Feats: Difference between revisions

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(Decreased SAI size)
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|{{anchor|Alert}} '''Alert''' ||
|{{anchor|Alert}} '''Alert''' ||
* '''{{SAI|Alert}}: ''' You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]].
'''{{SAI|Alert}}'''
* You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]].
|-
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|{{anchor|Athlete}} '''Athlete''' ||
|{{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.
* '''{{SAI|Athlete: Standing Up}}:''' When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump (Bonus Action)|Jump}} distance also increases by 50%.
'''{{SAI|Athlete: Standing Up}}'''
* When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump (Bonus Action)|Jump}} distance also increases by 50%.
|-
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|{{anchor|Charger}} '''Charger''' ||
|{{anchor|Charger}} '''Charger''' ||
Gain the following weapon attacks:
Gain the following weapon attacks:


* '''{{SAI|Charger: Weapon Attack}}:''' Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
'''{{SAI|Charger: Weapon Attack}}'''
* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.


* '''{{SAI|Charger: Shove|w=40}}:''' Charge forward and {{SAI|Shove}} the first enemy in your way.  
'''{{SAI|Charger: Shove}}'''
* Charge forward and {{SAI|Shove}} the first enemy in your way.  
|-
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|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
* '''{{SAI|Crossbow Expert: Point-Blank}}:''' When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.
'''{{SAI|Crossbow Expert: Point-Blank}}'''
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.


* '''{{SAI|Crossbow Expert: Wounding}}:''' Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
'''{{SAI|Crossbow Expert: Wounding}}'''  
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
|-
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|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
* '''{{SAI|Defensive Duelist}}:''' 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.
'''{{SAI|Defensive Duelist}}'''
* 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.
|-
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|{{anchor|Dual Wielder}} '''Dual Wielder''' ||
|{{anchor|Dual Wielder}} '''Dual Wielder''' ||


* '''{{SAI|Dual Wielder: Bonus Armour Class}}:''' You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
'''{{SAI|Dual Wielder: Bonus Armour Class}}'''
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.


* '''{{SAI|Dual Wielder}}:''' 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.
'''{{SAI|Dual Wielder}}'''
* 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.
|-
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|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
* '''{{SAI|Dungeon Delver: Perception}}:''' You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
'''{{SAI|Dungeon Delver: Perception}}:'''
* 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}}:''' You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
'''{{SAI|Dungeon Delver: Resist Traps}}:'''
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
|-
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|{{anchor|Durable}} '''Durable''' ||
|{{anchor|Durable}} '''Durable''' ||
* '''{{SAI|Durable}}:''' Regain full [[Hit Points]] every time you take a [[Short Rest]]. {{Ability|Constitution}} increases by 1, to a maximum of 20.
'''{{SAI|Durable}}:'''
* Regain full [[Hit Points]] every time you take a [[Short Rest]]. {{Ability|Constitution}} increases by 1, to a maximum of 20.
|-
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|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
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Damage resistance options are one of the following:<br>
Damage resistance options are one of the following:<br>
* {{SAI|Elemental Adept: Acid}}
* '''{{SAI|Elemental Adept: Acid}}'''
* {{SAI|Elemental Adept: Cold}}
* '''{{SAI|Elemental Adept: Cold}}'''
* {{SAI|Elemental Adept: Lightning}}
* '''{{SAI|Elemental Adept: Lightning}}'''
* {{SAI|Elemental Adept: Fire}}
* '''{{SAI|Elemental Adept: Fire}}'''
* {{SAI|Elemental Adept: Thunder}}
* '''{{SAI|Elemental Adept: Thunder}}'''
|-
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|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
* '''{{SAI|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.
'''{{SAI|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.


