Feats: Difference between revisions

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(rewrote opening blurb, added information about available feats on release)
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* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* You can't increase an Ability Score above 20 using this feature.
* You can't increase an Ability Score above 20 using this feature.
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|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
* Your [[Charisma]] increases by 1, to a maximum of 20.
* Your [[Proficiency Bonus]] is also doubled for Deception and Performance checks.
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|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert||
* You gain a +5 bonus to Initiative and can't be Surprised.
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|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
* When you are [[Prone]], standing up uses less movement.
* When you are [[Prone]], standing up uses significantly less movement. Your jump distance also increases by 50%.
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|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert ||
* When you make crossbow attacks within melee range, the [[Attack Rolls]] do not have [[Disadvantage]].
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long.
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|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
* When attacked with a melee attack, use your [[Reaction]] to increase your {{ArmourClass}} by 2, potentially causing the attack to miss.
* 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 2, poissibly causing the attack to miss.
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]].
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|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]], and you gain a bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property}|Heavy]] weapons.
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]].
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|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
* You gain [[Advantage]] on [[Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps.
* You gain Resistance to the damage dealt by traps.
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|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||
|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||

Revision as of 21:13, 27 July 2023

At character levels 4,8, and 12, players can choose to take a feat - a feature that gives you a unique ability which improves your character in a specific area - in lieu of improving their Ability Scores. Fighters and rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.

Not-Yet-Implemented Feats

The following Feats have been confirmed for the full release but are not currently available in Early Access:

  • Actor
  • Alert
  • Charger
  • Crossbow Expert
  • Dungeon Delver
  • Durable
  • Elemental Adept
  • Heavy Armour Master
  • Lucky
  • Mage Slayer
  • Medium Armour Master
  • Observant
  • Performer
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Spell Sniper
  • Tavern Brawler
  • War Caster

Available Feats

Feat Description
Passive Feature Generic Icon.png Ability Improvement

Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.

Passive Feature Generic Icon.png Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
Passive Feature Generic Icon.png Alert
  • You gain a +5 bonus to Initiative and can't be Surprised.
Athlete Icon.png 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%.
Passive Feature Generic Icon.png Crossbow Expert
Defensive Duellist Icon.png Defensive Duellist
Dual Wielder Icon.png Dual Wielder
  • You can use two-weapon fighting even if your weapons aren't Light, and you gain a bonus to Armour Class Armour Class while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property}|Heavy]] weapons.
Passive Feature Generic Icon.png Dungeon Delver
Great Weapon Master Icon.png Great Weapon Master
Heavily Armoured Icon.png Heavily Armoured

(Requires Medium Armour Proficiency)

Moderately Armoured Icon.png Moderately Armoured

(Requires Light Armour Proficiency)

Lightly Armoured Icon.png Lightly Armoured
Magic Initiate Bard Icon.png Magic Initiate: Bard
Magic Initiate Cleric Icon.png Magic Initiate: Cleric
Magic Initiate Druid Icon.png Magic Initiate: Druid
Magic Initiate Sorcerer Icon.png Magic Initiate: Sorcerer
Magic Initiate Warlock Icon.png Magic Initiate: Warlock
Magic Initiate Wizard Icon.png Magic Initiate: Wizard
Martial Adept Icon.png 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.
Mobile Feat Icon.png Mobile
  • Your Movement Speed increases by 3m / 10ft.
  • 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.
Passive Feature Generic Icon.png Performer
Shield Master Icon.png 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.
Passive Feature Generic Icon.png Skilled
Tough Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
Passive Feature Generic Icon.png Weapon Master