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<blockquote data-quote="Wyvern" data-source="post: 7410438" data-attributes="member: 2374"><p>I've been working on creating a <a href="http://homebrewery.naturalcrit.com/share/S18mFFS2f" target="_blank">quick-reference guide</a> to 5e character creation, including a summary list of feats. This is *not* intended as a substitute for actually reading the full description of the feats -- it's meant to aid players, especially new ones, in selecting a feat without having to read through the entire list, by providing a basic idea of what each one does. Some of them, such as Linguist, Skilled, Tough and Heavily Armored, are very easy to summarize in this fashion. However, it's not so simple when it comes to feats that provide several discrete benefits around a common theme, such as Crossbow Expert. I don't want to just say that it makes you better at using crossbows, but I'd like to do more (or rather, less) than simply paraphrase each individual effect. I want a description that's succinct (no more than 1-2 lines) and keeps game-mechanical jargon to the minimum necessary. The ones I've marked in italics are the ones I like as-is, and can be used as examples of what I'm going for. I'm open to suggestions for improving any of the others, *especially* Crossbow Expert. (I've left out that ones that are simply "gain X", but if you want to see how I worded them, you can find the entire list at the link above.)</p><p></p><p><em>Actor: +1 Cha; advantage on ability checks to pass as someone else</em></p><p></p><p><em>Alert: +5 initiative, can't be surprised or ambushed</em></p><p></p><p>Athlete: +1 Str or Dex; climb faster, jump better, stand quickly from prone</p><p></p><p>Charger: can attack or shove a target as a bonus action after Dashing, with increased effect</p><p></p><p>Crossbow Expert: reload more quickly, no penalty on ranged attacks while engaged, attack off-hand w/ hand crossbow</p><p></p><p><em>Defensive Duelist: can attempt to parry attacks</em></p><p></p><p>Dual Wielder: +1 AC when dual-wielding, can use larger offhand weapons</p><p></p><p>Dungeon Delver: better at finding traps and secret doors, avoid or reduce damage from traps</p><p></p><p>Durable: +1 Con; increases minimum result when rolling Hit Dice for healing</p><p></p><p>Elemental Adept: overcome resistance and reroll 1s when casting one type of elemental spell</p><p></p><p>Grappler: attack grappled opponent w/ advantage, can attempt to pin them</p><p></p><p>Great Weapon Master: can take an attack penalty to do more damage w/ heavy weapons; bonus attack when critting or dropping opponents</p><p></p><p>Healer: use healer's kits to greater effect</p><p></p><p>Heavy Armor Master: +1 Str; reduce damage from non-magical weapons</p><p></p><p><em>Inspiring Leader: pep talk to allies gives temporary hit points</em></p><p></p><p><em>Keen Mind: +1 Int; unerring sense of time & direction, improved memory</em></p><p></p><p><em>Lucky: can spend points from a pool for rerolls</em></p><p></p><p>Mage Slayer: good at interrupting spells, advantage on spell saves when adjacent to caster</p><p></p><p>Medium Armor Master: higher cap on Dex bonus in medium armor, and no stealth penalty</p><p></p><p>Mobile: +10 to speed; move more easily in difficult terrain, avoid counter-attacks when making hit-and-run attacks</p><p></p><p>Mounted Combatant: attack unmounted opponents w/ advantage, redirect or reduce damage to mount</p><p></p><p>Observant: +1 Int or Wis; increase passive Perception and Investigation scores, can read lips</p><p></p><p>Polearm Master: can make bonus attack with butt of polearm, opportunity attacks against approaching opponents</p><p></p><p>Resilient: +1 and proficient in saves for one ability of your choice</p><p></p><p><em>Savage Attacker: reroll melee damage dice and use higher result</em></p><p></p><p>Sentinel: can lock down opponents w/ opportunity attacks, and counter-attack when they attack your allies</p><p></p><p>Sharpshooter: ignore range and cover penalties, can take an attack penalty to do more damage w/ ranged weapons</p><p></p><p>Shield Master: can shove w/ shield, use shield to assist w/ Dex saves</p><p></p><p>Skulker: better at hiding, attacking from cover, seeing in dim light</p><p></p><p>Spell Sniper: spell attacks have greater range and ignore cover; gain one cantrip from a list of your choice</p><p></p><p>Tavern Brawler: +1 Str or Con; better at attacking unarmed or w/ improvised weapons, can grapple as a bonus action</p><p></p><p>War Caster: better at concentrating on spells, can cast while armed & use spells as opportunity attacks</p></blockquote><p></p>
