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Feats: Difference between revisions

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Razgriz (talk | contribs)
m Savage Attacker: Further edited for mechanics clarity
Razgriz (talk | contribs)
Charger: "single melee attack" to reflect source. As written, would allow for ranged weapons
Line 12: Line 12:


== Charger ==
== 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.
* After using a [[Dash]] and moving at least 1 tile in a straight line, you may use a Bonus Action to make a single melee attack with +5 damage or shoving a creature 1 tile away from you.


== Crossbow Expert ==
== Crossbow Expert ==

Revision as of 21:56, 26 March 2026

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 make a single melee 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, the weapon damage is rolled twice and higher number is used.
  • This applies only to weapon damage itself, and not any additional riders. This does apply from effects that grant a weapon attack.

Fighting Initiate

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

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

This style allows you to target foes in melee radius without disadvantage when Blinded. Others also don't get advantage against you while you're Blinded.

Close Quarters Shooter

This style negates disadvantage when shooting within melee range.

Pre-requisite: Ranger

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Druidic Warrior

This style allows you to pick 2 cantrips from the Druid list.

Pre-requisite: Ranger

Protection

When a creature you can see attacks a target other than you that is within 1 tile of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. This applies only to the weapon roll itself, and not any riders or additional effects. This includes effects that allow you to make a weapon attack.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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