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What are feats in One D&D 2024?
Feats are special talents that give D&D characters extra abilities. The basic concept for feats is that a character can gain new powers and mechanical perks based on their specialized skills. Over time, as characters gain more experience, they also gain new capabilities—allowing them to pick additional feats as they level up. The 2024 rule update splits feats into four distinct categories: Origin feats. Origin feats are automatically given to characters when they’re first created based on background. General feats. General feats can be taken starting at level 4. Some have prerequisites, while others can be taken by any character. Epic boon feats. Epic boons are especially powerful feats given to level 19 characters, designed to boost their ability scores and grant unique abilities. Fighting style feats. These are specialized feats only available to characters with the Fighting Style trait (which is given to the fighter, paladin, and ranger classes).
Feat Rule Changes in D&D 2024
Feats are now part of the official D&D rules (rather than optional). Although many 5e players used feats as though they were official, the 2014 rules classified them as totally optional mechanics. The 2024 D&D rules make feats an official part of gaining levels (meaning all players using this ruleset will use them). Beyond that, feats in the 2024 rules work very similarly to the original 2014 rules, granting player characters (PCs) special new abilities and perks upon leveling up. Many feats and their benefits have also been revised in the D&D 2024 rules (and are described below).
All general feats grant an ability score increase. Under the old 2014 rules, some feats offered minor ability score improvements, and others didn’t, focusing instead on granting characters unique extra abilities and mechanical features. The 2024 rules standardize general feats a bit more; they’re all available starting at level 4 and offer both a mechanical perk and a +1 bonus to one ability score. However, ability score increases are locked based on your chosen feat. In other words, each feat dictates which ability score will increase (or which ability scores you can choose to increase). The new 2024 rules also allow you to pick certain feats twice as long as you meet their original requirements.
Epic boons have been converted into a type of feat. Epic boons existed in 5e’s original 2014 rules, but only a DM could hand them out to players. In the new 2024 rules, epic boons are now an official rule and categorized as a type of feat—meaning all players can use them at level 19. They’re stronger than general feats, but that’s by design since they represent PCs reaching nearly the highest level possible (level 20).
Origin Feats in D&D 2024
Each origin feat is designed to offer new PCs some extra utility. Origin feats are given based on the background you choose for your character when you initially create them at level 1. They’re designed to represent the traits your character has developed through their background and upbringing, so they offer extra abilities without any ability score boosts. Alert. You can add your proficiency bonus to initiative rolls and swap your initiative roll with a willing ally if you choose. Crafter. You become proficient with three artisan’s tools of choice and gain a 20% discount on all nonmagical items. You can craft an item from the Fast Crafting Table (in the 2024 rules) that lasts until you finish a long rest. Healer. A creature can expend and roll one of its hit dice to heal when you use a Healer’s Kit, and you can add your proficiency bonus to the result. If you roll a 1 when healing with this feature or a spell, you can reroll the dice but must use the new roll. Lucky. You have a number of luck points equal to your proficiency bonus after finishing a long rest. You can expend one luck point to give yourself advantage on a d20 test or impose disadvantage when a creature makes a d20 attack roll against you. Magic Initiate. You learn two cantrips and one level 1 spell from the cleric, druid, or wizard spell list (your choice). You can replace these spells with others from the same list when you level up and choose Wisdom, Intelligence, or Charisma as your spellcasting modifier. Musician. You become proficient with three musical instruments and can play them at the end of a short or long rest to grant Heroic Inspiration to a number of allies equal to your proficiency bonus. Savage Attacker. Once per turn, hitting a target with a weapon attack lets you roll the weapon damage dice twice and use either roll against the target. Skilled. You become proficient in any combination of three skills or tools (your choice). Tavern Brawler. Hitting a target with an unarmed strike lets you deal 1d4 + your Strength modifier in damage. If the damage dice is a 1, you can reroll (and must use the new one). Once per turn, you can hit with an unarmed strike and push the target 5 feet away, and you have proficiency with improvised weapons. Tough. Your hit point maximum increases by two times your level—and, after taking the Tough feat, your hit point maximum also increases by two whenever you level up.