[QUOTE="Wyvern, post: 7410438, member: 2374"] I've been working on creating a [URL="http://homebrewery.naturalcrit.com/share/S18mFFS2f"]quick-reference guide[/URL] to 5e character creation, including a summary list of feats. This is *not* intended as a substitute for actually reading the full description of the feats -- it's meant to aid players, especially new ones, in selecting a feat without having to read through the entire list, by providing a basic idea of what each one does. Some of them, such as Linguist, Skilled, Tough and Heavily Armored, are very easy to summarize in this fashion. However, it's not so simple when it comes to feats that provide several discrete benefits around a common theme, such as Crossbow Expert. I don't want to just say that it makes you better at using crossbows, but I'd like to do more (or rather, less) than simply paraphrase each individual effect. I want a description that's succinct (no more than 1-2 lines) and keeps game-mechanical jargon to the minimum necessary. The ones I've marked in italics are the ones I like as-is, and can be used as examples of what I'm going for. I'm open to suggestions for improving any of the others, *especially* Crossbow Expert. (I've left out that ones that are simply "gain X", but if you want to see how I worded them, you can find the entire list at the link above.) [I]Actor: +1 Cha; advantage on ability checks to pass as someone else[/I] [I]Alert: +5 initiative, can't be surprised or ambushed[/I] Athlete: +1 Str or Dex; climb faster, jump better, stand quickly from prone Charger: can attack or shove a target as a bonus action after Dashing, with increased effect Crossbow Expert: reload more quickly, no penalty on ranged attacks while engaged, attack off-hand w/ hand crossbow [I]Defensive Duelist: can attempt to parry attacks[/I] Dual Wielder: +1 AC when dual-wielding, can use larger offhand weapons Dungeon Delver: better at finding traps and secret doors, avoid or reduce damage from traps Durable: +1 Con; increases minimum result when rolling Hit Dice for healing Elemental Adept: overcome resistance and reroll 1s when casting one type of elemental spell Grappler: attack grappled opponent w/ advantage, can attempt to pin them Great Weapon Master: can take an attack penalty to do more damage w/ heavy weapons; bonus attack when critting or dropping opponents Healer: use healer's kits to greater effect Heavy Armor Master: +1 Str; reduce damage from non-magical weapons [I]Inspiring Leader: pep talk to allies gives temporary hit points[/I] [I]Keen Mind: +1 Int; unerring sense of time & direction, improved memory[/I] [I]Lucky: can spend points from a pool for rerolls[/I] Mage Slayer: good at interrupting spells, advantage on spell saves when adjacent to caster Medium Armor Master: higher cap on Dex bonus in medium armor, and no stealth penalty Mobile: +10 to speed; move more easily in difficult terrain, avoid counter-attacks when making hit-and-run attacks Mounted Combatant: attack unmounted opponents w/ advantage, redirect or reduce damage to mount Observant: +1 Int or Wis; increase passive Perception and Investigation scores, can read lips Polearm Master: can make bonus attack with butt of polearm, opportunity attacks against approaching opponents Resilient: +1 and proficient in saves for one ability of your choice [I]Savage Attacker: reroll melee damage dice and use higher result[/I] Sentinel: can lock down opponents w/ opportunity attacks, and counter-attack when they attack your allies Sharpshooter: ignore range and cover penalties, can take an attack penalty to do more damage w/ ranged weapons Shield Master: can shove w/ shield, use shield to assist w/ Dex saves Skulker: better at hiding, attacking from cover, seeing in dim light Spell Sniper: spell attacks have greater range and ignore cover; gain one cantrip from a list of your choice Tavern Brawler: +1 Str or Con; better at attacking unarmed or w/ improvised weapons, can grapple as a bonus action War Caster: better at concentrating on spells, can cast while armed & use spells as opportunity attacks [/QUOTE]
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