Alacrity

Prerequisite: Dexterity 13 or higher

Your exceptional readiness and nimble nature grant you advantages magnified by your eager and brisk approach.

Options:

Feat Bullet Options

Adaptive Assault(Costs: 1)

When you deal damage with a weapon attack that benefits from the Deft weapon property, you may deal additional damage of the weapon's type equal to your Proficiency Bonus.

Alert(Costs: 1)

You cannot have Disadvantage on Initiative rolls unless you have the Incapacitated condition.

Brisk Combat(Costs: 1)

When a hostile creature within reach of your melee attacks or Unarmed Strike is reduced to 0 hit points, you can take a Reaction to move up to half your Speed and make an additional melee attack or Unarmed Strike against a different creature within range.

Close the Gap(Costs: 1)

If you hold your Attack action, you can move up to your Speed as part of the Reaction.

Dexterous Adaptability(Costs: 1)

If you do not take the Attack action on your turn, you can use your Bonus Action to make one weapon attack or Unarmed Strike on that same turn. You cannot make this attack with a weapon that has the Heavy property.

Enhanced Balance(Costs: 1)

You can move through a hostile creature's space only if the creature is at least one size larger. Additionally, moving through a hostile creature's space is not Difficult Terrain for you.

Fleet(Costs: 1)

Your Speed increases by 10 feet.

Light Footed(Costs: 1)

Difficult Terrain does not cost you extra movement.

Nimble(Costs: 1)

Standing up from Prone uses only 5 feet of your movement. You gain a Climb Speed equal to your Speed. You can make a running long or high jump after moving only 5 feet on foot, rather than 10 feet.

Parkour(Costs: 1)

You can use your Dexterity in place of Strength with Climbing and Jumping, and you can fall 5 times your Proficiency Bonus feet before taking any fall damage.