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Feats: Difference between revisions
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At character levels 4, 8, and 12 | At character levels 4, 8, and 12{{verify}}, players can choose to take a feat instead of increasing their [[Ability Scores]]. Feats are character features that grant unique abilities or bonuses which improve a character's abilities in specified areas. | ||
{{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, with the fighter gaining a bonus feat at level '''6''' and the rogue at level '''10'''. | {{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, with the fighter gaining a bonus feat at level '''6''' and the rogue at level '''10'''. | ||
== Feats == | == Feats == | ||
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Revision as of 20:56, 3 August 2023
At character levels 4, 8, and 12[Needs Verification], players can choose to take a feat instead of increasing their Ability Scores. Feats are character features that grant unique abilities or bonuses which improve a character's abilities in specified areas.
s and s also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.
Feats
Feat | Description |
---|---|
Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
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Actor |
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Alert |
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Athlete | |
Crossbow Expert |
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Defensive Duellist |
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Dual Wielder |
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Dungeon Delver |
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Great Weapon Master |
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Heavily Armoured |
(Requires Medium Armour Proficiency)
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Heavy Armour Master |
(Requires Heavy Armour Proficiency)
|
Moderately Armoured |
(Requires Light Armour Proficiency)
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Lightly Armoured |
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Magic Initiate: Bard |
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Magic Initiate: Cleric |
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Magic Initiate: Druid |
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Magic Initiate: Sorcerer |
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Magic Initiate: Warlock |
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Magic Initiate: Wizard |
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Martial Adept |
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Mobile |
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Polearm Master |
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Performer |
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Ritual Caster |
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Shield Master |
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Skilled |
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Spell Sniper |
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Tough |
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War Caster |
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Weapon Master |
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Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.