Feats dnd 5e

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Like all the best tabletop roleplaying games, D&D allows for some serious player-led customisation. Even after you’ve created your personality, established your place in the party, and constructed a level one character, there’s still scope for creative experimentation during your Dungeons and Dragons adventure. One of the primary opportunities for this is selecting from the very best D&D 5E feats.

Optional rules often ignored by new players, but feverishly enjoyed by veterans, feats grant new abilities, and let you step outside of the rigid class and race lines. They’re powerful buffs, that can dramatically alter the aptitude of your character, and make your party all the more reliant on your combat, and/or roleplaying, prowess.

But they can be a tad confusing. There’s many on offer, and a cursory glance through the Player’s Handbook might leave you more confused than informed. We’ll walk you through all the basics, explaining what they are, how to acquire them, how to pick between them, and highlight some of the best options available. You’ll know everything you need

Building the optimal D&D character can be tough, but we’re sure you’ll land on your feat.

The best D&D 5E feats - Wizards of the Coast artwork showing an elf magic user casting a nature spell with green light

What are feats in D&D 5E?

Feats are best thought of as the unique talents and expertise your character acquires during their adventures. These might provide new abilities, enable your character to perform additional actions, increase ability scores, give Advantage on specific rolls, or grant a combination of these. Broad in scope, feats are applicable both in, and outside of combat, often giving your character some fighting advantage, alongside a thematic roleplaying element.

They provide powerful new abilities

They’re also a fantastic means of customising your character, and bestowing attributes usually left out of racial traits, or class features. They let you jump beyond the usual character boundaries, and use special abilities in combinations of your own choosing.

The best D&D 5E feats - Wizards of the Coast artwork showing a magic user summoning a devil through a flaming portal

How do you acquire feats in D&D 5E?

Feats aren’t a necessary element of character progression, but can be added as an optional rule. When you level up your character to a level that would unlock an ability score improvement (usually at four, eight, 12, 16, and 19), you can instead choose to forgo the ability enhancement, and pick a feat for your character instead.

Many feats have specific prerequisites, such as a sufficiently high ability score, or an aptitude for spellcasting. You’ll need to pass these prerequisites to claim the feat (there’s no hoarding feats at low levels, and using them later when you pass their requirements), and if you somehow lose a feat’s prerequisites, you’ll also lose access to its benefits.

Optimal spellcasting: These are the best D&D 5E spells

However, you can also acquire a feat by picking the Variant Human race during character creation. This optional form of Human grants you one feat at first-level, +1 in two different ability scores of your choice, and proficiency in a skill. A popular choice for players who value customisability above all.

Remember, feats are an optional rule in D&D 5E, so it’s best to check with your DM that they’ll allow you to take one. It would be a shame to get invested, only for it to be denied.

The best D&D 5E feats - Wizards of the Coast artwork showing a human character headbutting an armoured guard

When and how should you choose a feat in D&D 5E?

So when should you choose a feat instead of a standard ability score improvement? In some cases, the choice is obvious. Many feats increase an ability score anyway, as well as providing an additional attribute, giving you the same benefit, plus a little extra.

Many feats increase an ability score and provide an attribute

You might also opt for a feat if you have a particular build in mind when levelling up your character. For example, if you’ll be playing the tank of your party, choosing the Resilient feat – which grants you +1 to Constitution, and proficiency in Con saving throws – is a solid choice. If you’re bumbling your way through the campaign, however, with no delineated character focus, then feats are less likely to be useful. They require a little more thinking and forward-planning on your part, so might be best avoided if you’re playing super-casually.

However, you might also start picking feats at mid- or high levels, once you’ve maxed-out your primary ability score(s). For example, Bards who’ve already racked up 20 Charisma through race bonuses, items, and previous ability score improvements, could be tempted to pick a feat, simply for its interesting abilities, rather than pump up a secondary ability score.

Best D&D 5E feats

Now we know what feats are, and how to use them, let’s look at some of the best D&D 5E feats that you should have in mind when levelling your character. If you see an opportunity to use one of these feats with your existing build, it’s probably a good idea to pick it.

The best D&D 5E feats - Wizards of the Coast artwork showing a Battlemaster Fighter in half plate next to a dead giant

Great Weapon Master

A firm favourite, Great Weapon Master improves the damage-dealing of Heavy Weapon users. Whenever you land a critical hit, or reduce a creature to zero hit points, you can use a bonus action to make another melee attack. That’s pretty powerful in itself, especially when dealing with swarms of low-level enemy minions. But it’s the feat’s second ability that makes it really shine.

Pious warrior: Read our comprehensive D&D 5E Cleric guide

Before you make a melee attack with a Heavy Weapon type in which you’re proficient, you can take a -5 penalty to hit, for a +10 boon to damage. At higher levels, at which your Strength is huge, and enemies’ Armour Class remains relatively low, hitting won’t be so much of an issue. The boosted damage will be a godsend, however, letting you cleave through foes with ease.

The best D&D 5E feats - Wizards of the Coast artwork showing a bearded human magic user casting a huge fire spell to kill an elf

War Caster

This one’s only for spellcasters, but a staple for any battle mage. Granting advantage on Concentration saving throws, and letting you cast somatic spells when your hands are full, War Caster lets you grab a sword and shield, before leaping into the heart of a fight, for simultaneous melee and arcane damage-dealing.

The boost to Concentration checks will let you switch back-and-forth between melee and spell casting, without having to run the risk of a wasted action, or rely on weak cantrips that can be cast in a single turn. The last thing you want to happen is to lose your Concentration, and War Caster is the best proof against that.

The best D&D 5E feats - Wizards of the Coast artwork showing the party's Wizard casting a spell from a book, creating a blue misty light

Magic Initiate

For those times when you’re a little bored of your class, fancy some experimentation, or are jealous of another player’s ability, Magic Initiate lets you steal some of the best spells of other classes. The feat allows you to learn two cantrips and one first-level spell from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell list. And even these early-level picks are brilliant.

Weapons mastery: Our guide to D&D 5E’s fighter class

A Paladin could cast Firebolt, or Booming Blade; a Barbarian could use Vicious Mockery; and a Ranger could summon Eldritch Blast. The possibility for non-magic users to add some seriously effective spells to their repertoire is a powerful one. Even spellcasters can benefit from effective low-level spells usually outside of their reach, and Warlocks, especially, will be pleased to have another spell that doesn’t consume their scarce spell slots.

The best D&D 5E feats - Wizards of the Coast artwork showing an armoured Dragonborn character with a bladed spear

Polearm Master

If your character will be wielding any long, two-handed, pole-based weapon, this is practically a must. You gain a second attack with glaives, halberds, and quarterstaffs, dealing 1d4 base damage. Plus, you’ll get an attack of opportunity against any creature that comes within your reach.

Since these weapons have a long reach area, you’ll be able to sit back, wait for a creature to come within ten feet, and smack them around. Combine it with a focused martial build, with lots of attack modifiers, and that second attack becomes pretty scary.

The best D&D 5E feats - Wizards of the Coast artwork showing a hooded figure speaking, and a halfling bard playing a magic flute, while sitting on a unicorn

Actor

While not possessing the most utility, Actor is undoubtedly one of the more fun-loving feats on offer. Letting you mimic the speech of any person, or the sound of any other creature that your character has heard, it allows for some pretty daring roleplaying escapades. Secretive operations suddenly become a little more feasible when your character has a better chance of talking their way out of the situation, if they’re caught.

Funny guy: Read our full D&D 5E Bard class guide

Sure, invisibility might be a more efficient method of infiltration, and blindness a more effective means of ensuring your escape. But with an additional +1 to Cha, and advantage on Deception and Performance checks when trying to pass yourself off as another person, Actor is brilliant for injecting some targeted silliness into the game.

The best D&D 5E feats - Wizards of the Coast artwork showing a hooded rogue, making off after stealing something from a plinth

Alert

This feat is for everyone. Your character can’t be surprised, so sneak attacks that take off half your hit points in a single hit, and have the DM smiling with sadistic glee, are a thing of the past. Plus, enemies’ advantage on hidden attacks is dismissed, so you can willfully wander into any ambush, free in the knowledge that nothing will get the jump on you.

Add in a +5 to every initiative roll, and you’ve got yourself a fantastic starting position in every fight. Alert is one of those feats that’s great for every character, at every level.

The best D&D 5E feats - Wizards of the Coast artwork showing a human character opening a treasure chest in some underwater ruins

Lucky

Sometimes labelled a ‘broken’ feat because of its sheer effectiveness, Lucky grants you an Advantage on three attack rolls, saving throws, or ability checks after every Long Rest. Don’t like the critical hit that Displacer Beast has just thrown at you? Reroll the save, and laugh as it fails to hit. Think your charm has more potential? Roll again on that Cha check, and bask in your persuasion.

Armed and dangerous: Check out our D&D 5E Paladin guide

While you must decide to reroll the die before its outcome is determined, the opportunity to change any attack rolls made against you is extremely powerful, and can prevent your party meeting an unfortunate demise.

The best D&D 5E feats - Wizards of the Coast artwork showing an elven ranger with an arrow nocked in their bow, but not drawn or aiming

Elven Accuracy

A highly specialised feat that, unsurprisingly, is only usable by Elves and Half-Elves, Elven Accuracy is a solid choice for anyone levelling up their character along a particular build specification. Increasing your Dex, Int, Wis, or Cha by +1, and letting you reroll a die whenever you attack with advantage using these ability scores, the feat isn’t flashy, but has massive utility.

If you add the +1 to Dex, and build yourself a sneaky Elf who attacks when unseen, landing a hit will be near-certain every time. Regardless, Elven Accuracy is an obvious substitute for a standard ability score improvement, for every Elven character that has the chance to pick it.

Sours: https://www.wargamer.com/dnd/5e-feats

DnD 5E Feats: Everything You Need To Know

In DnD 5E each player commands a heroic fantasy character destined to wield wondrous powers against all kinds of challenges and opponents. Just as Conan the Barbarian wields a mighty weapon into battle; your character can also choose to gain unique powers and abilities which set them apart from other adventurers. We do this through the optional rule for character customization known as feats.

