Combat
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.
Battle Jump
Strength 13
You know how to launch a devastating attack from above by dropping onto your opponent.
By spending 10 feet of movement, you can jump up to 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn. Your target must be at least 10 feet away from you. If you hit, you deal maximum damage with your hit dice. This feat also stacks with the Jump spell.
Blind Fighting
Perception 13
You know how to fight in melee without being able to see your foes.
You have Blindsight with a range of 10 feet. This stacks with the Ranger's Feral Senses.
Combat Expertise
Intelligence 13
When you roll a 1 or 2 on a damage die for an attack with a melee weapon, that die is rerolled once.
When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn.
When attacking with a melee weapon you are proficient with, Attack rolls can take a -5 penalty, but the damage increase by 10.
Improved Disarm
Intelligence 13, Combat Expertise
Once per combat round when you hit a creature with an Attack Roll, you can to attempt to disarm the target. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space. You may do this once per turn.
If you already have Disarming Attack as a Fighter Maneuver you can now roll a d12 instead of a d8 and add the die to the attack’s damage roll.
If you are a Monk you can now roll a d8 and add the die to the attack’s damage roll.
Improved Feint
Intelligence 13, Combat Expertise
As a Bonus Action, you can choose one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn.
If you already have the Feinting Attack Fighter Maneuver you can now roll a d12 instead of a d8 and add the die to the attack’s damage roll.
Improved Trip
Intelligence 13, Combat Expertise
When you hit a creature with an attack roll using a weapon or an Unarmed Strike and the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
If you already have Trip Attack as a Fighter Maneuver you can now roll a d12 instead of a d8 and add the die to the attack’s damage roll.
If you are a Monk you can now roll a d8 and add the die to the attack’s damage roll.
Whirlwind Attack
Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility, Spring Attack
When you use a weapon attack you can hit every creature within 5 feet of you.
You strike out at all nearby foes, making separate Attack rolls against each target. You may only use this feature once per combat round and it consumes both an attack action and bonus action.
Combat Reflexes
Dexterity 13
You can perform a number of opportunity attacks per round equal to your Dexterity modifier (minimum 1).
You gain advantage on all opportunity attacks.
Dodge
Dexterity 13
You are adept at dodging blows.
If you have moved no more than half your movement speed on your turn and you are not wearing heavy armor, you can take the dodge action as a bonus action.
Mobility
Dexterity 13, Dodge
You are exceptionally speedy and agile. You gain the following benefits:
Your Speed increases by 10 feet.
When you take the Dash action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.
Opportunity Attacks have Disadvantage against you.
Spring Attack
Dexterity 13, Dodge, Mobility
If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, that creature may no longer make opportunity attacks against you for the rest of your turn.
You still provoke attacks of opportunity from other creatures who you have not attacked in the same turn.
You can’t use this feat if you are wearing heavy armor.
Exotic Weapon Proficiency
Strength +13, martial weapon proficiency
You can gain Exotic Weapon Proficiency with two exotic weapons of your choice.
You may choose this feat multiple times, each time choosing two more exotic weapons.
Improved Critical
Simple or martial weapon proficiency
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Improved Initiative
Dexterity 13
You gain a +5 bonus on initiative checks.
You always go first in initiative when tied with other creatures unless they too have this feat. If so, roll again or use the highest Dexterity score.
Improved Unarmed Strike
1st level Monk
Your unarmed strikes deal an extra 1d2 of damage.
You may choose this feat up to three times.
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