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 you can't benefit from the Grappler feat until your Strength is restored.

General Feats

Actor

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

Alert

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

Artificer Initiate (TCE)

You've learned some of an artificer's inventiveness:

Athlete

You have undergone extensive physical training to gain the following benefits:

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).

Chef (TCE)

Time spent mastering the culinary arts has paid off, granting you the following benefits:

Crusher (TCE)

You are practiced in the art of crushing your enemies, granting you the following benefits:

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 it to miss you.

Dual Wielder

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

Dungeon Delver

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

Durable

Hardy and resilient, you gain the following benefits:

Eldritch Adept (TCE)

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite 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.

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.

Fey Touched (TCE)

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

Fighting Initiate (TCE)

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the 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.

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:

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:

Gunner (TCE)

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

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:

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.

Linguist

You have studied languages and codes, gaining the following benefits:

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 spell casters, gaining the following benefits:

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, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way 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:

Metamagic Adept (TCE)

Prerequisite: Spellcasting or Pact Magic feature

You've learned how to exert your will on your spells to alter how they function:

Mobile

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

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

Observant

Quick to notice details of your environment, you gain the following benefits:

Piercer (TCE)

You have achieved a penetrating precision in combat, granting you the following benefits:

Poisoner (TCE)

You can prepare and deliver deadly poisons, granting you the following benefits:

Resilient

Choose one ability score. You gain the following benefits:

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 damage dice and use either total.

Sentinel

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

Shadow Touched (TCE)

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

Sharpshooter

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

Skill Expert (TCE)

You have honed your proficiency with particular skills, granting you the following benefits:

Skilled

You gain proficiency in any combination of 3 skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

Slasher (TCE)

You've learned where to cut to have the greatest results, granting you the following benefits:

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:

Telekinetic (TCE)

You learn to move things with your mind, granting you the following benefits:

Telepathic (TCE)

You awaken the ability to mentally connect with others, granting you the following benefits:

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

War Caster

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

Weapon Feats

Blade Mastery

(Unearthed Arcana)

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

Crossbow Expert

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

Fell Handed

(Unearthed Arcana)

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

Flail Mastery

(Unearthed Arcana)

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

Polearm Master

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

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

Spear Mastery

(Unearthed Arcana)

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.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

Armor Feats

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

Moderately Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefit:

Medium Armor Master

Prerequisite: Proficiency with medium armor

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

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

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:

Skill Proficiency Feats

Acrobat

(Unearthed Arcana)

You become more nimble, gaining the following benefits:

Animal Handler

(Unearthed Arcana)

You master the techniques needed to train and handle animals. You gain the following benefits:

Arcanist

(Unearthed Arcana)

You study the arcane arts, gaining the following benefits:

Brawny

(Unearthed Arcana)

You become stronger, gaining the following benefits:

Diplomat

(Unearthed Arcana)

You master the arts of diplomacy, gaining the following benefits:

Empathic

(Unearthed Arcana)

You possess keen insight into how other people think and feel. You gain the following benefits:

Historian

(Unearthed Arcana)

Your study of history rewards you with the following benefits:

Investigator

(Unearthed Arcana)

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

Medic

(Unearthed Arcana)

You master the physician's arts, gaining the following benefits:

Menacing

(Unearthed Arcana)

You become fearsome to others, gaining the following benefits:

Naturalist

(Unearthed Arcana)

Your extensive study of nature rewards you with the following benefits:

Perceptive

(Unearthed Arcana)

You hone your senses until they become razor sharp. You gain the following benefits:

Performer

(Unearthed Arcana)

You master performance so that you can command any stage. You gain the following benefits:

Quick-Fingered

(Unearthed Arcana)

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

Silver-Tongued

(Unearthed Arcana)

You develop your conversational skill to better deceive others. You gain the following benefits:

Stealthy

(Unearthed Arcana)

You know how best to hide. You gain the following benefits:

Survivalist

(Unearthed Arcana)

You master wilderness lore, gaining the following benefits:

Theologian

(Unearthed Arcana)

Your extensive study of religion rewards you with the following benefits:

Tool Proficiency Feats

Alchemist

(Unearthed Arcana)

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

Burglar

(Unearthed Arcana)

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

Gourmand

(Unearthed Arcana)

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

Master of Disguise

(Unearthed Arcana)

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

Racial Feats

Barbed Hide

(Unearthed Arcana)

Prerequisite: Tiefling

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

Bountiful Luck

(Xanathar's Guide to Everything)

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever 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.