What Makes DnD Feats A Popular Customization Option?

Feats give your character a distinctive specialization. Each feat empowers a different aspect of your character. Choose the feat that signifies what makes your character unique. You can choose to gain a feat instead of receiving an ability score improvement.

While feats are an optional rule, it’s most likely that your dungeon master will encourage them in your game. Like multiclassing, feats have been a popular component of the game since they were first introduced in 3rd edition. Feats are not available until level 4, except for variant humans. Variant humans gain a feat at level 1. This is the only way that a character can have a feat before 4th level.

When Do You Get Feats In 5E?

You can choose a feat at 4th level, with further choices before your character reaches 20th level. Each class has a different interval of selection, so check your class description to plan your choices. With two more choices at 6th and 14th level, Fighters offer the most opportunity for character customization. Rogues get one more option at 10th level.

Why Should I Choose A DnD Feat?

A feat enhances one aspect of your character with a more powerful ability; with something unique, or an extra option to choose from. For example, to represent Conan the Barbarian with his mighty greataxe or greatsword, you can use the Great Weapon Master feat. This feat deals extra damage in wild sweeping blows. The feat also grants you an extra weapon attack on your turn when you drop a foe to the ground. A Great Weapon Master attack adds a new aspect to your game, but you’ll take a penalty on your attack roll. Around the table, your fellow players will watch to see if you will attempt a mighty strike amid a fierce battle. And when you do crush an enemy, you’ll surprise them by declaring your extra attack to finish off the fight.

When Not to Choose A DnD Feat

Choosing a feat comes with a cost though, as you have to give up an ability score improvement to do so. For spell casters, it’s advisable to increase your spellcasting ability before choosing a feat. This means that your spell save Difficulty Class (DC) will be as high as possible. It’s not a great feeling when a high-level spell that you’ve been saving up for that big fight fizzles away!

Bear in mind that your ability score modifier increases each time your ability score reaches an even number. Certain feats can boost your ability scores by one point. So if your ability score is an odd number, and you choose a feat that boosts that ability score, the ability score modifier will also increase. Magic items too can play a part in boosting your abilities, so remember that when planning your character progression.

Feats In DnD Beyond

In DnD Beyond, you can find the feats published in the Player’s Handbook, Xanathar’s Guide to Everything, and other sourcebooks, as well as the Unearthed Arcana playtest material. There’s also a vast selection of over 8,000 homebrew feats available for you to add to your game. Take a look at the Dungeon Masters Guild, where at a low cost or even free of charge, you’ll find over 1,500 different sources each offering new feats to try.

Homebrew DnD Feats

Talk with your DM first about using homebrew feats in your game. Let’s take a look at two example homebrew feats that you can find in DnD Beyond:

  • Feline Grace is a homebrew Tabaxi racial feat. This feat boosts dexterity and the Feline Agility trait, and also grants limited immunity to falling damage. This feat makes up for the lack of a Tabaxi racial feat in Xanathar’s Guide and grants a boost to the cat-like features of this race.
  • Ventriloquist is a homebrew social skill feat. This feat provides a Charisma boost, as well as the chance to throw your voice as a deception. This feat could be useful in a game where social situations are common.

DnD Feats In Tal’Dorei

In Critical Role’s world of Tal’Dorei and Exandria, you can recreate the adventures of Vox Machina through the nine feats available in the Tal’Dorei Campaign Setting. Here are a few:

  • Thrown Arms Master which improves thrown weapons.
  • Dual Focused which enables a second concentration spell.
  • Rapid Drinker which permits a bonus action to drink a potion.

Elite DnD Feats

As mentioned, Great Weapon Master is a powerful feat for Barbarians (such as Grog Strongjaw) but it’s also favored by melee fighters in general.

Of the spellcasting feats, War Caster wins the popular vote. This combat feat protects your magic-user from breaks in concentration and you can cast a spell as an opportunity attack. Not only that but casting a spell without a free hand is also a feature of this feat.

For ranged characters, Sharpshooter is the feat of choice. Like Great Weapon Master, this feat allows ranged attacks to choose a higher damage option with a penalty on accuracy. Declaring a Sharpshooter attack on your turn adds a touch of excitement to the battle. Extra range and ignoring cover are also added benefits.

Elven Accuracy from Xanathar’s Guide to Everything is popular for Elf or Half-Elf characters. This feat enables a reroll on your non-strength based attacks with advantage; this includes ranged weapons as well as spell attacks. This means you will roll more natural 20s, and the high-fives will abound as you fight your way through to the final boss.

Which DnD Feat To Pick First?

Not sure where to start? I’ve chosen one feat for each class and listed them in this table. You can’t go wrong with any of these feats, and this table provides an easy way to select your first feat.

So in the table above, I’ve given you a starting feat for each of the main classes in the Player’s Handbook. Now let’s look at more feats in some sample builds. I’ll explore one subclass for each class, and provide two options in each subclass.

DnD Feat Focused Builds

The following examples each have two feats selected before level 10. These builds focus on feats over ability score increases.

Barbarian

The Ancestral Guardian is a Barbarian tank subclass, and what better race than the stubborn Mountain Dwarf. The ideal feat for this subclass is Shield Master. As a tank, you’ll be carrying a shield anyway. Shield Master gives you a bonus action to keep your opponents at bay. Furthermore, it grants defense against some spell attacks and traps. Your Dwarf Ancestral Guardian will fit into the archetypal role of axe-bearer that holds the enemies at bay while your allies move to safety. As a second feat at 8th level, take the Dwarven Fortitude racial feat for its self-heal capability.

Bard

A College of Eloquence Bard (Mythic Odysseys of Theros) plays the role of the party face with outstanding flair. Select Half-Elf and you will receive a round of applause each time you save them from a sticky situation. Just to be on the safe side, take the Skilled feat and gain proficiency in three more skills at 4th level. As a Half-Elf, you have two skill proficiencies. As a bard, you can choose expertise in two of these skills at 3rd level, and two more at 10th level. For a second feat at 8th level take the Prodigy feat to bring you up to 11 skill proficiencies.

Cleric

A Light Domain Cleric is a powerful damage dealer for your party. A Protector Aasimar grants a suite of useful features including a wisdom bonus and extra healing. Take the Elemental Adept (Fire) feat at 4th level, to make your fire spells more effective. As a Light Cleric, you have six Domain Spells that deal fire damage. At 8th level, take the Resilient feat in constitution. This will increase your constitution score and it will add proficiency in constitution saving throws. This helps your concentration spells such as Bless, Flaming Sphere and Spiritual Weapon stay in play.

Druid

The Circle of the Shepherd Druid is the animal lover the party didn’t know they needed. Take the Wood Elf race for the wisdom bonus and hide ability which you can use in wild shape. In wild shape you can use your feats as well. Choose the Mobility feat. This boosts your movement speed, and it grants the ability to move without provoking an opportunity check while in wild shape. Improved movement adds flexibility to your Spirit Totem too. On a larger battlefield, you can place the Spirit Totem where it will deliver the most benefit to the party. Then at 8th level take the Wood Elf Magic racial feat to improve your spellcasting capability.

Fighter

The Eldritch Knight brings spell casting to the fighter class and delivers more versatility as a melee fighter. High Elf is a natural choice with their extra intelligence and extra cantrip. Choose the Dueling fighting style for extra damage and carry a longsword and shield. Take the War Caster to allow you to cast spells requiring material or somatic components. Somatic components are the hand gestures that you see on the Syfy show The Magicians. This means you can use spells such as Shield, Booming Blade or Green Flame Blade. With War Caster and an armor class boost from a Shield spell, you can maintain spell concentration easier. At 6th level, take the Fey Teleportation racial feat to add the Misty Step spell to your spellcasting choices. At 7th level, when you get access to Shadow Blade, War Caster will be invaluable. At 8th level take an ability score increase in strength if you don’t have a magic item to boost your strength score.

Monk

The Way of the Drunken Master is the comedic Monk subclass that adds more versatility to melee combat. Take a standard Human. Your Flurry of Blows is stronger with this subclass and you have more freedom to move in battle. At 4th level, take the Durable feat, as you’ll have bruises after every fight. At 8th level take the Tough feat to gain a hit point boost which scales with your progression. These two feats enhance the role of the Drunken Master Monk as a close combat specialist.

Paladin

An Oath of Conquest Paladin is your party’s crowd controller. This time take a Variant Human and choose the Polearm Master feat. Your weapon reach increases the number of opponents that you can attack, and grants opportunity attacks when they approach you. At 2nd level choose Great Weapon Fighting for your Fighting Style. At 4th level increase your charisma ability so that your Conquering Presence is more effective. At 7th level, fear effects from your Channel Divinity or spells such as Wrathful Smite are now more effective. Take the Sentinel feat at 8th level to further enhance your crowd control capability in melee combat.

Ranger

The Hunter is a versatile Ranger subclass, and this example is a dexterity based melee damage dealer. Take the Tabaxi and imagine its raking claws tearing down your enemies. Choose Fiends as your favored enemy. Take the Two-Weapon Fighting Style at 2nd level and start wielding two shortswords. At 3rd level choose Colossus Slayer to increase your damage output. At 4th level take the Dual Wielder feat and now you’re fighting with two rapiers. At 7th level choose Escape the Horde, since you’ve got nine lives. At 8th level take the Defensive Duelist feat which boosts your armor class and scales as you progress.

Rogue

As a Rogue with the Thief subclass, you’re the trusted hands of the party, and who better suited to this role than the Lightfoot Halfling. At 4th level take the Dungeon Delver feat to deal with traps and secret doors. As a Rogue, you’re expected to do this job anyway, so you might as well make the most of it. At 8th level take the Second Chance racial feat which uses your reaction to avoid an attack.

Sorcerer

As a Shadow Magic Sorcerer, you assist your party and also harm and debuff your opponents from a distance. Choose a Tiefling to maximize your charisma score and gain extra charisma based spells. At the 4th level, take the Infernal Constitution racial feat to boost your survivability. The constitution boost will also help with your spellcasting concentration. At 8th level take Flames of Phlegathos racial feat which will increase your Fireball damage and also boost your spellcasting ability score.