* '''{{SAI|Great Weapon Master: All In}}:''' 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.
'''{{SAI|Great Weapon Master: All In}}:'''
* 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.
|-
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|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
* '''{{SAI|Heavily Armoured}}:''' Increase your {{Ability|Strength}} by 1, to a maximum of 20.
'''{{SAI|Heavily Armoured}}'''
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
|-
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|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
* '''{{SAI|Heavy Armour Master}}:''' Increase your {{Ability|Strength}} by 1, to a maximum of 20.
'''{{SAI|Heavy Armour Master}}'''
* 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.
|-
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|{{anchor|Lightly Armoured}} '''Lightly Armoured''' ||
|{{anchor|Lightly Armoured}} '''Lightly Armoured''' ||
* '''{{SAI|Lightly Armoured}}:''' Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
'''{{SAI|Lightly Armoured}}:'''
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
|-
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|{{anchor|Lucky}}'''Lucky''' ||
|{{anchor|Lucky}}'''Lucky''' ||
* '''{{SAI|Lucky}}:''' 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}}.
'''{{SAI|Lucky}}'''
* 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}}.
|-
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|{{anchor|Mage Slayer}}'''Mage Slayer''' ||
|{{anchor|Mage Slayer}}'''Mage Slayer''' ||
* '''{{SAI|Mage Slayer: Saving Throw Advantage}}:''' When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
'''{{SAI|Mage Slayer: Saving Throw Advantage}}'''
* 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}}:''' 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: 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.


* '''{{SAI|Mage Slayer: Break Concentration}}:'''
'''{{SAI|Mage Slayer: Break Concentration}}'''
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
|-
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|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
* '''{{SAI|Magic Initiate: Bard}}:''' 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}}.
'''{{SAI|Magic Initiate: Bard}}'''
* 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}}.
|-
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|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
* '''{{SAI|Magic Initiate: Cleric}}:''' Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
'''{{SAI|Magic Initiate: Cleric}}:'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
|-
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|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
* '''{{SAI|Magic Initiate: Druid}}:''' Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
'''{{SAI|Magic Initiate: Druid}}:'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
|-
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|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
* '''{{SAI|Magic Initiate: Sorcerer}}:''' 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}}.
'''{{SAI|Magic Initiate: Sorcerer}}'''
* 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}}.
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|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
* '''{{SAI|Magic Initiate: Warlock}}:''' Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
'''{{SAI|Magic Initiate: Warlock}}'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
|-
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|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||  
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||  
* '''{{SAI|Magic Initiate: Wizard}}: Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
'''{{SAI|Magic Initiate: Wizard}}'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
|-
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|{{anchor|Martial Adept}} '''Martial Adept''' ||
|{{anchor|Martial Adept}} '''Martial Adept''' ||
* '''{{SAI|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 Rest|Short]] or [[Long Rest]].
'''{{SAI|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 Rest|Short]] or [[Long Rest]].
|-
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|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
* '''{{SAI|Medium Armour Master}}:''' 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.
'''{{SAI|Medium Armour Master}}'''
* 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.
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|{{anchor|Mobile}} '''Mobile''' ||
|{{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}}:''' When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
'''{{SAI|Mobile: Evade Difficult Terrain}}'''
* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.


* '''{{SAI|Mobile: Evade Opportunity Attack}}:''' If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
'''{{SAI|Mobile: Evade Opportunity Attack}}'''
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
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|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
* '''{{SAI|Moderately Armoured}}:''' Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
'''{{SAI|Moderately Armoured}}'''
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
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|{{anchor|Performer}} '''Performer''' ||
|{{anchor|Performer}} '''Performer''' ||
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|{{anchor|Polearm Master}} '''Polearm Master''' ||
|{{anchor|Polearm Master}} '''Polearm Master''' ||


{{SAI|Polearm Master: Bonus Attack}}:''' * 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.  
'''{{SAI|Polearm Master: Bonus Attack}}'''
* 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.  


