A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Character Improvement feature. When you reach these levels, you take a feat that your character may permanently benefit from. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the [[#Inspiring Leader]] feat requires you to have a Charisma score of 13 or higher. If your Charisma score is reduced below 13 somehow, you can’t benefit from the [[#Inspiring Leader]] feat until your Charisma is restored. <br> ___ ### Level 0 Feats <br> ##### Actor Skilled at mimicry and dramatics, you gain the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Deception|Deception]] and [[Abilities & Skills#Performance|Performance]] checks when trying to pass yourself off as a different person. - You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful [[Abilities & Skills#Insight|Insight]] check contested by your [[Abilities & Skills#Deception|Deception]] check allows a listener to determine that the effect is faked. <br><br><br> ##### Alert Always on the lookout for danger, you gain the following benefits: - You gain a +5 bonus to [[Abilities & Skills#Dexterity|initiative]]. - You can't be [[Order of Combat#Surprise|surprised]] while you are conscious. - Other creatures don’t gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls against you as a result of being [[Making an Attack#Unseen Attackers and Targets|unseen]] by you. <br><br><br> ##### Athlete You have undergone extensive physical training to gain the following benefits: - When you are [[Conditions#Prone|prone]], standing up uses only 5 feet of your movement. - [[Exploration & Environment#Climbing|Climbing]] doesn't cost you extra movement. - You can make a running [[Exploration & Environment#Long Jump|long jump]] or a running [[Exploration & Environment#High Jump|high jump]] after moving only 5 feet on foot, rather than 10 feet. <br><br><br> ##### Chef Time spent mastering the culinary arts has paid off, granting you the following benefits: - You gain proficiency with [[Adventuring Gear#Cook's Utensils|cook’s utensils]] if you don’t already. - You learn 2 journeyman [[Cooking#Recipes|recipes]], and 1 expert recipe. - With one hour of work you can cook special treats, provided you have [[Adventuring Gear#Cook's Utensils|cook’s utensils]] and rations on hand. You can cook a number of treats equal to twice your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. These meals last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. <br><br><br> ##### Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Perception|Perception]] and [[Abilities & Skills#Investigation|Investigation]] checks made to detect the presence of secret doors and traps. - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws made to avoid or resist traps. - You have [[Damage and Healing#Resistance|resistance]] to the damage dealt by traps. - When you enter a ruin or dungeon, you can correctly ascertain its original purpose and have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on checks to determine its builders. - In addition, you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Commerce 🛠|Commerce]] checks to determine the monetary value of art objects more than a century old. <br><br><br> ##### False Identity 🛠 You gain proficiency with [[Adventuring Gear#Disguise Kit|Disguise]] and [[Adventuring Gear#Forgery Kit|Forgery]] kits if you don't already have them. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. <br><br><br> ##### Handy 🛠 Provided you have appropriate tools and materials, you can perform expert repairs on buildings, objects and vehicles. When you use this feature, you restore a number of hit points to the object equal to 5 × your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. An object cannot be patched by you in this way again until after it has been fully repaired. <br><br><br> ##### Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - You gain proficiency with a [[Gear Appendix#Healing Kit|healing kit]] if you don't already have it. - When you use a [[Gear Appendix#Healing Kit|healing kit]] to [[Damage and Healing#Stabilizing a Creature|stabilize]] a [[Conditions#Dying 🛠|dying]] creature, that creature also regains 1 hit point. - As an action, you can spend one use of a [[Gear Appendix#Healing Kit|healing kit]] to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. When you use a [[Gear Appendix#Healing Kit|healing kit]] in this way, it has 5 uses. <br><br><br> ##### Inspiring Leader *Prerequisite: Charisma 13 or higher* You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose a number of friendly creatures equal