Name
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Description
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Ability Improvement
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Actor
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Actor
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Alert
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Alert
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Athlete
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Athlete: Standing Up
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- Your Strength or Dexterity score increases by 1, to a maximum of 20.
- When you are Prone, standing up uses significantly less movement.
- Your Jump distance also increases by 50%.
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Charger
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Charger: Weapon Attack
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- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
- Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
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Charger: Shove
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- Charge forward and Shove the first enemy in your way.
- Shove distance depends on your Strength and the target's weight.
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Notes
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- Charger: Weapon Attack counts as a single weapon attack, and benefits from Extra Attack.
- As a Shove, Charger:Shove does not count as an actual attack.
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Crossbow Expert
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Crossbow Expert: Point-Blank
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Crossbow Expert: Wounding
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Defensive Duelist
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Defensive Duellist
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Dual Wielder
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Dual Wielder
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- You can use Two-Weapon Fighting even if your weapons aren't Light You cannot dual-wield Heavy weapons.
- Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the Two-Weapon Fighting style, it just allows you to dual wield non-light non-heavy weapons.
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Dual Wielder: Bonus Armour Class
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- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
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Dungeons Delver
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Dungeon Delver: Perception
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Dungeon Delver: Resist Traps
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Notes
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- This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's Danger Sense is also largely broken, and the functions for the features described does not exist.
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Durable
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Durable
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Elemental Adept
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- Spells you cast ignore Resistance to a damage type of your choice. In addition, when you deal that type of damage with a Spell, you cannot roll a 1.
- Damage resistance options are one of the following:
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Great Weapon Master
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Great Weapon Master: Bonus Attack
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- 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.
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Great Weapon Master: All In
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- When attacking with a Two-Handed or Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
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Notes
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- All In is a toggleable passive ability.
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Heavily Armoured
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Heavily Armoured
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Notes
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Heavy Armour Master
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Heavy Armour Master
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- 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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Notes
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Lightly Armoured
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Lightly Armoured
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Lucky
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Lucky
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Mage Slayer
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Mage Slayer: Saving Throw Advantage
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Mage Slayer: Attack Caster
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- You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
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Mage Slayer: Break Concentration
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Magic Initiate: Bard
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Magic Initiate: Bard
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Magic Initiate: Cleric
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Magic Initiate: Cleric
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Magic Initiate: Druid
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Magic Initiate: Druid
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Magic Initiate: Sorcerer
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Magic Initiate: Sorcerer
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Magic Initiate: Warlock
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Magic Initiate: Warlock
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Magic Initiate: Wizard
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Magic Initiate: Wizard
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Martial Adept
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Martial Adept
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Medium Armour Master
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Medium Armour Master
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Notes
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Mobile
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Mobile: Evade Difficult Terrain
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Mobile: Evade Opportunity Attack
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- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
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Moderately Armoured
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Moderately Armoured
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Performer
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Polearm Master
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Polearm Master: Bonus Attack
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Polearm Master: Opportunity Attack
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Notes
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- This attack deals 1d4 + Weapon Ability Modifier damage
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Resilient
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Resilient
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Notes
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Ritual Caster
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Ritual Caster: Free Spells
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Notes
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- The spell must be two of these:
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Savage Attacker
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Savage Attacker
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- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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Sentinel
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Sentinel: Vengeance
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- When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
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Sentinel: Snare
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Sentinel: Opportunity Advantage
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Sharpshooter
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Sharpshooter: Low Ground
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Sharpshooter: All In
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- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
- Note: This is a toggleable passive ability.
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Shield Master
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Shield Master
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Shield Master: Block
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- 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.
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Skilled
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Skilled
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Spell Sniper
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Spell Sniper
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- You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
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Notes
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- The cantrip you learn must be one of these:
- These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
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Tavern Brawler
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Tavern Brawler
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- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rolls.
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Notes
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- Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
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Tough
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Tough
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- Hit Point maximum increased by 2 for each level.
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War Caster
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War Caster: Concentration
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War Caster: Opportunity Spell
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Weapon Master
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Weapon Master
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