Feats
More actions
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