Fighter Feats
| Feat | Level | ASI | Prereqs | Description |
|---|---|---|---|---|
| Adept Archer | 1 | Dex | No disadv. on ranged attack when foe is within 5 ft. No disadv. on long ranged attacks. +1 ASI to Dex. | |
| Agile Athlete | 1 | Dex 13 | Use Dex instead of Str for Athletics. Substitute Dex save for Str save. Have adv. to escape a grapple. | |
| Battle Clarity | 5 | After initiative, choose one foe. You have adv. on attacks against them for 1st turn. | ||
| Careful Aim | 5 | Extra Attack feature | When taking Attack action, can forgo one attack to gain adv. on other attack. | |
| Cleave | 5 | Str 15 | When you reduce a foe to 0 hp with a melee weapon, use your reaction to make a melee attack against a nearby foe. | |
| Cunning Opportunist | 1 | Make an opp.atk. against a creature you threaten when they do basically anything other than defend. | ||
| Power Critical | 5 | When you score a critical hit on a foe in melee, force a Con save or the foe suffers one of three debuffs. | ||
| Shield Bash Mastery | 1 | When wielding melee weapon + shield, after Attack action, as bonus make a shield bash attack or shove with shield. | ||
| Shock Trooper | 8 | Str 15 | When shoving a creature, can shove back 10 ft. Or both shove back 5 ft. & knock prone. You have adv. on checks made to shove or resist shoving. | |
| Sweeping Trip | 4 | Strength 13 or Dexterity 13 | When you hit a foe with a melee weapon attack, you can attempt a trip (bonus action). |
Adept Archer
You have mastered techniques that allow you to make ranged attacks in close quarters and over long distances.
Prerequisites: Fighter or Ranger
Benefits:
-
Increase your Dexterity score by 1, to a maximum of 20.
-
You don't suffer disadvantage on ranged attack rolls when a hostile creature is within 5 ft. of you.
-
You ignore disadvantage when making a ranged attack at long range.
Agile Athlete
You rely on agility and speed rather than brute force to accomplish physical feats.
Prerequisites: Fighter or Barbarian; Dexterity 13
Benefits:
-
Whenever you would make a Strength (Athletics) check, you can make a Dexterity (Athletics) check against the same DC instead.
-
Whenever you are required to make a Strength saving throw, you can make a Dexterity saving throw against the same DC instead.
-
You have advantage on Dexterity (Athletics or Acrobatics) checks made to escape a grapple.
Battle Clarity
You have honed your awareness into a razor-sharp discipline, allowing you to act with absolute clarity in moments of danger.
Prerequisites: Level 5+; Barbarian, Fighter, Ranger, or Paladin
Benefits: When you roll initiative and are not surprised, you can choose one creature you can see. You have advantage on attack rolls against that creature until the end of that turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Careful Aim
You have trained to slow your breath and steady your aim, favoring precision over rapidity.
Prerequisites: Level 5+; Fighter or Ranger; Extra Attack feature
Benefits: When you take the Attack action and make multiple ranged weapon attacks as part of that action, you can forgo one of those attacks. If you do, you have advantage on one other ranged weapon attack you make as part of the same action.
You must decide to forgo the attack before making any attack rolls, and you must choose which attack gains advantage before rolling it.
Cleave
Prerequisites: Level 5+, Fighter, Strength 15
Benefits: When you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can use your reaction to make a melee weapon
attack against a different creature within your reach and within 5 ft. of the original target. You can use this feature once per turn.
Cunning Opportunist
You are trained to spot openings in an opponent's technique and react instantly.
Prerequisites: Fighter
Benefits:
-
You can make an opportunity attack against a creature you threaten when it...
-
draws a weapon
-
stands up from prone
-
drinks a potion
-
makes a grapple attempt
-
or casts a spell
-
-
You can make opportunity attacks even while surprised or before your first turn. You can only make one opportunity attack per round with this feat.
Power Critical
When your weapon strikes true, the force of the blow leaves enemies vulnerable and off-balance.
Prerequisites: Level 5+, Fighter
Benefits: When you score a critical hit with a melee weapon attack, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure they suffer one of the following effects of your choice:
-
Staggered: The target has disadvantage on its next attack roll before the end of its next turn.
-
Reeling: The target's speed is halved until the end of its next turn.
-
Disoriented: The target can't take reactions until the end of its next turn.
-
You can use this feature a number of times equal to your proficiency bonus per long rest.
Shield Bash Mastery
You've trained to wield your shield not just for defense, but as a reliable weapon in close combat.
Prerequisites: Fighter
Benefits: When you are wielding a melee weapon in one hand and a shield in the other, after completing the Attack action with your weapon, as a bonus action you can use your shield to do one of the following:
-
Make a melee weapon attack with your shield. This attack uses Strength, has the light property, and deals 1d6 bludgeoning damage.
-
Make a shove attempt with your shield, using the normal shove rules— make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics).
Shock Trooper
You are trained to weaponize your momentum in close quarters.
Prerequisites: Level 8+, Fighter, Strength 15
Benefits:
-
When you shove a creature on your turn, you can choose to drive them back with overwhelming force. You can shove them back 10 ft., or shove them back 5 ft. and also knock them prone in that square.
-
You have advantage on Strength (Athletics) checks made to shove a creature. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to resist being shoved.
Sweeping Trip
Prerequisites: Level 4+; Fighter; Strength 13 or Dexterity 13
Benefits: When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to trip the target. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone.
You can use this feature a number of times equal to your proficiency bonus per long rest.