Critter Friend

(Unearthed Arcana)

Prerequisite: Gnome (forest)

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

Dragon Fear

(Xanathar's Guide to Everything)

Prerequisite: Dragonborn

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

Dragon Hide

(Xanathar's Guide to Everything)

Prerequisite: Dragonborn

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

Dragon Wings

(Unearthed Arcana)

Prerequisite: Dragonborn

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

Drow High Magic

(Xanathar's Guide to Everything)

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 the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dwarven Fortitude

(Xanathar's Guide to Everything)

Prerequisite: Dwarf

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

Elven Accuracy

(Xanathar's Guide to Everything)

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:

Everybody's Friend

(Unearthed Arcana)

Prerequisite: Half-elf

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

Fade Away

(Xanathar's Guide to Everything)

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:

Fey Teleportation

(Xanathar's Guide to Everything)

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:

Flames of Phlegethos

(Xanathar's Guide to Everything)

Prerequisite: Tiefling

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

Grudge-Bearer

(Unearthed Arcana)

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:

Human Determination

(Unearthed Arcana)

Prerequisite: Human

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

Infernal Constitution

(Xanathar's Guide to Everything)

Prerequisite: Tiefling

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

Orcish Aggression

(Unearthed Arcana)

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

(Xanathar's Guide to Everything)

Prerequisite: Half-orc

Your fury burns tirelessly. You gain the following benefits:

Prodigy

(Xanathar's Guide to Everything)

Prerequisite: Half-elf, half-orc or human

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

Second Chance

(Xanathar's Guide to Everything)

Prerequisite: Halfling

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

Squat Nimbleness

(Xanathar's Guide to Everything)

Prerequisite: Dwarf or a Small race

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

Svirfneblin Magic

(Mordenkainen's Tome of Foes)

Prerequisite: Gnome (deep gnome)

Vampiric Exultation

(Plane Shift: Ixalan)

Prerequisite: Vampire (Ixalan)

As an action, you transform the lower half of your body into a black vapor. You can float in the air and have a flying speed of 30 feet. This effect lasts for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest.

Wonder Maker

(Unearthed Arcana)

Prerequisite: Gnome (rock)

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

Wood Elf Magic

(Xanathar's Guide to Everything)

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 Longstrider 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.

World-specific Feats

Aberrant Dragonmark

(Wayfinder's Guide to Eberron)

Prerequisite: No existing dragonmark.

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

Greater Dragonmark

(Wayfinder's Guide to Eberron)

Prerequisite: 8th level, have a dragonmark

Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:

Dragonmark Ability Spells Spellcasting Ability Rest Required
Detection Charisma or Intelligence See Invisibility, True Seeing Intelligence Long
Finding Dexterity, Strength, or Wisdom Locate Creature, Find the Path Wisdom Long
Handling Dexterity or Wisdom Beast Sense, Dominate Beast Wisdom Long
Healing Dexterity or Wisdom Mass Healing Word, Greater Restoration Wisdom Long
Hospitality Charisma or Dexterity Sanctuary, Mordenkainen's Magnificent Mansion Charisma Long
Making Dexterity or Intelligence Fabricate, Creation Intelligence Long
Passage Dexterity or Constitution Blink, Teleportation Circle Constitution Long
Scribing Intelligence or Charisma Sending, Tongues Intelligence Long or Short
Sentinel Strength or Wisdom Compelled Duel, Warding Bond Wisdom Long or Short
Shadow Charisma or Dexterity Nondetection, Mislead Charisma Long
Storm Charisma or Dexterity Control Water, Control Winds Charisma Long
Warding Dexterity or Intelligence Knock, Glyph of Warding, Leomund's Secret Chest* Intelligence Long

Quicksmithing

(Plane Shift: Kaladesh)

Prerequisite: Intelligence 13 or higher

You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.

When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spellthat has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.

If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.

In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Revenant Blade

(Wayfinder's Guide to Eberron)

Prerequisite: Elf

Servo Crafting

(Plane Shift: Kaladesh)

You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the find familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo's statistics appear in the "Artifact Creatures" section of this document. In every other way, a servo familiar functions as described in the find familiar spell.

You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.