* '''{{SAI|Polearm Master: Opportunity Attack}}: '''You can also make an [[Opportunity Attack]] when a target comes within range.
'''{{SAI|Polearm Master: Opportunity Attack}}'''
* You can also make an [[Opportunity Attack]] when a target comes within range.
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|{{anchor|Resilient}} '''Resilient''' ||
|{{anchor|Resilient}} '''Resilient''' ||


{{SAI|Resilient}}
'''{{SAI|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.
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|{{anchor|Ritual Caster}} '''Ritual Caster''' ||
|{{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:
'''{{SAI|Ritual Caster: Free Spells}}'''
* {{SAI|Speak with Dead}}
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
* {{SAI|Find Familiar}}
* {{SAI|Longstrider}}
* {{SAI|Enhance Leap}}
* {{SAI|Disguise Self}}
* {{SAI|Speak with Animals}}
|-
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|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
 
'''{{SAI|Savage Attacker}}'''
{{SAI|Savage Attacker|}}
* 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.
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|{{anchor|Sentinel}} '''Sentinel''' ||
|{{anchor|Sentinel}} '''Sentinel''' ||


* '''{{SAI|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.
'''{{SAI|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.


* '''{{SAI| {{SAI|Sentinel: Snare}}''':
'''{{SAI|Sentinel: Snare}}'''
* When you hit a creature with an [[[[Attack of Autotunity]], it can no longer move for the rest of its turn.
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.


{{SAI|Sentinel: Opportunity Advantage}}
'''{{SAI|Sentinel: Opportunity Advantage}}'''
* You gain {{Advantage}} on {{SAI|Opportunity Attacks}}
* You gain {{Advantage}} on {{SAI|Opportunity Attacks}}
|-
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|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
{{SAI|Sharpshooter: Low Ground}} Your ranged weapon attacks are not penalized for [[High Ground Rules]].
'''{{SAI|Sharpshooter: Low Ground}}'''
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].


{{SAI|Sharpshooter: All In}} * Ranged weapon attacks with weapons you are [[[{{Cond|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
'''{{SAI|Sharpshooter: All In}}'''
* Ranged weapon attacks with weapons you are {{Cond|Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
|-
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|{{anchor|Shield Master}} '''Shield Master''' ||
|{{anchor|Shield Master}} '''Shield Master''' ||
* '''{{SAI|Shield Master}}:''' Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
'''{{SAI|Shield Master}}'''
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].


* {{SAI|Shield Master: Block}}: ''' 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.
'''{{SAI|Shield Master: Block}}'''
* 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.
|-
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|{{anchor|Skilled}} '''Skilled''' ||  
|{{anchor|Skilled}} '''Skilled''' ||  
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|-
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|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
* '''{{SAI|Spell Sniper}}:''' 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.
'''{{SAI|Spell Sniper}}'''
* The cantrip you learn must be one of: [[Bone Chill]], [[Eldritch Blast]], [[Fire Bolt]], [[Ray of Frost]], [[Shocking Grasp]], or [[Thorn Whip]].
* 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.
* These cantrips '''do''' scale with character level, just like normal spellcaster cantrips. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost.
|-
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|{{anchor|Tavern Brawler}} '''Tavern Brawler''' ||
|{{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}}:''' 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.
'''{{SAI|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 Roll}}s.{{Bug}}
|-
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|{{anchor|Tough}} '''Tough''' ||
|{{anchor|Tough}} '''Tough''' ||
*'''{{SAI|Tough}}=''' [[Hit Points|Hit Point]] maximum increased by 2 for each level.
* '''{{SAI|Tough}}'''
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
|-
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|{{anchor|War Caster}} '''War Caster''' ||
|{{anchor|War Caster}} '''War Caster''' ||
* '''{{SAI|War Caster: Concentration}}:''' You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
'''{{SAI|War Caster: Concentration}}'''
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].


* '''{{SAI|War Caster: Opportunity Spell}}:''' You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
'''{{SAI|War Caster: Opportunity Spell}}'''
* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
|-
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|{{anchor|Weapon Master}} '''Weapon Master''' ||
|{{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}}:''' Gain [[Proficiency]] with four [[Weapon]] types of your choice.
'''{{SAI|Weapon Master}}'''
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
|}



Revision as of 11:42, 12 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

  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.

Charger: Shove Charger: Shove

  • Charge forward and Shove Shove the first enemy in your way.
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.
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

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: Sorcerer 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

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

Resilient

Resilient Resilient

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

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 {{Cond|Proficient]] with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
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.
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]
Tough
War Caster

War Caster: Concentration War Caster: Concentration

War Caster: Opportunity Spell War Caster: Opportunity Spell

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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