Feats: Difference between revisions

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|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
* Your [[Charisma]] increases by 1, to a maximum of 20.
* Your [[Charisma]] increases by 1, to a maximum of 20.
* Your [[Proficiency Bonus]] is also doubled for Deception and Performance checks.
* Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks.
|-
|-
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert||
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert||
* You gain a +5 bonus to Initiative and can't be [[Initiative|Surprised]].
* You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]].
|-
|-
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
* Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} increases by 1, to a maximum of 20.
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|jump]] distance also increases by 50%.
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|Jump]] distance also increases by 50%.
|-
|-
|Charger
|{{anchor|Charger}} {{Icon|Charger Icon.png}} Charger ||
|
* Gain the following weapon attacks:
* Gain the following weapon attacks:
** Charger: Charge forward and slam your weapon into the first enemy in your way.
** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.''
** Shove: Charge forward and shove the first enemy in your way.  
** Shove: Charge forward and [[Shove]] the first enemy in your way.  
*** Shove distance depends on your [[Strength]] and the target's weight.
*** Shove distance depends on your {{Ability|Strength}} and the target's weight.
|-
|-
|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert ||
|{{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]].
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have [[Disadvantage]].
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long.
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|-
|-
|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
* You gain [[Advantage]] on [[Perception|Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps.
* You gain [[Advantage]] on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
* You gain Resistance to the damage dealt by traps.
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
|-
|-
|Durable
|{{anchor|Durable}} {{Icon|Passive Feature Generic Icon.png}} Durable ||
|
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* [[Constitution]] increases by 1, to a maximum of 20.
* Regain full [[Hit Points]] every time you take a [[Short Rest]].
* Regain full hit points every time you take a short rest.
|-
|-
|Elemental Adept
|{{anchor|Elemental Adept}} {{Icon|Passive Feature Generic Icon.png}} 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.
*Your spells gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. When you cast [[Spells]] of that type, you cannot roll a 1.
Damage resistance options are 1 of the following:
Damage resistance options are one of the following:


* Acid
* {{DamageType|Acid}}
* Cold
* {{DamageType|Cold}}
* Lightning
* {{DamageType|Lightning}}
* Fire
* {{DamageType|Fire}}
* Thunder
* {{DamageType|Thunder}}
|-
|-
|{{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 ||
* 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 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 (weapon property)|Heavy]] Melee Weapons you are [[Proficiency|Proficient]] with, [[Attack Roll]]s take a -5 penalty, but their damage increases by 10.
* When attacking with [[Heavy (weapon property)|Heavy]] melee weapons you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
** ''(This is a toggleable passive effect; see [[Great Weapon Master: All In]] for more information.)''
|-
|-
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
''(Requires {{MediumArmour}} [[Proficiency]])''
* Increase your [[Strength]] by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
|-
|-
|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master ||
|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master ||
''(Requires [[Armour#Heavy Armour|Heavy Armour]] [[Proficiency]])''
''(Requires {{HeavyArmour}} [[Proficiency]])''
* Increase your [[Strength]] by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
|-
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
|-
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
|-
|-
|Lucky
|{{anchor|Lucky}}{{Icon|Lucky Icon.png}} Lucky ||
|
* You gain 3 Luck Points. These can be used to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
* You gain 3 Luck Points. These can be used to gain {{Advantage}} on [[Attack Roll|Attack Rolls]], Ability Checks, [[Saving Throw|Saving Throws]], or to make an enemy reroll their Attack Roll.
|-
|-
|Mage Slayer
|{{anchor|Mage Slayer}}{{Icon|Mage Slayer Icon.png}} Mage Slayer ||
|
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it, and you can use a [[Reaction]] to immediately make an attack against the caster.
* When a creature casts a spell in melee range, you can use a Reaction to make an attack against them.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
* Enemies you hit have disadvantage on {{Concentration}} Saving Throws.
|-
|-
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Bard spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard#Bard Spell List|Bard spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
|-
|-
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
|-
|-
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
|-
|-
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
|-
|-
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
|-
|-
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard  ||  
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard  ||  
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
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|{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept ||
|{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept ||
* Learn two manoeuvres from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them.
* 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 Rest|Short]] or [[Long Rest]].
* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
|-
|{{anchor|Medium Armor Master}}{{Icon|Passive Feature Generic Icon.png}} Medium Armor Master ||
''(Requires {{MediumArmour}} [[Proficiency]])''
* When you wear medium armor, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
|-
|-
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
* Your [[Movement Speed]] increases by 3m / 10ft.
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* When you use the [[Dash]] action, difficult terrain doesn't slow you down.
* 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.
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
|-
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
''(Requires {{LightArmour}} [[Proficiency]])''
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
|-
|-
|{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} Polearm Master ||
|{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} 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.
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon.
* You can also make an [[Opportunity Attack]] when a target comes within range.
* You can also make an [[Opportunity Attack]] when a target comes within range.
|-
|-
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
|{{anchor|Resilient}}{{Icon|Passive Feature Generic Icon.png}} Resilient ||
* Increase your [[Charisma]] by 1, to a maximum of 20.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
|-
|Resilient
|
* You increase an ability by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's [[Saving Throw|Saving Throws]].