to twice your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a [[Survival Needs#Rest|rest]]. <br><br><br> ##### Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. - You always know which way is north. - You always know the number of hours left before the next sunrise or sunset. - You can accurately recall anything you have seen or heard within the last 30 days. <br><br><br> ##### Kitbasher 🛠 Your mastery of specialized instruments allows you to improvise tools from scraps. You gain the following benefits: - You gain proficiency in one [[Adventuring Gear#Tool Sets|tool set]] of your choice, or [[Levels & Proficiency Bonus#Expertise|expertise]] with one [[Adventuring Gear#Tool Sets|tool set]] that you are already proficient in. - If you spend an hour gathering debris and assembling pieces, you can create a functional substitute for any [[Adventuring Gear#Tool Sets|tool set]]. You or another creature can make a number of checks equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] with these tools before they become unusable. <br><br><br> ##### Linguist You have studied languages and codes, gaining the following benefits: - You learn three [[Languages|languages]] or [[Languages#Dialects|dialects]] of your choice. - You can easily create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]), or they use magic to decipher it. - You can communicate with a sentient being who doesn’t speak any language you know. You must observe the being interacting in it's own dialect or language for at least 1 day, after which you learn a handful of important words, expressions, and gestures; enough to communicate on a rudimentary level. This wears off after 1 week or not using this new method of communication. <br><br><br> ##### Lucky You have inexplicable luck that seems to kick in at just the right moment. - You have 3 luck points. Whenever you make an attack roll, check, or saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, check, or saving throw. - You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. - You regain your expended luck points when you finish a [[Survival Needs#Long Rest|long rest]]. <br><br><br> ##### Observant Quick to notice details of your environment, you gain the following benefits: - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. - You have a +5 bonus to your [[Abilities & Skills#Checks|passive]] (Wisdom) [[Abilities & Skills#Perception|Perception]] and (Intelligence) [[Abilities & Skills#Investigation|Investigation]] scores. - You have an excellent memory for maps and geography, granting you [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Navigation 🛠|Navigation]] checks for recalling areas you've been. - You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. <br><br><br> ##### Skulker *Prerequisite: Dexterity 13 or higher* You are expert at slinking through shadows. You gain the following benefits: - You can try to [[Actions in Combat#Hide|hide]] when you are [[Exploration & Environment#Lightly Obscured|lightly obscured]] from the creature from which you are hiding. - When you are [[Actions in Combat#Hide|hidden]] from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position unless your weapon has either the [[Armour & Weapons#Thrown|thrown]] or [[Armour & Weapons#Reload|reload]] property. - [[Exploration & Environment#Dim light|Dim light]] doesn't impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on your [[Abilities & Skills#Perception|Perception]] checks relying on sight. <br><br><br> ##### Tandem Tactician 🛠 Your presence in a scrap tends to elevate your comrades. You gain the following benefits: - You can use the [[Actions in Combat#Help|Help]] action as a bonus action. - When you use the [[Actions in Combat#Help|Help]] action to aid an ally in attacking a creature, increase the range of the [[Actions in Combat#Help|Help]] action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the [[Actions in Combat#Help|Help]] action this way. <br><br><br> ##### Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: - You are proficient with [[Armour & Weapons#Improvised Weapons|improvised weapons]]. - Your [[Making an Attack#Unarmed Strikes|unarmed strikes]] use a d4 for damage. If you have a feature that increases that damage of your [[Making an Attack#Unarmed Strikes|unarmed strikes]], you can choose which damage die to use. - When you hit a creature with an [[Making an Attack#Unarmed Strikes|unarmed strike]] or an [[Armour & Weapons#Improvised Weapons|improvised weapon]] on your turn, you can use a bonus action to attempt to [[Making an Attack#Grapple 🛠|grapple]] the