Chapter 6: Feats
Feats are special abilities you can take instead of an ability score improvement, and when you first make your character you get to pick a feat. Half feats are marked with a *, meaning that they also increase one of your ability scores by 1.
Aberrant Dragonmark*
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Actor*
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
You are allowed to see your deception check rolls.
Alert*
Always on the lookout for danger, you gain the following benefits:
Increase your wisdom score by 1, to a maximum of 20.
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Artificer Initiate
You’ve learned some of an artificer’s inventiveness:
You learn one cantrip of your choice from the Artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Athlete*
Prerequisite: 16 Constitution and either 16 Strength or Dexterity.
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
You can double your movement speed when you take the dash action on your turn, going into a full sprint. Once you use this ability, you cannot do so again until you move 0 feet on one of your turns.
Charger*
You become a strong bulldozer, gaining the following features:
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
When you take the dash action, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Chef*
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You gain proficiency with cook’s utensils if you don’t already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare a number of food equal to 3 + your proficiency bonus. At the end of the short rest, any creature who eats the food regains 1d8 hit points per food they ate from you.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Crusher, Piercer, Slasher
You have mastered the arts of dealing damage with bludgeoning, piercing, and slashing damage. When you score a critical hit with those damage types, you can activate a special effect. Choose one of the following options listed below when you pick this feat:
Attack rolls against the target are made with advantage until the start of your next turn
You can roll one additional damage die when determining the extra critical damage the target takes
Until the start of your next turn, the target has disadvantage on it’s attack rolls.
You can select this feat multiple times. Each time you do so, you must choose a different effect.
Defensive Duelist*
You increase your Dexterity score by 1, to a maximum of 20.
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dual Gunner
Prerequisites: Proficiency with firearms
You have mastered the art of dual wielding firearms, granting you the following benefits:
You gain a +1 bonus to AC while you are wielding a separate firearm in each hand.
You can use two-weapon fighting even when the one handed firearm weapons you are wielding aren’t light.
You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
Starting at level 5, when you engage in two weapon fighting, you can add your ability modifier to the damage of the offhand weapon.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Starting at level 5, when you engage in two weapon fighting, you can add your ability modifier to the damage of the offhand weapon.
Durable*
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals half the number of the die. You also gain additional hit dice equal to your proficiency bonus.
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elemental Adept
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type, or if you choose the same damage type twice, you can treat immunities as resistances for the chosen damage type.
Fey Touched*
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Field Medic
Once per turn, you can give a creature with 0 hit points a potion as a free action. Additionally, as an action you can patch a creature up, giving them temporary hit points equal to 1d6+your wisdom modifier (minimum of 1).
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the Fighting Style List. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one that you don't have.
Gift of the Chromatic Dragon
You’ve manifested some of the power of chromatic dragons, granting you the following benefit:
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gem Dragon*
You’ve manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Draconic Healing. You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Glass Cannon
Whenever you deal damage, you can choose to increase the damage by up to 3d6. You suffer an amount of damage equal to the roll that cannot be reduced in any way. Hit points lost this way cannot be recovered until after the battle is over. In addition, whenever you are below half your hit point maximum, your crit range increases by 1.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
If you would have advantage on an attack roll against a creature, you have advantage on the athletics check to grapple the creature.
You can use an attack to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You count as one tier higher in the Strength Bonus chart.
You can grapple willing targets as a free action.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits when using a heavy or two handed weapon:
On your turn, when you score a critical hit with a melee weapon that has the heavy or two handed property or reduce a creature to 0, you can make one melee weapon attack as a bonus action
When you reduce a creature to 0 health with a melee weapon that has the heavy or two handed property and there is still damage remaining, you can immediately roll another attack against a creature that is within your reach. The damage of the attack is equal to the remaining damage, and cannot be increased in any way.
Gunner*
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms.
Healer*
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Increase you Wisdom or Intelligence score by 1, to a maximum of 20.
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored*
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with heavy armor.
Heavy Armor Master*
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. If your armor is magical, then magical bludgeoning, piercing, and slashing damage is also reduced by 3.
Inspiring Leader
Prerequisite: Charisma 13 or higher
While not in combat, you can give a short inspiring speech to your allies, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind*
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Lightly Armored*
You have trained to master the use of light armor, gaining the following benefits.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with light armor.
