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 & 1st attack does bonus dmg; they have disadv. on attacks against you. | ||
| Careful Aim | 5 | Dex or Wis | Extra Attack feature; Dex 13 | When making an Attack action, spend your bonus action to make one ranged attack with advantage. 2/SR |
| Combat Takedown | 4 | Str or Dex | Strength 13; or Dexterity 13 | When you hit a foe with a melee atk, use a bonus action to knock them prone. 1/SR |
| Cunning Opportunist | 1 | Make an opp.atk. against a creature you threaten when they do basically anything other than defend. | ||
| Hold the Line | 1 | When a creature in your reach moves, spend your reaction to halt them; when you hit a creature with an opp. atk., prevent movement.. | ||
| Power Critical | 5 | Str | On a critical hit, force foe to: (1) have disadv. on next atk, or (2) halve its speed, or (3) be unable to take reactions; until end next of turn. 1/SR | |
| Relentless Advance | 5 | When you drop a creature, move up to half your speed w/o provoking opportunity attacks. | ||
| Shock Trooper | 1 | Str or Dex | Size Medium, Con 15 | When you hit a creature with a melee attack, move up to 5 ft w/o opp.atk., next attack has adv. 1/SR |
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:
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Increase your Dexterity score by 1, to a maximum of 20.
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You don't suffer disadvantage on ranged attack rolls when a hostile creature is within 5 ft. of you.
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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; and Dexterity 13
Benefits:
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Whenever you would make a Strength (Athletics) check, you can make a Dexterity (Athletics) check against the same DC instead.
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Whenever you are required to make a Strength saving throw, you can make a Dexterity saving throw against the same DC instead.
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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+; and Barbarian, Fighter, Ranger, or Paladin
Benefits:
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You gain advantage on initiative rolls.
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When you roll initiative and are not surprised, you can choose one creature you can see.
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Until the end of your first turn, you have advantage on attack rolls against that creature. The first time you hit it, the attack deals extra damage equal to 1/2 your level + your Wisdom modifier.
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Until the end of their first turn, the creature has disadvantage on attack rolls against you.
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You can use this feature a number of times equal to your proficiency bonus per long rest.
Careful Aim
You've trained to slow your breath and steady your aim, favoring precision over rapidity.
Prerequisites: Level 5+; Fighter, or Ranger; Extra Attack feature; and Dexterity 13
Benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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As a bonus action, you can carefully line up a shot. Choose one ranged weapon attack you make before the end of your turn. That attack is made with advantage. Once you use this feature two times, you must complete a short or long rest before you can use it again.
Combat Takedown
Prerequisites: Level 4+; Fighter; and Strength 13, or Dexterity 13
Benefits:
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Increase your Strength or Dexterity score by 1, to a maximum of 20.
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When you hit a creature with a melee weapon attack on your turn, you can use a bonus action to knock it prone. The creature must be no more than one size category larger than you. Once you use this feature, you must complete a short or long rest before you can use it again.
Cunning Opportunist
You are trained to spot openings in an opponent's technique and react instantly.
Prerequisites: Fighter
Benefits:
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You can make an opportunity attack against a creature you threaten when it...
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draws a weapon
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stands up from prone
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drinks a potion
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makes a grapple attempt
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or casts a spell
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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.
Hold the Line
You are trained to control the battlefield through positioning, timing, and sheer martial presence.
Prerequisites: Fighter
Benefits:
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When a creature within your reach voluntarily moves, you can use your reaction to reduce its speed to 0 until the end of the current turn.
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When you hit a creature with an opportunity attack, its speed becomes 0 until the end of the current turn.
Power Critical
When your weapon strikes true, the force of the blow leaves enemies vulnerable and off-balance.
Prerequisites: Level 5+, and Fighter
Benefits:
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Increase your Strength or Constituion score by 1, to a maximum of 20.
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When you score a critical hit with a melee weapon attack, you can choose one of the following effects:
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Distracted: The target has disadvantage on its next attack roll before the end of its next turn.
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Reeling: The target's speed is halved until the end of its next turn.
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Disoriented: The target can't take reactions until the end of its next turn.
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Once you use this feature, you must complete a short or long rest before you can use it again.
Relentless Advance
When you drop a foe, you've trained to swiftly advance upon the next one.
Prerequisites: Level 5+, and Fighter
Benefits: When you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can immediately move up to half your speed
toward a hostile creature you can see. This movement does not provoke opportunity attacks.
Shock Trooper
You are trained to weaponize your momentum in close quarters.
Prerequisites: Fighter, size Medium, and Constitution 15
Benefits:
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Increase your Strength or Dexterity score by 1, to a maximum of 20.
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When you hit a creature with a melee weapon attack on your turn that is your size or smaller
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You can move up to 5 ft. without provoking opportunity attacks.
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You gain advantage on the first melee weapon attack you make before the end of your turn.
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Once you use this feature, you must complete a short or long rest before you can use it again.