Ad placeholder

Feats: Difference between revisions

Jump to navigation Jump to search
15,604 bytes added ,  Saturday at 05:51
m
no edit summary
No edit summary
mNo edit summary
 
(183 intermediate revisions by 61 users not shown)
Line 1: Line 1:
'''Feats''' are powerful passive or active features a character can select at certain levels during the level up process.
{{PageSeo
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Generic Feature Icon.webp


== Feat Selection Levels ==
}}
At levels 4, 8, and 12, characters must choose to take either a Feat or two points of [[Ability Score]] Improvement. Some Feats also include a single point of Ability Score Improvement.
'''Feats''' are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|Rogues]] select an additional feat at level 10.


[[Fighter]]s receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, and 12.
See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.


[[Rogue]]s also receive more Feats/Ability Score Improvements than other classes, at levels 4, 8, 10, and 12.
== List of all feats ==
 
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 -->
== Available Feats ==
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
 
{{table feat
=== {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ===
| name = Ability Improvement
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
| description =  
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
* You can't increase an Ability Score above 20 using this feature.
}}
 
{{table feat
=== {{Icon|Athlete Icon.png}} Athlete ===
| name = Actor
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature1 = {{Pass|Actor|w=30}}
* When you are [[Prone]], standing up uses less movement.
| description1 =
 
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
=== {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ===
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* When attacked with a melee attack, use your [[Reaction]] to increase your {{ArmourClass}} by 2, potentially causing the attack to miss.
| notes =
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]].
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
 
| rows = 4
=== {{Icon|Dual Wielder Icon.png}} Dual Wielder ===  
}}
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
{{table feat
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]].
| name = Alert
 
| feature1 = {{Pass|Alert|w=30}}
=== {{Icon|Great Weapon Master Icon.png}} Great Weapon Master ===  
| description1 =
* 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.
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
* 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.
| rows = 2
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
}}
 
{{table feat
=== {{Icon|Heavily Armoured Icon.png}} Heavily Armoured ===
| name = Athlete
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
| feature1 = {{Pass|Athlete: Standing Up|w=30}}
* Increase your [[Strength]] by 1, to a maximum of 20.
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
| rows = 2
}}
{{table feat
| name = Charger
| description =
| feature1 = {{SAI|Charger: Weapon Attack|w=30}}
| description1 =
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
| feature2 = {{SAI|Charger: Shove|w=30}}
| description2 =
* Charge forward and {{SAI|Shove}} the first enemy in your way.
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
| feature3 =
| description3 =
| notes =
* Charger: Weapon attack uses an {{r|action}} and {{r|bonus}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
}}
{{table feat
| name = Crossbow Expert
| description =
| feature1 = {{Pass|Crossbow Expert: Point-Blank|w=30}}
| description1 =
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
| feature2 = {{Pass|Crossbow Expert: Wounding|w=30}}
| description2 =
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
| feature3 =
| description3 =
| notes =
| rows = 4
}}  
{{table feat
| name = Defensive Duellist
| description =
| feature1 = {{SAI|Defensive Duellist|w=30}}
| description1 =  
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{r|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13.
| notes =
| rows = 2
}}
{{table feat
| name = Dual Wielder
| description =
| feature1 = {{Pass|Dual Wielder|w=30}}
| description1 =
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]].
* You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| feature2 = {{Pass|Dual Wielder: Bonus Armour Class|w=30}}
| description2 =  
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand.
| feature3 =
| description3 =
| notes =
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.
** Simple melee weapons: {{WeaponType|Javelins}}, {{WeaponType|Maces}}, {{WeaponType|Quarterstaves}}, and {{WeaponType|Spears}}
** Martial melee weapons: {{WeaponType|Battleaxes}}, {{WeaponType|Flails}}, {{WeaponType|Longswords}}, {{WeaponType|Morningstars}}, {{WeaponType|Rapiers}}, {{WeaponType|Tridents}}, {{WeaponType|War Picks}}, and {{WeaponType|Warhammers}} 
| rows = 6
}}
{{table feat
| name = Dungeon Delver
| description =
| feature1 = {{Pass|Dungeon Delver: Perception|w=30}}
| description1 =
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps.
| feature2 = {{Pass|Dungeon Delver: Resist Traps|w=30}}
| description2 =
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps.
| notes =
| rows = 4
}}
{{table feat
| name = Durable
| description =  
| feature1 = {{Pass|Durable|w=30}}
| description1 =
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Regain full [[hit points]] every time you take a [[short rest]].
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP.{{note|name=DruidWSInteractions|For details on features and interactions for Wild Shape forms, see [[List of features that work in Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
}}
{{table feat
| name = Elemental Adept
| description = * 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:
** {{Pass|Elemental Adept: Acid}}
** {{Pass|Elemental Adept: Cold}}
** {{Pass|Elemental Adept: Lightning}}
** {{Pass|Elemental Adept: Fire}}
** {{Pass|Elemental Adept: Thunder}}
| notes = * "You cannot roll a 1" means that 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
}}  
{{table feat
| name = Great Weapon Master
| description =  
| feature1 = {{Pass|Great Weapon Master: Bonus Attack|w=30}}
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{r|Bonus}} that turn.
| feature2 = {{Pass|Great Weapon Master: All In|w=30}}
| description2 =
* 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.
| feature3 =
| description3 =
| notes =
* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Heavily Armoured
| description =  
| feature1 = {{Pass|Heavily Armoured|w=30}}
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
 
