Secret Lesson 58

Every General Feat: Ability Score Improvement and Grappler

In Lesson 57, we studied all four:

ORIGIN FEATS

Those Feats can help define a character from the beginning of their adventuring career.

Now we move to:

GENERAL FEATS

The SRD 5.2.1 contains exactly:

TWO GENERAL FEATS

They are:

ABILITY SCORE IMPROVEMENT

and:

GRAPPLER

Although there are only two, they represent two very different approaches to character advancement.

Ability Score Improvement strengthens the character's fundamental:

ABILITIES

Grappler transforms:

UNARMED COMBAT

and:

GRAPPLING

into a specialized fighting strategy.

Both require:

CHARACTER LEVEL 4+

But Grappler has an additional requirement:

STRENGTH OR DEXTERITY 13+

 


PART ONE — GENERAL FEATS AT A GLANCE

Feat Prerequisite Main Benefit Repeatable?
Ability Score Improvement Level 4+ +2 to one Ability or +1 to two Yes
Grappler Level 4+, Strength or Dexterity 13+ +1 Str/Dex plus major Grapple benefits No

PART TWO — WHAT DOES "LEVEL 4+" MEAN?

Both General Feats require:

LEVEL 4+

That means:

CHARACTER LEVEL 4 OR HIGHER


LEVEL 1

DOES NOT QUALIFY


LEVEL 3

DOES NOT QUALIFY


LEVEL 4

QUALIFIES FOR THE LEVEL REQUIREMENT


LEVEL 12

QUALIFIES


IMPORTANT

Meeting the level requirement doesn't automatically give you:

THE FEAT

You still need a rule that allows you to:

GAIN A FEAT

For example, many Classes receive:

ABILITY SCORE IMPROVEMENT

features during advancement.

Those Class features can allow you to select:

A FEAT FOR WHICH YOU QUALIFY


PART THREE — CLASS FEATURE VERSUS FEAT

This can be confusing because the same words appear in two places.

Many Classes have a Class feature called:

ABILITY SCORE IMPROVEMENT

And the Feats section contains a General Feat called:

ABILITY SCORE IMPROVEMENT

These aren't conceptually the same thing.


CLASS FEATURE

The Class feature gives you:

THE OPPORTUNITY TO GAIN A FEAT


FEAT

The Ability Score Improvement Feat is:

ONE POSSIBLE FEAT CHOICE


EXAMPLE

Your Class reaches a level where it says:

ABILITY SCORE IMPROVEMENT

The Class feature lets you gain:

THE ABILITY SCORE IMPROVEMENT FEAT

or another Feat:

FOR WHICH YOU QUALIFY

So you might select:

ABILITY SCORE IMPROVEMENT

or:

GRAPPLER

if you meet Grappler's prerequisites.


PART FOUR — ABILITY SCORE IMPROVEMENT

Ability Score Improvement is:

A GENERAL FEAT

Prerequisite:

LEVEL 4+

Its purpose is simple:

IMPROVE YOUR ABILITY SCORES

You have two options.


OPTION ONE

Increase:

ONE ABILITY SCORE BY 2


OPTION TWO

Increase:

TWO DIFFERENT ABILITY SCORES BY 1 EACH


MAXIMUM

This Feat can't increase an Ability Score above:

20

And the Feat is:

REPEATABLE

So you can select it more than once when you receive additional legal Feat choices.


PART FIVE — OPTION ONE: +2 TO ONE ABILITY

Suppose your Fighter has:

Strength:

16

Choose:

+2 STRENGTH

New Strength:

16 + 2 =

18


ABILITY MODIFIER

Strength 16 gives:

+3

Strength 18 gives:

+4

So this Ability Score Improvement also changes the character's:

STRENGTH MODIFIER

from:

+3 → +4

The SRD Ability Modifier table confirms that scores 16–17 give +3, 18–19 give +4, and 20 gives +5.


WHAT CAN THAT CHANGE?

When Strength is the relevant Ability, increasing its modifier can affect things such as:

ATTACK ROLLS

DAMAGE ROLLS

ABILITY CHECKS

SAVING THROWS

and:

FEATURE DCS

when those rules use Strength.


EXAMPLE — ATTACK

Before:

Strength modifier:

+3

PB:

+3

Attack bonus:

3 + 3 =

+6

After Strength becomes 18:

Strength modifier:

+4

Attack bonus:

4 + 3 =

+7


EXAMPLE — DAMAGE

Weapon damage before:

1D8 + 3

After:

1D8 + 4

A single Ability improvement can therefore influence:

MANY DIFFERENT ROLLS


PART SIX — OPTION TWO: +1 TO TWO ABILITIES

Instead of +2 to one Ability, choose:

TWO ABILITIES

and increase each by:

+1


EXAMPLE

Strength:

17

Constitution:

15

Choose:

Strength:

+1

Constitution:

+1

New scores:

Strength:

18

Constitution:

16


MODIFIERS BEFORE

Strength 17:

+3

Constitution 15:

+2


MODIFIERS AFTER

Strength 18:

+4

Constitution 16:

+3

This one Feat has increased:

TWO ABILITY MODIFIERS


PART SEVEN — WHY ODD SCORES MATTER

Ability modifiers increase at:

EVEN SCORE THRESHOLDS

For example:

16:

+3

17:

+3

18:

+4

19:

+4

20:

+5

 

Therefore a +1 increase doesn't always immediately change:

THE MODIFIER


EXAMPLE

Dexterity:

16

Modifier:

+3

Increase it by 1:

Dexterity:

17

Modifier remains:

+3


ANOTHER EXAMPLE

Dexterity:

17

Increase by 1:

18

Modifier becomes:

+4


PRACTICAL APPLICATION

If you have two odd scores such as:

17

and:

15

the +1/+1 option can be especially efficient.

17 → 18:

MODIFIER +1

15 → 16:

MODIFIER +1

One Feat can therefore improve:

TWO MODIFIERS


THIS IS STRATEGY, NOT AN EXTRA RULE

The actual rule only says:

+2 TO ONE

or:

+1 TO TWO

The idea of targeting odd scores is:

CHARACTER-BUILDING STRATEGY

based on how Ability Modifiers work.


PART EIGHT — MAXIMUM 20

Ability Score Improvement can't raise an Ability Score above:

20


EXAMPLE

Strength:

19

Can you use:

+2 STRENGTH

to reach:

21?

