Ability Improvements | You can spend 2 ability points on either Strength, Dexterity, Constitution, Wisdom, Charisma, and Intelligence, or increase two of them by 1. |
Actor | Charisma increases by 1, Proficiency multiplied by 2 for Deception & Performance Checks. |
Alert | Initiative receives a +5 bonus and players can’t be surprised. |
Athlete | Strength and Dexterity increase by 1 up to a maximum of 20. Standing after being prone requires fewer movement points. Lump increases by 50%. |
Charger | Player gains Charger: Weapon Attack & Charger: Shove. |
Crossbow Expert | Attack Rolls are not Disadvantaged at close range. Piercing Shot inflicts Gaping Wounds for 2x longer. |
Defensive Duelist | When attacked by a melee ability, your reaction will increase your Armor Class. |
Dual Wielder | Gain a point in Armor Class when you wield a melee weapon on both hands. You will also be able to use two heavy weapons at the same time. |
Dungeon Delver | Gain Advantage on Perception Checks to detect hidden objects and Saving Throws to avoid or resist traps. Resistance to damage dealt by traps. |
Durable | Constitution increases by 1. You regain full HP each time you take Short Rest. |
Elemental Adept | A player gains Charger: Weapon Attack & Charger: Shove. |
Great Weapon Master | Upon scoring a critical hit with a melee attack or getting a kill will grant you a bonus. |
Heavily Armoured | Strength increased by one up to a maximum of 20. |
Heavy Armour Master | Gain Resistance to a damage type of your choice. You can’t roll a 1 when casting spells of that type either. Select from: Acid, Cold, Fire, Lightning, and Thunder. |
Lightly Armoured | Strength or Dexterity increased by one up to a maximum of 20. |
Lucky | Strength increases by 1. Damage from non-magical attacks decreases by 3 while wearing heavy armor. |
Mage Slayer | Gain 3 Luck Points to gain an Advantage on Attack Rolls, Ability Checks, or Saving Throws. Can make an enemy reroll their Attack Rolls. |
Magic Initiate: Bard | Gain a level 1 spell and 2 Cantrips from Bards. Your spell casting will depend on your Charisma. |
Magic Initiate: Cleric | Gain a spell slot, a level one spell, and two Cantrips from the Cleric list. |
Magic Initiate: Druid | Gain a level 1 spell and 2 Cantrips from Druids. Your spell casting will depend on your Wisdom. |
Magic Initiate: Sorcerer | Gain a level 1 spell and 2 Cantrips from Sorcerer. Your spell casting will depend on your Charisma. |
Magic Initiate: Warlock | Gain a spell slot, a level one spell, and two Cantrips from the Warlock list. |
Magic Initiate: Wizard | Gain a spell slot, a level one spell, and two Cantrips from the Wizard list. |
Martial Adept | You gain Advantage on any Saving Throw after a creature casts a spell within melee range of you. Players can use a reaction to attack against the caster. Disadvantage applied to enemies you hit on Concentration Saving Throws. |
Medium Armor Master | Strength or Dexterity increased by 1 up to a maximum of 20 and gained proficiency with Medium Armor and Shields. |
Mobile | Movement speed increases and Dash is not affected by terrain. If you move after performing a melee, the enemy won’t deliver Opportunity Attacks. |
Moderately Armoured | Obtain one superiority die and learn two maneuvers from Battle Master. Regain an extended superiority dice after a long rest. |
Observant | Wearing Medium Armour doesn’t trigger a Disadvantage on Stealth Checks. Bonus from Dexterity Modifier to Armour Class increases to +3 from +2. |
Performer | Increases Charisma by 1 up to a maximum of 20. |
Polearm Master | You can use a Bonus Action when attacking with the butt of your Glaive, Halberd, Quarterstaff, or Spear. You can also make an Opportunity Attack when a target comes gets close to you. |
Resilient | Increase an Ability by 1. Gain Proficiency in that Ability’s Saving Throws. Select from: Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom. |
Ritual Caster | You can learn two ritual spells of your choosing. |
Savage Attacker | You can roll damage dice twice and use the top result when using weapon attacks. |
Sentinel | Intelligence or Wisdom increases by 1. +5 bonus to passive Wisdom and passive Intelligence. |
Sharpshooter | Ranged weapon attacks don’t receive penalties from High Ground Rules. Attacks with ranged weapons you are Proficient with have a -5 penalty to their Attack Roll. They deal an additional 10 damage though. |
Shield Master | Gain 2 bonus Dexterity saving throws when using shields. Use this reaction to protect yourself from spells. |
Skilled | Gain proficiency in any combination of three skills. |
Spell Sniper | You learn a cantrip. The number to roll a Critical Hit while attacking is reduced by 1. The effect can stack. |
Tavern Brawler | When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls. |
Tough | HP increased by +2 for every level. |
War Caster | If enemy attacks within melee range, you can use a reaction to make a weapon attack against them. Target ally can’t have the Sentinel Feat. Gain Advantage on Opportunity Attacks. When you hit a creature with an Opportunity Attack, it can no longer move for the duration of its remaining turn. |
Weapon Master | Strength or Dexterity increased by 1 up to a maximum of 20. |
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