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Feats: Difference between revisions
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* Increase your [[Strength]] by 1, to a maximum of 20. | * Increase your [[Strength]] by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] with {{HeavyArmour}}. | * Gain [[Proficiency]] with {{HeavyArmour}}. | ||
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|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master || | |||
''(Requires [[Armour#Heavy Armour|Heavy Armour]] [[Proficiency]])'' | |||
* Increase your [[Strength]] by 1, to a maximum of 20. | |||
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour. | |||
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|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured || | |{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured || | ||
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* Gain [[Musical Instrument]] [[Proficiency]]. | * Gain [[Musical Instrument]] [[Proficiency]]. | ||
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|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | |{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | ||
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]]. | * Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]]. | ||
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|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || | |{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough || | ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | * [[Hit Points|Hit Point]] maximum increased by 2 for each level. | ||
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|{{anchor|War Caster}}{{Icon|Passive Feature Generic Icon.png}} War Caster || | |||
* Gain [[Advantage]] on Saving Throws to maintain [[Concentration]] on a spell. | |||
* You can also use a reaction to cast [[Shocking Grasp]] at a target moving out of melee range. | |||
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|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master || | |{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master || |
Revision as of 19:46, 3 August 2023
At character 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.
Note: The following feats, while confirmed for the full release of the game, are not available during the Early Access period.
- Actor
- Alert
- Charger
- Crossbow Expert
- Dungeon Delver
- Durable
- Elemental Adept
- Heavy Armour Master
- Lucky
- Mage Slayer
- Medium Armour Master
- Observant
- Performer
- Polearm Master
- Resilient
- Ritual Caster
- Savage Attacker
- Sentinel
- Sharpshooter
- Spell Sniper
- Tavern Brawler
- War Caster
Feats
Feat | Description |
---|---|
Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
|
Actor |
|
Alert |
|
Athlete | |
Crossbow Expert |
|
Defensive Duellist |
|
Dual Wielder |
|
Dungeon Delver |
|
Great Weapon Master |
|
Heavily Armoured |
(Requires Medium Armour Proficiency)
|
Heavy Armour Master |
(Requires Heavy Armour Proficiency)
|
Moderately Armoured |
(Requires Light Armour Proficiency)
|
Lightly Armoured |
|
Magic Initiate: Bard |
|
Magic Initiate: Cleric |
|
Magic Initiate: Druid |
|
Magic Initiate: Sorcerer |
|
Magic Initiate: Warlock |
|
Magic Initiate: Wizard |
|
Martial Adept |
|
Mobile |
|
Performer |
|
Shield Master |
|
Skilled |
|
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.