NO

The Feat can't raise the score above:

20


PRACTICAL RESULT

You could increase Strength:

19 → 20

But the point beyond 20 can't be used to make:

STRENGTH 21

through this Feat.


EXAMPLE — SCORE ALREADY 20

Dexterity:

20

You can't use Ability Score Improvement to make it:

21

or:

22

The Feat's maximum is:

20


PART NINE — THE NORMAL ADVENTURER LIMIT

The general Ability Score rules state that:

20

is normally the highest an adventurer's Ability Score can reach unless:

A FEATURE SAYS OTHERWISE

 

Ability Score Improvement does:

NOT

create such an exception.

It specifically preserves:

MAXIMUM 20

Later, Epic Boons will demonstrate features that:

DO

permit some Ability Scores to exceed 20.


PART TEN — ABILITY SCORE IMPROVEMENT IS REPEATABLE

The Feat explicitly says:

REPEATABLE

So when another legal Feat opportunity appears later, you may choose:

ABILITY SCORE IMPROVEMENT AGAIN


EXAMPLE

Level 4:

Strength:

16 → 18

Later Feat opportunity:

Strength:

18 → 20

Both selections are legal because:

ABILITY SCORE IMPROVEMENT IS REPEATABLE


IMPORTANT

Repeatable doesn't mean:

USE IT SEVERAL TIMES WITH ONE FEAT CHOICE

Each selection requires:

A NEW FEAT-GRANTING OPPORTUNITY


PART ELEVEN — ABILITY SCORE IMPROVEMENT AND PRIMARY ABILITIES

A character's Class identifies its:

PRIMARY ABILITY

or abilities.

For example:

Wizard:

INTELLIGENCE

Sorcerer:

CHARISMA

Rogue:

DEXTERITY

Barbarian:

STRENGTH

Increasing a Primary Ability can often improve many important Class functions.


WIZARD EXAMPLE

Intelligence:

16

Modifier:

+3

PB:

+3

Spell Save DC:

8 + 3 + 3 =

DC 14

Use Ability Score Improvement:

Intelligence:

18

Modifier:

+4

New Spell Save DC:

8 + 4 + 3 =

DC 15

Spell Attack Bonus also changes from:

+6

to:

+7


SORCERER EXAMPLE

Charisma:

18

Modifier:

+4

Increase to:

20

Modifier:

+5

That can improve Sorcerer rules that use:

CHARISMA

including its spell attacks and Spell Save DC.


PART TWELVE — CONSTITUTION EXAMPLE

Constitution affects:

HIT POINTS

through its modifier.

Suppose Constitution is:

15

Modifier:

+2

You use a split Ability Score Improvement:

Constitution:

15 → 16

Modifier:

+2 → +3

That can increase your:

HIT POINT MAXIMUM

according to the normal Hit Point rules.

It can also improve Constitution-based:

D20 TESTS

and other features that use the modifier.


PART THIRTEEN — ABILITY SCORE IMPROVEMENT DOES NOT GIVE NEW ABILITIES

This Feat doesn't give:

A NEW ACTION

A NEW SPELL

A NEW PROFICIENCY

or:

A NEW COMBAT TECHNIQUE

Its power comes from improving:

YOUR EXISTING CHARACTER


EXAMPLE

If your character already uses Dexterity for:

ATTACKS

AC

INITIATIVE

SKILLS

and:

SAVING THROWS

improving Dexterity can strengthen several existing mechanics simultaneously.

That is why a simple numeric improvement can be:

EXTREMELY IMPORTANT


PART FOURTEEN — GRAPPLER

The second General Feat is:

GRAPPLER

Prerequisites:

LEVEL 4+

and:

STRENGTH OR DEXTERITY 13+

Unlike Ability Score Improvement, Grappler isn't:

REPEATABLE

It provides four benefits:

ABILITY SCORE INCREASE

PUNCH AND GRAB

ATTACK ADVANTAGE

and:

FAST WRESTLER

 


PART FIFTEEN — GRAPPLER PREREQUISITES

To take Grappler, you need:

LEVEL 4+

and at least one of:

STRENGTH 13+

or:

DEXTERITY 13+


EXAMPLE ONE

Level:

4

Strength:

14

Dexterity:

10

QUALIFIES

Strength satisfies the Ability prerequisite.


EXAMPLE TWO

Level:

4

Strength:

8

Dexterity:

16

QUALIFIES

Dexterity satisfies it.


EXAMPLE THREE

Level:

4

Strength:

12

Dexterity:

12

DOES NOT QUALIFY


EXAMPLE FOUR

Level:

3

Strength:

18

DOES NOT QUALIFY

The Ability requirement is met, but:

LEVEL 4+

isn't.


PART SIXTEEN — GRAPPLER: ABILITY SCORE INCREASE

When you gain Grappler:

INCREASE STRENGTH OR DEXTERITY BY 1

Maximum:

20


EXAMPLE

Strength:

17

Choose Strength.

New score:

18

Modifier:

+3 → +4


DEXTERITY EXAMPLE

Dexterity:

15

Choose Dexterity.

New score:

16

Modifier:

+2 → +3


IMPORTANT

The Feat lets you improve:

STRENGTH

or:

DEXTERITY

It doesn't allow:

CONSTITUTION

INTELLIGENCE

WISDOM

or:

CHARISMA


PART SEVENTEEN — GRAPPLER'S +1 DOES NOT SOLVE THE PREREQUISITE

You must meet Grappler's prerequisite:

BEFORE YOU TAKE THE FEAT


WRONG EXAMPLE

Strength:

12

Dexterity:

12

"I'll choose Grappler and increase Strength to 13."

NOT LEGAL

You didn't qualify for Grappler before taking it.


CORRECT EXAMPLE

Strength:

13

You already satisfy:

STRENGTH 13+

Then Grappler can increase Strength:

13 → 14


PART EIGHTEEN — UNDERSTANDING UNARMED STRIKES FIRST

To understand:

PUNCH AND GRAB

we need the normal Unarmed Strike rule.

An Unarmed Strike is a melee attack using your body to:

DAMAGE

GRAPPLE

or:

SHOVE

a target within:

5 FEET

Normally, whenever you use an Unarmed Strike, you choose:

ONE OF THOSE THREE OPTIONS

 


NORMAL OPTION ONE — DAMAGE

Make:

AN ATTACK ROLL

Attack bonus:

STRENGTH MODIFIER + PROFICIENCY BONUS

On a hit:

1 + STRENGTH MODIFIER

Bludgeoning damage.


