Feat |
Description
|
Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
|
Actor |
- Your Charisma increases by 1, to a maximum of 20.
- Your Proficiency Bonus is also doubled for Deception and Performance checks.
- Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
|
Alert |
|
Athlete |
- Your Strength or Dexterity 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 |
- Gain the following weapon attacks:
- Charger: Charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks.
- Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage.
- This counts as a weapon attack, not a full action.
- Shove: Charge forward and Shove the first enemy in your way.
- Shove distance depends on your Strength and the target's weight.
- This counts as a full action.
|
Crossbow Expert |
|
Defensive Duellist |
|
Dual Wielder |
|
Dungeon Delver |
|
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 |
- 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 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.
|
Heavily Armoured |
(Requires Medium armour Proficiency)
|
Heavy Armour Master |
(Requires Heavy armour Proficiency)
- 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.
|
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 |
- 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.
|
Medium Armour Master |
(Requires Medium armour Proficiency)
|
Mobile |
|
Moderately Armoured |
(Requires Light armour Proficiency)
|
Performer |
|
Polearm Master |
- When attacking with a Glaive, Halberd, Quarterstaff, or Spear, you can use a Bonus Action to attack with the butt of your weapon.
- This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- (NOTE: Currently bugged and does not add bonus damage from sources other than the ability modifier.)
- You can also make an Opportunity Attack when a target comes within range.
|
Resilient |
Ability choices are 1 of the following:
|
Ritual Caster |
|
Savage Attacker |
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
|
Sentinel |
- 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.
- You gain Advantage on Opportunity Attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
|
Sharpshooter |
- Your ranged weapon attacks are not penalized for High Ground Rules.
- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
- (This is a toggleable passive effect)
|
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 |
|
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.
- Applies to targeted projectile spells with a range greater than 1.5 m / 5 ft and no area of effect.
- The cantrip 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. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost.
|
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.[See: Bugs]
- 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.
|
Tough |
- Hit Point maximum increased by 2 for each level.
|
War Caster |
- You gain Advantage on Saving throws to maintain Concentration on a Spell.
- You can also use a Reaction to cast Shocking Grasp at a target moving out of melee range.
- Note: this feat doesn't give you the spell Shocking Grasp if you don't have it. Nevertheless, you can still cast the spell during an attack of opportunity, but not in any other context
|
Weapon Master |
|