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Feats: Difference between revisions
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(→Feats: Added explanation of charger's effects.) |
(Updated Defensive Duelist to show the change from EA that your AC increases by Proficiency Bonus, not by +2.) |
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|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist || | |{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist || | ||
* 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 | * 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}}{{Icon|Dual Wielder Icon.png}} Dual Wielder || |
Revision as of 19:14, 8 August 2023
At class levels 4, 8, and 12[Needs Verification], 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 Armor 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.