At certain levels, your characters gain the option to either increase their Ability Scores or choose a Feat. This is a critical decision for character progression.
Ability Score Improvement (ASI)
Increases two ability scores by 1, or one ability score by 2. Generally, you want to prioritize your primary attack/spellcasting stat (e.g., Strength for Fighters, Intelligence for Wizards, Wisdom for Clerics).
Key Feats
- Great Weapon Master: Bonus action attack on crit/kill, -5 to hit for +10 damage. Essential for two-handed melee builds.
- Sharpshooter: Similar to GWM for ranged attacks.
- Sentinel: Opportunity attacks when enemies attack allies, stop enemies in their tracks. Great for tanks.
- Polearm Master: Bonus action attack with polearms, opportunity attack when enemies enter reach.
- War Caster: Advantage on Concentration saves, cast spells as opportunity attacks. Crucial for spellcasters.
- Tavern Brawler: Adds Strength modifier to unarmed attack rolls and damage, and thrown weapon damage. Essential for Monk and Throw Barbarian builds.
- Alert: +5 to Initiative, cannot be surprised. Great for getting first turn.
- Lucky: Reroll d20 rolls three times per long rest. Always useful.
- Resilient: +1 to an ability score and proficiency in its saving throws.