## Character Progressions

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

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## 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.
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## Major Feats 
Additions enhance the original feat while replacements completely replaces the old feat.
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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. 

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```
### 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.


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## Minor Feats

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

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## 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. 

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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.
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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.