EXAMPLE

Strength:

16

Modifier:

+3

PB:

+3

Attack bonus:

3 + 3 =

+6

On a hit:

1 + 3 =

4 BLUDGEONING DAMAGE

before another feature modifies the normal Unarmed Strike damage.


NORMAL OPTION TWO — GRAPPLE

Instead of making the normal Damage attack roll, the target makes:

A STRENGTH OR DEXTERITY SAVING THROW

The target chooses:

WHICH ONE

The Save DC is:

8 + STRENGTH MODIFIER + PROFICIENCY BONUS

 


EXAMPLE

Strength:

18

Modifier:

+4

PB:

+3

Grapple DC:

8 + 4 + 3 =

DC 15

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

Failure:

GRAPPLED


PART NINETEEN — SIZE LIMIT ON GRAPPLING

A normal Grapple through an Unarmed Strike works only if the target is:

NO MORE THAN ONE SIZE LARGER THAN YOU


MEDIUM GRAPPLER

Can normally attempt to grapple:

TINY

SMALL

MEDIUM

and:

LARGE

targets.

A:

HUGE

target is more than one Size larger than Medium.

So that normal Grapple option can't affect it.


SMALL GRAPPLER

Can normally grapple up through:

MEDIUM

because Medium is one Size larger than Small.


PART TWENTY — YOU NEED A FREE HAND

To grapple through the normal Unarmed Strike rule:

YOU MUST HAVE A HAND FREE

to grab the creature.

 


EXAMPLE

One hand:

SHIELD

Other hand:

SWORD

You currently have:

NO FREE HAND

You would need to free a hand before using a Grapple option that requires it.


PART TWENTY-ONE — NORMAL UNARMED STRIKE FORCES A CHOICE

Without Grappler's Punch and Grab:

DAMAGE

and:

GRAPPLE

are normally:

DIFFERENT OPTIONS

of the Unarmed Strike.


NORMAL CHOICE

Do you:

PUNCH FOR DAMAGE?

or:

ATTEMPT TO GRAPPLE?

Normally:

CHOOSE ONE


GRAPPLER CHANGES THIS

Punch and Grab creates a specific exception.

It lets one qualifying Unarmed Strike do:

BOTH


PART TWENTY-TWO — PUNCH AND GRAB

When you hit a creature with:

AN UNARMED STRIKE

as part of:

THE ATTACK ACTION

on:

YOUR TURN

you can use both:

DAMAGE

and:

GRAPPLE

with that Unarmed Strike.

You can use Punch and Grab:

ONCE PER TURN

 


THE CORE IDEA

Without Grappler:

DAMAGE OR GRAPPLE

With Punch and Grab:

DAMAGE + GRAPPLE ATTEMPT

on the same qualifying Unarmed Strike.


PART TWENTY-THREE — PUNCH AND GRAB STEP BY STEP

Suppose you take:

THE ATTACK ACTION

You make:

AN UNARMED STRIKE

using its:

DAMAGE OPTION


STEP 1 — ATTACK ROLL

Roll:

D20 + RELEVANT ATTACK MODIFIER

If you:

MISS

Punch and Grab doesn't trigger.


STEP 2 — HIT

If you hit:

DEAL THE UNARMED STRIKE DAMAGE


STEP 3 — PUNCH AND GRAB

Use the Feat to also apply:

THE GRAPPLE OPTION


STEP 4 — TARGET SAVES

The target chooses:

STRENGTH

or:

DEXTERITY SAVING THROW

against your Grapple DC.


STEP 5 — FAILURE

If it fails:

GRAPPLED


SUCCESS

If it succeeds:

NOT GRAPPLED

But the Unarmed Strike already:

HIT AND DEALT DAMAGE


PART TWENTY-FOUR — COMPLETE PUNCH AND GRAB EXAMPLE

Level 5 Fighter.

Strength:

18

Modifier:

+4

PB:

+3


ATTACK ROLL

Unarmed Strike:

+7

d20:

13

Total:

13 + 7 =

20

Suppose that hits.


DAMAGE

Normal Unarmed Strike:

1 + 4 =

5 BLUDGEONING DAMAGE


PUNCH AND GRAB

Grapple DC:

8 + 4 + 3 =

DC 15

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

Suppose it rolls a total of:

12

Failure.

The same Unarmed Strike has now:

DEALT 5 BLUDGEONING DAMAGE

and:

GRAPPLED THE TARGET


PART TWENTY-FIVE — PUNCH AND GRAB REQUIRES THE ATTACK ACTION

This wording matters.

Punch and Grab requires the Unarmed Strike to be:

PART OF THE ATTACK ACTION

on:

YOUR TURN


IMPORTANT

It doesn't simply say:

"WHENEVER YOU HIT WITH AN UNARMED STRIKE"

So an Unarmed Strike made through some other source doesn't automatically qualify.


EXAMPLE — OPPORTUNITY ATTACK

An Opportunity Attack uses:

A REACTION

It isn't your Attack action on your turn.

Therefore:

PUNCH AND GRAB DOESN'T APPLY

to that attack.


PART TWENTY-SIX — MONK BONUS UNARMED STRIKE

The Monk's Martial Arts can grant:

AN UNARMED STRIKE AS A BONUS ACTION

But that Bonus Action Unarmed Strike isn't:

PART OF THE ATTACK ACTION

So Punch and Grab's specific trigger isn't satisfied by:

THAT BONUS-ACTION STRIKE

The Monk can, however, make an Unarmed Strike as part of its actual:

ATTACK ACTION

and use Punch and Grab there.

The Monk's SRD Martial Arts feature confirms both the Bonus Action strike and its special Dexterity interactions.


PART TWENTY-SEVEN — PUNCH AND GRAB IS ONCE PER TURN

Even if you make several qualifying Unarmed Strikes:

ONLY ONE

can receive the Punch and Grab benefit during that turn.


EXTRA ATTACK EXAMPLE

A level 5 character with Extra Attack can make:

TWO ATTACKS

Attack 1:

UNARMED STRIKE

Hit.

Use:

PUNCH AND GRAB

Attack 2:

UNARMED STRIKE

Hit.

You can't use Punch and Grab again during:

THAT SAME TURN


PART TWENTY-EIGHT — EXTRA ATTACK FLEXIBILITY

Having Extra Attack gives another useful option.

