Name
|
Description
|
Ability Improvement
|
|
Actor
|
Actor
|
|
Alert
|
Alert
|
|
Athlete
|
Athlete: Standing Up
|
- Your Strength or Dexterity score increases by 1, to a maximum of 20.
- When you are Prone, standing up uses significantly less movement.
- Your Jump distance also increases by 50%.
|
Charger
|
Charger: Weapon Attack
|
- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
|
Charger: Shove
|
- Charge forward and Shove the first enemy in your way.
- Shove distance depends on your Strength and the target's weight.
|
Notes
|
- Charger: Weapon attack uses Action + Bonus action, moves up to 9m, and makes a melee attack with +5 damage.
- This counts as a single weapon attack, and benefits from Extra Attack.
- As a Shove, Charger:Shove does not count as an actual attack.
|
Crossbow Expert
|
Crossbow Expert: Point-Blank
|
- When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage.
|
Crossbow Expert: Wounding
|
|
Defensive Duellist
|
Defensive Duellist
|
|
Dual Wielder
|
Dual Wielder
|
- You can use Two-Weapon Fighting even if your weapons aren't Light
- You cannot dual-wield Heavy weapons.
|
Dual Wielder: Bonus Armour Class
|
- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
|
Notes
|
- This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
|
Dungeon Delver
|
Dungeon Delver: Perception
|
|
Dungeon Delver: Resist Traps
|
|
Notes
|
- This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's Danger Sense is also largely broken, and the functions for the features described does not exist.
|
Durable
|
Durable
|
|
Elemental Adept
|
- Spells you cast ignore resistance to a damage type of your choice. In addition, when you deal that type of damage with a spell, you cannot roll a 1.
- Damage resistance options are one of the following:
|
Great Weapon Master
|
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.
|
Great Weapon Master: All In
|
- When attacking with a Two-Handed or Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
|
Notes
|
- All In is a toggleable passive ability.
|
Heavily Armoured
|
Heavily Armoured
|
|
Notes
|
|
Heavy Armour Master
|
Heavy Armour Master
|
- Increase your Strength by 1, to a maximum of 20.
- Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
|
Notes
|
|
Lightly Armoured
|
Lightly Armoured
|
|
Lucky
|
Lucky
|
|
Mage Slayer
|
Mage Slayer: Saving Throw Advantage
|
|
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.
|
Mage Slayer: Break Concentration
|
|
Magic Initiate: Bard
|
Magic Initiate: Bard
|
|
Magic Initiate: Cleric
|
Magic Initiate: Cleric
|
|
Magic Initiate: Druid
|
Magic Initiate: Druid
|
|
Magic Initiate: Sorcerer
|
Magic Initiate: Sorcerer
|
|
Magic Initiate: Warlock
|
Magic Initiate: Warlock
|
|
Magic Initiate: Wizard
|
Magic Initiate: Wizard
|
|
Martial Adept
|
Martial Adept
|
|
Medium Armour Master
|
Medium Armour Master
|
|
Notes
|
|
Mobile
|
|
Mobile: Evade Difficult Terrain
|
|
Mobile: Evade Opportunity Attack
|
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
|
Moderately Armoured
|
Moderately Armoured
|
|
Performer
|
|
Polearm Master
|
Polearm Master: Bonus Attack
|
|
Polearm Master: Opportunity Attack
|
|
Notes
|
- This attack deals 1d4 + Weapon Ability Modifier damage
- Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
|
Resilient
|
Resilient
|
|
Notes
|
|
Ritual Caster
|
Ritual Caster: Free Spells
|
|
Notes
|
- The spell must be two of these:
|
Savage Attacker
|
Savage Attacker
|
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
|
Sentinel
|
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.
|
Sentinel: Snare
|
|
Sentinel: Opportunity Advantage
|
|
Sharpshooter
|
Sharpshooter: Low Ground
|
|
Sharpshooter: All In
|
- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
- Note: This is a toggleable passive ability.
|
Shield Master
|
Shield Master
|
|
Shield Master: Block
|
- 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
|
Skilled
|
|
Spell Sniper
|
Spell Sniper
|
- You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
|
Notes
|
- The cantrip you learn must be one of these:
- These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
|
Tavern Brawler
|
Tavern Brawler
|
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rolls.
|
Notes
|
- 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.
|
Tough
|
Tough
|
- Hit Point maximum increased by 2 for each level.
|
War Caster
|
War Caster: Concentration
|
|
War Caster: Opportunity Spell
|
|
Weapon Master
|
Weapon Master
|
|