User:Toancaro/List of feats: Difference between revisions

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<tabber>
<tabber>
|-|Stats=
|-|Skills=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
{{table feat
| name = Ability Improvement
| name = Charger
| description =  
| description =  
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
| feature1 = Charger: Weapon Attack
| description1 =
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
| feature2 = Charger: Shove
| description2 =
* Charge forward and {{SAI|Shove}} the first enemy in your way.
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
| feature3 =
| description3 =
| notes =
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
* As a Shove, Charger: Shove does not count as an actual attack.
| rows = 6
}}
}}
{{table feat
{{table feat
| name = Actor
| name = Martial Adept
| feature1 = Actor
| description =
| description1 =  
| feature1 = Martial Adept
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
| description1 =
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* Learn two [[Manoeuvres]] from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table end}}
|-|Spells=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Elemental Adept
| description =
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|spell]], you cannot roll a 1.
* Damage resistance options are one of the following:
** {{SAI|Elemental Adept: Acid}}
** {{SAI|Elemental Adept: Cold}}
** {{SAI|Elemental Adept: Lightning}}
** {{SAI|Elemental Adept: Fire}}
** {{SAI|Elemental Adept: Thunder}}
| notes =* "You cannot roll a 1" means that any 1 rolled is treated as a 2.
| rows = 3
}}
{{table feat
| name = Ritual Caster
| description =
| feature1 = Ritual Caster: Free Spells
| description1 =
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* The spells must be two of these:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
| rows = 4
}}
{{table feat
| name = Spell Sniper
| description =
| feature1 = Spell Sniper
| description1 =
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
| notes =
* The cantrip you learn must be one that requires an attack roll, which include the following:
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Fire Bolt}}
** {{SAI|Ray of Frost}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a {{Class|Cleric}} chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
| rows = 4
}}
{{table feat
| name = Magic Initiate: Bard
| description =
| feature1 = Magic Initiate: Bard
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard/Spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Cleric
| description =
| feature1 = Magic Initiate: Cleric
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
 
