Proficiency]]. | |||
| | === {{Icon|Shield Master Icon.png}} Shield Master === | ||
* Gain a +2 bonus to 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. | |||
=== {{Icon|Passive Feature Generic Icon.png}} Skilled === | |||
* You gain [[Proficiency]] in 3 [[Skills]] of your choice. | |||
=== {{Icon|Tough Icon.png}} Tough === | |||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | |||
| | === {{Icon|Passive Feature Generic Icon.png}} Weapon Master === | ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with four [[Weapon]] types of your choice. | |||
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
Gain [[Proficiency]] with four [[Weapon]] types of your choice. | |||
[[Category:Gameplay Mechanics]] | [[Category:Gameplay Mechanics]] |
Revision as of 23:59, 13 March 2023
Feats are powerful passive or active features a character can select at certain levels during the level up process.
Feat Selection Levels
At levels 4, 8, 12, 16, and 20, characters must choose to take either a Feat or two points of Ability Score Improvement. Some Feats also include a single point of Ability Score Improvement.
Fighters uniquely receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, 12, 14, 16, and 20.
Available Feats
Ability Improvement
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
- Increase one Ability Score by 2, or two Ability Scores by 1.
- You can't increase an Ability Score above 20 using this feature.
Athlete
- Increase Strength or Dexterity by 1, to a maximum of 20.
- When you are Prone, standing up uses less movement.
Defensive Duellist
- When attacked with a melee attack, use your Reaction to increase your Armour Class by 2, potentially causing the attack to miss.
- Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
Dual Wielder
- Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.
- You can use two-weapon fighting even if your weapons aren't Light.
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 Heavy Melee Weapons you are Proficient with, Attack Rolls 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.)
Heavily Armoured
(Requires Medium Armour Proficiency)
- Increase your Strength by 1, to a maximum of 20.
- Gain Proficiency with Heavy armour.
Moderately Armoured
(Requires Light Armour Proficiency)
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Gain Proficiency with Medium armour and Shields.
Lightly Armoured
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Gain Proficiency with Light armour.
Magic Initiate: Bard
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
Magic Initiate: Cleric
- Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
Magic Initiate: Druid
- Learn 2 Cantrips and a 1st-level Spell from the Druid spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
Magic Initiate: Sorcerer
- Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
Magic Initiate: Warlock
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
Magic Initiate: Wizard
- Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
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.
Mobile
- Your Movement Speed increases by 3m / 10ft.
- 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.
Performer
- Increase your Charisma by 1, to a maximum of 20.
- Gain Musical Instrument Proficiency.
Shield Master
- Gain a +2 bonus to 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
- You gain Proficiency in 3 Skills of your choice.
Tough
- Hit Point maximum increased by 2 for each level.
Weapon Master
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Gain Proficiency with four Weapon types of your choice.