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Feats
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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 |
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Alert |
|
Athlete |
|
Charger |
Gain the following weapon attacks:
|
Crossbow Expert |
|
Defensive Duellist |
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Dual Wielder |
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Dungeon Delver |
|
Durable |
|
Elemental Adept |
Damage resistance options are one of the following: |
Great Weapon Master |
|
Heavily Armoured (Requires Medium armour Proficiency) |
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Heavy Armour Master (Requires Heavy armour Proficiency) |
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Lightly Armoured |
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Lucky |
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Mage Slayer |
|
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 |
|
Martial Adept |
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Medium Armour Master (Requires Medium armour Proficiency) |
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Mobile |
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Moderately Armoured (Requires Light armour Proficiency) |
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Performer |
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Polearm Master |
, , , or , you can use a Bonus Action to attack with the butt of your weapon. : * When attacking with a
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Resilient |
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Ritual Caster |
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Savage Attacker |
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Sentinel |
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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 |
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Skilled |
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Spell Sniper |
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Tavern Brawler |
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Tough |
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War Caster |
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Weapon Master |
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Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.