Attack 1:

UNARMED STRIKE + PUNCH AND GRAB

Then Attack 2:

WEAPON ATTACK

If the grapple succeeded, the second attack might now benefit from:

ATTACK ADVANTAGE

the next Grappler benefit.


PART TWENTY-NINE — ATTACK ADVANTAGE

Grappler says:

YOU HAVE ADVANTAGE

on Attack Rolls against:

A CREATURE GRAPPLED BY YOU

 


THREE CRITICAL WORDS

GRAPPLED BY YOU

The creature must be:

YOUR GRAPPLE


EXAMPLE

Your Fighter grapples the enemy.

You attack that enemy.

ADVANTAGE


ANOTHER EXAMPLE

Your ally grapples the enemy.

You have Grappler.

Do you gain Attack Advantage from your Feat?

NO

The creature isn't:

GRAPPLED BY YOU


PART THIRTY — ATTACK ADVANTAGE IS NOT LIMITED TO UNARMED STRIKES

The benefit says:

ATTACK ROLLS

It doesn't say:

ONLY UNARMED STRIKE ATTACK ROLLS

So once a creature is Grappled by you, the Feat's Advantage applies to your qualifying:

ATTACK ROLLS AGAINST THAT CREATURE

subject to any other rules affecting the roll.


EXAMPLE

You grapple a creature through:

PUNCH AND GRAB

Then use your second Extra Attack with:

A WEAPON

The enemy is still:

GRAPPLED BY YOU

Therefore the weapon Attack Roll gains:

ADVANTAGE

from Grappler.


PART THIRTY-ONE — ADVANTAGE BEGINS AFTER THE GRAPPLE EXISTS

Punch and Grab's first attack doesn't automatically gain:

ATTACK ADVANTAGE

from Grappler if the target wasn't already Grappled by you.

Why?

Because the Attack Roll occurs:

BEFORE

Punch and Grab establishes the new grapple.


EXAMPLE

Attack 1:

Target not Grappled.

You make Unarmed Strike:

NORMAL ATTACK ROLL

It hits.

Punch and Grab succeeds.

Target is now:

GRAPPLED

Attack 2:

ADVANTAGE

because the target is now Grappled by you.


PART THIRTY-TWO — WHAT GRAPPLED ACTUALLY DOES

The Grappled condition itself causes three important effects:

SPEED 0

The creature's Speed becomes:

0

and can't increase.


ATTACKS AFFECTED

The Grappled creature has:

DISADVANTAGE

on Attack Rolls against targets other than:

THE GRAPPLER


MOVABLE

The grappler can:

DRAG OR CARRY

the creature while moving, but movement normally has:

AN EXTRA COST

 


IMPORTANT

The Grappled condition does:

NOT

say the creature is:

RESTRAINED

It doesn't automatically give:

EVERY ALLY ADVANTAGE

against the target.

Grappler's Attack Advantage is a:

SEPARATE FEAT BENEFIT

for:

YOU


PART THIRTY-THREE — THE TARGET CAN STILL ATTACK YOU

A Grappled creature has Disadvantage on Attack Rolls against:

TARGETS OTHER THAN THE GRAPPLER

So if:

YOU ARE THE GRAPPLER

the condition itself doesn't give the creature Disadvantage on attacks:

AGAINST YOU


EXAMPLE

You grapple an Orc.

The Orc attacks:

YOU

No Disadvantage comes from:

GRAPPLED

for that attack.


ORC ATTACKS YOUR WIZARD ALLY

The Wizard isn't the grappler.

The Orc's attack against the Wizard has:

DISADVANTAGE

because of:

THE GRAPPLED CONDITION


PART THIRTY-FOUR — FAST WRESTLER

Normally, moving a Grappled creature can make your movement:

MORE EXPENSIVE

Fast Wrestler changes that.

With Grappler:

YOU DON'T SPEND EXTRA MOVEMENT

to move a creature Grappled by you if it is:

YOUR SIZE

or:

SMALLER

 


PART THIRTY-FIVE — NORMAL MOVEMENT WITH A GRAPPLED CREATURE

Without Fast Wrestler, the Grappled condition says:

EVERY FOOT OF MOVEMENT COSTS 1 EXTRA FOOT

while you drag or carry the creature.

There is already a general exception when the target is:

TINY

or:

TWO OR MORE SIZES SMALLER THAN YOU

 


SIMPLE EXAMPLE

Your Speed:

30 FEET

You grapple a creature of the same Size.

Normally:

EVERY 1 FOOT MOVED COSTS 2 FEET OF MOVEMENT

So your 30 feet of available movement could drag the target approximately:

15 FEET

assuming no other rule changes the movement.


WITH FAST WRESTLER

Same-size target:

NO EXTRA MOVEMENT COST

Your Speed:

30 FEET

You could move up to your normal available:

30 FEET

while moving the grappled creature, subject to terrain and other movement rules.


PART THIRTY-SIX — FAST WRESTLER AND SMALLER CREATURES

If the Grappled creature is:

SMALLER THAN YOU

Fast Wrestler also removes:

THE EXTRA MOVEMENT COST


EXAMPLE

You are:

MEDIUM

Target:

SMALL

Without Grappler, a Small target is only:

ONE SIZE SMALLER

so the general Grappled rule would normally still impose the extra movement cost.

With Fast Wrestler:

NO EXTRA COST

because the creature is:

SMALLER THAN YOU


PART THIRTY-SEVEN — FAST WRESTLER AND LARGER CREATURES

Suppose you are:

MEDIUM

and successfully grapple:

A LARGE CREATURE

That is legal under the normal Unarmed Strike size restriction because Large is:

ONE SIZE LARGER

But Fast Wrestler says:

YOUR SIZE OR SMALLER

The Large creature doesn't satisfy that requirement.

Therefore:

EXTRA MOVEMENT COST STILL APPLIES


THIS DISTINCTION IS IMPORTANT

Grappler makes it easier to move:

SAME-SIZE

and:

SMALLER

targets.

It does not remove the movement penalty for:

LARGER GRAPPLED CREATURES


PART THIRTY-EIGHT — FAST WRESTLER DOESN'T INCREASE YOUR SPEED

The Feat doesn't say:

+10 FEET SPEED

or:

DOUBLE SPEED

It simply removes the:

EXTRA MOVEMENT COST

that normally applies while moving certain Grappled creatures.

