Back to Index

Feats

FEATS
ALERT
ATHLETE
ACTOR
CHARGER
CROSSBOW EXPERT
DEFENSIVE DUELIST
DUAL WIELDER
DUNGEON DELVER
DURABLE
ELEMENTAL ADEPT
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


FEATS

A feat represents a talent or an area of expertise that gives a character special capabilities. lt embodies training, experience, and abitities beyond what a c1ass provides. At certain leveIs, your c1ass 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. Vou can take each feat only once, unless the feat's description says otherwise. Vou must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use lhat 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 curseyou can't benefit from the Grappler feat until your Strength is restored.

ALERT

Always on the lookout for danger, you gain the following benefits: Vou gain a +5 bonus to Initiative. Vou 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

Vou 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 you r movement. Climbing doesn't halve your Speed. Vou can make a running long Jump or a running high Jump after moving only 5 feet on foot, rather than 10 feet.

ACTOR

SKILLED at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. Vou have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. Vou can mimic the speech of another person or the sounds made by other creatures. Vou 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 tistener to determine that the effect is faked.

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. 1fyou move at least 10 feet in a straight tine 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 EXPERT

Thanks to extensive practice with the crossbow, you gain the following benefits: Vou 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 onehanded 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.

DUAL WIELDER

Vou master fighting with two weapons, gaining the following benefits: Vou gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Vou can use Two-Weapon Fighting even whcn the onehanded melee weapons you are wielding aren't Light. Vou can draw or stow two one-handed weapons when you would normally be 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: Vou have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, Vou have advantage on saving throws made to avoid or resist traps. Vou have Resistance to the damage dealt by traps. Vou can Search for traps while traveling at a normal pace, instead of only at a Slow pace.

DURABLE

Hardy and RESILIENT, you gain the following benefits: lncrease your Constitution score by I, 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 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 I on a damage die as a 2. Vou can select this feat multi pIe times. Each time you do so, you must choose a different damage type.GRAPPLER Prerequisite: Strength 13 ar higher You've developed the skills necessary to hold your own in close-quarters Grappling. Vou gain the following benefits: Vou have advantage on Attack Rolls against a creature you are Grappling. Vou can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. lf 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. Vou gain the following benefits: On Your Turn, when you score a criticai hit with a mele e weapon or reduce a creature to O 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.

HEALER

Vou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. Vou 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 Illaxilllurn nurnber of Hit Dice. The creature can't regain Hit Points frolll this feat again until it finishes a short ar long rest.

HEAVILY ARMORED

Prerequisite: Proliciency with mediuJ1Jarmor Vou have trained to Illaster the use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a rnaximum of 20. • You gain proficiency with heavy armor.

HEAVY ARMOR MASTER

Prerequisite: Proliciency with heavy armor Vou can use your armor to deflect strikes that would kill others. Vou gain the following benefits: Increase your Strength score by 1, to a Illaximum of 20. While you are wearing heavy armor, Bludgeoning. piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

INSPIRING LEADER

Prerequisite: Charisma 13 or higher Vou 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 levei + 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

Vou have a mind that can track time, direction, and detail with uncanny precision. Vou gain the following benefits. 1ncrease your lntelligence score by 1, to a rnaximum of20. Vou always know which way is north. Vou always know the number of hours lef! before the next sunrise ar sunset. Vou can accurately recall anything you have seen or heard within the past month.

LIGHTLY ARMORED

Vou 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. Vou gain proficiency with Light armor.

LINGUIST

Vou have studied languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. Vou learn three languages of your choice. Vou can ably create written ciphers. Others can't decipher acode you create unless you teach them, they succeed on an Intelligence check (DC equal to your 1ntelligence score + your proficiency bonus), OI' they use magic to decipher it.

LUCKY

Vou have inexplicable luck that seems to kick in at just the right moment. Vou have 3 luck points. Whenever you rnake an Attack roll, an ability check. ar a saving throw, you can spend one luck point to roll an additional d20. Vou can choose to spend one of your luck points after you roll the die, but before the outcome is determined. Vou choose which of the d20s is used for the Attack roll, ability check, or saving throw. Vou can also spend one luck point when an Attack roll is made against you. RolI a d20, and then choose whether the Attack uses the Attacker's rull or yours. If more than one creature spends a luck point to influence the outcome of a roll, lhe points cancel each other oul; no additional dice are rolled. Vou regain your expended luck points when you finish a long rest.