target. <br><br><br> ##### Vandal 🛠 You like to breaking things. You are good at it. Your experience in doing so has granted you the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls to hit inanimate objects. - If you successfully hit an inanimate object, treat the attack as if it were a [[Damage and Healing#Critical Hits 🛠|critical hit]]. - You are intimately familiar with areas of cities that most people shun: ruined neighbourhoods, overgrown parks that no hand has tended in decades, and the vast, sprawling rubble belts of broken terrain that civilized folk have long abandoned. You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Navigation 🛠|Navigation]] and [[Abilities & Skills#Survival|Survival]] checks in this kind of environment. - You have little trouble finding a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day. <br><br> ___ ### Level 4 Feats <br> ##### Armor Initiate 🛠 *Prerequisites: Character level 4 or higher* You've taken an interest in better protecting yourself. You gain proficiency with either [[Armour & Weapons#Shields|shields]] or an [[Armour & Weapons#Armour|armour]] type of your choice. You can take this feat multiple times, each time you do so you must make a different selection. <br><br><br> ##### Bomber 🛠 *Prerequisites: Character level 4 or higher* You have steady fingers and a strong throwing arm, granting you the following benefits: - You gain proficiency in [[Adventuring Gear#Alchemist's Fire|alchemist's supplies]], and have [[Levels & Proficiency Bonus#Expertise|expertise]] on [[Crafting#The Crafting Check|crafting checks]] to make [[Adventuring Gear#Bombs|bombs]]. If you already have proficiency with [[Adventuring Gear#Alchemist Supplies|alchemist's supplies]], you may choose between [[Gear Appendix#Crystallography Tools|Crystallography Tools]] and [[Gear Appendix#Tinker Tools|Tinker Tools]]. - You can throw [[Adventuring Gear#Bombs|bombs]] as a bonus action. - The distance that you can [[Armour & Weapons#Thrown|throw]] a [[Adventuring Gear#Bombs|bomb]] doubles. - When you throw a [[Adventuring Gear#Bombs|bomb]], you can use your reaction to grant [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the saving throw against it to a number of creatures equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] that you can see. - The saving throw DC of [[Adventuring Gear#Bombs|bombs]] you [[Crafting|craft]] is equal to 8 + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Intelligence modifier, unless the bomb's DC is higher. <br><br><br> ##### Charger *Prerequisites: Character level 4 or higher* When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to [[Making an Attack#Shoving a Creature|shove]] a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to [[Making an Attack#Shoving a Creature|shove]] and you succeed). <br><br><br> ##### Defensive Duellist *Prerequisites: Character level 4 or higher* When you are wielding a [[Armour & Weapons#Finesse|finesse]] weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to your AC for that attack, potentially causing the attack to miss you. <br><br><br> ##### Dual Wielder *Prerequisites: Character level 4 or higher* You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate melee weapons in each hand. - You can use [[Making an Attack#Two-Weapon Fighting|two-weapon fighting]] with one-handed weapons even if the weapons you are wielding aren't [[Armour & Weapons#Weapon Properties#Light|light]]. <br><br><br> ##### Durable *Prerequisites: Character level 4 or higher* Hardy and resilient, you gain the following benefits: - You gain 3 additional Hit Dice. - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). - Whenever you take the [[Actions in Combat#Dodge|dodge]] action in combat, you can spend one Hit Die to heal yourself. <br><br><br> ##### Elemental Adept *Prerequisite: Character level 4 or higher, the ability to cast at least one spell* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore [[Damage and Healing#Resistance|resistance]] to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. <br><br><br> ##### Fighting Initiate *Prerequisite: Character level 4 or higher, proficiency with a weapon category* Your mastery of battle has helped you develop a particular style of fighting. You learn one [[Fighter#Fighting Style|Fighting Style]] from the [[Fighter|Fighter]] class feature that you do not already know. Whenever you reach a level that grants the Character Improvement feature, you can replace this feat’s [[Fighter#Fighting Style|Fighting Style]] with another one from the [[Fighter|Fighter]] class that you don’t have. <br><br><br> ##### Focused 