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Feats: Difference between revisions
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:* Notes: | :* Notes: | ||
:** Shove distance depends on your {{Ability|Strength}} and the target's weight. | :** Shove distance depends on your {{Ability|Strength}} and the target's weight. | ||
:** | :** As a normal Shove, this does not count as an actual attack. | ||
|- | |- | ||
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' || | |{{anchor|Crossbow Expert}} '''Crossbow Expert''' || |
Revision as of 15:33, 12 December 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, respectively at level 6 and level 10.
Feats
Feat | Description |
---|---|
Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
|
Actor |
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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) |
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Heavy Armour Master (Requires Heavy armour Proficiency) |
|
Lightly Armoured |
|
Lucky |
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Mage Slayer |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
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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Medium Armour Master (Requires Medium armour Proficiency) |
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Mobile |
|
Moderately Armoured (Requires Light armour Proficiency) |
|
Performer |
|
Polearm Master |
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Resilient |
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Ritual Caster |
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Savage Attacker |
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Sentinel |
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Sharpshooter |
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Shield Master |
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Skilled |
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Spell Sniper |
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Tavern Brawler |
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Tough |
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War Caster |
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Weapon Master |
|
Trivia
- Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.