MAGE SLAYER

Vou 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. Vou have advantage on saving throws against Spells cast by creatures within 5 feet of you.

MAGIC INITIATE

Choose a c1ass: bard, c1eric, druid, sorcerer, warlock, or wizard. Vou learn two cantrips of your choice from that c1ass's spelllisl. In addition, choose one 1st-levei spell from that same lisl. Vou learn that spell and can cast it at its lowest leveI. 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 c1ass you chose: Charisma for bard, sorcerer, or warlock: Wisdom for c1eric or druid: or Intelligence for wizard.

MARTIAL ADEPT

Vou have martial training that allows you to perform special Combat Maneuvers. Vou gain the following benefits: Vou learn two Maneuvers of your choice from among those available to the Battle Master archetype in the Fighter c1ass. Ir 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). lfyou 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 il. Vou regain your expended superiority dice when you finish a short or long resl.

MEDIUM ARMOR MASTER

Prerequisite: Proficiency with medium armor Vou 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

Vou are exceptionally speedy and agile. Vou gain the following benefits: • Your speed increases by 10 feel. When you use the Dash action, Difficult Terrain doesn't cost you extra movement on that turno When you make a melee Attack against a creature, you don't provoke Opportunity Attacks from that creature for the rest of the turn, whether you hit or nol.

MODERATELY ARMORED

Prerequisite: Proficiency with Jight armor Vou 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. Vou gain proficiency with medium armor and Shields.

MOUNTED COMBATANT

Vou are a dangerous foe to face while mounted. While you are mounted and aren't Incapacitated, you gain the following benefits: Vou have advantage on melee Attack Rolls against any unmounted creature that is smaller than your mounl. Vou can force an Attack targeted at your mount to target you instead. Ir 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. Ir you can see a creature's mouth while it is speaking a Ianguage you understand, you can interpret what it's saying by reading its lips. Vou have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

POLEARM MASTER

Vou can keep your enemies at bay with reach weapons. Vou gain the following benetits: 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.

RESILIENT

Choose one ability score. Vou gain the following benefits: Increase the chosen ability score by 1, to a maximum of20. Vou gain proficiency in saving throws using the chosen ability.

RITUAL CASTER

Prerequisite: Intelligence or Wisdom 13 or higher Vou have learned a number of Spells that you can cast as rituais. 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 aequire a ritual book holding two 1st-levei Spells of your ehoiee. Choose one of the following classes: bard, c1erie, druid, soreerer, warlock, or wizard. Vou must choose your Spells from that c1ass's spelllist, and the Spells you choose must have the ritual tag. The c1ass you ehoose also determines your spelleasting ability for these Spells: Charisma for bard, sorcerer, or warloek; Wisdom for c1eric or druid; or Intelligenee for wizard. \f you come aeross a spell in written form, sueh as a magical speJl seroJl or a wizard's spellbook, you might be able to add lt to your ritual book. The spell must be on the spelllist for the c1ass you chose, the spell's leveI ean be no higher than half your levei (rounded up), and it must have the ritual tag. The proeess of copying the spell into your ritual book takes 2 hours per levei of the spell, and eosts 50 gp per leveI. The cost represents material components you expend as you cxperiment with the spell to master it, as well as the fine inks you need to record it.

SAVAGE ATTACKER

anee per turn when you roll damage for a melee weapon attaek, you ean reroll the weapon's damage diee and use either total.

SENTINEL

Vou have mastered teehniques to take advantage of every drop in any enemy's guard, gaining the following benefits: Whcn you hit a ereature with an opportunity Attack, the creature's speed beeornes Ofor the rest of the turn. Crealures wilhin 5 feel of you provoke opporlunity atlacks from you even if they lake lhe Disengage action bdore leaving your reach. When a crealure within 5 feet of you makes an Attack againsl a larget olheI' lhan you (and lhal largel doesn'l have lhis feal), you can use your reaction lo make a melee weapon Attack against lhe Attacking crealure.

