Feats: Difference between revisions

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! Feat !! Description
! Feat !! Description
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|style="width: 23%;"|{{anchor|Ability Improvement}} {{SAI|Ability Improvement|w=40}} ||
|style="width: 23%;"|{{anchor|Ability Improvement}} '''Ability Improvement''' ||
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
* 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.
|-
|-
|{{anchor|Actor}} {{SAI|Actor|w=40}} ||
|{{anchor|Actor}} '''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.  
* 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).
* 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).
|-
|-
|{{anchor|Alert}} {{SAI|Alert|w=40}} ||
|{{anchor|Alert}} '''Alert''' ||
{{SAI|Alert|w=40}}
* 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}} {{SAI|Athlete|w=40}} ||
|{{anchor|Athlete}} '''Athlete''' ||
* Your {{Ability|Strength}} or {{Ability|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%.
{{SAI|Athlete: Standing Up|w=40}}
* When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump (Bonus Action)|Jump}} distance also increases by 50%.
|-
|-
|{{anchor|Charger}} {{SAI|Charger|w=40}} ||
|{{anchor|Charger}} '''Charger''' ||
* Gain the following weapon attacks:
* Gain the following weapon attacks:
{{SAI|Charger: Weapon Attack|w=40}}
** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.''
** Charger: Charge forward and slam your weapon into the first enemy in your way. ''Doesn't provoke [[Opportunity Attack]]s.''
*** Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage.
*** 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.
*** This counts as a weapon attack, not a full action.
{{SAI|Charger: Shove|w=40}}
** 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 {{Ability|Strength}} and the target's weight.
*** Shove distance depends on your {{Ability|Strength}} and the target's weight.
*** This counts as a full action.
*** This counts as a full action.
|-
|-
|{{anchor|Crossbow Expert}} {{SAI|Crossbow Expert|w=40}} ||
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
{{SAI|Crossbow Expert: Point-Blank|w=40}}
* When you make crossbow attacks within melee range, the {{Attack Roll}}s 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 (Condition)]] for twice as long.
 
{{SAI|Crossbow Expert: Wounding|w=40}}
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
|-
|-
|{{anchor|Defensive Duellist}} {{SAI|Defensive Duellist|w=40}} ||
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
{{SAI|Defensive Duelist|w=40}}
* 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 your [[Proficiency Bonus]], possibly 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 your [[Proficiency Bonus]], possibly causing the attack to miss.
|-
|-
|{{anchor|Dual Wielder}}{{SAI|Dual Wielder|w=40}} ||
|{{anchor|Dual Wielder}} '''Dual Wielder''' ||
* You can use [[Fighting_Style|Two-Weapon Fighting]] even if your weapons aren't [[light (weapon property)|Light]], and you gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
 
{{SAI|Dual Wielder: Bonus Armour Class|w=40}}
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
 
{{SAI|Dual Wielder|w=40}}
* You can use [[Fighting_Style|Two-Weapon Fighting]] even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
|-
|-
|{{anchor|Dungeon Delver}} {{SAI|Dungeon Delver|w=40}} ||
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
{{SAI|Dungeon Delver: Perception|w=40}}
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s 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.
{{SAI|Dungeon Delver: Resist Traps|w=40}}
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
|-
|-
|{{anchor|Durable}} {{SAI|Durable|w=40}} ||
|{{anchor|Durable}} '''Durable''' ||
{{SAI|Durable|w=40}}
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* {{Ability|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]].
|-
|-
|{{anchor|tElemental Adept}} {{SAI|Elemental Adept|w=40}} ||
|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.