* Bug: when you wear medium armour, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =  
| notes =  
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
| rows = 4
| rows = 4
}}
}}  
{{table feat
{{table feat
| name = Alert
| name = Magic Initiate: Druid
| feature1 = Alert
| description =
| feature1 = Magic Initiate: Druid
| description1 =
| description1 =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid/Spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
| rows = 2
}}
}}  
{{table feat
{{table feat
| name = Athlete
| name = Magic Initiate: Sorcerer
| feature1 = Athlete: Standing Up
| description =
| feature1 = Magic Initiate: Sorcerer
| description1 =
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer/Spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
| feature2 =
* Your {{SAI|Jump}} distance also increases by 50%.
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
| rows = 2
}}
}}  
{{table feat
{{table feat
| name = Durable
| name = Magic Initiate: Warlock
| description =  
| description =  
| feature1 = Durable
| feature1 = Magic Initiate: Warlock
| description1 =
| description1 =
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock/Spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* Regain full [[hit points]] every time you take a [[short rest]].
| feature2 =
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP.
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}  
}}  
{{table end}}
|-|Skills=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
{{table feat
| name = Charger
| name = Magic Initiate: Wizard
| description =  
| description =  
| feature1 = Charger: Weapon Attack
| feature1 = Magic Initiate: Wizard
| description1 =
| description1 =
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard/Spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
| feature2 = Charger: Shove
| feature2 =
| description2 =
| description2 =
* Charge forward and {{SAI|Shove}} the first enemy in your way.
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =  
| notes =
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
| rows = 2
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
}}  
* As a Shove, Charger: Shove does not count as an actual attack.
| rows = 6
}}
{{table end}}
{{table end}}
|-|Weapons=
|-|Weapons=
Line 113: Line 217:
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.  
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.  
| rows = 6
| rows = 6
}}
{{table feat
| name = Great Weapon Master
| description =
| feature1 = Great Weapon Master: Bonus Attack
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{Action|Bonus}} that turn.
| feature2 = Great Weapon Master: All In
| description2 =
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
| feature3 =
| description3 =
| notes =
* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Polearm Master
| description =
| feature1 = Polearm Master: Bonus Attack
| description1 =
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon.
| feature2 = Polearm Master: Opportunity Attack
| description2 =
* You can also make an [[Opportunity Attack]] when a target comes within range.
| feature3 =
| description3 =
| notes =
* The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=Pikes|It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with [[Extra Reach]] (Glaives, Halberds, and '''Pikes''')}})
| rows = 6
}}
{{table feat
| name = Savage Attacker
| description =
| feature1 = Savage Attacker
| description1 =
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
| notes =
| rows = 2
}}
{{table feat
| name = Sharpshooter
| description =
| feature1 = Sharpshooter: Low Ground
| description1 =
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
| feature2 = Sharpshooter: All In
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature3 =
| description3 =
| notes =* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Shield Master
| description =
| feature1 = Shield Master
| description1 =
* Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]].
| feature2 = Shield Master: Block
| description2 =
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{action|Reaction}} to shield yourself and diminish the effect's damage.
** On a failed save, you only take half damage.
** On a successful save, you don't take any damage, even if you normally would.
| feature3 =
| description3 =
| notes =*bug: This feat does not actually cause you to take half damage even if you fail a dexterity saving throw, but you do take 0 damage if you succeed and use the [[Shield Master: Block]] {{action|Reaction}}. This may just be an issue with the text description as this is how it functions in 5e DnD. Last tested in hotfix 25.
* Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
| rows = 6
}}
{{table feat
| name = Tavern Brawler
| description =
| feature1 = Tavern Brawler
| description1 =
* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
| rows = 4
}}
{{table end}}
|-|Armours=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Heavy Armour Master
| description =
| feature1 = Heavy Armour Master
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| notes =
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Heavily Armoured
| description =
| feature1 = Heavily Armoured
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Medium Armour Master
| description =
| feature1 = Medium Armour Master
| description1 =
* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Moderately Armoured
| description =
| feature1 = Moderately Armoured
| description1 =
Requires {{LightArmour}} [[Proficiency]].
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Lightly Armoured
| description =
| feature1 = Lightly Armoured
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
| notes =
| rows = 2
}}
{{table end}}
|-|Offense=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Lucky
| description =
| feature1 = Lucky
| description1 =
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, {{Ability Check}}s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
| notes =
| rows = 2
}}
{{table feat
| name = Sentinel
| description =
| feature1 = Sentinel: Vengeance
| description1 =
* When an enemy in melee range attacks an ally, you can use a {{action|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
| feature2 = Sentinel: Snare
| description2 =
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| feature3 = Sentinel: Opportunity Advantage
| description3 =
:* You gain {{Advantage}} on [[Opportunity Attack|Opportunity Attacks]].
| notes =
| rows = 6
}}
{{table end}}
|-|Defense=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Mobile
| description =
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
| feature1 = Mobile: Evade Difficult Terrain
| description1 = * When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature2 = Mobile: Evade Opportunity Attack
| description2 = * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| notes =
| rows = 5
}}
{{table feat
| name = Mage Slayer
| description =
| feature1 = Mage Slayer: Saving Throw Advantage
| description1 =
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
| feature2 = Mage Slayer: Attack Caster
| description2 =
* You can use a {{action|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
| feature3 = Mage Slayer: Break Concentration
| description3 =
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| notes =
| rows = 6
}}
{{table feat
| name = War Caster
| description =
| feature1 = War Caster: Concentration
| description1 =
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| feature2 = War Caster: Opportunity Spell
| description2 =
* You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
| feature3 =
| description3 =
| notes =* Note: this feat does not grant the ability to use {{SAI|Shocking Grasp}} at will. Unless you know it from another source, you can {{em|only}} use it as an [[Attack of Opportunity]].
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a {{Class|Cleric}} casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}
{{table end}}
|-|Stats=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Ability Improvement
| description =
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
}}
{{table feat
| name = Actor
| feature1 = Actor
| description1 =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
| notes =
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
| rows = 4
}}
{{table feat
| name = Alert
| feature1 = Alert
| description1 =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
| rows = 2
}}
{{table feat
| name = Athlete
| feature1 = Athlete: Standing Up
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
| rows = 2
}}
{{table feat
| name = Durable
| description =
| feature1 = Durable
| description1 =
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Regain full [[hit points]] every time you take a [[short rest]].
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP. {{ref|https://www.reddit.com/r/BaldursGate3/comments/15ikanj/list_of_feats_and_features_that_work_with/}}
}}
{{table feat
| name = Performer
| feature1 = Performer
| description1 =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
| rows = 2
}}
{{table feat
| name = Resilient
| description =
| feature1 = Resilient
| description1 =
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}.
| notes =
* This [[Ability Scores|Ability]] increase applies to [[Druid|druids]] in [[Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].
| rows = 4
}}
{{table feat
| name = Skilled
| description =
| feature1 = Skilled
| description1 =
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Tough
| description =
| feature1 = Tough
| description1 =
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Weapon Master
| description =
| feature1 = Weapon Master
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
| notes =
| rows = 2
}}  
}}  
{{table end}}
{{table end}}
|-|Advantage=
|-|Dungeon=
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{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
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{{table end}}
{{table end}}
</tabber>
</tabber>
== Footnotes ==
{{notelist}}

