You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
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Your charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks.
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You gain a +5 bonus to Initiative and can't be Surprised.
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Your Strength or Dexterity increases by 1, to a Maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
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You gain Charger: Weapon Attack and Charger: Shove.
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When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long.
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When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss.
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You can use Two-Weapon Fighting even if the weapons you are wielding aren't Light. You have a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
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You gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. You gain Resistance to the damage dealt by traps.
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You Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
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Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
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Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
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Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
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Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
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Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
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When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee wepaon attack as a bonus action that turn. Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll penalt. (You can toggle this on and off.)
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You gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a Maximum of 20.
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Your Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
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You gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a Maximum of 20.
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You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throw, or to make an enemy reroll their Attack Rolls.
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When a creature casts a spell within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws.
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You learn 2 cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn 2 cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn 2 cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn 2 cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn 2 cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn 2 cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
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You learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
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When you wear Medium Armour, it doesn't impose Disadvantage on Stealth Checks. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
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Your movement speed increases, and difficult terrain doesn't slow you down when you Dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
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You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, you a maximum of 20.
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You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.
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When attacking wityh a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon. You can also make an Opportunity Attack when a target comes within range.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
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You learn two ritual spells of your choice.
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When making weapon attacks, you roll your damage dice twice and use the highest result.
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When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat. You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
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You ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
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You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
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You gain Proficiency in 3 Skills of your choice.
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You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
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When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifer is added twice to the damage and Attack Rolls.
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Your hit point maximum increases by 2 for every level you have gained.
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You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.
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You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.
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Some of the best feats:
There are also other options such as Defensive Duelist, Dual Wielder, Mage Slayer, Resilient, Savage Attacker, Spell Sniper, and more depending on your class and playstyle