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Feats

Tough

Your maximum hit points increase by 2 per character level.

Lucky

Luck points equal to your proficiency bonus, back each battle: after your attack misses, spend one to reroll it.

Sharpshooter

+1 DEX. Your ranged shots ignore long-range disadvantage, half cover, and a foe at your throat.

Mobile

+10 ft movement; difficult terrain doesn't slow you.

Alert

Proficiency bonus to initiative — always ready.

Athlete

+1 STR. Standing up from prone costs only 5 ft.

Charger

After you Dash, you may make one melee attack as a bonus action.

Crossbow Expert

No disadvantage on ranged attacks while a foe is within 5 ft.

Defensive Duelist

Reaction (automatic): +proficiency to AC against one melee attack per round while wielding a finesse weapon.

Dual Wielder

With two melee weapons in hand, the off-hand answers: one extra melee attack as a bonus action.

Durable

+1 CON.

Great Weapon Master

+1 STR. Once per turn a two-handed melee hit carries +proficiency damage, and a crit or a kill grants a bonus-action attack.

Heavy Armor Master

+1 STR. Incoming bludgeoning/piercing/slashing damage is reduced by your proficiency bonus.

Inspiring Leader

Battle start: the whole party gains temporary HP equal to your level + CHA modifier.

Mage Slayer

Reaction (automatic): a free melee attack when an adjacent enemy casts. Once per battle, a failed INT/WIS/CHA save succeeds instead.

Magic Initiate

You learn the Fire Bolt and Ray of Frost cantrips; casters also pocket Magic Missile.

Observant

+1 WIS. +5 on Investigate and trap-search checks.

Piercer

+1 DEX. Your piercing crits deal one extra damage die.

Resilient

+1 CON and proficiency in CON saving throws.

Sentinel

Your opportunity attacks stop the target's movement, and Disengage doesn't protect against them.

Shield Master

+2 on DEX saving throws while carrying a shield.

Moderately Armored

Training in medium armor and shields: you gain proficiency with both, letting a class that lacks them wield a shield and wear medium armor (and still cast). +1 DEX.

Skilled

Proficiency in Investigation, Survival, and Medicine — and Medicine training arms a Healer's Kit.

Slasher

+1 DEX. Your slashing hits slow the target by 10 ft next turn; slashing crits leave it shaken.

Spell Sniper

Attack cantrips ignore half cover and fire cleanly even with a foe at your throat.

War Caster

Advantage on concentration saves, and your opportunity attacks can be made with an attack cantrip.

Lightly Armored

+1 DEX. Training in light armor: you gain proficiency with it.

Heavily Armored

+1 STR. Training in heavy armor: you gain proficiency with it.

Crusher

+1 CON. Once per turn your bludgeoning hit shoves the target 5 ft; a bludgeoning crit leaves them reeling — the next attack on them has advantage.

Savage Attacker

Once per turn, roll your weapon's damage dice twice and keep the better set.

Healer

Your Healer's Kit mends as it wakes: a successful First Aid restores an extra 1d6 + proficiency HP.