Damage resistance options are one of the following:
Damage resistance options are one of the following:<br>
* {{DamageType|Acid}}
* {{SAI|Elemental Adept: Acid|w=40}}
* {{DamageType|Cold}}
* {{SAI|Elemental Adept: Cold|w=40}}
* {{DamageType|Lightning}}
* {{SAI|Elemental Adept: Lightning|w=40}}
* {{DamageType|Fire}}
* {{SAI|Elemental Adept: Fire|w=40}}
* {{DamageType|Thunder}}
* {{SAI|Elemental Adept: Thunder|w=40}}
|-
|-
|{{anchor|Great Weapon Master}}{{SAI|Great Weapon Master|w=40}} ||
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
{{SAI|Great Weapon Master: Bonus Attack|w=40}}
* 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.
{{SAI|Great Weapon Master: All In|w=40}}
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that 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)''
|-
|-
|{{anchor|Heavily Armoured}}{{SAI|Heavily Armoured|w=40}} ||
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
''(Requires {{MediumArmour}} [[Proficiency]])''
{{SAI|Heavily Armoured|w=40}}
* Increase your {{Ability|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}}{{SAI|Heavy Armour Master|w=40}} ||
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
''(Requires {{HeavyArmour}} [[Proficiency]])''
{{SAI|Heavy Armour Master|w=40}}
* Increase your {{Ability|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|Lightly Armoured}}{{SAI|Lightly Armoured|w=40}} ||
|{{anchor|Lightly Armoured}} '''Lightly Armoured''' ||
{{SAI|Lightly Armoured|w=40}}
* Increase your {{Ability|Strength}} or {{Ability|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}}.
|-
|-
|{{anchor|Lucky (feat)}}{{SAI|Lucky (Feat)|Lucky|w=40}} ||
|{{anchor|Lucky}}'''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}}.
{{SAI|Lucky|w=40}}
* You gain 3 Luck Points, which you can use to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, or {{SavingThrow}}s,
or to make an enemy reroll their {{Attack Roll}}.
|-
|-
|{{anchor|Mage Slayer}}{{SAI|Mage Slayer|w=40}} ||
|{{anchor|Mage Slayer}}'''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.
{{SAI|Mage Slayer: Saving Throw Advantage|w=40}}
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
 
{{SAI|Mage Slayer: Attack Caster|w=40}}
* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
 
{{SAI|Mage Slayer: Break Concentration|w=40}}
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
|-
|-
|{{anchor|Magic Initiate: Bard}}{{SAI|Magic Initiate: Bard|w=40}} ||
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
{{SAI|Magic Initiate: Bard|w=40}}
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}{{SAI|Magic Initiate: Cleric|w=40}} ||
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
{{SAI|Magic Initiate: Cleric|w=40}}
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}{{SAI|Magic Initiate: Druid|w=40}} ||
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
{{SAI|Magic Initiate: Druid|w=40}}
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}{{SAI|Magic Initiate: Sorcerer|w=40}} ||
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}{{SAI|Magic Initiate: Warlock|w=40}} ||
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
{{SAI|Magic Initiate: Warlock|w=40}}
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}{{SAI|Magic Initiate: Wizard|w=40}} ||
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||
{{SAI|Magic Initiate: Wizard|w=40}}
* Learn 2 Cantrips and a 1st-level [[Spells|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 [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|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}}.
|-
|-
|{{anchor|Martial Adept}}{{SAI|Martial Adept|w=40}} ||
|{{anchor|Martial Adept}} '''Martial Adept''' ||
{{SAI|Martial Adept|w=40}}
* 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 Armour Master}}{{SAI|Medium Armour Master|w=40}} ||
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
''(Requires {{MediumArmour}} [[Proficiency]])''
{{SAI|Medium Armour Master|w=40}}
* When you wear medium armour, 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.
* When you wear medium armour, 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}}{{SAI|Mobile|w=40}} ||
|{{anchor|Mobile}} '''Mobile''' ||
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
{{SAI|Mobile: Evade Difficult Terrain|w=40}}
* 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.
{{SAI|Mobile: Evade Opportunity Attack|w=40}}
* 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}}{{SAI|Moderately Armoured|w=40}} ||
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
''(Requires {{LightArmour}} [[Proficiency]])''
{{SAI|Moderately Armoured|w=40}}
* Increase your {{Ability|Strength}} or {{Ability|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 {{MediumArmour}} and {{Shields}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
|-
|{{anchor|Performer}}{{SAI|Performer|w=40}} ||
|{{anchor|Performer}} '''Performer''' ||
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
|-
|-
|{{anchor|Polearm Master}}{{SAI|Polearm Master|w=40}} ||
|{{anchor|Polearm Master}} '''Polearm Master''' ||
 
{{SAI|Polearm Master: Bonus Attack|w=40}}
* 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.  
* 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.  
** ''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.''  
** ''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.)''
** ''(NOTE: Currently bugged and does not add bonus damage from sources other than the ability modifier.)''
{{SAI|Polearm Master: Opportunity Attack|w=40}}
* 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|Resilient}}{{SAI|Resilient|w=40}} ||
|{{anchor|Resilient}} '''Resilient''' ||
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
Line 149: Line 194:
Ability choices are 1 of the following:
Ability choices are 1 of the following:


