Feats
Every feat with its requirements and exactly what it does: the passives it grants decoded into plain effects, and the choices it offers.
| Ability ImprovementYou increase one Ability by 2, or two Abilities by 1, to a maximum of 20. | — | Yes |
| ActorYour Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Pe… | — | — |
| AlertYou gain a +5 bonus to Initiative and can't be Surprised. | — | — |
| AthleteYour Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significa… | — | — |
| ChargerYou gain Charger: Weapon Attack and Charger: Shove. | — | — |
| Crossbow ExpertWhen you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing S… | — | — |
| Defensive DuellistWhen attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Prof… | Dexterity 13 or higher | — |
| Dual WielderYou can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class wh… | — | — |
| Dungeon DelverYou gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or r… | — | — |
| DurableYour Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short R… | — | — |
| Elemental AdeptYour spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type,… | — | Yes |
| Great Weapon MasterWhen you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon a… | — | — |
| Heavily ArmouredYou gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20. | Proficiency with medium armour | — |
| Heavy Armour MasterYour Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by… | Proficiency with heavy armour | — |
| Lightly ArmouredYou gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a maximum of… | — | — |
| LuckyYou gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws… | — | — |
| Mage SlayerWhen a creature casts a spell within melee range of you, you have Advantage on any Saving Throw against it, a… | — | — |
| Magic Initiate: BardYou learn 2 cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Lo… | — | — |
| Magic Initiate: ClericYou learn 2 cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per… | — | — |
| Magic Initiate: DruidYou learn 2 cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per L… | — | — |
| Magic Initiate: SorcererYou learn 2 cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once pe… | — | — |
| Magic Initiate: WarlockYou learn 2 cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per… | — | — |
| Magic Initiate: WizardYou learn 2 cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per… | — | — |
| Martial AdeptYou learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain… | — | — |
| Medium Armour MasterWhen you wear Medium Armour, it doesn't impose Disadvantage on Stealth Checks. The bonus to Armour Class you… | Proficiency with medium armour | — |
| MobileYour movement speed increases, and difficult terrain doesn't slow you down when you Dash. If you move after m… | — | — |
| Moderately ArmouredYou gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to… | Proficiency with light armour | — |
| PerformerYou gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20. | — | — |
| Polearm MasterWhen attacking with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the… | — | — |
| ResilientYou increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws. | — | — |
| Ritual CasterYou learn two ritual spells of your choice. | — | — |
| Savage AttackerWhen making melee weapon attacks, you roll your damage dice twice and use the highest result. | — | — |
| SentinelWhen an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that… | — | — |
| SharpshooterYour ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapon… | — | — |
| Shield MasterYou gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexte… | — | — |
| SkilledYou gain Proficiency in 3 Skills of your choice. | — | — |
| Spell SniperYou learn a cantrip, and the number you need to roll a Critical Hit with spells is reduced by 1. This effect… | — | — |
| Tavern BrawlerWhen you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is adde… | — | — |
| ToughYour hit point maximum increases by 2 for every level you have gained. | — | — |
| War CasterYou gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast… | — | — |
| Weapon MasterYou gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a ma… | — | — |