Ad placeholder
Feats: Difference between revisions
Jump to navigation
Jump to search
(just tested it myself, both unarmed attacks and throwing attacks do receive an additional bonus to both the attack roll and damage equal to your STR modifier. In the case of the throwing attack the additional damage did have its own entry in the combat log, perhaps this was the cause of the confusion) |
No edit summary |
||
Line 205: | Line 205: | ||
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]]. | * Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]]. | ||
{{ | {{NavGameplay}} | ||
[[Category:Character Creation]] | [[Category:Character Creation]] | ||
{{ up to date | 2023-08-12 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | {{ up to date | 2023-08-12 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> |
Revision as of 00:27, 11 September 2023
At class levels 4, 8, and 12, 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.