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A feat represents a talent or an area of expertise that gives a character special capabilities beyond what their class provides.


At First Level: your Background gives you the choice of any Level 1 Feat when you create a new 1st level character.

At Higher Levels: When you level up in your chosen class to levels 4, 8, 12, and 16, you gain a feat of your choice. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. 

Feats From Other Sources: Click here for information on how to use feats from outside Elkan 5e (1).

Level 1 Feats

The following feats can be chosen at level 1 or later.

Ambidextrous Might

If you are dual-wielding, you can wield a weapon in your off-hand that is not Light.

Armor Training

When you take this feat, you learn to fight in heavier armor than most with your skillset.

  • If you have no armor proficiencies, you gain light armor proficiency.

  • If you have only light, you gain medium armor proficiency.

  • If you have medium armor proficiency, you gain heavy armor proficiency.

If you later gain proficiency in the chosen armor type through some other means, you may gain proficiency in the next heaviest armor type (if applicable) or replace this feat with another level 1 feat.

Combat Casting

Clerics and Paladins can already use a weapon with a holy symbol as a focus, and some other characters gain a feature equivalent to this one: Warlocks with a Pact of the Warrior, Mystic Trickster Rogues, and Spellsword Fighters.


You can use a weapon as a spellcasting focus. Your focus replaces the need for you to have specific material components to cast spells, unless that material component costs 1 gold or more, in which case you must use the specific component instead. 


Note: This feat can be chosen multiple times.

You gain proficiency with three Crafting Tools of your choice.


Pick four skills. You add half your proficiency bonus (rounded down) to these skills. If you later gain proficiency in any of these skills, you can switch your Dabbler skills. If you later gain the Jack of All Trades feature, you can replace this feat with another level 1 feat.

Fast Loading

When you attack with a weapon that has the Loading property, you can load it as part of the attack action without using a bonus action.

Find Familiar
You bind a familiar to your service. ​

  • Your familiar acts on its own initiative, but follows your commands to the best of its abilities.

  • Your familiar uses the stats of one of the following: a bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, quipper, rat, raven, spider, or weasel. 

  • Your familiar has an armour class equal to 10 + your proficiency bonus, and 5 hit points.

  • Your familiar loses any attack it normally possesses, and gains a new attack instead. The new attack has an attack bonus equal to your proficiency bonus + your intelligence, wisdom, or charisma modifier. The attack now deals 1 + your chosen ability modifier damage. Choose whether bludgeoning, piercing, or slashing damage is most appropriate for your familiar.

  • When your familiar is within 100 feet of you, you can communicate with it telepathically.

  • When you finish a short or long rest, your familiar is revived, teleported to you, and regains all hit points.

Master of Minor Magics

Gain two of the following cantrips: druidcraft, minor illusion, prestidigitation, or thaumaturgy. If you already have one of these spells, you can gain a different cantrip, choosing from your class list, or the wizard spell list if you don't have spellcasting as part of your class.

As an action, you can cast two of these cantrips simultaneously or use up to three effects of one of these cantrips simultaneously (including the same thing three times, if the spell allows you).

Mounted Combat

When you are mounted on a creature, you fight as one. You gain the following benefits, unless you are incapacitated.

  • The creature that was mounted does not roll initiative, and the mounted rider can replace one of their attacks every turn with one of the mount's attacks if they want. The mount provides its speed and mobility to the rider.

  • The mount cannot take damage. If the mount is targeted by an effect that does not target the rider, and the mount takes damage as a result, the rider instead takes the damage. All attacks against the mount target the rider instead. The mount can otherwise be affected by terrain, spells, and abilities normally.

  • If you are incapacitated, you fall prone next to the mount, and the mount takes its own turn after your initiative count if you are still incapacitated by the time of its turn. 


You learn three languages of your choice. You also pick up bits of new languages very quickly, allowing you to learn bits of a new language from a fluent speaker, even without a translator. You can learn basic phrases like how to ask for directions or order food over the course of a short or long rest with the help of someone who knows the given language.

