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Compendium

18 feats

At every Ability Score Improvement (levels 4, 8, 12, 16 and 19; Fighters also 6 and 14, Rogues also 10) you get 2 points: +2 to one ability, +1 to two, or a feat for both points. Half-feats also give +1 to an ability you pick.

Every feat

Ironhide

Requires: None

Your hit point maximum increases by 6 for every level you have.

  • +6 Hit Points per level

Steadfast Mind

Requires: None · half-feat

Discipline steels body and mind alike: +1 to Wisdom, Intelligence or Charisma (your choice) and +5% resistance to all damage.

  • +1 WIS / INT / CHA (your choice)
  • +5% All Resistances

Heavy Hitter

Requires: Fighter, Paladin, Ranger

You trade precision for bone-breaking power: +8% damage, but your swings land 5% slower.

  • +8% Damage
  • −5% Attack Speed

Deadeye

Requires: Ranger, Rogue, Fighter

You punish the smallest gap in armor from any range: +12% damage, but -2 to hit.

  • −2 to Hit
  • +12% Damage

Bulwark

Requires: Fighter, Paladin, Cleric, Ranger

Your shield is as much a weapon as it is a wall: +1 AC and 5% damage reduction.

  • +1 Armor Class
  • +5% Damage Reduction

Arcane Adept

Requires: INT 13+

Your grasp of arcane theory sharpens every spell you weave: +1 spell save DC and 5% cooldown reduction.

  • +1 Spell Save DC
  • +5% Cooldown Reduction

Devout Adept

Requires: WIS 13+

Your prayers are answered a little faster and a little stronger: +1 spell save DC and 5% cooldown reduction.

  • +1 Spell Save DC
  • +5% Cooldown Reduction

Fleetfoot

Requires: None

You move like the wind itself, never where the enemy expects: +10% move speed and 3% dodge.

  • +10% Move Speed
  • +3% Dodge

Fortune's Favor

Requires: None

Fortune leans your way more often than it should: +3% critical chance and +10% magic find.

  • +3% Crit Chance
  • +10% Magic Find

Ever-Watchful

Requires: None

Nothing catches you off guard: +1 to hit and +2% dodge.

  • +1 to Hit
  • +2% Dodge

Warden's Stance

Requires: None

You punish anything that dares get close: +8% thorns damage and +1 AC.

  • +8% Thorns
  • +1 Armor Class

Brutal Strikes

Requires: None

Every blow you land, you land with everything you have: +10% critical damage.

  • +10% Crit Damage

Jack of Trades

Requires: None

Broad training makes you dangerous in more ways than one: +1 to hit and +1 spell save DC.

  • +1 to Hit
  • +1 Spell Save DC

Grappler

Requires: STR 13+

You know how to close distance and make it hurt: +3% damage reduction and +5% thorns.

  • +3% Damage Reduction
  • +5% Thorns

Spark of Magic

Requires: None

A dabbling in the arcane leaves a permanent spark: +2 fire damage per hit and +10 maximum resource.

  • +2 Fire Damage
  • +10 Max Resource

Savage Critic

Requires: Level 8+

You've learned exactly where the killing blow lands: score a critical hit on a roll of 19 or 20.

Hale and Hearty

Requires: None

Your body recovers from wounds others don't survive: +15 max HP and +1 HP/s regeneration.

  • +15 Hit Points
  • +1 HP Regen / s

Parry Master

Requires: DEX 13+

Your parries turn aside blows an instant before they land: +2 AC.

  • +2 Armor Class