Light Weapon Expert
When you are wielding nothing but light weapons and armor, you gain the following benefits:
You can add +3 to your initiative if you are wielding nothing but light weapons.
If the weapon has the throwing property, its ranges are doubled.
Starting at level 5, when you engage in two weapon fighting, you can add your ability modifier to the damage of the offhand weapon if it is a light weapon.
Linguist*
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Mage Slayer
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
When a creature within 5 feet of you casts a spell, they provoke an attack of opportunity even if they took the disengage action, and you have advantage on the attack roll
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration, and the DC is equal to the damage taken or 10, whichever is higher.
You can give yourself advantage on saving throws against a spell or magical effect once before you must fish a short rest to do so again.
Magic Initiate
Choose a spell list: Arcane, Divine, or Primal. You learn two cantrips of your choice from the chosen spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells is either Intelligence, Wisdom, or Charisma, your choice.
Maneuvering
You can learn two maneuvers of your choice from any category, and you maximum exertion increases by 2. The chosen maneuvers must be of a degree that you are allowed to learn.
If you are a class that does not have access to maneuvers, you can pick two 1st level maneuvers of your choice from any category. You also get two exertion points.
Whenever you gain a level, you can swap one of the maneuvers you gained from this feat for a new one that meets the requirements.
Medium Armor Master*
You have practiced moving in medium armor to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Metamagic Adept
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
If you take the dash action, difficult terrain does not cost you any extra movement that turn.
When you disengage, you can move up to half your speed.
Moderately Armored*
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant*
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Polearm Master
You gain the following benefits:
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke a special opportunity attack from you the first time they enter your reach.
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
Resilient
Choose one ability score. You gain proficiency in saving throws using the chosen ability.
You may take this feat multiple times, and each time you do so, you select a different ability score.
Ritual Caster
Prerequisite: Intelligence or Wisdom of 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following spell lists: Arcane, Divine, or Primal. The spells you choose must have the ritual tag. You can pick either Intelligence, Wisdom, or Charisma as your spellcasting ability modifier for the spells.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Attacker
When you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
Sentinel
You gain the following benefits:
If a creature disengages, you can still make attacks of opportunity on them, but the attacks have disadvantage.
If a creature provokes an attack of opportunity from you as a result of leaving your range, you reduce their speed to 0 if your attack hits and deals damage to them.
Shadow Touched*
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Your ranged weapon attacks ignore half and three-quarters cover.
When you reduce a creature to 0 health with a ranged weapon attack and there is still damage remaining, you can immediately roll another attack against a creature that is behind the original target and within your weapons range. The damage of the attack is equal to the remaining damage, and cannot be increased in any way.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity or Strength saving throw you make against a spell or other harmful effect that targets you.
If you are subjected to an effect that allows you to make a Dexterity or Strength saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skill Expert
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skilled
You gain proficiency in any combination of two skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
While you are hidden, you can quickly move behind new cover within 15 feet of you without breaking your stealth, even if your movement would put you in the line of sight of your enemies.
Speedy
Your speed increases by 10 feet.
You may take this feat multiple times, and each time you do so after the first, your speed increases by an additional 5 feet.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a ranged spell that requires you to make an attack roll, the spell's range is doubled, maximum of 150 feet. If another feature extends the range of your spells, this does not stack with it, you must choose to use the extended range from this feat or the other feature.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the Arcane, Divine, or Primal spell lists. You can choose either Intelligence, Charisma, or Wisdom as your spellcasting ability for the cantrip.
Steel Deflector
While wielding a greatsword, longsword, rapier, or a shortsword, you can use your reaction to slice a projectile out of the air. When you are hit by a ranged weapon attack, you can use your reaction to reduce the damage by 1d8+ your proficiency bonus.
Tavern Brawler*
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
The minimum damage die for an improvised weapon is 1d6 for you.
Your unarmed strike uses a d4 for damage if it is not already higher.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Telekinetic*
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is Intelligence. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Tireless
After you complete a short rest, you may remove one level of exhaustion.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action, be a melee spell attack, and must target only that creature
Weapon Master*
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.