Scroll Expert

You gain proficiency with Calligrapher's Tools, used to scribe scrolls. If you already have Calligrapher's Tools, you can pick a different tool. Additionally, you can cast any spell scroll without making an arcana check, regardless of spell level or which class list the spell is from.

Skill Specialization

Note: This feat can be chosen multiple times.

Pick one skill you were already proficient in. You now have expertise with the skill(s), meaning your proficiency bonus is added twice for skill checks instead of added once.


Your walking speed increases by 5 ft. Any speed you have that is equal to your walking speed also increases by 5 ft.


You gain an extra number of hit points equal to your level. When you level up, you gain an extra hit point each time. Also, when you roll hit dice to regain hit points as part of a short rest, you regain an extra hit point her hit die.

Weapon Training

You have been trained much more extensively with weapons than most with your skillset. You have proficiency with all simple and martial weapons.

Level 4 Feats

When you reach level 4, you can pick one of these, a level 1 feat, a class-specific feat, or a combat maneuver feat if they are eligible. At higher levels, you can choose level 8 feats or level 12 feats. For multiclass characters, your total level must equal 4, 8, or 12 for non class-specific feats.


You learn to get in the way of your enemies and pin them down.​

  • When a creature that is within 5 ft. of you moves, you can choose to slow them down. For every 5 ft. the creature moves while within 5 ft. of you, they use 10 ft. of their movement.

  • You can attempt to grapple a creature with an attack of opportunity. You need a free hand, as usual.


You have experience in close-quarters unarmed brawls, and know how to deal heavy blows with just about anything.

  • You have advantage on grapple checks if both your hands are empty, and you have advantage on shove checks if at least one hand is empty. A hand counts as empty if you aren't grappling someone with it, aren't holding a weapon or a shield, and don't need that hand to cast a spell that requires somatic components.

  • You have proficiency with unarmed strikes and improvised weapons.

  • You can deal bludgeoning damage with any melee weapon.

Danger Sense

You gain an uncanny sense of your surroundings, always ready to leap out of danger. You have advantage on initiative rolls, and are immune to the surprised condition.

Draconic Breath Control

Prerequisite: Dragonborn or Draconic Origin Sorcerer

You now recharge your breath weapon when you finish a short rest.

Escape Artist

You have advantage on athletics and acrobatics checks to avoid or escape a grapple, and you have advantage on strength and dexterity saving throws made to avoid or break out of abilities or spells that reduce your speed or cause you to become grappled, restrained, or slowed.

Fast Hands

You can make sleight of hand checks that normally take an action using a bonus action. You can also use items that normally take an action, such as potions, caltrops, or a magical Meteor Stone using a bonus action instead. This does not allow you to activate scrolls, wands, or anything else that casts a spell or mimics a spell, due to the innate restrictions of magic.

Field Medic

Prerequisite: Proficiency in Medicine

You spend time during your rest tending to the wounds of your allies.

During a Short Rest - 6 Creatures

When you and your allies take a short rest, you choose up to 6 allied creatures who expend at least one hit die to heal, including yourself. The chosen creatures regain additional hit points equal to your level.

Fighting Style

Note: This feat can be chosen multiple times, but you can't take the same Fighting Style option more than once, even if you later get to choose again.

You adopt a particular style of fighting as your specialty. Choose one of the following options.


You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.


While you are wearing armor, you gain a +1 bonus to Armor Class.


Reaction - 1 Ally (5 ft.)

When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.

Single Weapon Fighting

When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.​

Two-Weapon Fighting

When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll.


You can quickly jump, spring to your feet, or recover from a fall.

  • You can stand up from prone by using only 5 ft. of movement.

  • You can use your acrobatics skill instead of your athletics skill for any check related to climbing or jumping. You can use your dexterity to calculate your jump distance, if it's higher than your strength, and you always jump as if you had a running start, even if you are making a standing high jump or standing long jump.

  • You take no damage from falling if you fall 20 ft. or less unless you are incapacitated.