🛠 *Prerequisites: Character level 4 or higher* You have trained to shut out all distractions and concentrate on the task in-hand, gaining the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any rolls you make to maintain [[Abilities & Skills#Concentration|concentration]]. - You can choose to re-roll one check after the DM has declared whether or not the check was a success or fail, once per [[Survival Needs#Rest|rest]]. - Once per [[Survival Needs#Long Rest|long rest]] you can choose roll normally on any [[Abilities & Skills#Advantage & Disadvantage|disadvantaged]] roll you have to make. <br><br><br> ##### Grappler 🛠 *Prerequisites: Character level 4 or higher* You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - Any Strength checks to make a [[Making an Attack#Grapple 🛠|Grapple]] are made at [[Abilities & Skills#Advantage & Disadvantage|advantage]]. - An opponent rolling an [[Actions in Combat#Escape 🛠|Escape]] check against your [[Conditions#Restrained 🛠|restraint]] is made with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. - If you have an opponent in a [[Making an Attack#Grapple 🛠|grapple]], checks to [[Making an Attack#Grapple 🛠|Drag]] or [[Making an Attack#Grapple 🛠|Toss]] your grappled target are made at [[Abilities & Skills#Advantage & Disadvantage|advantage]]. - If you succeed on any contested Strength roll against a target, you can choose to put that target into a [[Making an Attack#Grapple 🛠|grapple]], regardless of who initiated the contest. <br><br><br> ##### Harvester 🛠 *Prerequisites: Character level 4 or higher, proficiency with Harvesting Tools* You have a knack for retrieving exceptional components from the gnarliest of corpses. - You gain proficiency in one skill from the following options: [[Abilities & Skills#Arcana|Arcana]], [[Abilities & Skills#Medicine|Medicine]], [[Abilities & Skills#Nature|Nature]], [[Abilities & Skills#Religion|Religion]], [[Abilities & Skills#Survival|Survival]] or [[Abilities & Skills#Technology 🛠|Technology]]. - You have [[Levels & Proficiency Bonus#Expertise|expertise]] when performing an [[Flora & Fauna#Appraising|Appraisal]] or [[Flora & Fauna#Harvesting|Harvest]] check using a skill with which you are proficient. - You are able to perform the [[Actions in Combat#Help|Help]] action to assist with [[Flora & Fauna#Harvesting|harvesting]]. <br><br> ##### Herbalist 🛠 *Prerequisites: Character level 4 or higher, proficiency with the Herbalism Kit* As an experienced herbalist, you know the best spots to find ripe plants, and the best techniques to gather them granting you the following benefits: - Whenever you [[Flora & Fauna#Flora|forage or pick]] a herb that has charges, that herb always starts with the maximum number of charges possible. - Whenever you [[Flora & Fauna#Flora|forage or pick]] a herb, roll a d20. On an 18 or higher, you gain two of the herb you just gathered instead of one. - When you would [[Flora & Fauna#Using Herbs|prepare a herb]] over a [[Survival Needs#Short Rest|rest]], you may now prepare any number of herbs instead of just one. <br><br><br> ##### Jack of all Tools 🛠 *Prerequisites: Character level 4 or higher* You learn to wield tools with precision and efficiency, improvising where necessary. - You gain proficiency with 3 tools of your choice. - When you make a [[Crafting#The Crafting Check|Crafting check]] using a tool set with which you are not proficient, you can add half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (rounded down) instead. - When [[Crafting|crafting]] an item, you may double any [[Crafting#Crafting Point Values|crafting points]] you earn, as long a you are proficient with the appropriate [[Adventuring Gear#Tool Sets|Tool Set]]. <br><br> ##### Mage Slayer *Prerequisites: Character level 4 or higher* You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: - When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. - When you damage a creature that is [[Spellcasting#Duration|concentrating]] on a spell, that creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the saving throw it makes to maintain its [[Spellcasting#Duration|concentration]]. - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws against spells cast by creatures within 5 feet of you. <br><br><br> ##### Magic Initiate *Prerequisites: Character level 4 or higher* Choose a spell list: [[Arcane Spells|Arcane]], [[Divine Spells|Divine]], [[Occult Spells|Occult]] or [[Primal Spells|Primal]]. You learn two cantrips of your choice from your chosen spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you may cast that spell once at its