Warlock

A Hexblade Warlock is a magical melee specialist. Choose a Dragonborn to gain a breath weapon which is useful at close range. At 3rd level choose Pact of the Blade as your Pact Boon. At 4th level choose the Dragon Fear racial feat to boost your charisma, and to gain a charisma based fear breath weapon. At 8th level take the War Caster feat to enhance your spell concentration capability to maintain your Hexes. For your invocations take Improved Pact Weapon, Agonizing Blast, Thirsting Blade and Eldritch Smite.

Wizard

A Wizard of the School of Abjuration is a magical defender, especially effective against spell casters. Choose a Forest Gnome and gain the benefit of magic resistance through Gnome Cunning as well as an intelligence boost. At 4th level take the Observant feat to boost your passive skills, and also your intelligence. At 8th level take the Fade Away racial feat to further boost intelligence and provide a survivability feature.

Where To From Here?

You’ll find over 40 feats available in the Player’s Handbook and 15 feats for the core races in Xanathar’s Guide to Everything. Note the prerequisites which are the requirements you need to meet before selecting each feat. You can purchase a physical or digital copy of the Player’s Handbook and Xanathar’s Guide to Everything to read the full description for each feat.

I had to save the best for last, with Lucky being an all-round useful feat for any character to take. Using 3 luck points a day, you can change the course of events for you and your party. Even Conan the Barbarian will need a little luck sometimes! Happy adventuring…

Author
Richard's obsession with DnD began back in the 1980s with the creation of amazing adventures which forged lifelong friendships. With the global popularity of this roleplaying game there's no better time to dive in and explore a world of fantasy and wonder.
Sours: https://dicecove.com/feats-guide/
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If you’re starting out playing Dungeons & Dragons 5th Edition, you might’ve seen the word "feat" tossed about.

You might wonder what feats are, when you get them, and whether they’re worth it or not.

In this article, I’m gonna cover everything you need to know about feats in D&D 5e.

Let’s start off with explaining what a D&D feat is.

What Are Feats in 5e?

Feats in D&D 5e are an optional rule that you can use to customize your character with extra, unique abilities. They grant unique powers and abilities aside from your race and class traits and features.

Basically, feats in 5e are another way to customize your character’s capabilities.

Every feat grants your character some unique ability like increasing your movement speed, granting proficiency in another saving throw, or buffing your damage. But, some also grant minor Ability Score increases sometimes called "half-feats".

You can elect to take a feat at certain levels which I’ll get into a bit later.

Page 165 of the Player’s Handbook defines feats as:

"A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides."

It’s important to note that feats in D&D 5e are optional. They aren’t technically a part of the base rules. So, you need check with your Dungeon Master or establish at the start of the game if you’re allowing feats.

Now, as with a lot of things in D&D 5e, there are some semantic differences between feats, traits, and features.

Traits refer to the racial abilities your character has. Features come from your chosen character class. And, feats are additional customization options outside of the other two sources.

It’s also important to note that some feats come with requirements before you can take them.

Most feats are free to take as you please when get the option. But, certain ones like Heavily Armored (need proficiency in medium armor) or Ritual Caster (need an Intelligence or Wisdom score of 13+) have prerequisites before you can take them. Make sure you read your desired feat thoroughly.

What Are Half-Feats?

Half-feats in 5e are feats that grant you a bonus to an Ability Score and a unique ability.

They’re called half-feats because not only does it give you a unique ability, it also gives your half of your Ability Score Improvement.

Normally, an Ability Score Improvement gives you a +1 in two Ability Scores or +2 in one. Half-feats give you a +1 in an Ability Score in addition to a unique ability. So, they’re like a half-Ability Score Improvement with a bonus ability.

Usually, half-feats also give you less or weaker abilities compared to regular ones. So, it’s a bit of a tradeoff between bumping an Ability Score while also getting an extra ability.

Racial Feats

Xanathar’s Guide to Everything introduced racial feats to D&D 5e. They’re basically regular feats but restricted to specific races.

That’s about it.

Racial feats follow most of the same rules as regular D&D feats. But, they come with prerequisites requiring a certain race to take them.

For example, the Bountiful Luck feat requires you to play a halfling.

Now, can you ignore these requirements?

Absolutely. In fact, I’d encourage you to do so. I often ignore racial requirements in my games.

These prerequisites usually come from the lore for the Forgotten Realms. But, if you’re not playing in that setting, you can manipulate requirements however you like.

When Do You Get Feats in D&D 5e?

So, how do you get feats in D&D?

There’s only one, explicit way to gain feats in D&D; Ability Score Improvements.

D&D 5e…doesn’t really give a whole lot of options on gaining feats. It’s basically hit a level milestone…and that’s it.

That being said, I recommend offering your players or suggesting to your DM some other way if you really want a feat.

Leveling Up & Ability Score Increases

The easiest way to gain a feat is to level up, get to 4th level in any class (and other milestone later), and use your Ability Score Improvement feature to take a feat.

Roughly every four levels starting once you reach 4th level in any one class, you get the Ability Score Improvement feature. This usually, as the name implies, increases one or two or your character’s Ability Scores. But, if you’re playing with feats, you can elect to forego improving your Ability Scores in exchange for taking a feat.

So, when do you get feats?

You have the option to choose a feat when you get the Ability Score Improvement feature:

  1. 4th Level
  2. 6th Level (Fighters only)
  3. 8th Level
  4. 10th Level (Rogues only)
  5. 12th Level
  6. 14th Level (Fighters only)
  7. 16th Level
  8. 19th Level

Training

Now, I also suggest talking with your Dungeon Master if you want to train for a feat.

Page 231 of the Dungeon Master’s Guide (DMG) gives an idea of granting special training as a reward for a quest. And, it includes gaining a feat as one of the options as the result of that training. I’d say you could forego the reward part if you want to just train for a feat. make sure you talk with your DM first, though.

Maybe you train under a seasoned warrior to get the Martial Adept feat. Or, you study under the ghost of a renowned scholar and gain the Magic Initiate feat.

The amount of time required to train for a feat would be up to your DM. But, I’d say use the downtime rules for level training on page 131 of the DMG.

It outlines different amounts of time and money required to level up during downtime. Personally, I’d scale the amount for feat training based on a character’s total level.

So, the list looks like this:

  • 2nd-4th Level: 10 days and 20 gp
  • 5th-10the Level: 20 days and 40 gp
  • 11th-16th Level: 30 days and 60 gp
  • 17th-20th Level: 40 days and 80 gp

So, a 2nd to 4th level character would spend 10 days and 20 gp to gain one feat of their choice. This way, characters can’t just hoover up all the feats and they have something to spend their gold on.

Now, this isn’t technically rules as written. Most of the rules in the DMG are optional. So, you need to check with your DM before deciding you’re gonna train for a feat.

Variant Human

If you’re playing a human player character and your DM allows it, you can choose the optional, Variant human to gain a feat at 1st level.

As the rules stand, only Variant humans get a feat at level one. Also, since they’re an optional rule, you should check with your DM before deciding on playing a Variant human.

Types of Feats

So, what kinds of feats are there?

Well, I like to think that feats fall into one of the three Pillars of Play in D&D 5e: Combat, Exploration, and Social.

Is it that cut and clear?

This is D&D. Rarely will you have a clear answer. But, generally speaking, the D&D feats fall into one of these categorizations.

These aren’t "official" designations or anything. They’re just a way to look at the types of feats in D&D.

There are also the Racial feats that came out with Xanathar’s Guide to Everything (XGtE). These…kind of fit in with the model of feats belonging to one of the Pillars of Play. So, they’re gonna get classified as a feat type all their own.

Now, some feats don’t fit in one box. Feats like Lucky or Elemental Adept help in a myriad of circumstances. Just know that this isn’t a hard-and-fast categorization.

Combat Feats

Combat feats improve your character’s capabilities in battle.

These types of feats let you do new things in combat or improve your fighting prowess in some way. That could be new actions or bonus actions or increasing your damage output. Some of these feats give you access to additional weapon proficiencies like the Gunner feat from Tasha’s Cauldron of Everything (TCoE) which gives you proficiency with firearms.

Most feats in D&D belong to this category.

Example D&D Combat Feats

  • Great Weapon Master
  • Shield Master
  • Slasher (TCoE)

Exploration Feats

Exploration feats make your character more adept at navigating the world. These feats also help with solving environmental obstacles like traps or puzzles.

This feat type is probably the most ambiguous of the bunch.

Basically, exploration feats in D&D help your character outside of combat and social encounters. This could mean navigating the wilderness, finding traps in a dungeon, or perfect memory recall within the past month.

Example D&D Exploration Feats

  • Dungeon Delver
  • Keen Mind
  • Chef (TCoE)

Social Feats

Social feats improve your character’s capabilities when interacting with other creatures.

These feats basically help you navigate social encounters. You might gain the ability to mimic someone’s speech, learn new languages, or communicate telepathically with other creatures.

…That’s about it, really.

There aren’t that many social feats. But, some more general feats like Skilled can help since you could take proficiency in one of the Charisma skills.

Example D&D Social Feats

  • Actor
  • Linguist
  • Telepathic (TCoE)

Racial Feats

Racial feats work about the same as regular feats. But, the rules as written restrict them to specific, playable races.

And, honestly? That’s all there is to them. They’re feats that only certain races can take.

Now, could you ignore the race restriction?

Absolutely.

I do this all the time in my games for the Bladesinger Wizard subclass. So, if you want to lift the restrictions on racial feats, go for it.

Example D&D Racial Feats

  • Bountiful Luck (halfling, XGtE)
  • Infernal Constitution (tiefling, XGtE)
  • Woof Elf Magic (elf (wood), XGtE)

D&D 5e Feats List

Now, since most feats in D&D 5e aren’t included in the SRD, I’m not really allowed to explain what each of them does. But, I can include a list of feats for your reference. If you want to have full access to the feats, I suggest ordering your own copies of the Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything.

With that out of the way, here’s a list of all the feats in D&D 5e.

