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Revision as of 04:34, 14 February 2026 by Rataj (talk | contribs) (Created page with "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. =...")
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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