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Feats
Feats are powerful passive or active features a character can select at certain levels during the level up process.
Feat Selection Levels
At levels 4, 8, and 12, characters must choose to take either a Feat or two points of Ability Score Improvement. Some Feats also include a single point of Ability Score Improvement.
Fighters receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, and 12.
Rogues also receive more Feats/Ability Score Improvements than other classes, at levels 4, 8, 10, and 12.
Not-Yet-Implemented Feats
The following Feats have been confirmed for the full release but are not currently available in Early Access:
- 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
Available Feats
Ability Improvement
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
- Increase one Ability Score by 2, or two Ability Scores by 1.
- You can't increase an Ability Score above 20 using this feature.
Athlete
- Increase Strength or Dexterity by 1, to a maximum of 20.
- When you are Prone, standing up uses less movement.
Defensive Duellist
- 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 lands 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.
- (This is a Toggleable Passive Effect; see Great Weapon Master: All In for more information.)
Heavily Armoured
(Requires Medium Armour Proficiency)
- Increase your Strength by 1, to a maximum of 20.
- Gain Proficiency with Heavy armour.
Moderately Armoured
(Requires Light Armour Proficiency)
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Gain Proficiency with Medium armour and Shields.
Lightly Armoured
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Gain Proficiency with Light armour.
Magic Initiate: Bard
- Learn 2 Cantrips and a 1st-level Spell from the Bard spell list.
- You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
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 manoeuvres 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.
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Performer
- Increase your Charisma by 1, to a maximum of 20.
- Gain Musical Instrument Proficiency.
Shield Master
- Gain a +2 bonus to Dexterity Saving Throws when wielding a Shield.
- If a spell forces you to make a Dexterity Saving Throw, you can use your Reaction to shield yourself and diminish the effect's damage.
- On a failed save, you only take half damage.
- On a successful save, you don't take any damage, even if you normally would.
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.