Ability choices are 1 of the following:
Ability choices are 1 of the following:


* Strength
* {{Ability|Strength}}
* Dexterity
* {{Ability|Dexterity}}
* Constitution
* {{Ability|Constitution}}
* Intelligence
* {{Ability|Intelligence}}
* Wisdom
* {{Ability|Wisdom}}
* Charisma
* {{Ability|Charisma}}
|-
|-
|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster ||
|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster ||
* You learn two ritual spells of your choice.
* You learn two ritual [[Spells]] of your choice.
|-
|-
|Savage Attacker
|{{anchor|Savage Attacker}}{{Icon|Passive Feature Generic Icon.png}} Savage Attacker ||
|
* When making weapon attacks, you roll your damage dice twice and use the highest result.
* When making weapon attacks, damage is rolled twice and the higher number is used.
|-
|-
|Sentinel
|{{anchor|Sentinel}}{{Icon|Sentinel Icon.png}} 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.
* When an enemy in melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy.
* You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]], and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
* You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]]. Creatures hit by you with an Opportunity Attack can no longer move for the rest of their turn.
|-
|-
|Sharpshooter
|{{anchor|Sharpshooter}}{{Icon|Sharpshooter Icon.png}} Sharpshooter ||
|
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
* Ranged weapon attacks are not penalized for [[High Ground Rules]].
* Ranged weapon attacks with weapons you are [[Proficiency|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
* Ranged weapon attacks with proficient weapons have a -5 penalty to attack, but deal an additional 10 damage.
** ''(This is a toggleable passive effect)''
|-
|-
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|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.
* If a [[Spells|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 failed save, you only take half damage.
** On a successful save, you don't take any damage, even if you normally would.
** On a successful save, you don't take any damage, even if you normally would.
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|-
|-
|{{anchor|Spell Sniper}}{{Icon|Passive Feature Generic Icon.png}} Spell Sniper ||  
|{{anchor|Spell Sniper}}{{Icon|Passive Feature Generic Icon.png}} 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.
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
|-
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|Tavern Brawler
|{{anchor|Tavern Brawler}}{{Icon|Passive Feature Generic Icon.png}} Tavern Brawler ||  
|
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* Add your [[Strength]] modifier twice to the damage of all unarmed, improvised weapon, and throw attacks
* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}s.
|-
|-
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
|-
|-
|{{anchor|War Caster}}{{Icon|Passive Feature Generic Icon.png}} War Caster ||
|{{anchor|War Caster}}{{Icon|War Caster Icon.png}} War Caster ||
* Gain [[Advantage]] on Saving Throws to maintain [[Concentration]] on a spell.
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
* You can also use a reaction to cast [[Shocking Grasp]] at a target moving out of melee range.
* You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range.
|-
|-
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
|}

Revision as of 07:34, 5 August 2023

At class levels 4, 8, and 12[Needs Verification], 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.

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.

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
Passive Feature Generic Icon.png Alert
Athlete Icon.png Athlete
  • Your Strength icon.png Strength or Dexterity icon.png 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 Icon.png 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 icon.png Strength and the target's weight.
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 +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
Passive Feature Generic Icon.png Dungeon Delver
Passive Feature Generic Icon.png Durable
Passive Feature Generic Icon.png 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:

Great Weapon Master Icon.png Great Weapon Master
Heavily Armoured Icon.png Heavily Armoured

(Requires Medium armour Proficiency)

Passive Feature Generic Icon.png Heavy Armour Master

(Requires Heavy armour Proficiency)

  • Increase your Strength icon.png 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 Icon.png Lightly Armoured
Lucky Icon.png Lucky
Mage Slayer Icon.png Mage Slayer
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.
Passive Feature Generic Icon.png Medium Armor Master

(Requires Medium armour Proficiency)

Mobile Feat Icon.png 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.
Moderately Armoured Icon.png Moderately Armoured

(Requires Light armour Proficiency)

Passive Feature Generic Icon.png Performer
Passive Feature Generic Icon.png Polearm Master
Passive Feature Generic Icon.png Resilient

Ability choices are 1 of the following:

Passive Feature Generic Icon.png Ritual Caster
  • You learn two ritual Spells of your choice.
Passive Feature Generic Icon.png Savage Attacker
  • When making weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Icon.png 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 Icon.png 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 Icon.png 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 Icon.png Shield Master
  • Gain a +2 bonus to Dexterity icon.png 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
Passive Feature Generic Icon.png 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.
Passive Feature Generic Icon.png Tavern Brawler
  • Increase your Strength icon.png Strength or Constitution icon.png 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.
Tough Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
War Caster Icon.png War Caster
Passive Feature Generic Icon.png Weapon Master

Trivia

  • Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.