Your Speed remains:

WHATEVER YOUR OTHER RULES SAY IT IS


PART THIRTY-NINE — ENDING A GRAPPLE

The Grappled creature can use:

ITS ACTION

to make either:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against:

THE GRAPPLE'S ESCAPE DC

On success:

THE GRAPPLED CONDITION ENDS

 


THE CREATURE CHOOSES

When attempting to escape this way, it can use:

ATHLETICS

or:

ACROBATICS


EXAMPLE

Your Grapple escape DC:

15

Enemy chooses:

DEXTERITY (ACROBATICS)

Result:

17

The grapple:

ENDS


FAILURE

Result:

12

The creature remains:

GRAPPLED


PART FORTY — OTHER WAYS THE GRAPPLE ENDS

The condition also ends if:

THE GRAPPLER BECOMES INCAPACITATED

or:

THE DISTANCE BETWEEN THE CREATURES EXCEEDS THE GRAPPLE'S RANGE

The grappler may also release the target:

AT ANY TIME

requiring:

NO ACTION

 


EXAMPLE

You are grappling an enemy.

You decide you no longer want to hold it.

You can:

RELEASE IT

No Action required.


PART FORTY-ONE — ONE GRAPPLE PER HAND

The general Grappling rule says a creature needs:

A FREE HAND

to grapple in the normal way.

A particular hand can normally grapple:

ONE CREATURE AT A TIME

 


EXAMPLE

Right hand:

GRAPPLING ENEMY A

Left hand:

FREE

You could potentially use the left hand for another legal purpose, including another grapple if all requirements are met.


BOTH HANDS OCCUPIED

If both hands are holding creatures:

NEITHER HAND IS FREE

That matters for other actions requiring:

A FREE HAND


PART FORTY-TWO — GRAPPLER DOES NOT REMOVE THE FREE-HAND REQUIREMENT

Nothing in Grappler says:

YOU CAN GRAPPLE WITHOUT A FREE HAND

Therefore the normal rule still applies.


PUNCH AND GRAB

lets you use:

DAMAGE + GRAPPLE

It doesn't remove:

THE GRAPPLE'S OTHER REQUIREMENTS


PART FORTY-THREE — GRAPPLER DOES NOT REMOVE THE SIZE LIMIT

Similarly, Grappler doesn't say:

YOU CAN GRAPPLE ANY SIZE

The normal Grapple option still requires the target to be:

NO MORE THAN ONE SIZE LARGER

than you.


PART FORTY-FOUR — GRAPPLER DOES NOT AUTOMATICALLY GRAPPLE ON A HIT

This is another important distinction.

Punch and Grab allows you to apply:

THE GRAPPLE OPTION

after the qualifying hit.

But the Grapple option still requires:

A SAVING THROW


WRONG

"I hit, therefore the enemy is automatically Grappled."

NO


CORRECT

"I hit and deal damage. Punch and Grab also forces the target to make its Grapple Saving Throw."

YES


PART FORTY-FIVE — WHICH ABILITY SETS THE GRAPPLE DC?

Under the normal Unarmed Strike rule:

STRENGTH

determines the Grapple Save DC.

Formula:

8 + STRENGTH MODIFIER + PB

 


IMPORTANT FOR DEXTERITY CHARACTERS

Grappler's prerequisite permits:

DEXTERITY 13+

But that doesn't by itself change the normal Grapple DC to:

DEXTERITY


EXAMPLE

Dexterity:

18

Strength:

10

You qualify for Grappler because:

DEXTERITY ≥ 13

But your normal Grapple DC is still:

8 + Strength modifier 0 + PB 3 =

DC 11

unless another feature specifically lets you substitute Dexterity.


THIS IS CRITICAL

GRAPPLER PREREQUISITE

and:

GRAPPLE SAVE DC

are:

DIFFERENT RULES


PART FORTY-SIX — THE MONK EXCEPTION

The Monk has a specific feature:

DEXTEROUS ATTACKS

It allows the Monk to use:

DEXTERITY

instead of Strength for:

UNARMED STRIKE ATTACKS

UNARMED STRIKE DAMAGE

and the Save DC of:

GRAPPLE

or:

SHOVE

options.

This creates a particularly strong mechanical interaction with:

GRAPPLER


PART FORTY-SEVEN — MONK + GRAPPLER EXAMPLE

Level 5 Monk.

Dexterity:

18

Modifier:

+4

Strength:

10

Modifier:

+0

PB:

+3

Martial Arts Die:

1D8

The Monk has:

GRAPPLER


ATTACK ACTION

Make an Unarmed Strike.

Dexterous Attacks allows:

DEXTERITY

Attack bonus:

4 + 3 =

+7


HIT

Martial Arts lets the Monk use:

1D8

in place of the normal Unarmed Strike damage.

Suppose:

1d8:

6

Dexterity modifier:

+4

Damage:

6 + 4 =

10 BLUDGEONING


PUNCH AND GRAB

Grapple Save DC can use Dexterity because of:

DEXTEROUS ATTACKS

DC:

8 + 4 + 3 =

DC 15

The target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

Failure:

GRAPPLED


SECOND ATTACK

At Monk level 5:

EXTRA ATTACK

The target is now:

GRAPPLED BY THE MONK

Grappler gives the Monk:

ADVANTAGE

on the second Attack Roll against that creature.

This demonstrates how:

CLASS FEATURE

FEAT

UNARMED STRIKE

and:

GRAPPLED CONDITION

can combine.


PART FORTY-EIGHT — GRAPPLER AND EXTRA ATTACK

A character with Extra Attack can produce a useful sequence:

ATTACK ONE

Unarmed Strike.

Hit.

DAMAGE + PUNCH AND GRAB

Enemy fails save:

GRAPPLED


ATTACK TWO

Attack same enemy.

Because the enemy is Grappled by you:

ADVANTAGE

This is one of Grappler's clearest combat synergies.


PART FORTY-NINE — GRAPPLER AND MOVEMENT

Another common sequence is:

HIT

GRAPPLE

then:

MOVE THE ENEMY

Suppose:

Your Speed:

30 FEET

Enemy:

SAME SIZE

With Fast Wrestler:

NO EXTRA MOVEMENT COST

You could potentially move the enemy while repositioning yourself.


WHY MOVE A GRAPPLED CREATURE?

Possible tactical reasons include moving it:

AWAY FROM AN ALLY

TOWARD ANOTHER POSITION

OUT OF A DOORWAY

or:

INTO A MORE FAVORABLE PART OF THE BATTLEFIELD

Those are strategic applications.