Player’s Handbook Feat List

  • Alert
  • Athlete
  • Actor
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon Delver
  • Durable
  • Elemental Adept
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Lightly Armored
  • Linguist
  • Lucky
  • Mage Slayer
  • Magic Initiate
  • Martial Adept
  • Medium Armor Master
  • Mobile
  • Moderately Armored
  • Mounted Combatant
  • Observant
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skilled
  • Skulker
  • Spell Sniper
  • Tavern Brawler
  • Tough
  • War Caster
  • Weapon Master

Xanathar’s Guide to Everything Feat List

  • Bountiful Luck
  • Dragon Fear
  • Dragon Hide
  • Drow High Magic
  • Dwarven Fortitude
  • Elven Accuracy
  • Fade Away
  • Fey Teleportation
  • Flames of Phlegethos
  • Infernal Constitution
  • Orcish Fury
  • Prodigy
  • Second Chance
  • Squat Nimbleness
  • Wood Elf Magic

Tasha’s Cauldron of Everything Feat List

  • Artificer Initiate
  • Chef
  • Crusher
  • Eldritch Adept
  • Fey Touched
  • Fighting Initiate
  • Gunner
  • Metamagic Adept
  • Piercer
  • Poisoner
  • Shadow Touched
  • Skill Expert
  • Slasher
  • Telekinetic
  • Telepathic

What is the Best Feat in D&D?

With all this talk about feats in D&D 5e, you might wonder which is the best.

It’s Lucky. Lucky is the best feat in D&D 5e.

BUT, there are some other really good feats.

So, here’s the general consensus on the best feats in D&D.

Lucky

As I said, Lucky is the best feat in the game. It’s so good that quite a few players and DMs debate on whether the Lucky feat is overpowered or not.

Personally, I think it’s an amazing feat. But, I don’t think it’s overpowered.

Basically, the Lucky feat gives your character three Luck Points. You can spend one point whenever, either before or after but before your DM determines the outcome, you make an attack roll, saving throw, or ability check to roll a second d20. Then, you choose which ever roll you want.

You see why some people think it’s broken?

Now, it’s important to not that Lucky doesn’t give you advantage on a roll. Yes, you get to roll two d20 but the feat never says you gain advantage.

…That said, it does let you turn disadvantage into what some players call Super Advantage.

Since the wording of Lucky says, "You choose which of the d20s is used…” that means you choose a d20 no matter how many you roll. So, on a roll with disadvantage and Lucky on, you roll three d20s…and pick the one you want. The Sage Advice Compendium on Lucky backs this interpretation up.

Lucky is a wild feat. And, I’d say it’s definitely the best feat in D&D 5e.

Great Weapon Master

Great Weapon Master is a great combat feat. It gives you the ability to use your bonus action to attack on a crit and increase your damage for an attack.

It gives you two improvements in combat. First, it lets you use your bonus action to make another attack whenever you score a critical hit or reduce a creature to zero hit points with one. And second, you can decrease your Attack Modifier by -5 to add +10 to your damage…y’know, assuming you hit.

Now, the trick with Great Weapon Master (GWM) is you can only use the second ability if you’re wielding a weapon with the Heavy property. And, can only use the first part of the feat with a melee weapon.

Any melee weapon works for the first part. But, only melee attacks made with weapons that have the Heavy property let you use the second part. These weapons include:

  • Glaive
  • Greataxe
  • Greatsword
  • Halberd
  • Maul
  • Pike

There’s a fun formula (yes, it’s fun) that helps you determine when to take the -5 to hit for +10 damage on the Giant in the Playground forum. The formula is:

Maximum Armor Class = Attack Bonus + Average Weapon Damage / 2 + 16

The post goes into more detail and answers a few questions about using the formula. I’ve used this post in the past for Sharpshooter because it works in the exact same way.

Polearm Master

Polearm Master is an interesting feat as it only affects glaives, halberds, pikes, and quarterstaffs. It lets you use your bonus action to make a special attack and expands your opportunity attack options.

So, the first part of Polearm Master is cool and thematic but it’s not really anything amazing. When you make an attack with a glaive, halberd, or quarterstaff (and only with one of those weapons), you can use your bonus action to attack with the opposite end of that weapon for 1d4 bludgeoning damage. It’s nice, it gives you something to do with your bonus action, but it’s not great.

The real draw of the Polearm Master feat is the second benefit.

If you’re wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack when they enter your reach. Now, activating an opportunity attack at a different time than usual is great on its own. But, three of the four weapons listed in this feat have the Reach property which extends your melee range out to 10 feet.

This might not sound like much. But, if you’re playing on a grid, your character covers a 5×5 square area. It increases your martial fighter’s capabilities by giving them a wider range to attack.

And, giving you the ability to make an opportunity attack whenever a creature enters their range means you’re attacking more often.

Not to mention pairing Polearm Master with Sentinel. That’s a ridiculously great combo.

Sharpshooter

The Sharpshooter feat improves your ranged combat capabilities. It removes the drawbacks to attacking at long range, helps when attacking targets behind cover, and lets you increase your damage for an attack.

Sharpshooter is arguably better than Great Weapon Master because of its first two benefits. But, the two share a common feature. Like GWM, one of Sharpshooter’s benefits is letting you choose to take -5 to an attack roll to increase your damage by +10.

What sets Sharpshooter aside and makes it a bit better than GWM (in my opinion) is the other two benefits; attacking at long range and cover.

The first part removes the disadvantage you get when attacking at long range. So, if you’re using a longbow, Sharpshooter lets you attack targets out to 600 feet without disadvantage.

The second part means targets don’t benefit from half or three-quarters cover when you attack them at range.

Personally, I think Sharpshooter is better than Great Weapon Master because of the other benefits it grants.

War Caster

The War Caster feat helps spellcasters by improving their capabilities in combat. It helps characters maintain concentration, removes a restriction regarding somatic components, and improves their opportunity attack options.

There’s a lot going on here. So, let’s break War Caster down.

First off, this D&D feat gives you advantage on Constitution saving throws to maintain concentration. This is great on its own because dropping concentration when you really need a certain spell up sucks.

Second, many spells require a free hand for Somatic components. Or, in simpler terms, these spells require some sort of hand gesture to cast. If you have your hands full, you can’t cast these spells.

War Caster lets you cast spells with Somatic components even if you have weapons or a shield in one or both hands. So, it removes that restriction by letting you cast those spells.

Finally, this feat lets you use your opportunity attack to cast a spell with a casting time of one action instead of making an attack. Since chances are spellcasting characters aren’t great with weapons, this is a great choice.

It’s important to note that your character needs to ability to cast at least one spell to take the War Caster feat. Which makes sense because why would you take it if you didn’t have spells in the first place?

This feat is great because of all these benefits. And, honestly, if you’re playing a spellcaster, you should really consider taking this feat during one of your ASIs.

Bountiful Luck (XGtE)

The Bountiful Luck feat comes from Xanathar’s Guide to Everything. It’s a Racial feat for halflings that helps your allies by letting them reroll attack rolls, saving throws, and ability checks once per turn.

Thematically, this feat extends the halfling’s racial trait, Lucky, to their friends.

Honestly, the best (and arguably most broken) part of this feat is it works every six seconds. It has no restriction on the number of times you can use it. The only things holding you back are 1) it requires your reaction, 2) you can’t use your Lucky racial trait before the end of your next turn, 3) it has a range limit, and 4) rules as written, it’s restricted to halflings.

No short or long rest requirements. No limit according to proficiency bonus. Nothing.

Bountiful Luck is a phenomenal feat for halflings looking to support the party.

Elven Accuracy (XGtE)

The Elven Accuracy feat comes from Xanathar’s Guide to Everything. It’s a Racial feat for elves and half-elves that improves their attack rolls.

So, first off, this is a half-feat. The first part of Elven Accuracy gives you a +1 in an Ability Score.

The meat of this D&D feat is the second benefit.

Basically, if you have advantage on an attack roll that uses Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice one time.

Doesn’t sound like much, right?

Wrong.

Remember how Lucky gives you Super Advantage on rolls with disadvantage. Elven Accuracy does more or less the same thing. You already have advantage on the attack. But now, you can reroll the lower die to see if you can nudge that number a little higher.

Also, unlike Lucky, there’s no restriction on Elven Accuracy. You can use it on as many attacks as you like (but remember; you need advantage on the attack and you can only do it once per attack roll).

Another ridiculously strong feat.

Are Feats Worth It?

Generally speaking, yes, feats are worth it. But, that depends on what you want for your character.

The benefit of taking a feat in D&D over the Ability Score Improvement is the extra abilities you get.

Usually, feats make your character more capable in some way. Either you get something different for your action or some passive benefit like proficiency in a skill or saving throw. These are typically pretty good choices.

That said, getting a +2 in your main Ability Score is huge.

I often see people recommend maxing out your main stat (as in, getting it up to 20). So, Fighters should have a 20 in Strength or Dexterity, Wizards in Intelligence, Bards in Charisma, etc. And, depending on how you play, you’ll get to that point either by reaching 4th or 8th level through your first and second ASI.

But, that means not taking a feat until 12the level for most classes.

Also, it all depends on your character. For ranged or Heavy weapon characters, you might want Sharpshooter or Great Weapon Master earlier. Yeah, a +2 in Strength or Dexterity is great, but the benefits of those two feats are amazing.

On the other hand, taking the Ability Score Improvements is generally better for spellcasters.

You want to buff your Spellcasting Ability Modifier as much as possible. The higher your modifier, the higher your Spellcasting Difficulty Class (DC). The higher your DC, the harder it is for enemies to save against your spells.

So yes, feats in D&D are worth it. But, it all depends on how you play your character.

D&D Feats FAQs

Do You Get a Feat at Level 1 in 5e?

Rules as written, no. You don’t get a feat at level one in 5e. Only the optional Variant Human has the option to gain a feat at 1st level.

…That said, and this is for the DMs, there’s nothing saying you can’t give your players a feat at level one.

In fact, I’ve been seeing people say they do this for all their games. It gives your players more customization options during character creation. And, it makes player characters seem more capable at the early levels.

How Many D&D Feats Are There?