lowest level, expending no spell slots; once you have done so, you can’t cast that spell with this feat again until you finish a [[Survival Needs#Long Rest|long rest]]. You may also cast the spell using any spell slots you have, even if your use of this feat has been expended. You may choose your [[Spellcasting#Spellcasting Ability|spellcasting ability]] for these spells. <br><br><br> ##### Mobile *Prerequisites: Character level 4 or higher* You are exceptionally speedy and agile. You gain the following benefits: - Your movement speeds increase by 10 feet. - When you use the [[Actions in Combat#Dash|Dash]] action, [[Movement and Position#Difficult Terrain|difficult terrain]] doesn't cost you extra movement on that turn. - When you make a melee attack against a creature, you don't provoke [[Making an Attack#Opportunity Attacks|opportunity attacks]] from that creature for the rest of the turn, whether you hit or not. <br><br><br> ##### Mounted Combatant *Prerequisites: Character level 4 or higher* You are a dangerous foe to face while [[Companions, Mounts & NPCs#Controlling a Mount|mounted]]. While you are [[Companions, Mounts & NPCs#Controlling a Mount|mounted]] and aren't [[Conditions#Stunned 🛠|stunned]], you gain the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on melee attack rolls against any unmounted creature that is smaller than your mount. - You can force an attack targeted at your mount to target you instead. - If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. <br><br><br> ##### Mystic Clarity 🛠 *Prerequisite: Character of level 4 or higher, ability to cast at least one spell* Thanks to rigorous discipline in practicing magic, you gain the following benefits: - When you cast a spell that restores hit points to an ally, you gain temporary hit points equal to the highest die value that you roll. These temporary hit points last for up to 1 hour. - You gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] when you make a Constitution saving throw to maintain [[Spellcasting#Duration|concentration]] on a beneficial effect you have cast on yourself or an ally. - When you fail a Constitution saving throw to maintain [[Spellcasting#Duration|concentration]], you may choose to gain a level of [[Conditions#exhaustion|exhaustion]] and treat the saving throw as a success instead. <br><br><br> ##### Poisoner *Prerequisites: Character level 4 or higher* You can prepare and deliver deadly poisons, granting you the following benefits: - When you make a damage roll that deals poison damage, it ignores [[Damage and Healing#Resistance|resistance]] to poison damage. - You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. - You gain proficiency with the [[Gear Appendix#Apothecary Kit|Apothecary Kit]] if you don’t already have it. <br><br><br> ##### Reflexive 🛠 *Prerequisites: Character level 4 or higher* You live life on the edge and your whole body is honed to react in an instant, granting you the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Order of Combat#Initiative 🛠|initiative rolls]]. - You can make [[Making an Attack#Opportunity Attacks 🛠|opportunity attacks]] against creatures that enter your reach. - Even if you are [[Order of Combat#Surprise|surprised]], you may still use a reaction on your turn. <br><br><br> ##### Skilled *Prerequisites: Character level 4 or higher* You gain proficiency in any combination of three [[Abilities & Skills#Skills|skills]] or [[Adventuring Gear#Tool Sets 📌|tools]] of your choice. You may take this feat more than once, selecting different [[Abilities & Skills#Skills|skills]] and [[Adventuring Gear#Tool Sets 📌|tools]] each time you do. <br><br><br> ##### Spell Sniper *Prerequisite: Character level 4 or higher, The ability to cast at least one spell* You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: - When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. - Your ranged spell attacks ignore [[Movement and Position#Half Cover|half]] and [[Movement and Position#Three-Quarters Cover|three-quarters cover]]. - You learn one cantrip that requires an attack roll from any spell list. You may choose your [[Spellcasting#Spellcasting Ability|spellcasting ability]] for this cantrip. <br><br><br> ##### Tough *Prerequisites: Character level 4 or higher* Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. <br><br><br> ##### War Caster *Prerequisite: Character level 4 or higher, The ability to cast at least one spell* You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: - You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on Constitution saving throws that you make to