Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Feats are special features to further differentiate your character from others. They are mostly combat focused.

Alert

  • +5 bonus to Initiative Rolls.
  • Negates advantage from attacking while hidden.
  • Negates advantage from Magical Ambush (Arcane Trickster).

Athlete

  • Climbing using full movement speed.
  • Prone condition only reduces movement by 1 tile, standing up from Prone also costs only 1 tile of movement.
  • Jump distance is increased by 1 tile.

Charger

  • After using a Dash and moving at least 1 tile in a straight line, you may use a Bonus Action to attack with +5 damage or shoving a creature 1 tile away from you.

Crossbow Expert

  • Gaping Wounds condition from Piercing Shot lasts 4 turns instead of 2.
  • Negates disadvantage from using a ranged weapon when there's a foe within 1 tile away from you (only with crossbows).

Savage Attacker

Once per turn, when you hit an enemy with a melee weapon, your damage is rolled twice and higher number is used.

Fighting Initiate

You can learn an additional Fighting Style from the Fighter options:

  • Archery
  • Defense
  • Duelling
  • Protection
  • Great Weapon Fighting
  • Two-Weapon Fighting

Prerequisite: Martial Weapons proficiency

Tough

Your maximum HP is increased by 8.

Mage Slayer

  • After a foe casts a spell within your melee range, you can attack them as a Reaction.
  • Casters concentrating on a spell have disadvantage on Saving Throw when damaged by you.

War Caster

  • After a foe leaves your melee range, you can cast Shocking Grasp on them using a Reaction.
  • You have advantage on Saving Throws to keep concentration when damaged.

Prerequisite: Spellcasting

Lightly Armored

You become proficient with Light Armor.

Prerequisite: Not already being proficient with Light Armor

Moderately Armored

You become proficient with Medium Armor.

Prerequisite: Light Armor proficiency, not already being proficient with Medium Armor

Heavily Armored

You become proficient with Heavy Armor.

Prerequisite: Medium Armor proficiency, not already being proficient with Heavy Armor

Improved Strength

Your Strength modifier is increased by 1.

Prerequisite: Strength modifier below 4

Improved Dexterity

Your Dexterity modifier is increased by 1.

Prerequisite: Dexterity modifier below 4

Improved Constitution

Your Constitution modifier is increased by 1.

Prerequisite: Constitution modifier below 4

Improved Intelligence

Your Intelligence modifier is increased by 1.

Prerequisite: Intelligence modifier below 4

Improved Wisdom

Your Wisdom modifier is increased by 1.

Prerequisite: Wisdom modifier below 4

Improved Charisma

Your Charisma modifier is increased by 1.

Prerequisite: Charisma modifier below 4