General Feats in D&D 2024
Ability Score Increase This option has remained unchanged from past rules. Instead of getting extra abilities from a feat, you can select an ability score increase to boost one ability score of your choice by +2 or two ability scores by +1. Prerequisite: None
Actor Actor grants advantage on Deception and Performance checks to maintain a disguise and allows you to mimic a creature’s sounds and speech. Your mimicking can only be detected with an Insight check with a DC (difficulty class) of 8 + your Charisma modifier + your Proficiency bonus. Prerequisite: Charisma score must be 13+ Ability score increase: +1 to Charisma
Athlete Athlete grants a climbing speed equal to your base walking speed. You can stand up from being Prone using only 5 feet of movement (instead of half) and make a running long or high jump with only 5 feet of movement beforehand (rather than 10 feet). Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity (your choice)
Charger You get +10 feet of movement when dashing. If you move at least 10 feet toward a target before hitting them with a melee attack, you can deal 1d8 extra damage or push them up to 10 feet away. To push a creature, it must be no more than one size larger than you. Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity
Chef You become proficient with Cook’s Utensils. You can help a number of creatures equal to 4 + your Proficiency Bonus gain an additional 1d8 hit points when expending Hit Dice during short rests. You can also make a number of treats equal to your Proficiency Bonus in 1 hour (or during a long rest). Those treats take a bonus action to eat and grant a number of temporary hit points equal to your Proficiency Bonus. Prerequisite: None Ability score increase: +1 to Constitution or Wisdom
Crossbow Expert This feat lets you lead crossbows without a free hand and ignore their Loading property. Additionally, melee combat doesn’t impose disadvantage on your crossbow attacks, and you can add your modifier to offhand attacks with a hand crossbow. Prerequisite: Dexterity score must be 13+ Ability score increase: +1 to Dexterity
Crusher Crusher lets you make a bludgeoning attack once per turn that moves a target up to 5 feet (as long as they’re no more than one size larger than you). If you roll a critical hit with a bludgeoning weapon, your attack rolls against that target have advantage until the start of your next turn. Prerequisite: None Ability score increase: +1 to Strength or Constitution
Defensive Duelist When holding a finesse weapon, you can use a reaction to add your proficiency bonus to your armor class (AC) until the start of your next turn. However, this only applies to melee attacks made against you. Prerequisite: Dexterity score must be 13+ Ability score increase: +1 to Dexterity
Dual WielderIf you attack a creature with a light weapon, this feat lets you use a bonus action to attack using another one-handed melee weapon. However, you don’t apply any ability modifiers to that additional attack. Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity
Durable This feat grants advantage on all death saving throws. You can also use a bonus action to expend a hit die and use it to heal, making your character hardier (and harder to kill) overall. Prerequisite: None Ability score increase: +1 to Constitution
Elemental Adept With Elemental Adept, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your spells will always ignore a creature’s resistance to the damage type you choose, and when you roll a 1 for damage, it’ll automatically become a 2. You can take this feat a second time and choose another damage type. Prerequisite: Must be a spellcaster Ability score increase: +1 to Intelligence, Wisdom, or Constitution
Fey Touched Fey Touched allows you to learn Misty Step (a level 2 teleportation spell) and one other divination or enchantment spell. You can cast either spell once per long rest without expending a spell slot. Prerequisite: None Ability score increase: +1 to Intelligence, Wisdom, or Constitution
Grappler Once per turn, you can hit a creature with an unarmed strike (meaning you aren’t wielding a weapon), dealing damage and attempting to grapple simultaneously. You have advantage against grappled targets and your speed isn’t halved if you drag them around as long as they’re your size or smaller. Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity
