Ad placeholder
Feats: Difference between revisions
Jump to navigation
Jump to search
HiddenDragon (talk | contribs) mNo edit summary |
HiddenDragon (talk | contribs) mNo edit summary |
||
Line 59: | Line 59: | ||
|- | |- | ||
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' || | |{{anchor|Dungeon Delver}} '''Dungeon Delver''' || | ||
'''{{SAI|Dungeon Delver: Perception|w=30}} | '''{{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. | :* 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}} | '''{{SAI|Dungeon Delver: Resist Traps|w=30}}''' | ||
:* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | :* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | ||
|- | |- | ||
Line 109: | Line 109: | ||
:* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it. | :* 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}} | '''{{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. | :* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. | ||
Line 120: | Line 120: | ||
|- | |- | ||
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' || | |{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' || | ||
'''{{SAI|Magic Initiate: Cleric|w=30}} | '''{{SAI|Magic Initiate: Cleric|w=30}}''' | ||
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|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}}. | :* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric#Cleric Spell List|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}}. | ||
|- | |- | ||
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' || | |{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' || | ||
'''{{SAI|Magic Initiate: Druid|w=30}} | '''{{SAI|Magic Initiate: Druid|w=30}}''' | ||
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|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}}. | :* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid#Druid Spell List|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}}. | ||
|- | |- | ||
Line 140: | Line 140: | ||
|- | |- | ||
|{{anchor|Martial Adept}} '''Martial Adept''' || | |{{anchor|Martial Adept}} '''Martial Adept''' || | ||
'''{{SAI|Martial Adept|w=30}} | '''{{SAI|Martial Adept|w=30}}''' | ||
:* 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 Rest|Short]] or [[Long Rest]]. | :* 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 Rest|Short]] or [[Long Rest]]. | ||
|- | |- |
Revision as of 16:15, 12 October 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 |
Gain the following weapon attacks:
|
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 |
|
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.