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{{PageSeo | {{PageSeo | ||
| description = Feats are | | description = Feats are features that provide unique improvements to your character, allowing for deeper customisation. | ||
| image = Passive Feature Generic Icon.png | | image = Passive Feature Generic Icon.png | ||
}} | }} | ||
'''Feats''' are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with [[fighter|fighters]] and [[rogue|rogues]] selecting an additional feat at levels 6 and 10, respectively. | |||
See [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''. | |||
== List of all feats == | |||
=== Ability Improvement === | |||
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.{{note|Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.}} | |||
{{HorizontalRuleImage}} | |||
=== Actor === | |||
Grants {{SAI|Actor|w=30}}: | |||
* Your [[Charisma]] increases by 1, to a maximum of 20. | |||
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]]. | |||
{{HorizontalRuleImage}} | |||
'' | === Alert === | ||
Grants {{SAI|Alert|w=30}}: | |||
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}. | |||
{{HorizontalRuleImage}} | |||
=== Athlete === | |||
Grants {{SAI|Athlete: Standing Up|w=30}}: | |||
* Your [[Strength]] or [[Dexterity]] 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%. | |||
{{HorizontalRuleImage}} | |||
=== Charger === | |||
Grants two attacks: | |||
* {{SAI|Charger: Weapon Attack|w=30}}: | |||
** Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s. | |||
*** Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage. | |||
*** This counts as a single weapon attack, so it is possible to follow up with abilities like [[Extra Attack]]. | |||
* {{SAI|Charger: Shove|w=30}}: | |||
** Charge forward and {{SAI|Shove}} the first enemy in your way. | |||
*** Shove distance depends on your Strength and the target's weight. | |||
*** As a normal Shove, this does not count as an actual attack. | |||
{{HorizontalRuleImage}} | |||
=== Crossbow Expert=== | |||
{{SAI|Crossbow Expert: Point-Blank|w=30}}: | |||
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}. | |||
{{SAI|Crossbow Expert: Wounding|w=30}} | |||
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long. | |||
{{HorizontalRuleImage}} | |||
=== Defensive Duelist === | |||
Grants {{SAI|Defensive Duellist|w=30}}: | |||
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss. | |||
{{HorizontalRuleImage}} | |||
=== Dual Wielder === | |||
{{SAI|Dual Wielder: Bonus Armour Class|w=30}} | |||
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. | |||
{{SAI|Dual Wielder|w=30}} | |||
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons. | |||
* Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows you to dual wield non-light non-heavy weapons. | * Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows you to dual wield non-light non-heavy weapons. | ||
{{HorizontalRuleImage}} | |||
=== Dungeons Delver === | |||
{{SAI|Dungeon Delver: Perception|w=30}} | |||
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps. | |||
{{SAI|Dungeon Delver: Resist Traps|w=30}} | |||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | |||
* Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's [[Danger Sense]] is also largely broken, and the functions for the features described does not exist. | * Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's [[Danger Sense]] is also largely broken, and the functions for the features described does not exist. | ||
{{HorizontalRuleImage}} | |||
=== Durable === | |||
{{SAI|Durable|w=30}} | |||
* {{Ability|Constitution}} increases by 1, to a maximum of 20. | |||
* Regain full [[Hit Points]] every time you take a [[Short Rest]]. | |||
{{HorizontalRuleImage}} | |||
=== Elemental Adept === | |||
* 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. | * 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:<br> | Damage resistance options are one of the following:<br> | ||
* | * {{SAI|Elemental Adept: Acid}} | ||
* | * {{SAI|Elemental Adept: Cold}} | ||
* | * {{SAI|Elemental Adept: Lightning}} | ||
* | * {{SAI|Elemental Adept: Fire}} | ||
* | * {{SAI|Elemental Adept: Thunder}} | ||
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=== Great Weapon Master === | |||
{{SAI|Great Weapon Master: Bonus Attack|w=30}} | |||
* 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. | |||
{{SAI|Great Weapon Master: All In|w=30}} | |||
* 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. | |||
** This is a toggleable passive ability. | |||
{{HorizontalRuleImage}} | |||