* {{Ability|Strength}}
* {{SAI|Resilient: Strength|w=40}}
* {{Ability|Dexterity}}
* {{SAI|Resilient: Dexterity|w=40}}
* {{Ability|Constitution}}
* {{SAI|Resilient: Constitution|w=40}}
* {{Ability|Intelligence}}
* {{SAI|Resilient: Intelligence|w=40}}
* {{Ability|Wisdom}}
* {{SAI|Resilient: Wisdom|w=40}}
* {{Ability|Charisma}}
* {{SAI|Resilient: Charisma|w=40}}
 
**Note: this increase DOES affect the ability score of the animal forms of a druid in wild shape (''[https://youtu.be/8VQGlOTmVug?si=aYNpO0NCx_qEq2C2&t=735 Proof]).
**Note: this increase DOES affect the ability score of the animal forms of a druid in wild shape (''[https://youtu.be/8VQGlOTmVug?si=aYNpO0NCx_qEq2C2&t=735 Proof]).
|-
|-
|{{anchor|Ritual Caster}}{{SAI|Ritual Caster|w=40}} ||
|{{anchor|Ritual Caster}} '''Ritual Caster''' ||
 
{{SAI|Ritual Caster: Free Spells|w=40}}
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice from the following:  
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice from the following:  
** {{SAI|Speak with Dead}}
** {{SAI|Speak with Dead}}
Line 166: Line 214:
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Animals}}
|-
|-
|{{anchor|Savage Attacker}}{{SAI|Savage Attacker|w=40}} ||
|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
 
{{SAI|Savage Attacker|w=40}}
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
|-
|-
|{{anchor|Sentinel}}{{SAI|Sentinel|w=40}} ||
|{{anchor|Sentinel}} '''Sentinel''' ||
 
{{SAI|Sentinel: Vengeance|w=40}}
* 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. Target ally must not have the Sentinel feat.
* 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.
 
{{SAI|Sentinel: Snare|w=40}}
* When you hit a creature with an [[Opportunity Attack]], it can no longer move for the rest of its turn.
 
{{SAI|Sentinel: Opportunity Advantage|w=40}}
* You gain {{Advantage}} on [[Attack of Opportunity|Opportunity Attacks]]
|-
|-
|{{anchor|Sharpshooter}}{{SAI|Sharpshooter|w=40}} ||
|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
{{SAI|Sharpshooter: Low Ground|w=40}}
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
{{SAI|Sharpshooter: All In|w=40}}
* 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 weapons you are [[Proficiency|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
** ''(This is a toggleable passive effect)''
** ''(This is a toggleable passive effect)''
|-
|-
|{{anchor|Shield Master}}{{SAI|Shield Master|w=40}} ||
|{{anchor|Shield Master}} '''Shield Master''' ||
{{SAI|Shield Master|w=40}}
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
{{SAI|Shield Master: Block|w=40}}
* 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.
* 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.
|-
|-
|{{anchor|Skilled}}{{SAI|Skilled|w=40}} ||
|{{anchor|Skilled}} '''Skilled''' ||
{{SAI|Skilled|w=40}}
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
|-
|-
|{{anchor|Spell Sniper}}{{SAI|Spell Sniper|w=40}} ||
|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
{{SAI|Spell Sniper|w=40}}
* 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.
* 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.
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} 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.
|-
|-
|{{anchor|Tavern Brawler}}{{SAI|Tavern Brawler|w=40}} ||
|{{anchor|Tavern Brawler}} '''Tavern Brawler''' ||
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
{{SAI|Tavern Brawler|w=40}}
* 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.{{Bug}}
* 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.{{Bug}}
* 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.
* 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.
|-
|-
|{{anchor|Tough}}{{SAI|Tough|w=40}} ||
|{{anchor|Tough}} '''Tough''' ||
{{SAI|Tough|w=40}}
* [[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}}{{SAI|War Caster|w=40}} ||
|{{anchor|War Caster}} '''War Caster''' ||
{{SAI|War Caster: Concentration|w=40}}
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|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.
 