D&D 5e has 78 feats so far.

Counting the Player’s Handbook, Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, Eberron: Rising from the Last War, and the Draconic Options Unearthed Arcana, there are 78 feats available in 5e.

Are Feats Optional in 5e?

Yes, feats are optional in 5e.

Page 165 of the PHB states:

"At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead."

I bolded the important part of that passage. The start of the feats section in the Player’s Handbook states outright that feats are an option rule.

So, as a DM, you decide whether you’re using feats in your game or not. And, as a player, you should check with your DM before taking a feat to make sure it’s allowed.

 

Final Thoughts on D&D Feats

That about covers feats in D&D 5e.

Feats are basically extra abilities you can choose to further customize your D&D character. They’re an optional rule, so check that your DM allows them in the game before taking one. They usually support one of the three Pillars of Play but there’s often overlap between them. Some feats have prerequisites, so make sure you meet all requirements. And, I’d say they’re generally worth taking.

But, the most important thing is play the character you want to play.

A lot of min-maxers and powergamers will tell you that you need feats to make good D&D characters. That’s not true at all. As long as you’re playing the character you want and having fun, you’re playing the right way.

What’s your favorite feat? Have your players used feats in unexpected ways? Leave a comment below and we’ll swap stories.

Sours: https://roleplayersrespite.com/dnd-feats-5e

DnD 5e Feats Tier List

What are feats in 5e?

Feats are special abilities that can be gained to further customize your character build. Because of the fairly tight-knit class system in 5th Edition, feats are the most effective way to customize your character build.

Feats are usually organized into two categories: full feats and half-feats. Half-feats are unique because they provide a +1 Ability Score Improvement (ASI) on top of a unique ability or trait. These feats are usually less powerful or are more limited than full feats.

How do you get feats in 5e?

There are a number of ways to pick up feats in 5e. The first and most obvious is, when your character gets an ASI, you can forgo the ASI to choose a feat.

The second way of getting a feat in 5e is by choosing the Variant Human race. Because Variant Humans get to choose a feat at 1st-level, and because feats are necessary for a lot of 5e character builds, they are considered a very powerful race.

The last and most overlooked way to get a feat in 5e is to be rewarded one by your DM. If you would like a feat from your DM, consider asking about spending in-game time training or performing a particular task that would allow your character to learn a feat. These circumstances usually come with a cost, whether it is money, time, or both.

Remember, feats are an optional rule. Before taking a feat, ask your DM if it is okay.

D&D 5e Feats Ranked

As mentioned earlier, feats are the best way to customize your character build and make it unique. At the time of writing, there are 79 feats available in official 5e sources. We have separated these feats into 5 tiers that will allow you to determine the strength of different feats at a glance.

The ranking system we have created below is merely to get an idea of how a particular feat will improve the strength or utility of your build. Just because we rank a feat in the D Tier doesn’t mean it can’t be used to make your character unique to how you want to play it!

Also, these tiers may differ in rankings from our Class Guides. This is because some feats will be more powerful for certain builds.

S Tier

S Tier feats are the best of the best. These feats are extremely powerful and offer utility to a wide range of character builds.

Bountiful Luck

Xanathar’s Guide to Everything

The halfling’s Lucky trait is good enough as it is but this feat takes it a step further. Being able to allow your party to reroll 1s as long as you are within 30ft is great. Being able to do this once every 6 seconds is absolutely amazing.

Outside of initiative, your party essentially gets automatic advantage for 5% of their rolls. This feat is great in just about any build, but keep in mind that it is restricted to the halfling race.

Great Weapon Master

Player’s Handbook

Great Weapon Master is widely considered to be the best feat to take for great weapon melee builds. Because D&D 5e’s AC doesn’t scale with levels, taking a -5 to hit to get +10 damage is a no brainer at higher levels.

This in itself would be enough to get this feat into the A Tier, but getting a free attack as a bonus action whenever you drop a creature to 0 or score a crit pushes this ability into the S Tier.

Elven Accuracy

Xanathar’s Guide to Everything

Offering an ASI to DEX, INT, WIS, or CHA is solid and gaining “super advantage” on attacks that you have advantage on is really neat.

This ability has a huge range of utility because its benefits can be applied to DEX, INT, WIS, or CHA but, more often than not, it will be a DEX build that takes this feat. Because of DEX build’s inherent sneakiness, they will be able to get advantage on attacks more often than other characters. This feature makes it so hitting is all but certain and crits are all the more likely.

Lucky

Player’s Handbook

Gain advantage on three attack rolls, ability checks, or saving throws per day day, your choice. This ability on its own makes this an S Tier feat, but being able to affect attack rolls against you is also extremely beneficial. This can make an enemy’s crit turn into a miss very easily.

Polearm Master

Player’s Handbook

Polearm Master is one of those feats that completely created a build archetype. The bonus action it grants allows you to add your STR bonus to the hit, which really stretches your damage per round and being able to take an opportunity attack when creatures enter your reach is pure action economy.

Classes like Paladins who can smite on either of the attacks granted by Polearm Master, or Battle Master Fighters who can use maneuvers absolutely love this feat. If combined with other feats like Sentinel, Polearm Master can get so good that it is now considered faux pas to play a Polearm Master/Sentinel build.

Sharpshooter

Player’s Handbook

Attacking at long range without disadvantage and ignoring cover is great for any ranged builds. Throw in the same ability from Great Weapon Master (GWM) and take a -5 on your roll to do +10 damage and you have an amazing feat.

This ability is usually even more viable than GWM because of the Archery fighting style, which is available to a number of builds. Granting an automatic +2 to all attack rolls with ranged weapons enables builds to utilize Sharpshooter’s -5 ability at much earlier levels and with more reliability than GWM.

War Caster

Player’s Handbook

War Caster is similar to Polearm Master because it enables a certain type of build rather than offering raw power to an already established build. 

There are tons of characters that like to wield magic in combat, which can mean taking damage from multiple sources each turn. The last thing these casters want to do is lose Concentration and waste an action, bonus action, or spell slot casting a spell again. Getting advantage on Concentration checks is absolutely massive for these builds.

War Caster also negates the need for a free hand for somatic components and can allow you to cast a spell as an opportunity attack. Without this feat melee spellcasters take a huge hit to their viability.

A Tier

A Tier feats add functional utility to specific character builds.

Aberrant Dragonmark

Wayfinder’s Guide to Eberron

This feat is extremely good. It’s essentially a different version of Magic Initiate (Another A Tier feat). Casting the spell with CON isn’t usually an issue because CON is typically the second choice when it comes to pumping stats, even for casters.

Being able to (potentially) use a hit die outside of a short rest is great, and the fail case of doing damage if you don’t gain the temp hit points is also awesome.

Lastly, and most importantly, Greater Aberrant Powers is extremely powerful. Now, this is an optional part of the feat, but if included, this feat easily is brought up into the S Tier.

Alert

Player’s Handbook

A +5 bonus to initiative is massive in 5e and going first in initiative can be a huge momentum swinger.

The inability to be surprised and negating advantage from unseen attacks is something any character is happy to have.

This feat is useful for nearly any build, but some builds are going to like it more than others, most notably the Assassin Rogue. 

Chef

Tasha’s Cauldron of Everything

Chef is a solid, flavorful (heh) pickup that is beneficial for any class. The biggest benefit is the “special treats”. These treats can be eaten as a bonus action and provide temp hitpoints.

Coupled with the fact that you get a CON or WIS ASI and bonus healing from hit dice for you and your party during a short rest and you’ve got yourself a feat worth having.

Crossbow Expert

Player’s Handbook

One of the more hotly debated feats (before the Errata), Crossbow Expert is still a worthwhile feat to pick up. Ignoring the “loading” property on crossbows enables Rangers, Fighters, and any other class with an extra attack to attack multiple times with a crossbow on a turn.

The second part of the feat, being able to make a ranged attack within 5ft, is also solid when ranged builds inevitably get encroached upon.

The third section is also a nice bonus action for light crossbow users, who will get to attack an extra time. 

Fey Touched

Tasha’s Cauldron of Everything

Misty Step is a spell that every caster wants. Being able to pick it up, plus another spell from the Divination or Enchantment schools, plus increase your spellcasting ability score is a good deal most of the time. 

Gunner

Tasha’s Cauldron of Everything

This is an entirely setting dependent feat but, if your DM allows it, Gunner makes firearms more accessible. While this feat isn’t overpowered, it definitely enables a type of character build that isn’t otherwise possible (in published materials). Being able to increase DEX and ignore the loading property of a pistol (1d10) or musket (1d12) allows firearm users to keep pace with melee damage dealers because they can use the extra attack features.

Heavy Armor Master

Player’s Handbook

Getting a +1 to STR and reducing non-magical bludgeoning, piercing, and slashing damage by 3 points is highly effective for tanks, especially at lower levels. 

Magic Initiate

Player’s Handbook

Magic Initiate is a very solid choice for a wide variety of builds. Being able to choose 2 cantrips and a 1st-level spell from the full caster classes is a surprisingly beneficial ability.

Some of the most popular combinations are:

  • Wizard: Booming Blade, Green Flame Blade, Find Familiar
  • Warlock: Eldritch Blast, (literally anything else), Hex
  • Bard: Vicious Mockery, (literally anything else), Dissonant Whispers

Mobile

Player’s Handbook

Mobile is an effective feat in a lot of situations. Raising your base movement speed by 10ft is never a bad thing and, while situational, being able to Dash through difficult terrain without spending extra movement is strong for characters that need to be in melee range.

Being able to attack a creature, then move an additional 10ft without provoking an opportunity attack, is awesome for skirting damage.

Rogues are going to absolutely love this feat, and so will melee builds that use Booming Blade.

Resilient

Player’s Handbook

Gaining an ASI and a free proficiency in a saving throw with the chosen ability is amazing for spellcasters that rely on Concentration.

Typically, for casters that will be battling while concentrating on spells, the play is to get War Caster with your first ASI and then get Resilient (CON) when you’ve maxed out your primary stat (STR for Eldritch Knights, WIS for Forge Clerics, etc).

