Character Progressions

Each character can progress in different ways, even if they choose the same class by using feats, sub-classes, or multi-classing.


There are two types of feats, major and minor. Minor feats would be more about fleshing out a personality or non-combat. Major feats would be more combat oriented feats that get a bit of a boost. These will need to be equal to in usefulness (not specifically battle ability) as a subclass option!

Basic Overview

Each character gains...

  • Base Class Features
  • 1 Minor Feat at 1st level or +1 bonus to an ability score. No ability score can be increased more than +2 at first level.
  • May Pick One character progressions table below.
  • You can not trade an ASI for a feat.

Character Progression Tables

Major Feats
Level Feats
1 Minor Feat or +1 bonus to ability score*
3 Major Feat
4 ASI, Minor Feat
6 Major Feat
8 ASI, Minor Feat
10 Major Feat
Subclasses
Level Feats/Subclass
1 Minor Feat or +1 bonus to ability score*
3 Subclass Feature
4 ASI, Minor Feat
6 Subclass Feature
8 ASI, Minor Feat
10 Subclass Feature
Improved ASI
Level ASI
1 +1 bonus to ability score*
3 +1 to three ability scores
4 Improved ASI
6 +1 to three ability scores
8 Improved ASI
10 +1 to three ability scores
Multi-Classing
Level ASI
1 Minor Feat or +1 bonus to ability score*
3 May Multiclass
4 ASI
8 ASI

*No ability score can be increased more than +2 at first level.

Major Feats

Additions enhance the original feat while replacements completely replaces the old feat.


All requirements must still be met.

Charger (Addition)

  • If you have the extra attack feature, you may make two attacks at the end of a charge. This additional attack deals base 1d4 damage.

Defensive Duelist (Replacement)

  • While wielding a light or finesse weapon, you may use a reaction to add your proficiency bonus to your AC when you are hit by an attack, potentially causing the attack to miss.
  • While wielding a light or finesse weapon, you may use a reaction to give yourself advantage on a strength or dexterity contest that another creature initiates (such as a grapple or shove).
  • While wielding a light or finesse weapon, you may use a reaction to attempt to negate a critical hit. Roll a weapon attack with the light or finesse weapon you are wielding, if your attack roll is higher than the total attack roll that critically hit you, the critical hit becomes a normal hit.

Duel Wielder (Addition)

  • May add your ability modifier to your off hand damage when using two weapon fighting.
  • If you have the extra attack feature, you may make an extra off hand attack when you use the two weapon fighting rules. This attack has a base damage of 1d4.

Elemental Adept (Addition)

  • Whenever you cast a spell that deals elemental damage you can change the damage to the element you chose for this feat.

Grappler (Addition)

  • You have advantage on grapple checks
  • You count as one size larger when grappling, if you have powerful build then you count as two sizes larger when grappling.

Mage Slayer (Replacment)

  • As a reaction to a creature starting to cast a spell, you may make a melee weapon attack against the creature if it's within reach of your melee weapon.
  • Whenever you damage a creature concentrating on a spell, that creature has disadvantage on the concentration check.
  • As a reaction to rolling a saving throw against a spell or magical effect, you have advantage on the saving throw.

Magic Initiate (Addition)

  • You may choose the spellcasting ability score for any spells you gain from this feat.

Martial Adept (Replacement)

  • You gain two Fighting Styles of your choice, whenever you gain a level you may change your choices.
  • You gain one Advance Fighting Style of your choice, whenever you gain a level you may change this choice.

Sentinel (Addition)

  • You gain an additional reaction each turn. You may only use this to make an Opportunity Attack with a melee weapon.

Shield Master (Replacement)

  • When wielding a shield you may use a bonus action to Shove a creature back or to the side 10' using the shove rules.
  • While wielding a shield you gain an additional +1 to AC and Dexterity savng throws.
  • As a reaction, you may give an adjacent creature a +2 to AC against an attack or a +2 to a single target dexterity saving throw.

Spell Sniper (Addition)

  • You may choose the spellcasting ability score for the cantrip you gain from this feat.

Warcaster (Replacement)

  • You learn one single target cantrip of your choice from the PHB. You may choose the spellcasting ability score for this cantrip.
  • You add your proficiency bonus to concentration checks with spells
  • You may make an Opportunity Attack with an attack cantrip in place of a weapon attack. This cantrip only deals damage (shocking grasp would deal lightning damage but not remove the target's reaction)

Melee Weapon Master (Replacement)

  • You have proficiency in all melee weapons
  • Once per turn you may reroll a melee weapon damage roll.
  • You ignore 1/2 cover with reach weapons.
  • As a bonus action you may make a melee weapon attack. This weapon attack's base damage is 1.

Ranged Weapon Master (Replacement)

  • You have proficiency in all ranged weapons
  • You do not have disadvantage when making an attack with a ranged weapon when a hostile creature is adjacent to you.
  • You ignore 1/2 and 3/4ths cover with ranged weapons.
  • Long range doesn't impose disadvantage to your ranged weapon attacks.

Minor Feats

Minor feats are feats from the 5e PHB list, you don't gain bonuses to ability scores from them.


All requirements must still be met.

Minor Feat List

Actor

Alert

Athlete

Dungeon Delver

Durable

Healer

Heavily Armored

Inspiring Leader

Keen Mind

Lightly Armored

Linguist

Mobile

Moderately Armored

Mounted Combat

Observant

Ritual Caster

Skilled

Skulker

Weapon Master

Multi-Classing

If you choose to multiclass you must wait until 3rd level. Once you gain enough experience to gain yoru third character level, you may take the first level in a class that isn't yours.


Jane is a 2nd level wizard who aspires to learn to fight with weapons better. When Jane gains enough XP to reach third level, Jane takes the 1st level of Fighter.


You do not need to meet any ability score requirements for multiclassing, however you may only multi-class into one other class than your original.