  • You do not fall prone when you fall unless you are incapacitated, regardless of height.

Magic Dilettante

Pick a spell list for a spellcasting class. You learn two cantrips from that class. You also learn one level 1 spell from the same class. You can cast this spell once per long rest without expending a spell slot. If you are a spellcaster, you count the spell as a spell you know and have prepared, and can cast it with a spell slot. This spell is a bonus on top of your normal number of spells known or prepared.


Note: This feat can be chosen multiple times, choosing a different saving throw each time.

You gain proficiency in one saving throw of your choice. If you later gain proficiency in this saving throw, you can gain a different saving throw proficiency instead. Alternatively, you can replace this feat.

Fighting Style
Draconic Breath Control

Level 8 Feats

Attunement Expert

You can attune to one more magic item than you would be able to normally (normally raising your maximum attuned items from 3 to 4). You can also attune to any item, regardless of normal restrictions. Note that some items may improve abilities you do not have: this feat does not allow you to gain any prerequisite features or spellcasting.


You challenge your foe, goading them into attacking you instead of your allies.

Bonus Action - 1 Creature (60 ft.) - 1 Minute - Uses Equal to Proficiency Bonus/Long Rest

You can calculate the saving throw DC for this ability as 8 + proficiency bonus + strength or charisma modifier (whichever is higher).

Wisdom Save

  • Failure: Target is goaded (save ends).

  • Success: No effect.

Close Shot

You do not suffer disadvantage for using ranged weapon attacks against creatures within 5 ft. of you.

Fey Step

You say a word of power and vanish in a silvery mist, appearing a short distance away.

Bonus Action - Self - 2nd Level (Conjuration) - V - 1/Long Rest

You cast the Misty Step spell without expending a spell slot, using that spell's normal rules. This feat does not grant you the ability to cast the spell in any other way.


  • You teleport up to 30 feet to an unoccupied space that you can see.

Grapple Hold

  • You can use a grapple check on a creature you are already grappling in place of an attack. If you succeed, the creature is restrained. This does not require another empty hand.

  • When you are grappled, you can choose to automatically grapple the creature that grappled you if you have an empty hand to do so.

Into the Fray

During the first round in combat, your speed increases by half, rounded down (so a 30 ft. speed becomes 45 ft. and a 25 ft. speed becomes 35 ft.)


You gain the following benefits when using weapons you are proficient with:

  • When you attack a creature in cover with a ranged or thrown weapon, they are less able to benefit from cover. If they are in half-cover, they gain no bonus, and if they are in three-quarters-cover, they instead gain the benefits of half-cover.

  • Additionally, you do not suffer disadvantage for attacking at long range. You still cannot fire at long range when you have disadvantage.


Once per turn, you can move 5 ft. of your movement without provoking an attack of opportunity.

War Casting

Bonus Action - Uses Equal to Proficiency Bonus/Long Rest

You can use this ability after casting a spell as an action. You make an attack with a weapon.

Extra Attack

Level 12 Feats

Battle Cry

You let out a battle cry, inspiring your allies to fight longer.

Bonus Action - 6 Creatures (60 ft.) - 1 Minute - 1/Short Rest

Targets must be able to hear you.

Each ally gains temporary hit points equal to twice your proficiency bonus.

Extra Attack

Prerequisite: Fighting Style

Some classes already gain this feature at level 5, and gain no further benefit from this feat. Barring unusual multiclassing, the only classes that benefit from this feat are Bards, Clerics, Druids, Sorcerers, Wizards, and some Warlocks.

You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.

Class-Specific Feats

If you're looking for martial-oriented feats, see Combat Maneuvers below.

Barbarian Feats

Enraged Presence

Prerequisite: Barbarian level 4

No Action Cost - Self - 10 Minutes

When you use rage, you adopt a powerful presence of personality. You add your rage bonus to your deception, intimidation, performance, and persuasion skill checks for 10 minutes afterwards.