=== Heavily Armoured === | |||
Requires {{MediumArmour}} [[Proficiency]] | |||
{{SAI|Heavily Armoured|w=30}} | |||
* Increase your {{Ability|Strength}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{HeavyArmour}}. | |||
{{HorizontalRuleImage}} | |||
=== Heavy Armour Master === | |||
Requires {{HeavyArmour}} [[Proficiency]] | |||
{{SAI|Heavy Armour Master|w=30}} | |||
* Increase your {{Ability|Strength}} by 1, to a maximum of 20. | |||
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour. | |||
{{HorizontalRuleImage}} | |||
=== Lightly Armoured === | |||
{{SAI|Lightly Armoured|w=30}} | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{LightArmour}}. | |||
{{HorizontalRuleImage}} | |||
=== Lucky === | |||
{{SAI|Lucky|w=30}} | |||
* 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}}. | |||
{{HorizontalRuleImage}} | |||
=== Mage Slayer === | |||
{{SAI|Mage Slayer: Saving Throw Advantage|w=30}} | |||
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it. | |||
{{SAI|Mage Slayer: Attack Caster|w=30}} | |||
: | * You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. | ||
{{SAI|Mage Slayer: Break Concentration|w=30}} | |||
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Bard === | |||
{{SAI|Magic Initiate: Bard|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Cleric === | |||
{{SAI|Magic Initiate: Cleric|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Druid === | |||
{{SAI|Magic Initiate: Druid|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Sorcerer === | |||
{{SAI|Magic Initiate: Sorcerer|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Warlock === | |||
{{SAI|Magic Initiate: Warlock|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
{{HorizontalRuleImage}} | |||
=== Magic Initiate: Wizard === | |||
{{SAI|Magic Initiate: Wizard|w=30}} | |||
* 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_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}. | |||
{{HorizontalRuleImage}} | |||
=== Martial Adept === | |||
{{SAI|Martial Adept|w=30}} | |||
* Learn two [https://bg3.wiki/wiki/Manoeuvres 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]]. | |||
{{HorizontalRuleImage}} | |||
=== Medium Armour Master === | |||
(Requires {{MediumArmour}} [[Proficiency]] | |||
{{SAI|Medium Armour Master|w=30}} | |||
* 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. | |||
{{HorizontalRuleImage}} | |||
=== Mobile === | |||
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}. | * Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}. | ||
{{SAI|Mobile: Evade Difficult Terrain|w=30}} | |||
* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down. | |||
{{SAI|Mobile: Evade Opportunity Attack|w=30}' | |||
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | |||
{{HorizontalRuleImage}} | |||
=== Moderately Armoured. === | |||
Requires {{LightArmour}} [[Proficiency]] | |||
{{SAI|Moderately Armoured|w=30}} | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | |||
{{HorizontalRuleImage}} | |||
=== Performer === | |||
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20. | * Increase your {{Ability|Charisma}} by 1, to a maximum of 20. | ||
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]]. | * Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]]. | ||
| | {{HorizontalRuleImage}} | ||
|{{ | === Polearm Master === | ||
{{SAI|Polearm Master: Bonus Attack|w=30}} | |||
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon. | |||
* Note: This attack deals 1d4 + Weapon Ability Modifier damage. | |||
{{SAI|Polearm Master: Opportunity Attack|w=30}} | |||
* You can also make an [[Opportunity Attack]] when a target comes within range. | |||
{{HorizontalRuleImage}} | |||
=== Resilient === | |||
{{SAI|Resilient|w=30}} | |||
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s. | |||
* Note: This [[Ability Scores|Ability]] increase ''does'' apply to a druid in [[Wild Shape]]. | |||
{{HorizontalRuleImage}} | |||
=== Ritual Caster === | |||
{{SAI|Ritual Caster: Free Spells|w=30}} | |||
:* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice. | :* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice. | ||
* Note: the spell must be two of these: | |||
** {{SAI|Enhance Leap}} | |||
** {{SAI|Disguise Self}} | |||
** {{SAI|Find Familiar}} | |||
** {{SAI|Longstrider}} | |||
** {{SAI|Speak with Animals}} | |||
** {{SAI|Speak with Dead}} | |||
{{HorizontalRuleImage}} | |||
=== Savage Attacker === | |||
{{SAI|Savage Attacker|w=30}} | |||
* When making melee weapon attacks, you roll your damage dice twice and use the highest result. | |||
