%% Last Updated: - [[2021-02-15]] %% ## Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading property of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. ## Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. ## Skulker Prerequisite: Dexterity 13 or higher. You are expert at slinking through shadows. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. ## Mobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. ## Alert Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. ## Athlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. ## Resilient Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. ## Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. ## Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score. ## Poisoner You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.