Enraged Prowess

Prerequisite: Barbarian level 4

No Action Cost - Self - 10 Minutes

When you use rage, your body is put into overdrive. You add your rage bonus to your acrobatics, athletics, sleight of hand, and stealth skill checks for 10 minutes afterwards.

Bard Feats


Prerequisite: Bard level 8

You can start a performance that lasts until the end of your next turn, using musical notes or words of power to disrupt mind-influencing effects.

Bonus Action - 6 Creatures (60 ft.) - 1 Round - Magical

You spend a use of your bardic inspiration.

  • If a creature is charmed or frightened within 30 ft., and the creature would normally be able to roll another save to end the effect at the end of their turns (as with a dragon’s Frightful Presence), then the creature can immediately attempt another save and add your bardic inspiration die to their roll. If the creature would not normally get another save against the effect on their turn (such as with a vampire’s Charm), this ability does nothing for them.

  • The chosen creatures have advantage on saving throws against the charmed or frightened condition until the end of your next turn.

A creature must be able to hear you to gain this benefit.

Cleric Feats

Secondary Domain

Prerequisite: Cleric level 4

Your faith is multifaceted, allowing you to draw on holy rituals of a greater variety than some clerics.

Choose a Divine Domain you did not choose at level 1. You learn the Channel Divinity option that clerics of this domain normally learn at level 3. If there are more than one for your chosen domain, pick one.

Turn Undead

Prerequisite: Cleric level 4

You present your holy symbol and speak a prayer censuring the undead.

Action - Undead in a 30 ft. Radius - 1 Minute - Magical

This consumes one use of your Channel Divinity feature.

Wisdom Save

  • Failure: Target undead are frightened for 1 minute (save ends). While frightened in this way, a creature must spend its turns trying to move as far away from you as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If neither of these options helps the creature escape you, the creature can use the Dodge action.

  • Failure: If the turned undead's hit point maximum is equal to or less than three times your cleric level, it is destroyed. 

  • Success: No effect.

Holy Strike

Prerequisite: Cleric level 8

You infuse your deity's power into your weapon strikes. Once per turn, when you hit with a weapon attack, you deal an additional 1d8 radiant damage.

Druid Feats

Versatile Wild Shaper

Prerequisite: Druid level 4

Note: This feat can be chosen multiple times.

You learn another Wild Shape option. This can be an Advanced Wild Shape or Greater Wild Shape if you are high enough level to know one already. You can exchange this wild shape option for any other wild shape you are high enough level to know when you finish a long rest.

Fighter Feats

Improved Archery

Prerequisite: Fighter level 12, Archery Fighting Style

You add +2 to your damage rolls with ranged and thrown weapons.

Improved Defense

Prerequisite: Fighter level 12, Defense Fighting Style

You add an additional +1 to your armor class from your fighting style.


Improved Protection

Prerequisite: Fighter level 12, Protection Fighting Style

Reaction - 1 Ally (5 ft.) 

When an ally within 5 ft. of you is hit by an attack roll, you can choose to redirect the attack to you. The attacker rerolls the attack against you. Until the end of your next turn, all attacks directed at the ally you are protecting are made against you instead.

Improved Single-Weapon Fighting

Prerequisite: Fighter level 12, Single-Weapon Fighting Style

You add an additional +2 to your damage when wielding one melee weapon and no other weapons.


Improved Two-Weapon Fighting

Prerequisite: Fighter level 12, Two-Weapon Fighting Style

When you take the attack action, you can make up to two additional attacks with a weapon equipped in your off-hand, rather than one.

Monk Feats

There are currently no monk-specific feats available on

Paladin Feats


Prerequisite: Paladin level 1

  • You gain two cantrips from the cleric spell list, which count as paladin spells for you.

  • You can use Divine Smite or other smite abilities on cleric or paladin cantrips as if they were weapon attacks.

Extra Smite Option

Prerequisite: Paladin level 4

Note: This feat can be chosen multiple times.

You learn another smite option. You can choose one of the level 5, 9, or 13 smite options if you are high enough level to know one.