{{HorizontalRuleImage}} | |||
=== Sentinel === | |||
{{SAI|Sentinel: Vengeance|w=30}} | |||
* 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. | |||
{{SAI|Sentinel: Snare|w=30}} | |||
:* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn. | :* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn. | ||
{{SAI|Sentinel: Opportunity Advantage|w=30}} | |||
:* You gain {{Advantage}} on [[Opportunity Attack]]s. | :* You gain {{Advantage}} on [[Opportunity Attack]]s. | ||
{{HorizontalRuleImage}} | |||
=== Sharpshooter === | |||
{{SAI|Sharpshooter: Low Ground|w=30}} | |||
* Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | |||
{{SAI|Sharpshooter: All In|w=30}} | |||
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage. | |||
* Note: This is a toggleable passive ability. | |||
{{HorizontalRuleImage}} | |||
=== Shield Master === | |||
{{SAI|Shield Master|w=30}} | |||
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | |||
{{SAI|Shield Master: Block|w=30}} | |||
* If a [[Spells|Spell]] forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage. | |||
* Notes: | |||
** On a failed save, you only take half damage. | |||
** On a successful save, you don't take any damage, even if you normally would. | |||
{{HorizontalRuleImage}} | |||
=== Skilled === | |||
{{SAI|Skilled|w=30}} | |||
* You gain [[Proficiency]] in 3 [[Skills]] of your choice. | |||
{{HorizontalRuleImage}} | |||
=== Spell Sniper === | |||
{{SAI|Spell Sniper|w=30}} | |||
* 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 of these: | |||
*** {{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_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their [[Wisdom]] modifier and not their [[Charisma]] modifier. | |||
{{HorizontalRuleImage}} | |||
=== Tavern Brawler === | |||
{{SAI|Tavern Brawler|w=30}} | |||
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} 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}}s. | |||
* Note: 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. | |||
{{HorizontalRuleImage}} | |||
=== Tough === | |||
{{SAI|Tough|w=30}} | |||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | |||
{{HorizontalRuleImage}} | |||
=== War Caster === | |||
{{SAI|War Caster: Concentration|w=30}} | |||
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | |||
== | {{SAI|War Caster: Opportunity Spell|w=30}} | ||
* | * You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range. | ||
* Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can {{em|only}} cast it as an [[Attack of Opportunity]]. | |||
{{HorizontalRuleImage}} | |||
=== Weapon Master === | |||
{{SAI|Weapon Master|w=30}} | |||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with four [[Weapon]] types of your choice. | |||
== Footnotes == | |||
{{notelist}} | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Character Creation]] | [[Category:Character Creation]] | ||
Revision as of 19:18, 20 December 2023
Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with fighters and rogues selecting an additional feat at levels 6 and 10, respectively.
See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.
List of all feats
Ability Improvement
- Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.[note 1]
Actor
Grants
:- Your Charisma increases by 1, to a maximum of 20.
- You gain expertise in Deception and Performance.
Alert
Grants
:- You gain a +5 bonus to initiative and can't be .
Athlete
Grants
:- Your Strength or Dexterity score increases by 1, to a maximum of 20.
- When you are , standing up uses significantly less movement.
- Your distance also increases by 50%.
Charger
Grants two attacks:
- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
- Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
- This counts as a single weapon attack, so it is possible to follow up with abilities like Extra Attack.
:
- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
- Charge forward and
- Shove distance depends on your Strength and the target's weight.
- As a normal Shove, this does not count as an actual attack.
the first enemy in your way.
:
- Charge forward and
Crossbow Expert
:
- When you make crossbow attacks within melee range, the Attack rolls do not have Disadvantage.
- Your for twice as long. also inflicts
Defensive Duelist
Grants
:- When you are attacked with a melee attack while wielding a Finesse Weapon you are Proficient in, you can use a Reaction to increase your Armour Class by your Proficiency Bonus, possibly causing the attack to miss.
