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.