Spirit Steed

Prerequisite: Paladin level 4

Action - 5 ft. - 1/Short Rest

You summon a magical steed to your side, either a spirit or a magically bound beast. This steed has the statistics of a warhorse, but can be medium size if you are small and has an intelligence of 6. This Spirit Steed understands you when you speak and will follow any orders you give to it. While your steed is within 1 mile of you, you can communicate with it telepathically.

While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

Ranger Feats


Prerequisite: Ranger level 1

  • You gain two cantrips from the druid spell list, which count as ranger spells for you.

  • You can deal extra damage from Mark for Death when using cantrips as if they were weapon attacks.


Mark of Affliction

Prerequisite: Ranger level 4

Bonus Action - Self - 1 Minute - Magical

Using this ability consumes a use of Mark for Death. You cannot use this ability alongside Mark for Death or any other ranger mark.

While you use the Mark of Affliction, once on each of your turns, when you hit a creature with a weapon attack or damage a creature with a ranger spell, you can attempt to poison them with your magic. This ability ends early if you become incapacitated.

Constitution Saving Throw

Failure: Target is poisoned until this ability ends (save ends).

Success: No effect.


Mark of Thorns

Prerequisite: Ranger level 4

Bonus Action - 1 Ally (60 ft.) - 1 Minute - Magical

Using this ability consumes a use of Mark for Death. You cannot use this ability alongside Mark for Death or any other ranger mark.


You surround your target with magical thorns. Whenever your target is struck by a melee attack, their attacker takes 1d4 magical piercing damage*. This ability ends early if you become incapacitated.


*This extra damage increases as you gain ranger levels. At level 5 it becomes 1d6, at level 9 it becomes 1d8, at level 13 it becomes 1d10, and at level 17 it becomes 1d12.

Rogue Feats

Extra Precision Attack Option

Prerequisite: Rogue level 4

Note: This feat can be chosen multiple times.

You learn another Precision Attack. You can choose one of the level 7 or 11 Precision Attack options if you are high enough level to know one.

Sorcerer Feats

Versatile Metamagic

Prerequisite: Sorcerer level 4

You gain two Metamagic options you haven't picked already.

Warlock Feats

Extra Invocation

Prerequisite: Warlock level 4

Note: This feat can be chosen multiple times.

You choose a Warlock Invocation that you meet the requirements for. This feat can be chosen multiple times.

Wizard Feats


Prerequisite: Wizard level 4

Note: This feat can be chosen multiple times.

You learn ritual spells faster than other wizards. Choose two spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list, but they must not be a higher spell level than you can normally cast. The spells don't count against the number of spells you know.

You can't cast the spells except as rituals, unless you've learned them by some other means.

You can exchange the rituals you learned with this feat when you finish a long rest.

1st level ritual spells include Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Identify, Purify, Speak with Animals, Unseen Servant, and any first level spell from other 5e sources that include the ritual tag.

Improved Fighting Style
Fighter Feats
Druid Feats
Cleric Feats
Bard Feats
Barbarian Feats
Paladin Feats
Ranger Feats
Rogue Feats
Sorcerer Feats
Warlock Feats
Wizard Feats
Monk Feats

Combat Maneuver Feats

When you learn a combat maneuver feat, you learn how to execute a difficult move in melee or ranged combat.

Prerequisite: Fighting Style or at least 1 level of Monk. Click here if you're unsure if you qualify (2).

Level 4 Maneuvers


You charge into battle.

Bonus Action - Self - Uses Equal to Proficiency Bonus/Long Rest

You can move up to your movement speed immediately towards a hostile creature. 


You prepare yourself for an oncoming blow.

Reaction - 1 Visible Creature - Uses Equal to Proficiency Bonus/Long Rest

When a creature attacks you, you can use brace to impose disadvantage on their first attack against you.

Deadly Aim

At the start of your turns, you can focus on a single creature you can see that is within range of a ranged or thrown weapon you are holding.

Action - Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, but you have advantage on your first attack roll with a ranged or thrown against the target.

