Feat |
Description
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Ability Improvement |
Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.
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Actor |
- Your Charisma increases by 1, to a maximum of 20.
- Your Proficiency Bonus is also doubled for Deception and Performance checks.
- Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
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Alert |
Alert
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Athlete |
Athlete: Standing Up
- Your Strength or Dexterity 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 |
Gain the following weapon attacks:
Charger: Weapon Attack
- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
- Notes:
- Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
- This counts as a single weapon attack, not a full Action, so it is possible to follow up with abilities like Extra Attack.
Charger: Shove
- Charge forward and Shove the first enemy in your way.
- Notes:
- Shove distance depends on your Strength and the target's weight.
- This counts as a full Action.
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Crossbow Expert |
Crossbow Expert: Point-Blank
Crossbow Expert: Wounding
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Defensive Duellist |
Defensive Duellist
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Dual Wielder |
Dual Wielder: Bonus Armour Class
- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
Dual Wielder
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Dungeon Delver |
Dungeon Delver: Perception
Dungeon Delver: Resist Traps
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Durable |
Durable
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Elemental Adept |
- 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 |
Great Weapon Master: Bonus Attack
- 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.
Great Weapon Master: All In
- 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.
- Note: This is a toggleable passive ability.
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Heavily Armoured (Requires Medium armour Proficiency) |
Heavily Armoured
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Heavy Armour Master (Requires Heavy armour Proficiency) |
Heavy Armour Master
- 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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Lightly Armoured |
Lightly Armoured
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Lucky |
Lucky
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Mage Slayer |
Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster
- You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break Concentration
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Magic Initiate: Bard |
Magic Initiate: Bard
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Magic Initiate: Cleric |
Magic Initiate: Cleric
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Magic Initiate: Druid |
Magic Initiate: Druid
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Magic Initiate: Sorcerer |
Magic Initiate: Sorcerer
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Magic Initiate: Warlock |
Magic Initiate: Warlock
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Magic Initiate: Wizard |
Magic Initiate: Wizard
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Martial Adept |
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.
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Medium Armour Master (Requires Medium armour Proficiency)
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Medium Armour Master
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Mobile |
Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
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Moderately Armoured (Requires Light armour Proficiency) |
Moderately Armoured
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Performer |
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Polearm Master |
Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack
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Resilient |
Resilient
- You increase an Ability by 1, to a maximum of 20.
- Gain Proficiency in that ability's Saving throws.
- Note: this increase does apply to a druid in wild shape.
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Ritual Caster |
Ritual Caster: Free Spells
- You learn two Ritual Spells of your choice.
- Note: the spell must be one of these:
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Savage Attacker |
Savage Attacker
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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Sentinel |
Sentinel: Vengeance
- 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.
Sentinel: Snare
Sentinel: Opportunity Advantage
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Sharpshooter |
Sharpshooter: Low Ground
Sharpshooter: All In
- 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 |
Shield Master
Shield Master: Block
- 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.
- Notes:
- 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 |
Skilled
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Spell Sniper |
Spell Sniper
- 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.
- Notes:
- The cantrip you learn must be one of these:
- These cantrips use the character's [Ability modifier]. 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 |
Tavern Brawler
- 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.
- Note: 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 |
Tough
- Hit Point maximum increased by 2 for each level.
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War Caster |
War Caster: Concentration
War Caster: Opportunity Spell
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Weapon Master |
Weapon Master
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