Great Weapon Master With Great Weapon Master, hitting a target with a heavy weapon deals extra damage equal to your proficiency bonus. Additionally, rolling a critical hit or reducing a target to 0 hit points with a melee weapon allows you to make another attack as a bonus action. Prerequisite: Strength score must be 13+ Ability score increase: +1 to Strength
Heavily Armored Bludgeoning, piercing, or slashing damage is reduced by an amount equal to your proficiency bonus when you’re hit while wearing heavy armor, giving you extra protection in combat. Prerequisite: Proficiency with medium armor Ability score increase: +1 to Strength
Inspiring Leader You can rally your allies when finishing a short or long rest and grant up to 6 of them within 30 feet temporary hit points. The amount of temporary hit points you grant is equal to your level + the modifier of the ability score you increase when choosing the feat (Wisdom or Charisma). Prerequisite: Wisdom or Charisma score must be 13+ Ability score increase: +1 to Wisdom or Charisma
Keen Mind Keen Mind grants proficiency in an Intelligence-based skill of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in your chosen skill, you can expertise instead. You can also Study as a bonus action. Prerequisite: Intelligence score must be 13+ Ability score increase: +1 to Intelligence
Lightly Armored This simple feat grants proficiency with light armor and shields, including leather, studded leather, and padded armor. That means Lightly Armored won’t have any effect if you’re already proficient with both. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Mage Slayer When you deal damage to a target concentrating on a spell, they have disadvantage on the ensuing saving throw to maintain concentration. You can also choose to automatically succeed on an Intelligence, Wisdom, or Charisma saving throw once per short or long rest if you initially fail. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Martial Weapon Training This feat grants proficiency with martial weapons. This includes battleaxes, flails, glaives, greataxes, greatswords, halberds, lances, longswords, mauls, morningstars, pikes, rapiers, scimitars, shortswords, tridents, warhammers, war picks, and whips. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Medium Armor Master This feat makes medium armor more effective. You’ll get a +3 bonus to your armor class instead of a +2 when wearing medium armor. Prerequisite: Must have proficiency with medium armor Ability score increase: +1 to Strength or Dexterity
Moderately Armored This feat grants proficiency with medium armor. That includes hide armor, chain shirts, scale mail, breastplate, and half-plate armor. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Mounted Combatant Mounted Combatant grants advantage on attacks against targets smaller than your mount within 5 feet of it. Your mount will also get Evasion (meaning it can partially dodge harmful area effects), and you can force an attack to hit you instead of your mount. Prerequisite: None Ability score increase: +1 to Strength, Dexterity, or Wisdom
Observant Observant grants proficiency in a skill of your choice: Insight, Investigation, or Perception. If you already have proficiency in that skill, you gain expertise instead. You can also Search as a bonus action (rather than an action). Prerequisite: Wisdom or Intelligence score must be 13+ Ability score increase: +1 to Wisdom or Intelligence
Piercer Piercer allows you to reroll the damage you deal with an attack that deals piercing damage once per turn. Rolling a critical hit with a piercing attack allows you to roll an extra damage die and add that to the total damage you deal. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Poisoner With poisoner, you ignore any target’s resistance to poison damage on attacks and can create a number of poison doses equal to your proficiency bonus with 1 hour and 50 gold pieces. You can use a bonus action to apply poison to a weapon or piece of ammunition, and it’ll last up to 1 minute or until you hit. Prerequisite: None Ability score increase: +1 to Dexterity or Intelligence Additionally, when you hit with the poison, the target must make a saving throw; the DC is 8 + your proficiency bonus + the modifier of the ability score increased by this feat. On a failure, the target takes 2d8 poison damage and gains the poisoned condition.
