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Feats: Difference between revisions
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|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master || | |{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} 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 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 | * 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 effect; see [[Great Weapon Master: All In]] for more information.)'' | ** ''(This is a toggleable passive effect; see [[Great Weapon Master: All In]] for more information.)'' | ||
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{{GameplayNavbox}} | {{GameplayNavbox}} | ||
[[Category:Character Creation]] | [[Category:Character Creation]] | ||
{{ up to date | 2023-08-12 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> |
Revision as of 04:28, 12 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.