Ad placeholder
Feats: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(added an important note to Actor) |
||
Line 18: | Line 18: | ||
|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor|| | |{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor|| | ||
* Your [[Charisma]] increases by 1, to a maximum of 20. | * Your [[Charisma]] increases by 1, to a maximum of 20. | ||
* Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks. | * Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks. | ||
* Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if he didn't have those proficiencies yet (game version: 4.36.34458). | |||
|- | |- | ||
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert|| | |{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert|| |
Revision as of 18:44, 11 August 2023
At class 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.
|
Actor |
|
Alert |
|
Athlete | |
Charger |
|
Crossbow Expert |
|
Defensive Duellist |
|
Dual Wielder |
|
Dungeon Delver |
|
Durable |
|
Elemental Adept |
Damage resistance options are one of the following: |
Great Weapon Master |
|
Heavily Armoured |
(Requires Medium armour Proficiency)
|
Heavy Armour Master |
(Requires Heavy armour Proficiency)
|
Lightly Armoured |
|
Lucky |
|
Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
Magic Initiate: Druid |
|
Magic Initiate: Sorcerer |
|
Magic Initiate: Warlock |
|
Magic Initiate: Wizard |
|
Martial Adept |
|
Medium Armour Master |
(Requires Medium armour Proficiency)
|
Mobile |
|
Moderately Armoured |
(Requires Light armour Proficiency)
|
Performer |
|
Polearm Master |
|
Resilient |
Ability choices are 1 of the following: |
Ritual Caster |
|
Savage Attacker |
|
Sentinel |
|
Sharpshooter |
|
Shield Master |
|
Skilled |
|
Spell Sniper |
|
Tavern Brawler |
|
Tough |
|
War Caster |
|
Weapon Master |
|
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.