| notes =
=== {{Icon|Moderately Armoured Icon.png}} Moderately Armoured ===
* Requires {{MediumArmour}} [[Proficiency]].
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
| rows = 4
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
}}
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
{{table feat
 
| name = Heavy Armour Master
=== {{Icon|Lightly Armoured Icon.png}} Lightly Armoured ===  
| description =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature1 = {{Pass|Heavy Armour Master|w=30}}
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| notes =
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
}}  
{{table feat
| name = Lightly Armoured
| description =  
| feature1 = {{Pass|Lightly Armoured|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
 
| notes =
=== {{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ===  
| rows = 2
* Learn 2 Cantrips and a 1st-level [[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]].
{{table feat
 
| name = Lucky
=== {{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ===  
| description =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
| feature1 = {{Pass|Lucky|w=30}}
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
| description1 =
 
* You gain 3 Luck Points that recharge after a [[Long Rest]], 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}}.
=== {{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ===  
| notes =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
| rows = 2
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
}}
 
{{table feat
=== {{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ===  
| name = Mage Slayer
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
| description =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| feature1 = {{Pass|Mage Slayer: Saving Throw Advantage|w=30}}
 
| description1 =
=== {{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ===  
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
| feature2 = {{Pass|Mage Slayer: Attack Caster|w=30}}
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| description2 =
 
* You can use a {{r|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
=== {{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard ===  
| feature3 = {{Pass|Mage Slayer: Break Concentration|w=30}}
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Wizard spell list]].
| description3 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]].
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
 
| notes =
=== {{Icon|Martial Adept Icon.png}} Martial Adept ===  
| rows = 6
* 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]].
{{table feat
 
| name = Magic Initiate: Bard
=== {{Icon|Mobile Feat Icon.png}} Mobile ===  
| description =  
* Your [[Movement Speed]] increases by 3m / 10ft.
| feature1 = {{Pass|Magic Initiate: Bard|w=30}}
* When you use the [[Dash]] action, difficult terrain doesn't slow you down.
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Bard spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Cleric
| description =
| feature1 = {{Pass|Magic Initiate: Cleric|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Cleric spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| notes =
* While wearing medium armor, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
}}
{{table feat
| name = Magic Initiate: Druid
| description =  
| feature1 = {{Pass|Magic Initiate: Druid|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Druid spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Sorcerer
| description =
| feature1 = {{Pass|Magic Initiate: Sorcerer|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Sorcerer spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Warlock
| description =
| feature1 = {{Pass|Magic Initiate: Warlock|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Warlock spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Wizard
| description =
| feature1 = {{Pass|Magic Initiate: Wizard|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Wizard spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Martial Adept
| description =
| feature1 = {{Pass|Martial Adept|w=30}}
| description1 =
* 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]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Medium Armour Master
| description =
| feature1 = {{Pass|Medium Armour Master|w=30}}
| description1 =
* 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.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}  
{{table feat
| name = Mobile
| description =
| feature1 = {{Pass|Mobile|w=30}}
| description1 =  
* Your [[Movement Speed]] increases by {{Distance|m=3}}.
| feature2 = {{Pass|Mobile: Evade Difficult Terrain|w=30}}
| description2 =
* When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature3 = {{Pass|Mobile: Evade Opportunity Attack|w=30}}
| description3 =
* 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.
 
| notes =
=== {{Icon|Passive Feature Generic Icon.png}} Performer ===  
}}
* Increase your [[Charisma]] by 1, to a maximum of 20.
{{table feat
* Gain [[Musical Instrument]] [[Proficiency]].
| name = Moderately Armoured
 
| description =  
=== {{Icon|Shield Master Icon.png}} Shield Master ===  
| feature1 = {{Pass|Moderately Armoured|w=30}}
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
| description1 =
* 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.
Requires {{LightArmour}} [[Proficiency]].
** On a failed save, you only take half damage.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
** On a successful save, you don't take any damage, even if you normally would.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
 