{{SAI|War Caster: Opportunity Spell|w=40}}
* You can also use a [[Reaction]] to cast {{SAI|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  
* 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  
|-
|-
|{{anchor|Weapon Master}}{{SAI|Weapon Master|w=40}} ||
|{{anchor|Weapon Master}} '''Weapon Master''' ||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
{{SAI|Weapon Master|w=40}}
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
|}
==Bugs==
* As of Hotfix 6, the bonus Strength modifier damage from throws with Tavern Brawler seems to be directly applied to objects, bypassing any Toughness condition they may have. Thus, even if a character cannot deal enough normal damage in a single attack, they can still slowly but surely chip down the health of any locked door or chest by repeatedly throwing an item.


==Trivia==
==Trivia==

Revision as of 11:19, 7 October 2023

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.

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
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

Alert Alert

Athlete

Athlete: Standing Up Athlete: Standing Up

  • When you are Prone Prone, standing up uses significantly less movement. Your Jump Jump distance also increases by 50%.
Charger
  • Gain the following weapon attacks:

Charger: Weapon Attack Charger: Weapon Attack

    • 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.

Charger: Shove Charger: Shove

    • 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.
      • This counts as a full action.
Crossbow Expert

Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank

Crossbow Expert: Wounding Crossbow Expert: Wounding

Defensive Duellist

File:Defensive Duelist Icon.webp Defensive Duelist

Dual Wielder

Dual Wielder: Bonus Armour Class Dual Wielder: Bonus Armour Class

  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.

Dual Wielder Dual Wielder

Dungeon Delver

Dungeon Delver: Perception Dungeon Delver: Perception

Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps

Durable

Durable 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

Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack

  • 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.

Great Weapon Master: All In Great Weapon Master: All In

  • 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.
    • (This is a toggleable passive effect)
Heavily Armoured
(Requires Medium armour Proficiency)

Heavily Armoured Heavily Armoured

Heavy Armour Master
(Requires Heavy armour Proficiency)

Heavy Armour Master Heavy Armour Master

  • 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

Lightly Armoured Lightly Armoured

Lucky

Lucky Lucky

or to make an enemy reroll their Attack roll.

Mage Slayer

Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage

Mage Slayer: Attack Caster Mage Slayer: Attack Caster

  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.

Mage Slayer: Break Concentration Mage Slayer: Break Concentration

Magic Initiate: Bard

Magic Initiate: Bard Magic Initiate: Bard

Magic Initiate: Cleric

Magic Initiate: Cleric Magic Initiate: Cleric

Magic Initiate: Druid

Magic Initiate: Druid Magic Initiate: Druid

Magic Initiate: Sorcerer
Magic Initiate: Warlock

Magic Initiate: Warlock Magic Initiate: Warlock

Magic Initiate: Wizard

Magic Initiate: Wizard Magic Initiate: Wizard

Martial Adept

Martial Adept 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)

Medium Armour Master Medium Armour Master

Mobile

Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain

Mobile: Evade Opportunity Attack Mobile: Evade Opportunity Attack

  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured
(Requires Light armour Proficiency)

Moderately Armoured Moderately Armoured

Performer
Polearm Master

Polearm Master: Bonus Attack Polearm Master: Bonus Attack

  • When attacking with a Glaive Glaive, Halberd Halberd, Quarterstaff Quarterstaff, or Spear 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.)

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

Resilient

Ability choices are 1 of the following:

    • Note: this increase DOES affect the ability score of the animal forms of a druid in wild shape (Proof).
Ritual Caster

Ritual Caster: Free Spells Ritual Caster: Free Spells

Savage Attacker

Savage Attacker Savage Attacker

  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel

Sentinel: Vengeance Sentinel: Vengeance

  • 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.

Sentinel: Snare Sentinel: Snare

  • When you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.

Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage

Sharpshooter

Sharpshooter: Low Ground Sharpshooter: Low Ground

Sharpshooter: All In Sharpshooter: All In

  • 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

Shield Master Shield Master

Shield Master: Block Shield Master: Block

  • 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

Skilled Skilled

Spell Sniper

Spell Sniper 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.
Tavern Brawler

Tavern Brawler Tavern Brawler

  • 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

Tough Tough

  • Hit Point maximum increased by 2 for each level.
War Caster

War Caster: Concentration War Caster: Concentration

War Caster: Opportunity Spell War Caster: Opportunity Spell

  • You can also use a Reaction to cast Shocking Grasp 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

Weapon Master Weapon Master

Trivia

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


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