4/8/25, 7:52 PM List » Feats - DnD 5e
Actor Alert Athlete Charger
Skilled at mimicry and dramatics, you gain Always on the lookout for danger, you You have undergone extensive physical When you use your action to Dash, you
the following benefits: gain the following benefits: training to gain the following benefits: can use a bonus action to make one
Increase your Charisma score by 1, to a You gain a +5 bonus to initiative. Increase your Strength or Dexterity melee weapon attack or to shove a
maximum of 20. score by 1, to a maximum of 20. creature.
You can't be surprised while you are
You have an advantage on Charisma conscious. When you are prone, standing up uses If you move at least 10 feet in a straight
(Deception) and Charisma (Performance) line immediately before taking this bonus
Other creatures don't gain advantage only 5 feet of your movement.
checks when trying to pass yourself off as action, you either gain a +5 bonus to the
a different person. on attack rolls against you as a result Climbing doesn't cost you extra
attack's damage roll (if you chose to
You can mimic the speech of another of being unseen by you. movement. make a melee attack and hit) or push the
person or the sounds made by other You can make a running long jump or target up to 10 feet away from you (if you
creatures. You must have heard the a running high jump after moving chose to shove and you succeed).
person speaking, or heard the creature only 5 feet on foot, rather than 10 feet.
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.
Crossbow Expert Defensive Duelist Dual Wielder Dungeon Delver
Thanks to extensive practice with the Prerequisite: Dexterity 13 or higher You master fighting with two weapons, Alert to the hidden traps and secret doors
crossbow, you gain the following When you are wielding a finesse weapon gaining the following benefits: found in many dungeons, you gain the
benefits: with which you are proficient and You gain a +1 bonus to AC while you following benefits:
You ignore the loading quality of another creature hits you with a melee are wielding a separate melee weapon You have advantage on Wisdom
(Perception) and Intelligence
crossbows with which you are attack, you can use your reaction to add in each hand.
(Investigation) checks made to detect the
proficient. your proficiency bonus to your AC for You can use two-weapon fighting even presence of secret doors.
Being within 5 feet of a hostile that attack, potentially causing the attack when the one handed melee weapons
You have advantage on saving throws
creature doesn't impose disadvantage to miss you. you are wielding aren't light. made to avoid or resist traps.
on your ranged attack rolls. You can draw or stow two one-handed You have resistance to the damage dealt
When you use the Attack action and weapons when you would normally be by traps.
attack with a one handed weapon, you able to draw or stow only one. Traveling at a fast pace doesn't impose
can use a bonus action to attack with the normal −5 penalty on your passive
a hand crossbow you are holding. Wisdom (Perception) score.
Durable Elemental Adept Grappler Great Weapon Master
Hardy and resilient, you gain the Prerequisite: The ability to cast at least Prerequisite: Strength 13 or higher You've learned to put the weight of a weapon
following benefits: one spell You've developed the skills necessary to to your advantage, letting its momentum
empower your strikes. You gain the following
Increase your Constitution score by 1, When you gain this feat, choose one of hold your own in close-quarters
benefits:
to a maximum of 20. the following damage types: acid, cold, grappling. You gain the following
fire, lightning, or thunder. benefits: On your turn, when you score a critical hit
When you roll a Hit Die to regain hit with a melee weapon or reduce a creature to
points, the minimum number of hit Spells you cast ignore resistance to You have advantage on attack rolls 0 hit points with one, you can make one
points you regain from the roll equals damage of the chosen type. In addition, against a creature you are grappling. melee weapon attack as a bonus action.
twice your Constitution modifier when you roll damage for a spell you cast
You can use your action to try to pin a Before you make a melee attack with a
(minimum of 2). that deals damage of that type, you can
creature grappled by you. To do so, heavy weapon that you are proficient with,
treat any 1 on a damage die as a 2. make another grapple check. If you you can choose to take a -5 penalty to the
You can select this feat multiple times. attack roll. If the attack hits, you add +10 to
succeed, you and the creature are
Each time you do so, you must choose a both restrained until the grapple the attack's damage.
different damage type.
ends.
Healer Heavily Armored Heavy Armor Master Inspiring Leader
You are an able physician, allowing you to Prerequisite: Proficiency with medium Prerequisite: Proficiency with heavy Prerequisite: Charisma 13 or higher
mend wounds quickly and get your allies armor armor You can spend 10 minutes inspiring your
back in the fight. You gain the following
You have trained to master the use of You can use your armor to deflect strikes companions, shoring up their resolve to
benefits:
heavy armor, gaining the following that would kill others. You gain the fight. When you do so, choose up to six
When you use a healer's kit to stabilize a benefits: following benefits: friendly creatures (which can include
dying creature, that creature also regains
Increase your Strength score by 1, to a Increase your Strength score by 1, to a yourself) within 30 feet of you who can
1 hit point.
maximum of 20. maximum of 20. see or hear you and who can understand
As an action. you can spend one use of a
You gain proficiency with heavy While you are wearing heavy armor, you. Each creature can gain temporary
healer's kit to tend to a creature and
hit points equal to your level + your
restore 1d6 + 4 hit points to it, plus armor. bludgeoning, piercing, and slashing
additional hit points equal to the damage that you take from Charisma modifier. A creature can't gain
creature's maximum number of Hit Dice. temporary hit points from this feat again
nonmagical attacks is reduced by 3.