maintain your [[Spellcasting#Duration|concentration]] on a spell when you take damage. - You can perform the [[Spellcasting#Components|somatic components]] of spells without needing an empty hand. - When a hostile creature leaves your range, you can use your reaction to cast a spell at the creature as if you were making an [[Making an Attack#Opportunity Attacks|opportunity attack]]. The spell must have a casting time of 1 action and must target only that creature. <br><br><br> ##### Weapon Initiate *Prerequisites: Character level 4 or higher* You've taken an interest in better arming yourself. You gain proficiency with a [[Armour & Weapons#Weapons|weapon category]] of your choice. You can select this feat multiple times. Each time you do so, you must choose a different [[Armour & Weapons#Weapons|weapon category]]. <br><br> ___ ### Level 8 Feats <br> ##### Axe Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with axes* Your continued experience with [[Armour & Weapons#Axes|axes]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Axes|axes]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Axes|axes]]. - On your turn, when you score a [[Damage and Healing#Critical Hits 🛠|critical hit]] or reduce a creature to 0 hit points with an [[Armour & Weapons#Axes|axe]], you can use your reaction to make another attack as part of the same action against a target within your weapon's reach. <br><br><br> ##### Blade Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with blades* Your continued experience with [[Armour & Weapons#Blades|blades]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Blades|blades]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Blades|blades]]. - On your turn you can use your reaction to enter a readied stance. While readied, you gain a +1 AC with a one-handed blades, or +2 AC with a [[Armour & Weapons#Two-Handed|two-handed]] or [[Armour & Weapons#Versatile|versatile]] blade held with two hands against melee attacks. <br><br><br> ##### Bludgeon Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with bludgeons* Your continued experience with [[Armour & Weapons#Bludgeons|bludgeons]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Bludgeons|bludgeons]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Bludgeons|bludgeons]]. - When you score a [[Damage and Healing#Critical Hits 🛠|critical hit]] with a [[Armour & Weapons#Bludgeons|bludgeon]], you can use your reaction to force your enemy to succeed a Constitution saving throw or be [[Conditions#Stunned 🛠|stunned]] until the end of your next turn. <br><br><br> ##### Bow Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with bows* Your continued experience with [[Armour & Weapons#Bows|bows]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Bows|bows]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Bows|bows]]. - While attacking with a [[Armour & Weapons#Bows|bow]], you ignore the effects of [[Movement and Position#Half Cover|half]] and [[Movement and Position#Three-Quarters Cover|three-quarters cover]] and no longer suffer [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] to attack rolls if your target is [[Conditions#Prone|prone]]. <br><br><br> ##### Crossbow Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with crossbows* Your continued experience with [[Armour & Weapons#Crossbows|crossbows]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Crossbows|crossbows]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Crossbows|crossbows]]. - You ignore the [[Armour & Weapons#Loading|loading]] property of [[Armour & Weapons#Crossbows|crossbows]], and any [[Armour & Weapons#Crossbows|crossbows]] your wield gain the [[Armour & Weapons#Hipshot|hipshot]] property. <br><br><br> ##### Expert *Prerequisites: Character level 8 or higher* You have honed your proficiency with particular skills, granting you the following benefits: - You gain proficiency in two [[Abilities & Skills#Skills|skills]] of your choice. - Choose one skill in which you had proficiency with before taking this feat. You gain [[Levels & Proficiency Bonus#Expertise|expertise]] with that skill. The skill you choose must be one that isn’t already benefiting from a feature, such as [[Bard#Expertise|Expertise]], that doubles your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. <br><br><br> ##### Extra Attack 🛠 *Prerequisites: Character level 8 or higher* You have honed your martial skills to the point that when you take the [[Actions in Combat#Attack|attack]] action, you may make a second attack as part of that action. This feat does not stack with Extra Attack features provided