They don't create additional automatic effects.


PART FIFTY — MOVEMENT DOES NOT AUTOMATICALLY DEAL DAMAGE

Dragging a creature into a location doesn't inherently:

DEAL DAMAGE

unless another rule about that location or effect says it does.


EXAMPLE

You drag an enemy:

20 FEET ACROSS AN ORDINARY FLOOR

No general Grappler rule says:

TAKE 20 DAMAGE

You simply moved:

A GRAPPLED CREATURE


ENVIRONMENTAL EFFECTS

If a hazard exists, you would resolve:

THE HAZARD'S RULES

separately.

Don't invent damage purely because:

A CREATURE WAS DRAGGED


PART FIFTY-ONE — GRAPPLER AND ALLIES

Your Attack Advantage applies:

TO YOU

It doesn't automatically apply to:

ALL YOUR ALLIES


EXAMPLE

You grapple an enemy.

Your Fighter ally attacks it.

Does your Grappler Feat give the Fighter:

ADVANTAGE?

NO

The Feat says:

YOU HAVE ADVANTAGE


COULD ANOTHER RULE GIVE THE ALLY ADVANTAGE?

Possibly.

But that would require:

ANOTHER RULE

Grappler itself doesn't do so.


PART FIFTY-TWO — GRAPPLED IS NOT RESTRAINED

This mistake is especially common.

Grappled means:

SPEED 0

DISADVANTAGE ON ATTACKS AGAINST TARGETS OTHER THAN GRAPPLER

and:

MOVABLE BY THE GRAPPLER

It doesn't automatically mean:

RESTRAINED

 


WHY THIS MATTERS

Don't import rules belonging to:

RESTRAINED

onto a creature merely because it is:

GRAPPLED

Conditions do only what:

THEIR RULES SAY


PART FIFTY-THREE — GRAPPLER AND SHOVE

The Unarmed Strike normally offers:

DAMAGE

GRAPPLE

or:

SHOVE

Punch and Grab specifically combines:

DAMAGE

and:

GRAPPLE

It doesn't say:

DAMAGE + SHOVE


EXAMPLE

You hit with an Unarmed Strike.

Punch and Grab can add:

GRAPPLE

You can't replace that special benefit with:

SHOVE

unless another rule allows it.


PART FIFTY-FOUR — GRAPPLER DOES NOT MAKE EVERY UNARMED STRIKE BETTER

Grappler specializes in:

GRAPPLING

It doesn't automatically:

INCREASE UNARMED DAMAGE DICE

INCREASE UNARMED REACH

or:

GIVE EXTRA UNARMED ATTACKS

Those would require:

OTHER FEATURES


PART FIFTY-FIVE — GRAPPLER AND WEAPONS

You can still use:

WEAPONS

while having Grappler.

But remember:

A FREE HAND

is normally required to maintain the grapple.


EXAMPLE

One hand:

GRAPPLING

Other hand:

ONE-HANDED WEAPON

This can be possible.


TWO-HANDED WEAPON

A weapon requiring:

TWO HANDS

creates an obvious practical conflict while one hand is busy:

MAINTAINING A GRAPPLE

Follow the weapon's own properties and the Grappling hand requirement.


PART FIFTY-SIX — ABILITY SCORE IMPROVEMENT VERSUS GRAPPLER

At level 4, suppose you qualify for both.

Which should you take?

The rules don't declare:

ONE BETTER

They solve different problems.


ABILITY SCORE IMPROVEMENT

Best conceptual use:

BROAD NUMERICAL IMPROVEMENT

It can improve:

ATTACKS

SAVES

SKILLS

SPELLCASTING

AC

HP

or many other mechanics depending on the Ability chosen.


GRAPPLER

Best conceptual use:

SPECIALIZED MELEE CONTROL

It gives:

+1 STR/DEX

plus:

DAMAGE + GRAPPLE

ADVANTAGE AGAINST YOUR GRAPPLED TARGET

and:

BETTER GRAPPLE MOVEMENT


BROAD VERSUS SPECIALIZED

Ability Score Improvement is:

BROAD

Grappler is:

SPECIALIZED

That is the central contrast between the SRD's two General Feats.


PART FIFTY-SEVEN — FIGHTER EXAMPLE

Level 5 Fighter.

Strength:

17

The character reaches a legal Feat opportunity and considers:

GRAPPLER


PREREQUISITES

Level 5:

YES

Strength 17:

YES


ABILITY SCORE INCREASE

Strength:

17 → 18

Modifier:

+3 → +4


GRAPPLE DC

PB:

+3

DC:

8 + 4 + 3 =

DC 15


TURN

Attack action.

Attack 1:

UNARMED STRIKE

Hit.

Punch and Grab:

DAMAGE + GRAPPLE SAVE

Enemy fails:

GRAPPLED

Attack 2:

ADVANTAGE

against that creature.

Then the Fighter can move the same-size target without:

EXTRA MOVEMENT COST

through:

FAST WRESTLER


PART FIFTY-EIGHT — ROGUE EXAMPLE

A Rogue has:

Dexterity:

17

Strength:

10

and reaches a legal Feat choice.

The Rogue qualifies for Grappler because:

DEXTERITY 17 ≥ 13

Grappler could increase:

Dexterity:

17 → 18

Modifier:

+3 → +4

But the normal Grapple DC would still use:

STRENGTH

because Grappler itself doesn't replace the normal Grapple DC ability.


NORMAL GRAPPLE DC

Strength 10:

+0

PB +3:

8 + 0 + 3 =

DC 11

So the Rogue meets:

THE FEAT PREREQUISITE

but isn't necessarily a strong grappler unless another feature improves the relevant:

GRAPPLE MECHANICS

This is a perfect example of why:

QUALIFYING FOR A FEAT

and:

USING IT OPTIMALLY

are not the same question.


PART FIFTY-NINE — ABILITY SCORE IMPROVEMENT EXAMPLE: ROGUE

Instead, the same Rogue might select:

ABILITY SCORE IMPROVEMENT

Dexterity:

17 → 19

Modifier:

+3 → +4

Or split:

Dexterity:

17 → 18

Constitution:

15 → 16

Both modifiers improve:

Dexterity:

+3 → +4

Constitution:

+2 → +3

This illustrates why the +1/+1 option can sometimes be extremely efficient.