Sentinel

Player’s Handbook

Sentinel is a great pickup for tanks that will be heading to the front lines. Usually, because their AC and HP is so high, enemies will focus on squishier party members.

Sentinel allows you to get close to an enemy and keep them away from your party members. If they happen to get an attack off, you can use your reaction (only one per round, but hey, it’s free attacks) to hit them for it. 

Shield Master

Player’s Handbook

Being able to shove with your shield as a bonus action is a huge benefit. Because you can choose to knock the shoved creature prone, as opposed to away from you, you can provide advantage on melee attack rolls to all of your other party members. Keep in mind, the specific wording around this feat states that this can only be done after you use the Attack action, which means you will not get advantage on attacks.

The defense bonuses from being able to add your shield’s AC to DEX saves is also stellar for dodging AoE damage. In addition, taking no damage when you succeed in DEX saves against damage makes your character even less likely to take lethal damage.

This is a very tempting feat for builds where tanking is everything. 

Prodigy

Xanathar’s Guide to Everything

This is a solid utility pickup that meshes with just about any build. Want to be persuasive? Want to be stealthy? Want to be a rockstar on the lute? You can pick up a proficiency even if your class and background didn’t have it available. 

On top of that, you get the ability to choose an expertise, something that is usually kept for Bards and Rogues. Getting at least +4 to a skill in the first tier of the campaign (1st – 4th level) is amazing and, as the game progresses, the bonus will scale with your proficiency bonus.

Keep in mind, this is a race-specific feat for Half-elves, Half-orcs, and Humans.

Skill Expert

Tasha’s Cauldron of Everything

A slightly better version of the Prodigy feat, but not quite good enough to push it into the S Tier. Essentially, this is Prodigy, but instead of a free tool and language, you get an ASI. It also can apply to any race, not just half races.

Svirfneblin Magic

Elemental Evil Player’s Companion

This feat gives you access to a 3rd-level spell, two 2nd-level spells, and a 1st-level spell, all of which are fairly good. Now, most gnomes are wizards who can already learn all of these spells, but if you happen to be playing a different class, or want to pick up four spells in a single level, this is a great choice.

B Tier

B Tier feats are good but do not make or break a character build.

Crusher

Tasha’s Cauldron of Everything

Crusher is a somewhat situational half-feat. The only build that really wants this feat is a melee build (preferably Champion Fighter) with a bludgeoning weapon. If this fits your build, being able to +1 your STR or CON while getting the bonus from crits is going to provide a lot of value for your party.

Defensive Duelist

Player’s Handbook

Being able to add your proficiency bonus to your AC is a great use of your reaction. This is a solid trait for finesse builds that don’t have access to spells like Shield.

Dragon Fear

Xanathar’s Guide to Everything

The Frightened condition is quite a powerful one, especially so here because it can affect multiple targets. Because this is a half-feat, you also get to pump one of your important ability scores.

This feat is absolutely amazing for Oath of Conquest Paladins because of their Aura of Conquest feature.

Drow High Magic

Xanathar’s Guide to Everything

Detect Magic, Levitate, and Dispel Magic are all great spells and this is a good way to pick them up if they aren’t in your class’s spells. The CHA spellcasting modifier makes this work well with any of the CHA casters.

Dual Wielder

Player’s Handbook

This is a great feat that adds utility to a number of builds. +1 AC halves the disadvantage of taking a second weapon instead of a shield, and being able to use one-handed melee weapons that aren’t “light” enables you to take a longsword for extra damage. 

Builds that will make the most out of this are Rogues who want to use their bonus action for more attacks to land sneak attacks, Barbarians who want extra rage damage, and Rangers who want extra Hunter’s Mark damage.

Eldritch Adept

Tasha’s Cauldron of Everything

Locking the invocations that have prerequisites behind the Warlock class is a fair choice but also drastically reduces the potential of this feat. As it stands, this feats best choices are the ones that allow you to turn a 1st-level spell into a Cantrip:

  • Armor of Shadows – Great for any spellcaster that doesn’t have access to armor.
  • Beast Speech – For those that want to talk to animals at will (Rangers and Druids mainly)
  • Eldritch Sight – Casting detect magic at will is quite useful if you don’t have a spellcaster with ritual casting
  • Mask of Many Faces – Casting Disguise Self at will is great for CHA-based casters that will be infiltrating hostile areas
  • Misty Visions – Most casters can get by with Minor Illusion but an Illusion Wizard will absolutely love being able to cast Silent Image at will

Fade Away

Xanathar’s Guide to Everything

This is an extremely strong ability with a long recharge time, but it is restricted to the Gnome race. Being able to go invisible when you take damage allows you to escape any more damage and get advantage on your next hit.

Great for Gnome Rogues, though Gnomes are usually more conducive to Wizards and Artificers.

Fey Teleportation

Xanathar’s Guide to Everything

Misty Step is a fantastic spell. If your spell list doesn’t have it, this is a solid way to get it. Builds that will particularly love this are Bards, Paladins, and Artificers. All classes that don’t innately have access to Misty Step but will benefit from the +1 to CHA or INT should consider Fey Teleportation.

If you are interested in this feat Fey Touched (A Tier) is a better version, if you don’t care about learning Sylvan.

Flames of Phlegethos

Xanathar’s Guide to Everything

Great feat for fire-focused Wizards, Sorcerers, and Warlocks that can increase the damage of spells and provide some protection.

Infernal Constitution

Xanathar’s Guide to Everything

+1 to CON is beneficial for HP and CON saving throws, and damage resistances are always quite strong. Gaining resistance to poison or cold damage individually would simply be too narrow to put this feat in the B Tier but the combination, plus advantage against being poisoned makes it worth it.

Inspiring Leader

Player’s Handbook

There are plenty of ways to get temp hitpoints, but this is free and can be repeated every long rest. The fact that it takes into account your level plus CHA modifier means that this feat will scale quite well as you level up.

Mage Slayer

Player’s Handbook

Mage Slayer is one of those feats that can shift based on your campaign quite easily. If your DM throws enemy spellcasters at you quite often, this can easily be an A Tier feat. If you never go up against them, this is a D Tier feat. Right now it’s in the B Tier because in an average game, Mage Slayer will end up being useful every couple of encounters.

Moderately Armored

Player’s Handbook

Easily the best armor proficiency feat. This allows light armor wearers to pump their AC by at least 4 (breastplate + shield) or even 5, if you are okay with disadvantaged Stealth checks (half plate + shield).

Coupled with the fact that it’s a half-feat so you can still pump DEX by 1, Moderately Armored is a tempting feat for any class without better AC options. 

Observant

Player’s Handbook

Observant provides a fair amount of utility for a half-feat. Being able to read lips is extremely beneficial while sneaking or playing in political campaigns.

The +5 to passive Perception and Investigation is always useful, though the obscure rules around passive skills may prevent this feat from providing as much as a benefit as it should. Adding +1 WIS at the end of all of these utility buffs makes this feat a great pickup for any builds concerned with WIS. 

Orcish Fury

Xanathar’s Guide to Everything

This is a solid half-feat that can benefit any half-orc melee character. The +1 to STR and CON is solid and so is the weapon attack after using Relentless Endurance, but the main benefit comes in the extra damage dice.

The efficiency of adding one of the weapon’s damage dice will really depend on what weapon you’re using. If you take this feat you should really consider a greataxe because a greatsword will only add 1d6 (instead of 2d6).

It is also suggested that you leave this ability for when you land a critical hit because you can use this ability “when you hit” and double the dice, much like a Paladin’s smite.

Piercer

Tasha’s Cauldron of Everything

Piercer is essentially the half-orc’s Brutal Critical combined with the Savage Attacker feat and you get to +1 STR or DEX which is a lot of value from one feat.

Something to keep in mind is that this damage isn’t restricted to melee combat, so this is a great feat to pick up for a ranged build as well.

Poisoner

Tasha’s Cauldron of Everything

Crafting has never been a large focus in 5e and this feat is a good start. When it comes to using poison in combat, ignoring poison resistance isn’t nearly as helpful as ignoring poison immunity would be, but being able to apply the poison to a weapon as a bonus action, rather than an action helps with the feat’s viability.

One thing to note is this feat also provides the ability to make poison at a much faster rate than ever before. For reference, in the PHB, it states that it would take 20 days to craft a single vial of basic poison. In comparison, this feat allows you to create your proficiency bonus worth of vials in an hour.

Ritual Caster

Player’s Handbook

Ritual Caster is a solid feat with a reasonable floor. Usually, the best combination would be to take the Wizard spell list and learn Detect Magic and Find Familiar, as these are both powerful 1st-level spells to be able to cast whenever you want (as long as you have 10 minutes).

This feat really begins to shine if you start to find ritual spells throughout the campaign. Keep in mind, this may need discussion with your DM to ask if they could include spell scrolls or spellbooks as loot.

Now, this feat does have a fairly high trade-off. Having to pump your INT or WIS when you are not usually using those for other class abilities will use a fair amount of resources to get up to 13 + taking a feat. That said, this is a great feat for Eldritch Knights, Arcane Tricksters, and Rangers who all have either a WIS or INT spellcasting modifier but no Ritual Casting by default.

Squat Nimbleness

Xanathar’s Guide to Everything

This is a solid half-feat because it provides a lot of small benefits that add together into something that is viable. Usually, this will be chosen by a melee STR dwarf or DEX halfling so they can even out the disadvantages of their “small” race.

Telekinetic

Tasha’s Cauldron of Everything

This feat can offer some serious utility. Never underestimate an invisible mage hand that can move 60ft and shove as a bonus action. Plus, an increase to INT, WIS, or CHA never hurts.

Telepathic

Tasha’s Cauldron of Everything

Being able to communicate telepathically at up to 60ft offers a fair amount of utility and the Detect Thought spell is extremely strong in roleplaying scenarios. Throw in a free ASI to INT, WIS, or CHA and you’ve got yourself a viable feat.

Tough

Player’s Handbook

Tough is always good, if not very exciting. An extra 2hp per level certainly adds up and will be an extra 40 hit points by level 20.