Dual Wielder
- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
- You can use Two-Weapon Fighting even if your weapons aren't Light You cannot dual-wield Heavy weapons.
- Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the Two-Weapon Fighting style, it just allows you to dual wield non-light non-heavy weapons.
Dungeons Delver
- You gain Advantage on Perception checks made to detect hidden objects and on Saving throws made to avoid or resist traps.
- You gain Resistance to the damage dealt by traps.
- Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's Danger Sense is also largely broken, and the functions for the features described does not exist.
Durable
- increases by 1, to a maximum of 20.
- Regain full Hit Points every time you take a Short Rest.
Elemental Adept
- Spells you cast ignore Resistance to a damage type of your choice. In addition, when you deal that type of damage with a Spell, you cannot roll a 1.
Damage resistance options are one of the following:
Great Weapon Master
- 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.
- 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.
- This is a toggleable passive ability.
Heavily Armoured
Requires Medium armour Proficiency
- Increase your by 1, to a maximum of 20.
- Gain Proficiency with Heavy armour.
Heavy Armour Master
Requires Heavy armour Proficiency
- Increase your by 1, to a maximum of 20.
- Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Lightly Armoured
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with Light armour.
Lucky
- You gain 3 Luck Points that recharge after a Long Rest, which you can use to gain Advantage on Attack rolls, Ability Checks, or Saving throws, or to make an enemy reroll their Attack roll.
Mage Slayer
- When a creature casts a Spell within melee range of you, you have Advantage on any Saving throws against it.
- You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
- Enemies you hit have Disadvantage on Concentration Saving throws.
Magic Initiate: Bard
- Learn 2 Cantrips and a 1st-level Spell from the Bard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Cleric
- Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Druid
- Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Sorcerer
- Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Warlock
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Wizard
- Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Martial Adept
- 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 or Long Rest.
Medium Armour Master
(Requires Medium armour Proficiency
- When you wear medium armour, it doesn't impose Disadvantage on Stealth checks. The bonus to Armour Class you can gain from your modifier also becomes +3 instead of +2.
Mobile
- Your Movement Speed increases by 3 m / 10 ft.
- When you use the Dash action, Difficult Terrain doesn't slow you down.
{{SAI|Mobile: Evade Opportunity Attack|w=30}'
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured.
Requires Light armour Proficiency
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with Medium armour and Shields.
Performer
- Increase your by 1, to a maximum of 20.
- Gain Musical Instrument Proficiency.
Polearm Master
- When attacking with a , , , or , you can use a Bonus Action to attack with the butt of your weapon.
- Note: This attack deals 1d4 + Weapon Ability Modifier damage.
- You can also make an Opportunity Attack when a target comes within range.
Resilient
- You increase an Ability by 1, to a maximum of 20.
- Gain Proficiency in that ability's Saving throws.
- Note: This Ability increase does apply to a druid in Wild Shape.
Ritual Caster
- You learn two Ritual Spells of your choice.
- Note: the spell must be two of these:
Savage Attacker
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel
- 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.
- When you hit a creature with an Attack of Opportunity, it can no longer move for the rest of its turn.
- You gain Advantage on Opportunity Attacks.
Sharpshooter
- Your ranged weapon attacks are not penalized for High Ground Rules.
- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
- Note: This is a toggleable passive ability.
Shield Master
- Gain a +2 bonus to Saving throws when wielding a Shield.
- 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.
- Notes:
- On a failed save, you only take half damage.
- On a successful save, you don't take any damage, even if you normally would.
Skilled
- You gain Proficiency in 3 Skills of your choice.
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:
- The cantrip you learn must be one of these:
- These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
- The cantrip you learn must be one of these:
Tavern Brawler
- Increase your or 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 rolls.
- Note: 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.
Tough
- Hit Point maximum increased by 2 for each level.
War Caster
- You gain Advantage on Saving throws to maintain Concentration on a Spell.
- You can also use a Reaction to cast at a target moving out of melee range.
- Note: this feat does not grant the cantrip Shocking Grasp. Unless you know it from another source, you can only cast it as an Attack of Opportunity.
Weapon Master
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with four Weapon types of your choice.
Footnotes
- ↑ Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.