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Differences on Feats

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==== Players Handbook ==== ^^ Feat ^^ PREREQUISITES ^^ Description || || Actor || - || +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature. || || Alert || - || +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you. || || Athlete || - || +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run. || || Charger || - || As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before. || || Crossbow Expert || || You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot. || || Defensive Duelist || Dexterity 13 or higher || You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack. || || Dual Wielder || || +1 to CA if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons. || || Dungeon Delver || - || Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace. || || Durable || - || +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier. || || Elemental Adept || The ability to cast at least one spell || Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2. || || Grappler || Strength 13 or higher || You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you. || || Great Weapon Master || - || Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon. || || Healer || - || You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it. || || Heavily Armored || Proficiency with medium armor || +1 in Str. and you gain proficiency with heavy armor. || || Heavy Armor Master || Proficiency with heavy armor || +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor. || || Inspiring Leader || Charisma 13 or higher || Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier. || || Keen Mind || - || +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month. || || Lightly Armored || - || +1 in Str. or Dex. and you gain profociency with light armor. || || Linguist || - || +1 in Int., you learn three languages, and you can ably create ciphers. || || Lucky || - || You can reroll one d20 or force to reroll an attack roll against you (3/long rest). || || Mage Slayer || - || You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft. || || Magic Initiate || - || You learn two cantrips and one 1st-level spell from one class. || || Martial Adept || - || You learn two maneuvers from Battle Master archetype and gain one superiority die (d6). || || Medium Armor Master || Proficiency with medium armor || No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2. || || Mobile || - || Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee. || || Moderately Armored || Proficiency with light armor || +1 in Str. or Dex. and you gain proficiency with medium armor and shields. || || Mounted Combatant || - || Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount. || || Observant || - || +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation. || || Polearm Master || - || You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach || || Resilient || - || +1 in one ability and you gain proficiency in saving throws using this ability. || || Ritual Caster || Intelligence or Wisdom 13 or higher || You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found. || || Savage Attacker || - || You can reroll melee weapon attack damage once per turn. || || Sentinel || - || A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage. || || Sharpshooter || - || Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage. || || Shield Master || - || Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw. || || Skilled || - || You gain proliciency with three skills or tools. || || Skulker || Dexterity 13 or higher || Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area. || || Spell Sniper || The ability to cast at least one spell || Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip. || || Tavern Brawler || - || +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action. || || Tough || - || Your hit point maximum increases by an amount equal to twice your level then by +2 at each level. || || War Caster || The ability to cast at least one spell || You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction. || || Weapon Master || - || +1 in Str. or Dex. and you gain proficiency with four weapons. || ==== XANATHARTasha'S GUIDEs Cauldron ==== ^^ Feat ^^ PREREQUISITES ^^ Description || || Chef || - || +1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp. || || Crusher || - || +1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit. || || Fey Touched || - || +1 in Int., Wis., or Cha., and you learn misty step and one 1st-level spell from divination or enchantment school. || || Fighting Initiate || Proficiency with a martial weapon || You learn one Fighting Style option from the fighter class. || || Metamagic Adept || Spellcasting or Pact Magic feature || You learn two metamagic options and gain 2 sorcery points. || || Piercer || - || +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit. || || Poisoner || - || Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage. || || Shadow Touched || - || +1 in Int., Wis., or Cha., and you learn invisibility and one 1st-level spell from illusion or necromancy school. || || Skill Expert || - || +1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency. || || Slasher || - || +1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls. ||