The creature can't regain hit points from until it has finished a short or long rest.
this feat again until it finishes a short or
long rest.
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4/8/25, 7:52 PM List » Feats - DnD 5e
Keen Mind Lightly Armored Linguist Lucky
You have a mind that can track time, You have trained to master the use of You have studied languages and codes, You have inexplicable luck that seems to kick in
at just the right moment.
direction, and detail with uncanny light armor, gaining the following gaining the following benefits: You have 3 luck points. Whenever you make an
precision. You gain the following benefits. Increase your Intelligence score by 1, attack roll, an ability check, or a saving throw,
benefits: Increase your Strength or Dexterity to a maximum of 20. you can spend one luck point to roll an additional
d20. You can choose to spend one of your luck
Increase your Intelligence score by 1, score by 1, to a maximum of 20. You learn three languages of your points after you roll the die, but before the
to a maximum of 20. You gain proficiency with light armor. choice. outcome is determined. You choose which of the
d20s is used for the attack roll, ability check, or
You always know which way is north. You can ably create written ciphers. saving throw.
You always know the number of hours Others can't decipher a code you You can also spend one luck point when an attack
left before the next sunrise or sunset. create unless you teach them, they roll is made against you. Roll a d20 and then
choose whether the attack uses the attacker's roll
You can accurately recall anything succeed on an Intelligence check (DC or yours.
you have seen or heard within the equal to your Intelligence score + If more than one creature spends a luck point to
past month. your proficiency bonus), or they use influence the outcome of a roll, the points cancel
each other out; no additional dice are rolled.
magic to decipher it. You regain your expended luck points when you
finish a long rest.
Mage Slayer Magic Initiate Martial Adept Medium Armor Master
You have practiced techniques in melee Choose a class: bard, cleric, druid, sorcerer, You have martial training that allows you to Prerequisite: Proficiency with medium
perform special combat maneuvers. You gain the
combat against spellcasters, gaining the warlock, or wizard. You learn two cantrips of armor
following benefits:
following benefits. your choice from that class's spell list. You have practiced moving in medium
You learn two maneuvers of your choice from
When a creature within 5 feet of you casts In addition, choose one 1st-level spell to among those available to the Battle Master armor to gain the following benefits:
a spell, you can use your reaction to make learn from that same list. Using this feat, you archetype in the fighter class. If a maneuver
a melee weapon attack against that can cast the spell once at its lowest level, and you use requires your target to make a saving Wearing medium armor doesn't
creature. you must finish a long rest before you can throw to resist the maneuver's effects, the impose disadvantage on your
cast it in this way again. saving throw DC equals 8 + your proficiency Dexterity (Stealth) checks.
When you damage a creature that is bonus + your Strength or Dexterity modifier
Your spellcasting ability for these spells (your choice). When you wear medium armor, you
concentrating on a spell, that creature
depends on the class you chose: Charisma for can add 3, rather than 2, to your AC if
has disadvantage on the saving throw it You gain one superiority die, which is a d6
bard, sorcerer, or warlock; Wisdom for cleric (this die is added to any superiority dice you
makes to maintain its concentration. you have a Dexterity of 16 or higher.
or druid; or Intelligence for wizard. have from another source). This die is used to
You have advantage on saving throws fuel your maneuvers. A superiority die is
against spells cast by creatures within 5 expended when you use it. You regain your
feet of you. expended superiority dice when you finish a
short or long rest.
Mobile Moderately Armored Mounted Combatant Observant
You are exceptionally speedy and agile. Prerequisite: Proficiency with light You are a dangerous foe to face while Quick to notice details of your
You gain the following benefits: armor mounted. While you are mounted and aren't environment, you gain the following
incapacitated, you gain the following benefits:
Your speed increases by 10 feet. You have trained to master the use of
benefits:
When you use the Dash action, medium armor and shields, gaining the Increase your Intelligence or Wisdom
following benefits: You have advantage on melee attack rolls score by 1, to a maximum of 20.
difficult terrain doesn't cost you extra against any unmounted creature that is
movement on that turn. Increase your Strength or Dexterity smaller than your mount. If you can see a creature's mouth
When you make a melee attack score by 1, to a maximum of 20. while it is speaking a language you
You can force an attack targeted at your
against a creature, you don't provoke You gain proficiency with medium mount to target you instead. understand, you can interpret what
opportunity attacks from that armor and shields. If your mount is subjected to an effect
it's saying by reading its lips.
creature for the rest of the turn, that allows it to make Dexterity saving You have a +5 bonus to your passive
whether you hit or not. throw to take only half damage, it instead Wisdom (Perception) and passive
takes no damage if it succeeds on the Intelligence (Investigation) scores.
saving throw, and only half damage if it
fails.