from other sources. <br><br><br> ##### Firearm Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with firearms* Your continued experience with [[Armour & Weapons#Firearms|firearms]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Firearms|firearms]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Firearms|firearms]]. - When you [[Armour & Weapons#Reload|reload]], you can make an attack with any weapon you are wielding (except for the weapon being reloaded) as a bonus action. <br><br><br> ##### Heavy Armor Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with heavy armor* You can use your [[Armour & Weapons#Armour|heavy armour]] to deflect strikes that would kill others. You gain the following benefits while wearing [[Armour & Weapons#Armour|heavy armour]]: - While wearing [[Armour & Weapons#Armour|heavy armour]], all bludgeoning, piercing, and slashing damage you receive from non-magical sources is reduced by an amount equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. If your armour is magical, you can apply this reduction to magical bludgeoning, piercing, and slashing damage. - You may ignore the Strength score requirements for any [[Armour & Weapons#Armour|heavy armour]] you wear. <br><br><br> ##### Intense Concentration 🛠 *Prerequisite: Character level 8 or higher, the ability to cast at least one spell* You have honed your mind to intense focus. All [[Spellcasting#Duration|concentration]] checks are reduced in DC by 1 for you. In addition, you have developed the ability to [[Spellcasting#Duration|concentrate]] on more then one spell at a time. When you are [[Spellcasting#Duration|concentrating]] on a spell and cast another spell that requires concentration: - You immediately gain one level of [[Conditions#exhaustion|exhaustion]] - If you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on rolls to maintain [[Spellcasting#Duration|concentration]] from any source, you lose that [[Abilities & Skills#Advantage & Disadvantage|advantage]] - Subtract 20ft from your movement speeds - When you would make a roll to maintain [[Spellcasting#Duration|concentration]], make a separate roll for each spell being [[Spellcasting#Duration|concentrated]] on. If you lose [[Spellcasting#Duration|concentration]] on either spell, you lose [[Spellcasting#Duration|concentration]] on both of them. While [[Spellcasting#Duration|concentrating]] on multiple spells, your mental resources are stretched. Additional spells you cast can only be of 2nd level or lower. <br><br><br> ##### Knife Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with knives* Your continued experience with [[Armour & Weapons#Knives|knives]] has granted you the following benefits: - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Knives|knives]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Knives|knives]]. - A successful attack with a [[Armour & Weapons#Knives|knife]] weapon against a [[Order of Combat#Surprise|surprised]] creature is a [[Damage and Healing#Critical Hits 🛠|critical hit]]. <br><br><br> ##### Launch Weapon Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with launch weapons* Your continued experience with [[Armour & Weapons#Launchers|launchers]] has granted you the following benefits: - +2 damage with all [[Armour & Weapons#Launchers|launchers]]. - You may use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Launchers|launchers]]. - You can perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Launchers|launchers]]. - If you move at least 10 feet in a straight line toward your target immediately before making an attack, you can double your damage dice for that attack's damage. - When you score a [[Damage and Healing#Critical Hits 🛠|critical hit]], the target suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls until the start of your next turn. <br><br><br> ##### Light Armor Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with light armor* You are able to use your [[Armour & Weapons#Armour|light armour's]] protection to deflect blows that would have only barely hit you. You gain the following benefits while you are wearing [[Armour & Weapons#Armour|light armor]]: - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the save. You still take full damage if you fail. - All [[Making an Attack#Opportunity Attacks|opportunity attacks]] against you are made at [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. <br><br><br> ##### Medium Armor Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with medium armor* Combining the mobility of [[Armour & Weapons#Armour|light armor]] and the protection of [[Armour & Weapons#Heavy|heavy armor]], your skirmishing is unmatched and you gain the following benefits while wearing [[Armour & Weapons#Armour|medium armor]]: - Wearing [[Armour & Weapons#Armour|medium armor]] doesn't impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on your [[Abilities & Skills#Stealth|Stealth]] checks. - In response to a [[Damage and Healing#Critical Hits 🛠|critical hit]], as a reaction you can attempt your choice of Dexterity or Strength saving throw against a DC of 10 or half the damage taken, whichever is higher. On success, you are [[Damage and Healing#Damage Resistance and Vulnerability|resistant]] to all damage for that attack. <br><br><br> ##### Polearm Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with polearms* Your continued experience with [[Armour & Weapons#Polearms|polearms]] has granted you the following benefits: - You can use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[Armour & Weapons#Polearms|polearms]]. - You may perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[Armour & Weapons#Polearms|polearms]]. - When you take the [[Actions in Combat#Attack|Attack]] action with a [[Armour & Weapons#Polearms|polearm]] you can use a reaction to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a 1d6, and it deals bludgeoning damage. - While you are wielding a [[Armour & Weapons#Polearms|polearm]], you may perform [[Making an Attack#Opportunity Attacks 🛠|opportunity attacks]] against creatures that enter your reach. <br><br><br> ##### Remarkable Recovery 🛠 *Prerequisites: Character level 8 or higher* Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits: - When you are successfully [[Damage and Healing#Stabilizing a Creature|stabilized]] while [[Conditions#Dying 🛠|dying]], instead of falling [[Conditions#Unconscious|unconscious]], you regain hit points equal to your Constitution modifier (minimum of 1). - Whenever you regain hit points as a result of a spell, or potion, you regain additional hit points equal to your Constitution modifier (minimum of 1). <br><br><br> ##### Sentinel *Prerequisites: Character level 8 or higher* You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - You may perform [[Making an Attack#Opportunity Attacks|opportunity attacks]] against targets that attempt to leave your reach. - When you hit a creature with an [[Making an Attack#Opportunity Attacks|opportunity attack]], the creature's speed becomes 0 for the rest of the turn. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. <br><br><br> ##### Shield Mastery *Prerequisites: Character level 8 or higher, proficiency with shields* You use [[Armour & Weapons#Shields|shields]] not just for protection but also for offense. You gain the following benefits while you are wielding a [[Armour & Weapons#Shields|shield]]: - You can use a bonus action to try to [[Making an Attack#Shoving a Creature|shove]] a creature within 5 feet of you with your [[Armour & Weapons#Shields|shield]]. - If you aren't [[Conditions#Stunned 🛠|stunned]], you can add the AC bonus of one of your [[Armour & Weapons#Shields|shields]] to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your [[Armour & Weapons#Shields|shield]] between yourself and the source of the effect. <br><br><br> ##### Specialized Weapon Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with at least four weapons* You gain Mastery with any four weapons of your choice that you are proficient with. - You can use [[Armour & Weapons#Weapon Skills|weapon skills]] for the four weapons you choose. - You may perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with the four weapons you choose. <br><br><br> ##### Throwing Weapons Mastery 🛠 *Prerequisites: Character level 8 or higher, proficiency with throwing weapons* Your continued experience with [[#Throwing Weapons Mastery|throwing weapons]] has granted you the following benefits: - You can use [[Armour & Weapons#Weapon Skills|weapon skills]] for [[#Throwing Weapons Mastery|throwing weapons]]. - You may perform [[Damage and Healing#Powerful Blows 🛠|powerful blows]] with [[#Throwing Weapons Mastery|throwing weapons]]. - You may add your ability modifier to damage rolls with [[#Throwing Weapons Mastery|throwing weapons]] in your off-hand. - You don't suffer [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] to ranged attacks at [[Armour & Weapons#Weapon Properties#Range|long range]]. - Weapons that have the [[Armour & Weapons#Thrown|thrown]] property increase their [[Armour & Weapons#Weapon Properties#Range|short range]] by 20 feet and their [[Armour & Weapons#Weapon Properties#Range|long range]] by 40 feet for you.