Feat |
Description
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Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
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Actor |
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Alert |
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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%.
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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.
- Shove: Charge forward and Shove the first enemy in your way.
- Shove distance depends on your Strength and the target's weight.
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Crossbow Expert |
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Defensive Duellist |
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Dual Wielder |
- You can use two-weapon fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
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Dungeon Delver |
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Durable |
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Elemental Adept |
- Your spells gain Resistance to a damage type of your choice. When you cast Spells of that type, you cannot roll a 1.
Damage resistance options are one of the following:
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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.
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Heavily Armoured |
(Requires Medium armour Proficiency)
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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.
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Lightly Armoured |
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Lucky |
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Mage Slayer |
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Magic Initiate: Bard |
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Magic Initiate: Cleric |
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Magic Initiate: Druid |
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Magic Initiate: Sorcerer |
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Magic Initiate: Warlock |
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Magic Initiate: Wizard |
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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.
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Medium Armor Master |
(Requires Medium armour Proficiency)
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Mobile |
- Your Movement Speed increases by 3 m / 10 ft.
- 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.
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Moderately Armoured |
(Requires Light armour Proficiency)
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Performer |
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Polearm Master |
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Resilient |
Ability choices are 1 of the following:
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Ritual Caster |
- You learn two ritual Spells of your choice.
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Savage Attacker |
- When making weapon attacks, you roll your damage dice twice and use the highest result.
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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.
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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)
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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.
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Skilled |
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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.
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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.
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Tough |
- Hit Point maximum increased by 2 for each level.
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War Caster |
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Weapon Master |
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