SHARPSHOOTER

Vou have maslered Ranged weapons and can lllake shols thal olhers lind impossible. Vou gain the following benelits: Attacking ai long Range doesn'l impose disadvanlage on your Ranged weapon Attack Rolls. Vour Ranged weapon Attacks ignore half Cover and lhree-quarlers Cover. Sdore you make an altack wilh a Ranged weapon lhal you are prolicienl wilh, you can choose lo take a -5 penally lo lhe Attack roll. If the Attack hils, you add +10 to lhe Attack's damage.

SHIELD MASTER

Vou use Shields notjust for proleclion bul also for offense. Vou gain lhe following benelils while you are wielding a Shield: If you lake lhe Attack action on your lurn, you can use a bonus aclion to lry to shove a crealure wilhin 5 feel of you wilh your Shield. lf you aren't incapacilated, you can add your Shield's AC bonus lo any Dexlerity saving lhrow you make against a spell 01' olheI' Harmful effect lhat targets only you. lf you are subjecled lo an effecl lhal allows you lo make a Dexlerity saving lhruw lo take only half damage, you ean use your reaclion lo lake no dalllage if you succeed on lhe saving lhrow, interposing your Shield belween yourself and lhe source of lhe effecl.

SKILLED

Vou gain proliciency in any combinalion of three skills 01' lools of you r choice.

SKULKER

Prerequisile: Dexlerily 13 OI' higher Vou are expert al slinking lhrough shadows. Vou gain lhe following benelils: Vou can try to Hide when you are lighlly obscured from the creature frum which you are hiding. When you are hidden from a crealure and miss il with a Ranged weapon Attack, making the Attack doesn't reveal your posilion. Dilll Light docsn'l impose disadvantage on your Wisdom (Perceplion) checks relying on sighl.

SPELL SNIPER

Prerequisile: Thc abilily lo casl aI leasl one spell Vou have learned lechniques to enhance your Attacks wilh cerlain kinds of Spells, gaining the following benelils: When you caSl a spell lhal requires you to make an Attack roll, lhe spell's Range is doubled. Vour Ranged spell Attacks ignore half Cover and lhree-quarters Cover. Vou Jearn one canlrip thal requires an Attack roll. Choose lhe canlrip from lhe bard, cJerie, druid, sorcerer, warlock, 01' wizard spelllisl. Vour Spellcasting abilily for lhis cantrip depends on lhe spelllist you chose from: Charisma for bard, sorcerer, 01' warlock; Wisdom for cJeric 01' druid; 01' lnlelligence for wizard.

TAVERN BRAWLER

Accuslomed to rough-and-lumble lighling using whalever weapons happen lo be ai hand, you gain lhe following benelils: lncrease your Strenglh 01' Constilulion score by I, to a maximum of 20. Vou are prolicienl wilh improvised weapons and unarmed slrikes. Vour unarmed strike uses a d4 for damage. When you hil a creature with an unarmed strike 01' an improvised weapon on Your Turn, you can use a bonus action lOattempl to grapple the targel.

TOUGH

Vour hil point maximum increases by an amount equal to lwiee your leveI when you gain lhis feal. Whenever you gain a levei lhereafter, your hit point maximum increases by an addilional 2 hil poinls.

WAR CASTER

Prerequisile: The abilily lo casl aI leasl one spell Vou have pracliced casting Spells in the midst of combal, learning lechniques lhal grant you the following benelils: Vou have advantage on Conslilulion saving lhrows lhat you lllake lOmainlain your concenlralion on a spell when you lake damage. Vou can perform lhe somatie cOlllponenls of Spells even when you have weapons OI'a Shield in one OI' bolh hands. When a hoslile crealure's movement provokes an opportunily Attack from you, you can use your reaclion lo casl a spell at lhe creature, ralheI' than making an opporlunity altack. The spellmusl have a casling time of 1 aclion and musl larget only lhal crealure.

WEAPON MASTER

Vou have pracliced extensively with a variely of weapons, gaining lhe following benelils: lncrease your Slrength OI'Dexlerily score by 1, lo a maxilllum of 20. Vou gain proliciency wilh four weapons of your choiee.