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|{{anchor|Alert}} '''Alert''' || | |{{anchor|Alert}} '''Alert''' || | ||
{{SAI|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 | * '''{{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: | |||
{{SAI|Charger: Weapon Attack | * '''{{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|w=40}} | * '''{{SAI|Charger: Shove|w=40}}:''' 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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{SAI|Dual Wielder: Bonus Armour Class}}:''' You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. | ||
{{SAI|Dual Wielder | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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''' || | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]]. | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{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 | * '''{{SAI|Mobile: Evade Difficult Terrain}}:''' When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down. | ||
{{SAI|Mobile: Evade Opportunity Attack | * '''{{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 | * '''{{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. | ||
* 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 | * '''{{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}} | |||
* 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. | ||
|- | |- | ||
|{{anchor|Ritual Caster}} '''Ritual Caster''' || | |{{anchor|Ritual Caster}} '''Ritual Caster''' || | ||
{{SAI|Ritual Caster: Free Spells|w=40}} | * '''{{SAI|Ritual Caster: Free Spells|w=40}}''': You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice from the following: | ||
* {{SAI|Speak with Dead}} | |||
* {{SAI|Find Familiar}} | |||
* {{SAI|Longstrider}} | |||
* {{SAI|Enhance Leap}} | |||
* {{SAI|Disguise Self}} | |||
* {{SAI|Speak with Animals}} | |||
|- | |- | ||
|{{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 | * '''{{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 | * '''{{SAI| {{SAI|Sentinel: Snare}}''': | ||
* When you hit a creature with an [[ | * When you hit a creature with an [[[[Attack of Autotunity]], it can no longer move for the rest of its turn. | ||
{{SAI|Sentinel: Opportunity Advantage | {{SAI|Sentinel: Opportunity Advantage}} | ||
* You gain {{Advantage}} on | * You gain {{Advantage}} on {{SAI|Opportunity Attacks}} | ||
|- | |- | ||
|{{anchor|Sharpshooter}} '''Sharpshooter''' || | |{{anchor|Sharpshooter}} '''Sharpshooter''' || | ||
{{SAI|Sharpshooter: Low Ground | {{SAI|Sharpshooter: Low Ground}} Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | ||
{{SAI|Sharpshooter: All In | {{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. | ||
* Ranged weapon attacks with weapons you are [[ | |||
|- | |- | ||
|{{anchor|Shield Master}} '''Shield Master''' || | |{{anchor|Shield Master}} '''Shield Master''' || | ||
{{SAI|Shield Master | * '''{{SAI|Shield Master}}:''' Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | ||
{{SAI|Shield Master: Block | * {{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''' || | ||
{{SAI|Skilled | *''' {{SAI|Skilled}}: '''You gain [[Proficiency]] in 3 [[Skills]] of your choice. | ||
|- | |- | ||
|{{anchor|Spell Sniper}} '''Spell Sniper''' || | |{{anchor|Spell Sniper}} '''Spell Sniper''' || | ||
{{SAI|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. | ||
* 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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|{{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 | * '''{{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}} | ||
* 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. | ||
|- | |- | ||
|{{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 | * '''{{SAI|War Caster: Concentration}}:''' You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | ||
{{SAI|War Caster: Opportunity 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 | * '''{{SAI|Weapon Master}}:''' Gain [[Proficiency]] with four [[Weapon]] types of your choice. | ||
|} | |} | ||
Revision as of 10:26, 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 |
, , , or , you can use a Bonus Action to attack with the butt of your weapon. : * When attacking with a
|
Resilient |
|
Ritual Caster |
|
Savage Attacker |
|
Sentinel |
|
Sharpshooter |
Your ranged weapon attacks are not penalized for Attack roll, but deal an additional 10 damage. * Ranged weapon attacks with weapons you are [[[{{Cond|Proficient]] with have a -5 penalty to their |
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.