Polearm Master With Polearm Master, you can use a bonus action to make an additional attack after attacking with a quarterstaff, spear, or heavy reach weapon. The attack deals 1d4 bludgeoning damage. You can also use a reaction to attack with that polearm weapon when an enemy moves into your melee range. Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity
Resilient Choose an ability score to increase by +1 when you select this feat. You’ll also gain proficiency in saving throws for that ability score (for example, if you increase your Charisma by +1, you’ll also be proficient in Charisma saves). Prerequisite: None Ability score increase: +1 to any score
Ritualist You learn a number of level 1 ritual spells equal to your proficiency bonus, with that number increasing as your proficiency bonus does. Once per long rest, you can cast a ritual spell as a ritual without spending the extra 10 minutes to do so (which is usually required). Prerequisite: Intelligence, Wisdom, or Charisma score must be 13+ Ability score increase: +1 to Intelligence, Wisdom, or Charisma
Sentinel Sentinel allows you to make an opportunity attack against a target within 5 feet that tries to disengage or hit someone other than you. This attack (and regular opportunity attacks) reduces your target’s speed to 0 for the rest of that turn, meaning they can’t move anywhere. Prerequisite: Strength or Dexterity score must be 13+ Ability score increase: +1 to Strength or Dexterity
Shadow Touched With Shadow Touched, you learn Invisibility (a level 2 spell) and one additional level 1 illusion or necromancy spell. You can cast either spell once per long rest without expending a spell slot. Prerequisite: None Ability score increase: +1 to Intelligence, Wisdom, or Charisma
Sharpshooter With Sharpshooter, your ranged weapon attacks (with bows, crossbows, slings, and other ranged weapons) ignore targets’ half and ¾ cover. You also won’t have disadvantage with ranged weapons in melee combat or long range. Prerequisite: Dexterity score must be 13+ Ability score increase: +1 to Dexterity
Shield Master When you hit a target within 5 feet using a melee weapon, you can bash them with a shield once per turn. The target must make a Strength saving throw equal to 9 + your Strength modifier + your proficiency bonus, and if they fail, you can push them back 5 feet or knock them prone. Additionally, if you succeed in a Dexterity saving throw when holding a shield, you can use a reaction to take no damage. Prerequisite: Must have proficiency with shields Ability score increase: +1 to Strength
Skill Expert Skill Expert grants proficiency in one skill of your choice. You’ll also gain expertise in a skill of your choice (assuming you already have proficiency). Expertise allows you to double your proficiency bonus for that skill. Prerequisite: None Ability score increase: +1 to any ability score (your choice)
Skulker Skulker grants Blindsight out to a distance of 10 feat and advantage on Stealth checks made to hide in battle. If you miss an attack while hidden, you can remain hidden (rather than getting spotted by enemies). Prerequisite: Dexterity score must be 13+ Ability score increase: +1 to Dexterity
Slasher Once per turn, you can reduce a target’s speed by 10 feet until the start of your next turn by dealing slashing damage in an attack. Rolling a critical hit with a slashing attack also imposes disadvantage on a target until the start of your next turn. Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Speedy Speedy increases your speed by +10 feet. Additionally, difficult terrain won’t slow you down when dashing and opportunity attacks have disadvantage against you. Prerequisite: Dexterity or Constitution score must be 13+ Ability score increase: +1 to Dexterity or Constitution
Spell Sniper Spell Sniper allows your spell attack rolls to ignore half and ¾ cover. Additionally, being within 5 feet of an enemy doesn’t impose disadvantage with ranged spell attack rolls, and spells that require an attack roll and have at least a 10-foot range get their range increased by 60 feet. Prerequisite: Must be a spellcaster Ability score increase: +1 to Intelligence, Wisdom, or Charisma
Telekinetic Telekinetic grants the Mage Hand cantrip. You can cast it without components, make the hand invisible, and extend its range by 30 feet. You can also use a bonus action to shove a creature within 30 feet; that creature must make a Strength save with a DC equal to 8 + your proficiency bonus + the modifier of the ability score you increased with the feat. On a failure, the target is pushed 5 feet away. Prerequisite: None Ability score increase: +1 to Intelligence, Wisdom, or Charisma
Telepathic Telepathic grants the ability to speak telepathically to creatures within 60 feet as long as you share a language, though they can’t respond. You also learn the Detect Thoughts spell, which you can cast without components or expending a spell slot once per long rest. Prerequisite: None Ability score increase: +1 to Intelligence, Wisdom, or Charisma
