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Feats: Difference between revisions
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Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | ||
You have [[Armour#Armour Proficiency|Armour Proficiency]] with [[Armour#Medium Armour|Medium Armour]] and [[Shield | You have [[Armour#Armour Proficiency|Armour Proficiency]] with [[Armour#Medium Armour|Medium Armour]] and [[Shield]]s. | ||
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Revision as of 04:37, 27 February 2023
Feats are properties a creature can choose to gain when leveling up. Usually, certain levels will offer a choice between two points of Ability Score improvement, and choosing a Feat instead, though some Feats also bring a single point of Ability Score improvements with them.
Athlete |
Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement. |
Defensive Duelist |
When attacked with a melee attack, use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient. |
Dual Wielder |
Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light. |
Great Weapon Master |
When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action that turn. When attacking with Heavy Melee Weapons you are Proficient with, attack rolls take a -5 penalty, but their damage increases by 10. (Toggleable Passive Effect; see Great Weapon Master: All In.) |
Heavily Armoured (Requires Medium Armour Proficiency) |
Increase your Strength by 1, to a maximum of 20. Gain Armour Proficiency with Heavy Armour. |
Moderately Armoured (Requires Light Armour Proficiency) |
Increase your Strength or Dexterity by 1, to a maximum of 20. You have Armour Proficiency with Medium Armour and Shields. |
Lightly Armoured |
Increase your Strength or Dexterity by 1, to a maximum of 20. Gain Armour Proficiency with Light Armour. |
Magic Initiate: Cleric |
Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom. |
Magic Initiate: Druid |
Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom. |
Magic Initiate: Sorcerer |
Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma. |
Magic Initiate: Warlock |
Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma. |
Magic Initiate: Wizard |
Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence. |
Martial Adept |
Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest. |
Mobile |
Your Movement Speed increases by 3m / 10ft. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target. |
Shield Master |
Gain a +2 bonus to Dexterity Saving Throws when wielding a shield. |
Skilled |
You gain Proficiency in 3 Skills of your choice. |
Tough |
Hit point maximum increased by 2 for each level. |
Weapon Master |
Increase your Strength or Dexterity by 1, to a maximum of 20. Gain Proficiency with four Weapon types of your choice. |