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Feats: Difference between revisions
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# | '''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. | ||
{| class=wikitable | |||
|- | |||
| '''Athlete''' || | |||
Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
When you are [[Condition#Prone|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|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 Weapon|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]]. | |||
When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10. | |||
|- | |||
| '''Heavily Armored''' <br/> (Requires Medium Armor Proficiency) || | |||
Increase your [[Strength]] by 1, to a maximum of 20. | |||
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]]. | |||
|- | |||
| '''Moderately Armored''' <br/> (Requires Light Armor Proficiency) || | |||
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and [[Shield|shields]]. | |||
|- | |||
| '''Lightly Armored''' || | |||
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | |||
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]]. | |||
|- | |||
| '''Magic Initiate: Cleric''' || | |||
Learn 2 Cantrips and a 1st-level Spell from the [[Cleric#Cleric Spell List|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#Druid Spell List|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#Sorcerer Spell List|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#Warlock Spell List|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 [[Warlock#Warlock Spell List|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 [[Battle Master#Level 3|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 <code>3m / 10ft</code>). | |||
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 Attacks|Opportunity Attack]] from your target. | |||
|- | |||
| '''Shield Master''' || | |||
Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield|shield]]. | |||
|- | |||
| '''Skilled''' || | |||
You gain [[Proficiency]] in 3 [[Character Creation#Skills|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 [[Equipment#Weapons|weapons]] of your choice. | |||
|} |
Revision as of 10:55, 22 January 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. When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10. |
Heavily Armored (Requires Medium Armor Proficiency) |
Increase your Strength by 1, to a maximum of 20. Gain Armour Proficiency with Heavy Armour. |
Moderately Armored (Requires Light Armor Proficiency) |
Increase your Strength or Dexterity by 1, to a maximum of 20. You have Armour Proficiency with Medium Armour and shields. |
Lightly Armored |
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 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 weapons of your choice. |