Latest revision as of 03:03, 27 May 2024

Name Description
Charger Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks Opportunity Attacks.
Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack Extra Attack.
  • As a Shove, Charger: Shove does not count as an actual attack.
Martial Adept Martial Adept

Name Description
Elemental Adept
Notes
  • "You cannot roll a 1" means that any 1 rolled is treated as a 2.
Ritual Caster Ritual Caster: Free Spells
Notes
Spell Sniper Spell Sniper
  • You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
Notes
Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric
  • Bug: when you wear medium armour, the bonus to Armour Class Armour Class you can gain from your Dexterity Dexterity modifier also becomes +3 instead of +2.
Notes
  • The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard

Name Description
Crossbow Expert Crossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage Icon.png Disadvantage.
Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy weapons.
Dual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
Notes
  • This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
Great Weapon Master Great Weapon Master: Bonus Attack
  • When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn.
Great Weapon Master: All In
  • When attacking with a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
Notes
  • All In is a toggleable passive ability.
Polearm Master Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack
Notes
  • The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 1])
Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter Sharpshooter: Low Ground
Sharpshooter: All In
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master
Shield Master: Block
  • If a Spell forces you to make a Dexterity saving throw, you can use your Reaction to shield yourself and diminish the effect's damage.
    • On a failed save, you only take half damage.
    • On a successful save, you don't take any damage, even if you normally would.
Notes
  • bug: This feat does not actually cause you to take half damage even if you fail a dexterity saving throw, but you do take 0 damage if you succeed and use the Shield Master: Block Reaction. This may just be an issue with the text description as this is how it functions in 5e DnD. Last tested in hotfix 25.
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
Tavern Brawler Tavern Brawler
  • Your Strength Strength or Constitution Constitution ability score increases by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack roll.
Notes
  • Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.

Name Description
Heavy Armour Master Heavy Armour Master
  • Your Strength Strength ability score increases by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Notes
Heavily Armoured Heavily Armoured
Notes
Medium Armour Master Medium Armour Master
Notes
Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Lightly Armoured Lightly Armoured

Name Description
Lucky Lucky
Sentinel Sentinel: Vengeance
  • When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
Sentinel: Snare
Sentinel: Opportunity Advantage

Name Description
Mobile
Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Mage Slayer Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster
  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break Concentration
War Caster War Caster: Concentration
War Caster: Opportunity Spell
Notes
  • Note: this feat does not grant the ability to use Shocking Grasp Shocking Grasp at will. Unless you know it from another source, you can only use it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric Cleric casts Shocking Grasp with this feat, they use their Wisdom Wisdom modifier

Name Description
Ability Improvement
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor Actor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert Alert
Athlete Athlete: Standing Up
  • Your Strength Strength or Dexterity Dexterity ability score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Durable Durable
Notes
  • For Wild Shape, this adds +1 Constitution Constitution and full HP on a short rest, but does not increase Wild Shape form HP. [1]
Performer Performer
Resilient Resilient
Notes
Skilled Skilled
Tough Tough
  • Hit Point maximum increased by 2 for each level.
Weapon Master Weapon Master

Name Description
Dungeon Delver Dungeon Delver: Perception
Dungeon Delver: Resist Traps

Footnotes[edit | edit source]

  1. It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)