War Caster War Caster grants advantage on any Constitution saves you make to maintain concentration on spells. You can also cast a spell as an opportunity attack as long as it usually costs an action to cast and targets a single creature. Finally, you can perform somatic spell components while holding weapons or shields in one or both hands. Prerequisite: Must be a spellcaster Ability score increase: +1 to Intelligence, Wisdom, or Charisma
Weapon Master This feat gives you the Weapon Mastery property for one simple or martial weapon you’re proficient with. After a long rest, you can choose a different weapon and property (as long as you’re proficient). Prerequisite: None Ability score increase: +1 to Strength or Dexterity
Epic Boons in D&D 2024
Epic boons are high-level rewards for seasoned characters. You can choose an epic boon upon reaching level 19. Each comes with an ability score increase and in-game enhancement or ability (like general feats); the perks of epic boons are just more substantial! And, while general feats only support raising an ability score up to 20, epic boons allow you to raise one to 30. They are: Boon of Combat Prowess. You can choose to hit when you miss with an attack roll once per turn, and gain a +1 bonus to Strength or Dexterity. Boon of Dimensional Travel. You can teleport up to 30 feet away to an unoccupied space right after taking the attack or magic action, and you gain a +1 bonus to Intelligence, Wisdom, or Charisma. Boon of Energy Resistance. You have resistance to two elemental damage types of your choice (excluding force), which can be switched after a long rest. When hit by one of those damage types, you can use a reaction to target someone within 60 feet; they must succeed on a Dexterity save or take 2d12 + your Constitution modifier in damage. You also gain a +1 bonus to Constitution. Boon of Fate. When you or anyone within 60 feet succeeds or fails a d20 contest, you can add or subtract 2d4 from the roll. After that, the boon can’t be used again until you roll initiative or finish a short or long rest. You also gain +1 to Intelligence, Wisdom, or Charisma. Boon of Fortitude. Your hit point maximum increases by 40, and once per turn, you can regain additional hit points equal to your Constitution modifier when healing. You also get a +1 to Constitution. Boon of Irresistible Offense. You ignore any target’s resistance against bludgeoning, piercing, and slashing damage. When you roll a 20 on an attack, you deal extra damage equal to the ability score increased with this boon (+1 to Strength or Dexterity). Boon of Recovery. Once per long rest, dropping to 0 hit points automatically brings you back up to half of your maximum hit points. You also get a pool of ten d10s and can use them as a bonus action to heal yourself, regaining any expended dice after a long rest. You gain a +1 Constitution increase. Boon of Skill. You gain proficiency in all skills and expertise in one; you can also add a +1 bonus to an ability score of your choice. Boon of Speed. You gain 30 feet of speed and can disengage as a bonus action, which ends the grapple condition if applicable. You also get a +1 bonus to Dexterity. Boon of Spell Recall. Roll 1d4 after casting a spell using a level 1 to 4 spell slot. The slot is not expended if the number rolled is the same as the spell level used. You also gain +1 to Intelligence, Wisdom, or Charisma. Boon of the Night Spirit. While in dim light or darkness, you have resistance to all damage except psychic and radiant and can use a bonus action to become invisible. You gain +1 to Dexterity, Intelligence, Wisdom, or Charisma. Boon of Truesight. You gain Truesight to a range of 60 feet and a +1 bonus to Intelligence, Wisdom, or Charisma.
Fighting Style Feats in D&D 2024
Fighting style feats are gained based on your class. Fighting styles are mainly available to a few of D&D’s martial classes—namely, fighters, paladins, and rangers. However, rangers and paladins can skip their fighting style feat and take the Blessed or Druidic Warrior feat instead, letting them learn extra cantrips. The available 2024 fighting style feats are: Archery. You have a +2 bonus to all attack rolls when using ranged weapons. Blind fighting. You have Blindsight to a range of 10 feet. Defense. Wearing armor gives you a +1 to your armor class. Dueling. You get a +2 bonus to all damage rolls while holding a melee weapon in each hand. Great weapon fighting. Your minimum damage roll on any die is a 3 while wielding a weapon with two hands. Interception. When an attack hits an ally within 5 feet, you can use a reaction to reduce the damage dealt by 1d10 + your proficiency bonus, though you need to be holding a weapon or shield for this to work. Protection. If an ally is within 5 feet, you can use a reaction to impose disadvantage on all attacks against them until the start of your next turn (though you’ll need a shield for this ability). Thrown weapon fighting. You can a +2 bonus to damage rolls when you hit foes with a thrown weapon. Two-weapon fighting. When making an offhand attack using a weapon with the light property, you can add your ability modifier to the attack and damage rolls. Unarmed fighting. All unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you aren’t holding a weapon or shield, the damage die increases to 1d8. You can also deal 1d4 damage to a grappled creature at the start of your turn.
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