Character feats are perks that a character can gain by leveling up or by months of study in game with a trainer.
Double UpPrerequisite: Level 10
Player gains ability to use their bonus action as a full action
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gian a level thereafter, your hit point maximum increase by an addition 2 hit points.
Killjoy I, II, IIIPrerequisite: Level 8, Level 10, Level 12 respectively
Player's speed die increases by one step when used for Interrupt actions
Can take feat up to three times to increase Interrupt die by three steps.
QuicksilverPrerequisite: Level 8, 18 in either Strength or Dexterity
You now have advantage on reaction rolls to opportunity attacks.
Renaissance I, IIPrerequisite(s): Level 5 , Level 10
Can only be taken twice
Reroll one attribute until higher result
Weapon ProficiencyPlayer negates the base -5 penalty for using weapons
Trap ProficiencyPlayer negates the base -5 penalty for using traps
Martial Arts ProficiencyPlayer negates the base -5 penalty for using bare handed techniques
BladewielderPrerequisite(s): Weapon Proficiency
Player gets +3 to attack with blade weapons
DeadeyePrerequisite(s): Weapon Proficiency
Player gets +3 to attack with projectile/ranged weapons
TraperPrerequisites: Trap Proficiency Player gets +3 to attack with traps and grenades
Player gains the ability to attempt to Interrupt any spell with a ranged weapon (without the use of the Ready Action) that meets the following criteria:
- Must have line of sight on the glyph being drawn
- Within the range of your currently held ranged weapon
SpecialistPrerequisite(s): Weapon Proficiency
Player gets +3 to attack with unique weapons
Bone-BreakerPrerequisite(s): Weapon Proficiency
Player gets +3 to attack with blunt weapons
Long ReachPrerequisite: Weapon Proficiency
Player gets +3 to attacks with pole arms
SentinelPrerequisite: Long Reach
While wielding a pole arm, you gain the following benefits:
- When you hit a creature with an opportunity attack, the creature’s speed die becomes d4 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature or try to interrupt their spell.
Dual WielderPrerequisite: Weapon Proficiency, Double Up
Player can draw and attack with two one-handed weapons as part of a move or action
Martial ArtistPrerequisite: Martial Arts Proficiency, Level 6
Player gets +3 to unarmed attacks and can strike with both fists as part of one action
Mundane MasterPrerequisite: Level 15, proficiency and one feat related to mundane weapon or martial arts use
Player gains +5 to attacks with weapons or fists, can combine action and bonus action to deal double damage and knock creature of same size or smaller prone
Spell CasterPrerequisite: Have learned 6 spells
Player gets +3 to spells, and Speed Die only starts to reduce at Apprentice Level
Spell MasterPrerequisite: Spell Caster, Level 15
Player can now cast Expert and Master Level Spells, gains +5 to spell casting, Speed Die for Spells only starts to reduce at Adept Level
AugmenterPrerequisite: Level 5
Player can now cast spells using potions and combine the effects of the potion into the spell.
Master EnchanterPrerequisite: Lucky in Crafting, Level 15
On a successful crafting roll, create two runes instead of one from the same starting material.
Master AlchemistPrerequisite: Lucky in Crafting, Level 15
On a successful crafting roll, create two concoctions instead of one from the same starting material.
Master GrenadierPrerequisite: Lucky in Crafting, Level 15
Can now use two runes when creating a trap and have the combined effects of both.
Master SmithPrerequisite: Lucky in Crafting, Level 15
On successful crafting roll, create two items instead of one from the same starting material.
FortressPrerequisite: Level 6, Strength 18
Adds 10 to speed while wearing all heavy armor
AssassinPrerequisite: Invisible, Level 6
Double damage die on an attack conducted from stealth (target is not aware of you) while wielding a bow or a dagger
Jack of All TradesPrerequisite: Two Skills Trained in each Attribute
Adds +1 to each attribute number, not modifier
FinisherPrerequisite(s): Level 8
Attack rolls now crit on 19-20
Quick ReflexesPrerequisite(s): Level 8
Reaction rolls now crit on 19-20
Quick RecoveryCan reroll one critical failure (nat 1) for combat move per session
Double TakeCan reroll one critical failure (nat 1) for skill check per session
Think FastCan reroll one speed check per session
Intense Training I, IIPrerequisite(s): Level 10 and Level 15
Heavy Handed: +2 Strength
Light Footed: +2 Dexterity
Split Tongued: +2 Charisma
Eagle Eyed: +2 Wisdom
Strong Minded: +2 Intelligence
Big Boned: +2 Constitution
NOTE: +2s added to the attribute number, not the modifier. For example: If your strength was 14, which gives +2, you would move up to 16 which gives +3.
LuckyPrerequisite(s): Specific skill or save is Focused
Player can reroll a skill check or save if it is Focused and keep the better result. This can be taken for any of the skills and saves. Below is a list of the names for the lucky feats associated with each of the skills and saves:
- Athlete (Athletics)
- Indomitable (Strength Saving Throw)
- Acrobat (Acrobatics)
- Thief (Sleight of Hand)
- Invisible (Stealth)
- Ace (Pilot)
- Elusive (Dexterity Saving Throw)
- Bookworm (Scholarship)
- Tinkerer (Crafting)
- Ingenious (Intelligence Saving Throw)
- Tamer (Beast Mastery)
- Resourceful (Foraging)
- Savior (First Aid)
- Sixth Sense (Perception)
- Wild Child (Survival)
- Clairvoyant (Wisdom Saving Throw)
- Gaslighter (Deception)
- Menace (Intimidation)
- Spotlight (Performance)
- Leader (Persuasion)
- Irrepressible (Charisma Saving Throw)
- Determined (Resolve)
- Muse (Concentration)
- Bloodthirsty (Initiative)
- Steadfast (Constitution Saving Throw)
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