PART SIXTY — WIZARD EXAMPLE

Wizard:

Intelligence:

18

Constitution:

15

A legal Ability Score Improvement could choose:

Intelligence:

+1

Constitution:

+1

New Intelligence:

19

Modifier remains:

+4

New Constitution:

16

Modifier becomes:

+3


ALTERNATIVE

Put:

+2 INTO INTELLIGENCE

18 → 20

Modifier:

+4 → +5

Which choice is better?

That isn't established by a rule.

It depends on:

YOUR CHARACTER

YOUR PRIORITIES

and:

YOUR CAMPAIGN


PART SIXTY-ONE — COMPLETE GENERAL FEAT COMPARISON

Rule Ability Score Improvement Grappler
Category General General
Level prerequisite 4+ 4+
Other prerequisite Str or Dex 13+
Ability increase +2 one / +1 two +1 Str or Dex
Maximum 20 20
Combat technique Yes
Grapple improvement Yes
Repeatable Yes No

COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING THE SRD CONTAINS MANY GENERAL FEATS

It contains exactly:

TWO

Ability Score Improvement

and:

Grappler


MISTAKE 2 — TAKING A GENERAL FEAT BEFORE LEVEL 4

Both require:

LEVEL 4+


MISTAKE 3 — THINKING REACHING LEVEL 4 AUTOMATICALLY GIVES BOTH

It doesn't.

You need:

A FEAT-GRANTING FEATURE

and then make a legal selection.


MISTAKE 4 — CONFUSING THE CLASS FEATURE WITH THE ASI FEAT

The Class feature provides:

THE OPPORTUNITY

The Feat provides:

THE ABILITY INCREASE


MISTAKE 5 — ADDING +2 TO TWO ABILITIES

Ability Score Improvement gives either:

+2 TO ONE

or:

+1 TO TWO

Not:

+2 TO TWO


MISTAKE 6 — THINKING +1 MUST GO TO THE SAME ABILITY TWICE

That would be:

+2 TO ONE

The alternative specifically increases:

TWO ABILITY SCORES BY 1


MISTAKE 7 — RAISING AN ABILITY ABOVE 20 WITH ASI

The Feat's maximum is:

20


MISTAKE 8 — THINKING A +1 ALWAYS INCREASES THE MODIFIER

It doesn't.

16 → 17:

+3 → +3

17 → 18:

+3 → +4


MISTAKE 9 — THINKING ABILITY SCORE IMPROVEMENT CAN BE TAKEN ONLY ONCE

It is:

REPEATABLE


MISTAKE 10 — THINKING REPEATABLE MEANS SEVERAL USES FROM ONE FEAT CHOICE

Each selection needs:

ANOTHER FEAT OPPORTUNITY


MISTAKE 11 — TAKING GRAPPLER WITH STR 12 AND DEX 12

You need:

STRENGTH OR DEXTERITY 13+

before taking it.


MISTAKE 12 — USING GRAPPLER'S +1 TO SATISFY ITS OWN PREREQUISITE

You must qualify:

BEFORE RECEIVING THE FEAT BENEFIT


MISTAKE 13 — THINKING GRAPPLER IS REPEATABLE

It isn't marked:

REPEATABLE

So normal rule:

ONCE


MISTAKE 14 — THINKING NORMAL UNARMED STRIKE DOES DAMAGE AND GRAPPLE SIMULTANEOUSLY

Normally choose:

DAMAGE

or:

GRAPPLE

or:

SHOVE

Punch and Grab is the exception that combines:

DAMAGE + GRAPPLE


MISTAKE 15 — THINKING PUNCH AND GRAB WORKS WHEN YOU MISS

It begins:

WHEN YOU HIT


MISTAKE 16 — THINKING THE HIT AUTOMATICALLY GRAPPLES

The target still makes the normal:

STRENGTH OR DEXTERITY SAVING THROW


MISTAKE 17 — FORGETTING THE TARGET CHOOSES WHICH SAVE

For Grapple:

TARGET CHOOSES STRENGTH OR DEXTERITY


MISTAKE 18 — THINKING PUNCH AND GRAB WORKS WITH ANY ATTACK

It requires:

AN UNARMED STRIKE


MISTAKE 19 — THINKING IT WORKS WITH AN UNARMED STRIKE FROM ANY SOURCE

The qualifying hit must be part of:

THE ATTACK ACTION

on:

YOUR TURN


MISTAKE 20 — USING PUNCH AND GRAB TWICE ON THE SAME TURN

It is:

ONCE PER TURN


MISTAKE 21 — THINKING GRAPPLER AUTOMATICALLY USES DEXTERITY FOR GRAPPLE DC

It doesn't.

Normal Grapple DC uses:

STRENGTH

A feature such as Monk's:

DEXTEROUS ATTACKS

can specifically change that.


MISTAKE 22 — THINKING DEXTERITY 13+ IN THE PREREQUISITE MEANS GRAPPLING USES DEXTERITY

The prerequisite and the Grapple DC are:

SEPARATE RULES


MISTAKE 23 — FORGETTING YOU NEED A FREE HAND

Normal Grappling requires:

A HAND FREE


MISTAKE 24 — GRAPPLING A CREATURE MORE THAN ONE SIZE LARGER

Normal Unarmed Strike Grapple can't do that.


MISTAKE 25 — THINKING GRAPPLED MEANS RESTRAINED

It doesn't.

These are:

DIFFERENT CONDITIONS


MISTAKE 26 — THINKING GRAPPLED GIVES EVERYONE ADVANTAGE AGAINST THE TARGET

It doesn't.

Grappler gives:

YOU

Advantage against:

A CREATURE GRAPPLED BY YOU


MISTAKE 27 — THINKING ATTACK ADVANTAGE APPLIES WHEN AN ALLY GRAPPLES THE ENEMY

The Feat requires:

GRAPPLED BY YOU


MISTAKE 28 — THINKING THE GRAPPLED CREATURE HAS DISADVANTAGE ATTACKING YOU

The Grappled condition gives it Disadvantage against targets:

OTHER THAN THE GRAPPLER

So it can attack:

YOU

without that particular Disadvantage.


MISTAKE 29 — THINKING FAST WRESTLER DOUBLES YOUR SPEED

It doesn't.

It removes:

EXTRA MOVEMENT COST

for moving qualifying Grappled creatures.


MISTAKE 30 — THINKING FAST WRESTLER WORKS ON A LARGER TARGET

The target must be:

YOUR SIZE OR SMALLER


MISTAKE 31 — THINKING FAST WRESTLER IS REQUIRED TO MOVE A GRAPPLED CREATURE

It isn't.

