Feats

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Improved Critical – When you score a critical hit, you may draw two critical cards and chose the result you prefer.

Skill Focus – Pick a skill you have proficiency with; you gain advantage on rolls using that skill.

Alert – See Improved Initiative, Alertness, and Proficiency Training.

Alertness – You can not be surprised while you are conscious.

Improved Initiative – You gain a +5 bonus to initiative.

Proficiency Training – You gain proficiency in the chosen armor group (light, medium, heavy or shields), weapon group (simple melee, simple ranged, martial melee or martial ranged), 2 tools (disguise kit, healer’s kit, navigator’s tools, thieves’ tools, etc.), saving throw or 2 skills.

Arcane Archer – As written, but requires two levels for full effect. First level only allows you to imbue one arrow at a time.

Archery Master – See Proficiency Training, Far Shot, Precise Shot, and Rapid Shot

Far Shot – Attacking at long range doesn’t impose disadvantage on your ranged attack rolls.

Precise Shot – Your ranged attacks ignore half cover and three-quarters cover. You have no chance of accidentally hitting your allies in melee with your target.

Rapid Shot – Once per turn when you use your action to make a ranged attack with a ranged weapon, you can make one additional ranged attack with disadvantage, but you cannot move on your turn.

Athlete – See Ability Training and Proficiency Training.

Ability Training – Increase an ability score by 1, to a maximum of 20. You can take this feat multiple times, but only once per ability.

Charger – See Powerful Charge and Improved Bull Rush.

Powerful Charge – When you take the charge action, you charge deals 5 extra damage.

Improved Bull Rush – When you take the charge action, instead of attacking you can choose to push the creature you are charging. If you do so, contest your Strength check – with a +5 bonus – against the creature’s Strength check. If you win the contest, you push the creature up to 10 feet, and you can move along with the creature as you push it.

Dual Wielder – See Proficiency Training, Two-Weapon Mastery.

Two-Weapon Mastery – When you engage in two-weapon fighting, neither of the melee weapons needs to be light. Also, you have a +1 bonus to AC while you wield a different weapon in each hand and neither weapon is a shield.

Fencing Master – See Proficiency Training, Duelist and Rapid Strike.

Duelist – When you are wielding a weapon in one hand and nothing in the other, and another creature hits you with a melee attack, you can use your reaction to add your attack bonus to your AC, potentially causing the attack to miss you.

Rapid Strike – Once on your turn when you use our attack to make a melee attack, you can make one additional melee attack with disadvantage, but you cannot move on your turn.

Great Weapon Master – See Proficiency Training, Cleave and Rapid Strike.

Cleave – Once on your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one additional melee attack as part of the same action.

Healer – See Proficiency Training and Battlefield Healer.

Battlefield Healer – As an action, you can use a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s level. The creature can’t benefit from this feat until the creature completes a short or long rest.

Heavy Armor Master – See Proficiency Training, Heavy Armor Agility and Armor Specialization (Heavy).

Heavy Armor Agility – You ignore speed penalties from wearing heavy armor.

Armor Specialization (Heavy) – While you are wearing heavy armor, all bludgeoning piercing, and slashing damage you take from an attack is reduced by an amount equal to your Constitution modifier.

Loremaster – See Ability Training, Linguist and Proficiency Training.

Linguist – You learn to read and write three languages. You may also make an Intelligence or appropriate Knowledge check to attempt basic communication with other intelligent creatures. This feat can be taken multiple times to learn addition languages to read and write.

Lucky – As written.

Arcane Initiate – As written.

Divine Initiate – As written.

Druidic Initiate – As written.

Magic Adept – As written.

Improved Magic Adept – As written.

Superior Magic Adept – As written.

Mobile – See Fleet-Footed and Spring Attack.

Fleet-Footed – Your speed increases by 10 feet.

Spring Attack – When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Mounted Combatant – See Proficiency Training, Mounted Combat and Mounted Advantage.

Mounted Skirmisher – When you are mounted and move at least 10 feet on your turn to reach the target of your melee attack, the damage of the attack is increased by 1 for every 10 feet you moved on your mount to reach the target this turn.

Mounted Advantage – While mounted you have advantage on melee attack rolls against Medium or smaller creatures that are not mounted.

Polearm Master – See Proficiency Training, Polearm Mastery and Polearm Superiority.

Polearm Mastery – You treat the quarterstaff, the glaive, and the halberd as double weapons, each of which deals 1d4 bludgeoning damage with its secondary end.

Polearm Superiority – While wielding a glaive, a halberd or a pike, any creature provokes an opportunity attack from you when it enters your reach.

Shield Master – See Proficiency Training, Shield Fighter and Shield Defense.

Shield Fighter – You can wield a shield as a melee weapon, dealing 1d6 damage with a regular shield and 1d4 damage with a buckler. Also, you can engage in two-weapon fighting with a shield and neither the melee weapon nor the shield needs to be light.

Shield Defense – You can add your shield’s AC bonus to Dexterity saving throws against projectiles and spells that target only you.

Stealthy – See Low-Light Adaptation, Shadow Master and Proficiency Training

Low-Light Adaptation – You gain low light vision.

Shadow Master – You can hide when you are lightly obscured from the creature from which you are hiding.

Tactical Warrior – See Combat Challenge, Combat Agility and Combat Superiority.

Combat Challenge – When you make a melee weapon attack against a creature within 5 feet of you, you can mark that creature until the end of your next turn. A creature that is marked by you takes a -2 penalty to attack rolls against any creature it is not marked by.

Combat Agility – A creature that moves while within 5 feet of you provokes an opportunity attack from you.

Combat Superiority – When you hit a creature with an opportunity attack, that creature must stop moving for the rest of the turn.

Thrown Weapon Master – See Proficiency Training, Far Shot and Master Thrower.

Master Thrower – Per the How To Play document, you can already Two-Weapon Fight with thrown weapons. No feat needed.

Tough – See Toughness.

Toughness – Whenever you gain a level, you gain 2 extra hit points. These extra hit points are not retroactive.

Combat Concentration – You do not lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on three spells at once.

Versatile Mastery – When using a weapon with the versatile property with one hand, you deal damage as if you were using it with two hands.

Weapon of Legacy I – You unlock the level 5-10 special powers of a single chosen weapon of legacy.

Weapon of Legacy II – Prerequisite: Weapon of Legacy I. You unlock the level 11-16 special powers of a single chosen weapon of legacy.

Weapon of Legacy III – Prerequisite: Weapon of Legacy II. You unlock the level 16-20 special powers of a single chosen weapon of legacy.

Defensive Casting – As a reaction to being targeted or included in an attack, you may cast a spell as your reaction for the round. The spell must have a casting time of 1 round or fewer, and a duration of one minute or longer. The spell’s normal duration becomes “until the end of your next turn”. This spell must be defensive in nature; granting yourself damage resistance, imposing disadvantage on an attack roll, increasing your AC, raising a damage shield, etc. The DM is the final arbiter of what “defensive” means: Cause Fear is ok, Otto’s Irresistible Dance is not. (Irresistible Dance lasts “up to” one minute, not one minute or more).

Feats

The Jade Regent timeron