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 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.
This fighting style applies to weapons with the Versatile property wielded in two hands. A shield is not considered a weapon in the context of this fighting style.
Druidic Warrior
This style allows you to pick 2 cantrips from the Druid list.
Pre-requisite: Ranger
Great Weapon Fighting
When you are wielding a two-handed melee weapon, you gain a +2 bonus to damage rolls with that weapon.
This fighting style does NOT include weapons with the Versatile property wielded in two hands.
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 and Shields.
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