Characters can normally move Grappled creatures.

Fast Wrestler makes certain movement:

LESS EXPENSIVE


MISTAKE 32 — THINKING A GRAPPLED CREATURE CAN NEVER ESCAPE

It can use its:

ACTION

to make:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against the escape DC.


MISTAKE 33 — THINKING YOU NEED AN ACTION TO RELEASE A GRAPPLE

The grappler can release the creature:

AT ANY TIME

with:

NO ACTION


MISTAKE 34 — THINKING PUNCH AND GRAB ALSO GIVES SHOVE

It specifically combines:

DAMAGE

and:

GRAPPLE

not Shove.


QUICK RECAP

The SRD 5.2.1 contains two:

GENERAL FEATS


ABILITY SCORE IMPROVEMENT

Prerequisite:

LEVEL 4+

Choose:

+2 TO ONE ABILITY

or:

+1 TO TWO ABILITIES

Maximum:

20

Repeatable:

YES


GRAPPLER

Prerequisites:

LEVEL 4+

and:

STRENGTH OR DEXTERITY 13+

Benefits:

+1 STRENGTH OR DEXTERITY

maximum 20.


PUNCH AND GRAB

When you hit with an Unarmed Strike as part of:

THE ATTACK ACTION ON YOUR TURN

you may apply:

DAMAGE + GRAPPLE

Uses:

ONCE PER TURN


ATTACK ADVANTAGE

You have:

ADVANTAGE

on Attack Rolls against:

CREATURES GRAPPLED BY YOU


FAST WRESTLER

When moving a creature Grappled by you:

NO EXTRA MOVEMENT COST

if the target is:

YOUR SIZE OR SMALLER


NORMAL GRAPPLE

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

DC:

8 + STRENGTH MODIFIER + PB

unless another feature changes the Ability used.

Requires:

FREE HAND

Target:

NO MORE THAN ONE SIZE LARGER

Failure:

GRAPPLED


GRAPPLED CONDITION

SPEED 0

The creature has Disadvantage on attacks against:

TARGETS OTHER THAN THE GRAPPLER

The grappler can:

MOVE THE CREATURE

according to the movement rules.


PRIME HERO CHALLENGE

A level 5 Fighter has:

Strength:

17

Dexterity:

12

PB:

+3

The Fighter chooses:

GRAPPLER


QUESTION 1

Does the Fighter qualify?

Level:

5 ≥ 4

Strength:

17 ≥ 13

YES


QUESTION 2

The Fighter uses Grappler's Ability Score Increase on Strength.

New Strength:

17 + 1 =

18

New Strength modifier:

+4


QUESTION 3

What is the normal Grapple Save DC?

8 + Strength modifier + PB

8 + 4 + 3 =

DC 15


QUESTION 4

The Fighter takes the Attack action and hits a Medium creature with an Unarmed Strike.

Can Punch and Grab apply?

YES


QUESTION 5

What happens?

First:

UNARMED STRIKE DAMAGE

Then the enemy chooses:

STRENGTH OR DEXTERITY SAVE

against:

DC 15

Failure:

GRAPPLED


QUESTION 6

The Fighter has Extra Attack. What happens to the second Attack Roll against that creature after the grapple succeeds?

Grappler's Attack Advantage:

ADVANTAGE


QUESTION 7

The Fighter is Medium and the target is Medium. Does Fast Wrestler require extra movement to drag it?

NO

The target is:

THE FIGHTER'S SIZE


QUESTION 8

Suppose instead the target is Large.

Can the Medium Fighter grapple it?

YES

Large is only:

ONE SIZE LARGER


QUESTION 9

Does Fast Wrestler eliminate the extra movement cost for moving that Large creature?

NO

Fast Wrestler requires the creature to be:

YOUR SIZE OR SMALLER


LESSON 58 — KEY TAKEAWAYS

General Feats represent:

CHARACTER ADVANCEMENT

rather than the character's initial Background.

The SRD gives us two completely different approaches.


ABILITY SCORE IMPROVEMENT

makes your existing character:

BETTER AT FUNDAMENTAL THINGS

It can strengthen:

ATTACKS

DAMAGE

SAVING THROWS

SKILLS

SPELLCASTING

DEFENSE

and other mechanics depending on:

WHICH ABILITY YOU INCREASE

It is:

REPEATABLE

and can't increase an Ability above:

20


GRAPPLER

creates a specialized:

CLOSE-COMBAT CONTROLLER

It transforms a qualifying Unarmed Strike from:

DAMAGE OR GRAPPLE

into:

DAMAGE + GRAPPLE

Then, once the enemy is Grappled by you:

YOUR ATTACKS HAVE ADVANTAGE

And if the enemy is your Size or smaller:

YOU CAN MOVE IT WITHOUT THE NORMAL EXTRA MOVEMENT COST


THE CENTRAL GRAPPLER LOOP

HIT

then:

DAMAGE

then:

GRAPPLE

then:

ATTACK WITH ADVANTAGE

then potentially:

REPOSITION THE TARGET

This gives Grappler a clear mechanical identity.

It isn't primarily about:

DEALING MORE RAW DAMAGE

It is about:

CONTROLLING AN ENEMY'S POSITION

while remaining capable of:

ATTACKING IT EFFECTIVELY


NEXT LESSON

LESSON 59 — EVERY FIGHTING STYLE FEAT AND EVERY EPIC BOON FEAT

We have completed:

ORIGIN FEATS

and:

GENERAL FEATS

Now we complete the Feat system with the remaining two categories.

First:

FIGHTING STYLE FEATS

including:

ARCHERY

DEFENSE

GREAT WEAPON FIGHTING

and:

TWO-WEAPON FIGHTING

Then we will study every:

EPIC BOON FEAT

in the SRD:

BOON OF COMBAT PROWESS

BOON OF DIMENSIONAL TRAVEL

BOON OF FATE

BOON OF IRRESISTIBLE OFFENSE

BOON OF SPELL RECALL

BOON OF THE NIGHT SPIRIT

and:

BOON OF TRUESIGHT

We will examine their:

PREREQUISITES

ABILITY SCORE INCREASES

LEVEL 19+ RULES

and every individual high-level ability.

After Lesson 59, the entire:

FEAT SECTION

will be complete.

Then we begin:

EQUIPMENT

with:

LESSON 60 — COINS AND THE 5E ECONOMY


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.