Feats: Difference between revisions

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=== Full Feats ===
=== Full Feats ===
These feats each give a strong bonus and a +1 in an Ability Score, you can forgo this +1 to instead gain a Half Feat without its additional Ability Scores.


==== Defensive Duelist (13 Dexterity) ====
==== Defensive Duelist (13 Dexterity) ====
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Additionally your Dexterity Score increases by 1.
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==== Elemental Adept (The ability to cast a spell) ====
==== Elemental Adept (The ability to cast a spell) ====
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore 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.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore 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. Additionally, your Intelligence, Wisdom, or Charisma score increases by 1.
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==== Inspiring Leader (13 Charisma) ====
==== Inspiring Leader (13 Charisma) ====
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (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 short or long rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (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 long rest. Additionally, your Charisma Score increases by 1.
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You have practiced moving in medium armor to gain the following benefits:
You have practiced moving in medium armor to gain the following benefits:
*Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
*Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
*When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
*When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. Additionally, your Dexterity Score increases by 1.
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==== Metamagic Adept (The ability to cast a spell) ====
==== Metamagic Adept (The ability to cast a spell) ====
You’ve learned how to exert your will on your spells to alter how they function:
You’ve learned how to exert your will on your spells to alter how they function:
*Your Charisma Score increases by 1.
*You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. *Whenever you gain a level you can replace one of these Metamagic options with another one from the sorcerer class.
*You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. *Whenever you gain a level you can replace one of these Metamagic options with another one from the sorcerer class.
*You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
*You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
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==== Ritual Caster (An Intelligence or Wisdom Score of 13 or higher) ====
==== Ritual Caster (An Intelligence or Wisdom Score of 13 or higher) ====
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Additionally, the Ability Score used for the spellcasting ability of this feat increases by 1.<br>
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
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==== Skulker (Dexterity Score of 13 or higher) ====
==== Skulker (Dexterity Score of 13 or higher) ====
You are expert at slinking through shadows. You gain the following benefits:
You are expert at slinking through shadows. You gain the following benefits:
*Your Dexterity Score Increases by 1.
*You can try to hide when you are lightly obscured from the creature from which you are hiding.
*You can try to hide when you are lightly obscured from the creature from which you are hiding.
*When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
*When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
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==== Spell Sniper (The ability to cast a spell) ====
==== Spell Sniper (The ability to cast a spell) ====
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
*Your Intelligence, Wisdom, or Charisma Score increases by 1.
*When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
*When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
*Your ranged spell attacks ignore half cover and three-quarters cover.
*Your ranged spell attacks ignore half cover and three-quarters cover.
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==== War Caster (The ability to cast a spell) ====
==== War Caster (The ability to cast a spell) ====
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
*Your Intelligence, Wisdom, or Charisma Score increases by 1.
*You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
*You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
*You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
*You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
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=== Half feats ===
=== Half feats ===
These feats give you a +1 in an ability score as part of the feat. You may remove these ability score increases and choose two of these feats in place of one. If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.
These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. You can also reduce the ability score by 1 and take a second Half Feat without its ability score increases.<br>
If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.


==== Heavily Armored (Proficiency with Medium Armor) ====
==== Heavily Armored (Proficiency with Medium Armor) ====
You have trained to master the use of heavy armor, gaining the following benefits:
You have trained to master the use of heavy armor, gaining the following benefits:
*Increase your Strength score by 1, to a maximum of 20.
*Increase your Strength score by 2.
*You gain proficiency with heavy armor.
*You gain proficiency with heavy armor.


==== Heavy Armor Master (Proficiency with Heavy Armor) ====
==== Heavy Armor Master (Proficiency with Heavy Armor) ====
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
*Increase your Strength score by 1, to a maximum of 20.
*Increase your Strength score by 2.
*While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
*While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.


==== Moderately Armored (Proficiency with Light Armor) ====
==== Moderately Armored (Proficiency with Light Armor) ====
You have trained to master the use of medium armor and shields, gaining the following benefits:
You have trained to master the use of medium armor and shields, gaining the following benefits:
*Increase your Strength or Dexterity score by 1, to a maximum of 20.
*Increase your Strength and Dexterity score by 1.
*You gain proficiency with medium armor and shields.
*You gain proficiency with medium armor and shields.