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. |