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- Class Changes - Barbarian - Bard - Bards gain proficiency with the whip.
- Cleric - Druid Druids in Wild Shape do not use separate HP pools, but
instead get a pool of HP called Beast Form Hit Points
equal to half the beast's normal HP. These Beast Form HP
function like temporary HP except they can also be
healed. The Druid does not revert to humanoid form
when these Beast Form HP are depleted unless he
chooses to. The only way to refresh or regain the BFHP
other than healing is to revert to humanoid form, and
then into a *different* beast form. If three combat
rounds have passed after reverting to humanoid form,
the same beast form may be chosen again and the BFHP
will refresh as if you chose a different form.
- Fighter - Battle Masters may forgo their FIRST TWO Ability Score
Increases to gain the Champion archetype as well as the
one they have chosen.
- Eldritch Knights gain a third school of their choosing in
addition to the two schools listed.
- Paladin -
- Ranger -
- Rogue -
- Sorcerer -
- Warlock -
- Feats Active
- You gain a +3 bonus to initiative.
Alert
- You gain a +1 bonus to initiative.
- You cannot be surprised while you are conscious.
- Other creatures do not gain advantage on attack rolls
as a result of being hidden from you.
If you take both Active and Alert, you gain an additional +1
initiative, for a total of +5
Actor
- You have advantage on Charisma (Deception) and
Charisma (Performance) checks while attempting to
Athlete
Bow Artist
Centered Caster
Prerequisite: War Caster or one ability score increase in
Constitution, and the ability to cast at least one spell.
Charger
- When you use your action to Dash, you can use a bonus
action to make one melee weapon attack or to shove a
creature.
- If you move at least 10 feet in a straight line immediately
before taking this bonus action, you either gain a +5 bonus
to the damage roll (if you make an attack), or you push the
target up to 10 feet away from you (if you shove and
succeed).
Deadeye
Prerequisite: Sharpshooter
Defensive Duelist
Prerequisite: Dexterity 13 or higher
Fencing Master
Dual Wielder
Dungeon Delver
Durable
- When you roll a Hit Die to regain hit points at the end
of a short rest, the minimum number of hit points you
regain from each die rolled equals your Constitution
modifier (with your Constitution modifier added after, as
normal).
Elemental Adept
Fighting Style
- Choose one Fighting Style from the Fighter's list and learn
that style.
Grappler
Healer
- With the Use an Object action, you can spent one use of
an healer's kit to tend to a creature and restore 1d6+4 hit
points, plus additional hit points equal to it's total number
of Hit Dice. The creature cannot regain hit points from this
method again until it finishes a short rest.
- When you use an healer's kit to stabilize a creature, that
creature can use its next action (even while unconscious)
to spend Hit Dice as if it had just finished a short rest and
regain consciousness.
Heavily Armored
Prerequisite: Proficiency with medium armor.
- While you are wearing heavy armor, damage that you take
from non-magical bludgeoning, piercing and slashing
weapons or natural weapons is reduced by 1 point.
This feat may be taken up to three times. Its effects stack.
Inspiring Leader
Prerequisite: Charisma 13 or higher.
Keen Mind
- You always know which way is north.
- You always know the number of hours left before
sunrise or sunset.
- You can accurately recall anything you have seen or
heard within the past month.
Lightly Armored
- You gain proficiency with light armor.
Linguist
- You learn three languages of your choice.
- You can create written cyphers. Others cannot
decipher a code that you create unless you teach them,
or they succeed on an Intelligence check with a DC equal
to your Intelligence score (if they also have this feat,
they add their proficiency bonus to this check), or they
use magic to decipher it.
Lucky
- You have 2 luck points. Whenever you make an attack
roll, an ability check, or a saving throw, you can choose
to spend one of your luck points after you roll the die,
but before the outcome is determined. You roll an
additional d20 and choose which of the d20s is used for
the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll
is made against you. Roll a d20, and then choose whether
the attack uses the attackers roll or yours.
- If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
- You may use one luck point to remove disadvantage
affecting you before you roll.
- You regain your expended luck points when you finish a
long rest.
You can select this feat an additional time. If you do so, you gain 2
additional luck points.
Magic Initiate
Prerequisite: 13 in an appropriate spellcasting attribute.
Magical Adept
Prerequisite: Magic Initiate.
- You gain one additional cantrip from the same list chosen
when you took Magic Initiate.
- In addition, choose one 1st level spell from that same list.
You learn that spell and can cast it at its lowest level
without using a spell slot once per long rest.
Martial Novice
Martial Adept
Prerequisite: Martial Novice
Mobility
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't
cost you extra movement on that turn.
Mage Disruptor
Mobile Warrior
Prerequisite: Mobility
Mage Slayer
- When a creature within your reach casts a spell, you
Moderately Armored
Prerequisite: Proficiency with light armor.
Mounted Combatant
Mounted Defender
Observant
Polearm Master
Polearm Defender
Power Attack
Prerequisite: Great Weapon Master
Resilient
Prerequisite: You must have taken an ability score increase in
the chosen ability.
Ritual Caster
Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
from the appropriate ability.
Savage Attacker
- Once per turn when you roll damage for a melee weapon
attack, you can reroll the weapon's damage dice and use
either total.
Sentinel, Guardian
- When you hit a creature with an opportunity attack, that
creature must roll a saving throw with a DC equal to 8 +
your Str or Dex modifier (your choice) + your proficiency
bonus, or its speed becomes 0 for the rest of the turn.
- Creatures within your reach provoke opportunity attacks
from you even if they take the Disengage action before
leaving your reach. This ability has no effect on a creature
with the Mobility feat, as that creature did not take the
disengage action.
Sentinel, Retribution
- When a creature within your reach makes an
attackagainst a target other than you (and that target does
not have this feat), you can use your reaction to make a
melee weapon attack against the attacking creatrure.
Sharpshooter
Prerequisite: Dexterity 13 or higher
Shield Defender
Prerequisite: Proficiency with shields.
Shield Master
Prerequisite: Shield Defender
- If you take the Attack action on your turn, you can use
a bonus action to attempt to shove a creature within 5
feet of you with your shield.
Skilled
- You can choose to either gain proficiency in two skills
and/or tools of your choice, or you can choose to gain
expertise with any one skill or tool for which you already
have proficiency. You can select this feat multiple times.
Skulker
- You can try to hide when you are only 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 location.
- Dim light doesn't impose disadvantage on your Wisdom
(Perception) checks relying on sight.
Spell Sniper
Prerequisite: The ability to cast at least one spell.
Tavern Brawler
War Caster
Prerequisite: The ability to cast at least one spell.
rolls.
Weapon Master
Whip Expert
Prerequisite: Proficiency with the whip.
Whip Master
- When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to make one
attack with a whip that you are holding.
- Spell Changes -