Wood Elf Magic

Xanathar’s Guide to Everything

This feat allows you to pick up some pretty good spells. Druid cantrips aren’t particularly exciting because Thorn Whip is about as good as it gets. Longstrider isn’t very useful, but Pass Without Trace is an absolutely amazing spell, even if you don’t have great WIS.

This is a strong pickup for a wood elf Bard, Paladin, Sorcerer, or Warlock who is looking for some extra utility.

C Tier

C Tier feats have some utility, but are often situational.

Actor

Player’s Handbook

A cool feat, if a little clunky. This Mission Impossible style feat is solid for infiltration, though there are spells that are similarly as effective. The fact that it is a half-feat certainly makes up for it a bit, but it’s questionable to choose a feat that a spell like Invisibility can accomplish quite easily, if in a different manner.

Artificer Initiate

Tasha’s Cauldron of Everything

Not a lot of builds want to pick up an Artificer cantrip and 1st-level spell, and cast them with their INT modifier. The only situation that really calls for this is a Wizard looking for Cure Wounds.

Dragon Hide

Xanathar’s Guide to Everything

This feat unfortunately just doesn’t synergize that well with Dragonborns. The unarmored bonus is nice, but only really for classes that don’t get access to armor or an unarmored defence feature.

The claws only do 1d4 and use your STR modifier, so even if you pump DEX for the unarmored defense, you are leaving behind damage for the claws.

The class that this feature synergizes with most is probably Bard, Sorcerer, or Warlock so you can always have the equivalent of Mage Armor, use the Dragonborn’s CHA for spellcasting, and use the claws as a backup.

Durable

Player’s Handbook

Unless you are in a very hard, gritty game of D&D, Hit Dice don’t run out very easily. If your campaign doesn’t allow for Long Rests very often (lots of dungeon delving, etc.), this could be a worthwhile pickup.

Dwarven Fortitude

Xanathar’s Guide to Everything

Usually, this feat will be taken by a tanking melee class. If there is one thing support casters don’t want is the tank using their entire action to take the Dodge action.

With the wide variety of ranged healing options, melee fighters really shouldn’t be in a situation where they need to take this feat.

Elemental Adept

Player’s Handbook

The damage added by Elemental Adept is certainly disappointing, so the main draw of this feat is to ignore resistances. Damage resistances really shouldn’t be an issue to a well-rounded character, but if you want to run, say, a pure fire sorcerer, then this could be worth it.

Fighting Initiate

Tasha’s Cauldron of Everything

While the initial idea is great, this feat just lacks the power it needs to be a truly sought-after feat. Most builds that use fighting styles will get access to the ones they need through their class features. Even if you don’t have access, taking a dip into the Fighter class provides a d10 hit dice, tons of good proficiencies, a fighting style, and second wind.

Healer

Player’s Handbook

This feat’s rating is one of the most variable depending on the type of campaign your DM runs. If your DM runs low-magic settings, prefers using the typical 5-6 encounters per adventuring day, or uses the gritty realism variant, this feat will be much more valuable. This feat is also great for Thief Rogues that can use a bonus action to use the healer’s kit and when your party that doesn’t have a Paladin or Cleric.

Heavily Armored

Player’s Handbook

Heavy armor is one of the more sought after proficiencies due to the non-scaling AC of 5e. That said, it comes with a fair amount of downsides in that you have to devote a lot of resources to STR, and you get disadvantage on Stealth checks.

If your character build values AC over ASI for their primary stats, this is a reasonable pick up.

Keen Mind

Player’s Handbook

This half-feat can be somewhat mitigated by playing with a bit of discipline. If you are forgetful, taking notes during your session can completely negate the need for this feat.

The other parts of this half-feat are extremely situational and are not likely to be relevant in a campaign very often.

Lightly Armored

Player’s Handbook

This half-feat can be useful for casters who want to save spell slots instead of casting Mage Armor each day. That said, caster classes don’t get a lot of ASIs, so taking this feat comes at quite the opportunity cost.

Martial Adept

Player’s Handbook

This is a good feat because Battle Master maneuvers can be quite strong, but it is limited by the superiority dice. You only get one die and it doesn’t scale with your level. 

This feat is usually most effective for the Battle Master subclass from which it came. This is because you get two new maneuvers and an extra superiority dice, which is a reasonable increase in place of an ASI.

Medium Armor Master

Player’s Handbook

This isn’t a bad feat, it is just limited by which classes actually want to use it. Because you have to have proficiency with medium armor, this limits the pool of eligible classes. Additionally, most of the classes that have medium armor proficiency would rather use heavy armor (Fighters, Clerics, and Paladins). Then, you have the classes that have medium armor proficiencies but likely won’t use them (Barbarians, Druids). The more you look at it, the more you realize that this feat will only be picked up constantly by Rangers.

Metamagic Adept

Tasha’s Cauldron of Everything

This is a very similar feat to Martial Adept in the sense that you gain a good class feature, but its usefulness is limited by the number of times you can use it per long rest.

This is also similar to Martial Adept because Metamagic Adept is arguably the most useful when taken by a Sorcerer, though it can work decently well in any CHA based caster class.

Mounted Combatant

Player’s Handbook

This is a solid feat, but it needs a fair amount of setup in order to be effective. Because most mounts are quite squishy (Warhorses only have 19 hit points) even taking half damage from a fireball or dragon’s breath can be enough to finish it off.

This feat really shines for the Paladin class because of Find Greater Steed, and is really the only viable option for this feat.

Revenant Blade

Eberron: Rising from the Last War

This feat is mainly beneficial to Rogues who are using the double-bladed scimitar with both hands. Rogues like this feat is because it gives +1 to AC while also allowing you to use your DEX to attack with it.

2d4 + 1d4 is better damage on average than 2d6 (dual wielding short swords), and the 1d4 bonus action doesn’t count as an offhand attack, so you can still add your DEX to attack and damage.

Combined with the fact that this is a half-feat and you can still pump your DEX makes this is a solid feat to build a character around.

Second Chance

Xanathar’s Guide to Everything

This half-feat allows you to make a target roll at disadvantage if they hit you. It’s an alright ability, but really only worth it if you have a high AC in the first place. A spell like Shield is always a better use of your reaction.

Shadow Touched

Tasha’s Cauldron of Everything

Invisibility is a great spell, but it is available to the majority of the caster classes already. With this in mind, this half-feat includes an ASI to INT, WIS, and CHA. This means that most of the classes that want the ASI won’t have much use for it.

Of course, most classes would love the ability to go invisible once per day, but these planar affiliation feats from Tasha’s really work best with a spellcaster class because of the stipulation that you can cast it once for free at 1st-level, then however many times you want with other spell slots.

Skilled

Player’s Handbook

Not great, not terrible. If you want to offer more utility to your party, Skilled is a decent way of doing so. Unfortunately, this ability is outdone by Prodigy, which is the far superior skill-based feat.

Skulker

Player’s Handbook

This feat certainly has some use for a very specific build. Being able to hide while lightly obscured is a wood elf trait, and being able to see in dim light comes with Darkvision, so if you are a human Rogue or Ranger, this could be a good pick up.

Slasher

Tasha’s Cauldron of Everything

Unfortunately the worst of the melee damage type feats. This doesn’t offer as much damage as Piecer and the effect you impose on hit and crit is more situational than Crusher.

Spell Sniper

Player’s Handbook

A good feat that is somewhat kneecapped by the fact that the cantrip you get to choose from another class’ list uses their spellcasting modifier. 

Every class would love to have Eldritch Blast, and be able to cast it from 240ft away while ignoring half and three-quarters cover, but this is only going to be viable for other CHA based casters.

Tavern Brawler

Player’s Handbook

Unfortunately, Tavern Brawler isn’t a fighting style defining feat like Shield Master, Sharpshooter, or Great Weapon Master. Even with this feat, grapple-based character builds that use improvised weapons will always be outpaced by regular melee classes.

D Tier

D Tier feats do not offer much of anything to a character build. These feats are mainly chosen for flavor purposes, not to improve your character.

Athlete

Player’s Handbook

The only thing in this feat really worth anything (apart from the STR or DEX ASI) is the elimination of extra movement cost to climbing.

Only take this feat if that stipulation is extremely important to your class build.

Charger

Player’s Handbook

Without considerably building around this feat, Charger is not a good use of your turn when you have an extra attack. Of course, there will be situations where dashing and taking an attack will be useful, but taking an ASI to +2 STR or DEX will always outpace this feat.

Dungeon Delver

Player’s Handbook

This feat could be useful if your campaign revolves primarily around dungeon delving (as the feat suggests). Otherwise, it has a very low floor.

Grappler

Basic Rules

This feat falls flat when it comes to making grappling a worthwhile use of action economy. The main issue is that you have to use a full action to attempt to pin a creature in order to restrain them. Even then, the creature can attack with disadvantage.

Linguist

Player’s Handbook

There are way better ways to provide secret information in D&D 5e than sending a ciphered message. The extra languages may come in handy in your campaign, as long as you choose correctly.

Savage Attacker

Player’s Handbook

Unfortunately, the math just doesn’t check out on this feat. For a more in depth explanation, see this Reddit thread.

Weapon Master

Player’s Handbook

Most builds that want to use a specific weapon have proficiency in that weapon. This isn’t even worth it as a half-feat.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter.

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Dnd 5e feats

A feat represents a talent or an area of expertise that gives a character Special capabilities. It embodies Training, experience, and Abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have 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.

Alchemist (UA)

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

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 halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Barbed Hide (UA)

Prerequisite: Tiefling

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, up to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

Blade Mastery (UA)

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Bountiful Luck

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

Burglar (UA)

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

Charger

When you use your action to Dash, 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).

Critter Friend (UA)

Prerequisite: Gnome (Forest)

Your friendship with animals mystically deepens. You gain the following benefits:

  • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

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.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

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.

Dragon Fear

Prerequisite: Dragonborn

When angered, you radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide

Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Dragon Wings (UA)

Prerequisite: Dragonborn

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.

Drow High Magic

Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Charisma is your spellcasting ability for all three spells.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • 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 b e able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while travelling at a normal pace, instead of only at a slow pace.