| feature2 =
=== {{Icon|Passive Feature Generic Icon.png}} Skilled ===  
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Performer
| description =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
| rows = 1
}}
{{table feat
| name = Polearm Master
| description =
| feature1 = {{Pass|Polearm Master: Bonus Attack|w=30}}
| description1 =
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{r|Bonus}} to attack with the butt of your weapon.
| feature2 = {{Pass|Polearm Master: Opportunity Attack|w=30}}
| description2 =
* You can also make an [[Opportunity Attack]] when a target comes within range.
| feature3 =
| description3 =
| notes =
* The damage modifier of this attack uses Strength or Dexterity, whichever is higher, even if the weapon does not have the [[finesse]] property. This is still true if another ability is used for the attack roll (such as through [[Shillelagh]] or [[Pact of the Blade]]).
* The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as [[Hunter's Mark]] or the additional damage from [[Great Weapon Master]].
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=PikesPolearmMaster|It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with [[Extra Reach]] (Glaives, Halberds, and '''Pikes''')}})
| rows = 6
}}
{{table feat
| name = Resilient
| description =
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}.
* The available passive features are:
** {{Pass|Resilient: Strength}}
** {{Pass|Resilient: Dexterity}}
** {{Pass|Resilient: Constitution}}
** {{Pass|Resilient: Intelligence}}
** {{Pass|Resilient: Wisdom}}
** {{Pass|Resilient: Charisma}}
| notes =
* This [[Ability Scores|Ability]] increase applies to [[Druid|druids]] in [[Wild Shape]].{{note|name=DruidWSInteractions|For details on features and interactions for Wild Shape forms, see [[List of features that work in Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
| rows = 3
}}
{{table feat
| name = Ritual Caster
| description =
| feature1 = {{Pass|Ritual Caster: Free Spells|w=30}}
| description1 =
* You learn two {{Ritual Spell}} spells of your choice.
| notes = * The available spells are:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
}}
{{table feat
| name = Savage Attacker
| description =
| feature1 = {{Pass|Savage Attacker|w=30}}
| description1 =
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
| notes =
| rows = 2
}}
{{table feat
| name = Sentinel
| description =
| feature1 = {{Pass|Sentinel: Vengeance|w=30}}
| description1 =
* When an enemy in melee range attacks an ally, you can use a {{r|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
| feature2 = {{Pass|Sentinel: Snare|w=30}}
| description2 =
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| feature3 = {{Pass|Sentinel: Opportunity Advantage|w=30}}
| description3 =
:* You gain {{Advantage}} on [[Opportunity Attack|Opportunity Attacks]].
| notes =
| rows = 6
}}
{{table feat
| name = Sharpshooter
| description =
| feature1 = {{Pass|Sharpshooter: Low Ground|w=30}}
| description1 =
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
| feature2 = {{Pass|Sharpshooter: All In|w=30}}
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature3 =
| description3 =
| notes =* All In is a toggleable passive ability.
| rows = 6
}}  
{{table feat
| name = Shield Master
| description =  
| feature1 = {{Pass|Shield Master|w=30}}
| description1 = * Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]].
| feature2 = {{SAI|Shield Master: Block|w=30}}
| description2 =
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{r|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.
| notes = * BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save.
* Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to {{Saving Throw|Dexterity}}.
}}  
{{table feat
| name = Skilled
| description =  
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
}}
{{table feat
| name = Spell Sniper
| description =
| feature1 = {{Pass|Spell Sniper|w=30}}
| description1 =
* 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.
| notes =
* The available cantrips are:
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Fire Bolt}}
** {{SAI|Ray of Frost}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
* All available cantrips are Spell Attacks and use {{Attack Roll|attack rolls}}
| rows = 4
}}
{{table feat
| name = Tavern Brawler
| description =
| feature1 = {{Pass|Tavern Brawler|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases 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 Roll}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Unarmed attacks that use {{Ability|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.
| rows = 4
}}
{{table feat
| name = Tough
| description =
| feature1 = {{Pass|Tough|w=30}}
| description1 =
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = War Caster
| description =
| feature1 = {{Pass|War Caster: Concentration|w=30}}
| description1 =
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| feature2 = {{Pass|War Caster: Opportunity Spell|w=30}}
| description2 =
* You can also use a {{r|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
| feature3 =
| description3 =
| notes = * This feat does not grant the ability to use {{SAI|Shocking Grasp}} at will. Unless you know it from another source, you can {{em|only}} use it as an [[Attack of Opportunity]].
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}
{{table feat
| name = Weapon Master
| description =
| feature1 = {{Pass|Weapon Master|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
| notes =
| rows = 2
}}
{{table end}}


=== {{Icon|Tough Icon.png}} Tough ===
== References ==
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
{{reflist}}


=== {{Icon|Passive Feature Generic Icon.png}} Weapon Master ===
== Footnotes ==
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
{{notelist}}
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.


{{Gameplay}}
{{NavGameplay}}
{{Character}}
[[Category:Class-related articles]]
[[Category:Character Creation]]
[[Category:Character creation]]

Navigation menu