Distracting Strike

You leave your opponent open to another creature's attack.

Action - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, and the next attack made by a creature other than you against your target has advantage.

Harrying Blow

Your assault prevents your target from moving quickly.

Action - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, and the first time you damage a creature of large size or smaller with a weapon attack, you can choose to halve the creature's speed.

Tide of Iron

Your assault presses your target back.

Action - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, and the first time you damage a creature with a melee attack and that creature is no more than one size category larger than you, you can choose to push the creature up to 10 ft. in a direction of your choice.​

Level 8 Maneuvers

Prerequisite: Extra Attack.

Bull Rush

You use your momentum to try to shove your target.

Bonus Action - Self  - Uses Equal to Proficiency Bonus/Long Rest

If you move at least 20 ft. in a straight line towards a creature, you can attempt to shove the creature.



You cleave through foes that are packed together.

Action - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, but one of your attacks is replaced by Cleave. Make a melee weapon attack against one target creature and all creatures of your choice within 5 ft. of your target. You are still limited by your weapon's normal reach. You roll a single synchronous attack roll for all targets, dealing the same damage to each. 

Cleave counts as an area of effect ability for the purposes of attacking swarms, and if targeting a creature with Mirror Image active, you target all images and the caster.

Dazing Blow

Your attack scrambles your target's senses and leaves them slow to react.

Action - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, but on your first hit on this turn, you can try to daze your target. Your DC for this ability equals 8 + your proficiency bonus + your STR or DEX modifier (your choice).

Constitution Save

  • Failure: Target is dazed.

  • Success: No effect.

Opportunistic Strike

You are always able to threaten opponents within your reach.

No Action Cost - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest

You can make an attack of opportunity without expending your reaction. You can do this multiple times a round, even more than once in a turn.


You quickly raise your defenses against an incoming attack.

Reaction - Melee - Self  - Uses Equal to Proficiency Bonus/Long Rest

When a creature hits you with an attack roll, you can add +4 to your armor class against that attack, blocking the attack. Your game master should tell you what your attacker rolled on their attack roll before you decide to use Parry. If your attacker somehow rerolls their attack after you parry it, you keep the +4 bonus against the new roll. You must be holding a melee weapon or shield to use this maneuver.

Powerful Attack

You strike fast and hard, sacrificing accuracy for power.

Action - Melee/Ranged - Uses Equal to Proficiency Bonus/Long Rest

You use your normal Attack action, but you subtract your proficiency bonus from each attack roll. If you hit, add twice your proficiency bonus to each damage roll.


You unleash a group of projectiles which rain down on an area.

Action - Ranged - 10 ft. Radius - Uses Equal to Proficiency Bonus/Long Rest

You make a single ranged weapon attack against each creature within a 10 ft. radius of a point within range of your weapon. You can use thrown weapons with Volley, but you need ammunition or separate throwing weapons for each attack.

Combat Maneuvers

Notes and Examples

(1) Regarding Feats From Other Sources

Generally, our feats are weaker than the strongest feats from baseline 5e rules. This is because we adjusted the rules to allow characters to gain both a feat and an ability score improvement at levels 4, 8, 12, and 16. We encourage our players to only use the feats listed here, both because of game balance and also because some old feats no longer function as originally intended. If you want to use a 5e feat that wasn't designed for Elkan 5e, get your game master's approval first. We recommend that if you do pick an old feat, that it should replace both the feat and the ability score improvement for that level.

(2) Regarding Qualifying for Combat Maneuver Feats: 

In order to take a combat maneuver as a feat, you need to have a Fighting Style or have at least one level of the Monk class. 

Fighting Styles are granted for free to nearly every martial-oriented class (except monks, hence the exception). If you have at least 1 level of the BarbarianFighter, PaladinRanger, or Rogue class, you have a Fighting Style. You might also choose the Fighting Style feat, or gain the Fighting Style feature somewhere else, such as with the Pact of the Warrior Warlock Invocation.

Note 2
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