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 twice your Constitution modifier (minimum of 2).

Dwarven Fortitude

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

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.

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Everybody's Friend (UA)

Prerequisite: Half-elf

You develop your magnetic personality to ease your way through the world. You gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

Fade Away

Prerequisite: Gnome

Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Fell Handed (UA)

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

Fey Teleportation

Prerequisite: Elf (high)

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Flail Mastery (UA)

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.

  • You gain a +1 bonus to attack rolls you make with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Flames of Phlegethos

Prerequisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

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.
  • You can use your action 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.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

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:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Grudge-Bearer (UA)

Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
  • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
  • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.

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:

  • 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 non magical weapons is reduced by 3.

Human Determination (UA)

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Infernal Constitution

Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, 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.

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.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • 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.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Master of Disguise (UA)

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • 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.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.

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 a 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.

Orcish Fury

Prerequisite: Half-orc

Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Orcish Aggression (UA)

Prerequisite: Half-orc

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Prodigy

Prerequisite: Half-elf, half-orc, or human

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • 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.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Revenant Blade

Prerequisite: Elf

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
  • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4.

Ritual Caster

Prerequisite: Intelligence or Wisdom 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 classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

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 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

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Second Chance

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

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 saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity 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.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are 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.

Spear Mastery (UA)

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

Homebrew: This also applies to Pikes as well.

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

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 spell that requires you to make an attack roll, the spell’s range is doubled.
  • 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 bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Squat Nimbleness

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Svirfneblin Magic

Prerequisite: Gnome (Deep Gnome)

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafnessblur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Tavern Brawler

Accustomed to 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 and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • 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.

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.

Vampiric Exultation

Prerequisite: Vampire

As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest.

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’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action 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.

Wonder Maker (UA)

Prerequisite: Gnome (rock)

You master the tinker techniques of your people. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

Wood Elf Magic

Prerequisite: Elf (wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Sours: https://d-n-d5e.fandom.com/wiki/Feats
Feats: Beyond Great Weapon Mastery - 5e Dungeons \u0026 Dragons - Web DM

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AlertofficialAlways on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. AthleteofficialYou 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 halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. ActorofficialSkilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have 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. Chargerofficial When you use your action to Dash, 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). Crossbow ExpertofficialThanks to extensive practice with the crossbow, you gain the following benefits:
• You ignore the loading quality of crossbows with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. Defensive DuelistofficialPrerequisite: Dexterity 13 or higher
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 armorclassAC for that attack, potentially causing the attack to miss you. Dual WielderofficialYou master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to armorclassAC while you are wielding a separate melee weapon in each hand.
• 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 b e able to draw or stow only one. Dungeon DelverofficialAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while travelling at a normal pace, instead of only at a slow pace. DurableofficialHardy 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 twice your Constitution modifier (minimum of 2). Elemental AdeptofficialPrerequisite: 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. GrapplerofficialPrerequisite: 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.
• You can use your action 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.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. Great Weapon MasterofficialYou’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. HealerofficialYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• 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 ArmoredofficialPrerequisite: 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 MasterofficialPrerequisite: 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 non magical weapons is reduced by 3. Inspiring LeaderofficialPrerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, 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 MindofficialYou 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 ArmoredofficialYou 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. LinguistofficialYou 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. LuckyofficialYou have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest. Mage SlayerofficialYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• 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.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you. Magic Initiateofficial Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. Martial AdeptofficialYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Medium Armor MasterofficialPrerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:

• 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 armorclassAC if you have a Dexterity of 16 or higher. MobileofficialYou are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. Moderately ArmoredofficialPrerequisite: 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 CombatantofficialYou 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 a 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. ObservantofficialQuick 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 MasterofficialYou can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. ResilientofficialChoose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability. Ritual CasterofficialPrerequisite: Intelligence or Wisdom 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 classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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 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 Attackerofficial Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. SentinelofficialYou have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. SharpshooterofficialYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Shield MasterofficialYou 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 armorclassAC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity 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. Skilledofficial You gain proficiency in any combination of three skills or tools of your choice. SkulkerofficialPrerequisite: Dexterity 13 or higher
You are 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. Spell SniperofficialPrerequisite: 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 spell that requires you to make an attack roll, the spell’s range is doubled.
• 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 bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Tavern BrawlerofficialAccustomed to 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 and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• 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. Toughofficial 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 CasterofficialPrerequisite: 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’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Weapon MasterofficialYou 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. Barbed Hide
(UA: Feats for Races)Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

• Increase your Constitution or Charisma score by 1, up to a maximum of 20.
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
• You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. Bountiful Luck
(UA: Feats for Races)Prerequisite: Halfling
Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. Critter Friend
(UA: Feats for Races)Prerequisite: Gnome (Forest)
Your friendship with animals mystically deepens. You gain the following benefits:

• You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. Dragon Fear
(UA: Feats for Races)Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:

• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Hide
(UA: Feats for Races)Prerequisite: Dragonborn
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. • Your scales harden; you gain a +1 bonus to armorclassAC while you aren’t wearing armor. Dragon Wings
(UA: Feats for Races)Prerequisite: Dragonborn
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. Drow High Magic
(UA: Feats for Races)Prerequisite: Elf (drow)
You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. Dwarf Resilience
(UA: Feats for Races)Prerequisite: Dwarf
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy
(UA: Feats for Races)Prerequisite: Elf or half-elf
You have uncanny aim. You gain the following benefits:

• Increase your Dexterity score by 1, up to a maximum of 20.
• Whenever you have advantage on an attack roll, you can reroll one of the dice once. Everybody's Friend
(UA: Feats for Races)Prerequisite: Half-elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:

• Increase your Charisma score by 1, up to a maximum of 20.
• You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. Fade Away
(UA: Feats for Races)Prerequisite: Gnome
You can draw on your magical heritage to escape danger. You gain the following benefits:

• Increase your Intelligence score by 1, up to a maximum of 20.
• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. Fey Teleportation
(UA: Feats for Races)Prerequisite: Elf (high)
Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Flames of Phlegethos
(UA: Feats for Races)Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Grudge-Bearer
(UA: Feats for Races)Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. Human Determination
(UA: Feats for Races)Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

• Increase one ability score of your choice by 1, to a maximum of 20.
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. Infernal Constitution
(UA: Feats for Races)Prerequisite: Tiefling
Fiendish blood runs strong in you. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• You have resistance to cold and poison damage.
• You have advantage on saving throws against being poisoned. Orcish Aggression
(UA: Feats for Races)Prerequisite: Half-orc
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Orcish Fury
(UA: Feats for Races)Prerequisite: Half-orc
Your fury burns tirelessly. You gain the following benefits:

• Increase your Strength or Constitution score by 1, up to a maximum of 20.
• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Prodigy
(UA: Feats for Races)Prerequisite: Half-elf or human
You have a knack for learning new things. You gain the following benefits:

• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Second Chance
(UA: Feats for Races)Prerequisite: Halfling
Fortune favors you. You gain the following benefits:

• Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest. Squat Nimbleness
(UA: Feats for Races)Prerequisite: Dwarf, gnome, or halfling
You are uncommonly nimble for your race. You gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it. Wonder Maker
(UA: Feats for Races)Prerequisite: Gnome (rock)
You master the tinker techniques of your people. You gain the following benefits:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
• When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. Wood Elf Magic
(UA: Feats for Races)Prerequisite: Elf (wood)
You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. Bountiful Luck
(XGE)officialPrerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn. Dragon Fear
(XGE)officialPrerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Hide
(XGE)officialPrerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Drow Hide Magic
(XGE)officialPrerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells. Dwarven Fortitude
(XGE)officialPrerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy
(XGE)officialPrerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Fade Away
(XGE)officialPrerequisite: Gnome
Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. Fey Teleportation
(XGE)officialPrerequisite: Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You learn to speak, read, and write Sylvan.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Flames of Phlegethos
(XGE)officialPrerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Infernal Constitution
(XGE)officialPrerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.
• You have resistance to cold damage and poison damage.
• You have advantage on saving throws against being poisoned. Orcish Fury
(XGE)officialPrerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Prodigy
(XGE)officialPrerequisite: Half-elf, half-orc, or human
You have a knack for learning new things. You gain the following benefits:

• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
• 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. Second Chance
(XGE)officialPrerequisite: Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest. Squat Nimbleness
(XGE)officialPrerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill (your choice).
• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Wood Elf Magic
(XGE)officialofficialPrerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. Telepathic
(TCE)officialYou awaken the ability to mentally connect with others, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
• 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 the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. Telekinetic
(TCE)officialYou learn to move things with your mind, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma 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 you or away from you. A creature can willingly fail this save. Slasher
(TCE)officialYou've learned where to cut to have the greatest results, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. Skill Expert
(TCE)officialYou have honed your proficiency with particular skills, granting you the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain proficiency in one skill of your choice.
• 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. Shadow Touched
(TCE)officialYour exposure to the Shadowfell's magic has changed you, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma 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. Poisoner
(TCE)officialYou can prepare and deliver deadly poisons, granting you the following benefits:
• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
• You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
• You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. Piercer
(TCE)officialYou have achieved a penetrating precision in combat, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. Metamagic Adept
(TCE)officialPrerequisite: Spellcasting or Pact Magic feature
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. Gunner
(TCE)officialYou 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 (see "Firearms" in the Dungeon Master's Guide).
• You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Fighting Initiate
(TCE)officialPrerequisite: 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 fighter class. 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 from the fighter class that you don't have. Fey Touched
(TCE)officialYour exposure to the Feywild's magic has changed you, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma 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. Eldritch Adept
(TCE)officialPrerequisite: 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 of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Crusher
(TCE)officialYou are practiced in the art of crushing your enemies, granting you the following benefits:
• Increase your Strength or Constitution by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Chef
(TCE)officialTime spent mastering the culinary arts has paid off, granting you the following benefits:
• Increase your Constitution or Wisdom 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 enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
• 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. Artificer Initiate
(TCE)officialYou'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. Svirfneblin Magic
(MTF)officialPrerequisite: Gnome (deep)
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Sours: https://jsigvard.com/dnd/Feats.html


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