Polearm Master Resilient Ritual Caster Savage Attacker
Prerequisite: Intelligence or Wisdom 13 or higher
You gain the following benefits: Choose one ability score. You gain the Once per turn when you roll damage for a
You have learned a number of spells that you can cast
When you take the Attack action and following benefits: as rituals. These spells are written in a ritual book, melee weapon attack, you can reroll the
which you must have in hand while casting one of
attack with only a glaive, halberd, Increase the chosen ability score by 1, them.
weapon's damage dice and use either
quarterstaff, or spear, you can use a to a maximum of 20. When you choose this feat, you acquire a ritual book total.
holding two 1st-level spells of your choice. Choose one
bonus action to make a melee attack with of the following classes: bard, cleric, druid, sorcerer,
the opposite end of the weapon. This
You gain proficiency in saving throws
warlock, or wizard. You must choose your spells from
attack uses the same ability modifier as using the chosen ability. that class's spell list, and the spells you choose must
have the ritual tag. The class you choose also must have
the primary attack. The weapon's damage the ritual tag. The class you choose also determines
die for this attack is a d4, and it deals your spellcasting ability for these spells: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric or druid;
bludgeoning damage. or Intelligence for wizard.
While you are wielding a glaive, halberd, If you come across a spell in written form, such as a
magical spell scroll or a wizard's spellbook, you might
pike, quarterstaff, or spear, other be able to add it to your ritual book. The spell must be
creatures provoke an opportunity attack on the spell list for the class you chose, the spell's level
can be no higher than half your level (rounded up), and
from you when they enter the reach you it must have the ritual tag. The process of copying the
have with that weapon. spell into your ritual book takes 2 hours per level of the
spell, and costs 50 gp per level. The cost represents the
material components you expend as you experiment
with the spell to master it, as well as the fine inks you
need to record it.
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4/8/25, 7:52 PM List » Feats - DnD 5e
Sentinel Sharpshooter Shield Master Skilled
You have mastered techniques to take You have mastered ranged weapons and can You use shields not just for protection but also for You gain proficiency in any combination
offense. You gain the following benefits while you
advantage of every drop in any enemy's make shots that others find impossible. You of three skills or tools of your choice.
are wielding a shield:
guard, gaining the following benefits. gain the following benefits:
If you take the Attack action on your turn, you
When you hit a creature with an Attacking at long range doesn't impose can use a bonus action to try to shove a
opportunity attack, the creature's speed disadvantage on your ranged weapon creature within 5 feet of you with your shield.
becomes 0 for the rest of the turn. attack rolls. If you aren't incapacitated, you can add your
shield's AC bonus to any Dexterity saving
Creatures provoke opportunity attacks Your ranged weapon attacks ignore half
throw you make against a spell or other
from you even if they take the Disengage and three-quarters cover. harmful effect that targets only you.
action before leaving your reach. Before you make an attack with a ranged If you are subjected to an effect that allows
When a creature makes an attack against weapon that you are proficient with, you you to make a Dexterity saving throw to take
a target other than you (and that target can choose to take a -5 penalty to the only half damage, you can use your reaction
to take no damage if you succeed on the
doesn't have this feat), you can use your attack roll. If that attack hits, you add +10
saving throw, interposing your shield
reaction to make a melee weapon attack to the attack's damage. between yourself and the source of the effect.
against the attacking creature.
Skulker Spell Sniper Tavern Brawler Tough
Prerequisite: Dexterity 13 or higher Prerequisite: The ability to cast at least one Accustomed to rough-and-tumble fighting Your hit point maximum increases by an
You are an expert at slinking through spell using whatever weapons happen to be at amount equal to twice your level when
shadows. You gain the following benefits: You have learned techniques to enhance your hand, you gain the following benefits: you gain this feat.
attacks with certain kinds of spells, gaining Increase your Strength or Constitution Whenever you gain a level thereafter,
You can try to hide when you are
the following benefits: score by 1, to a maximum of 20. your hit point maximum increases by an
lightly obscured from the creature
from which you are hiding. When you cast a spell that requires you to You are proficient with improvised additional 2 hit points.
make an attack roll, the spell's range is weapons and unarmed strikes.
When you are hidden from a creature doubled. Your unarmed strike uses a d4 for
and miss it with a ranged weapon Your ranged spell attacks ignore half damage.
attack, making the attack doesn't cover and three-quarters cover. When you hit a creature with an unarmed
reveal your position. You learn one cantrip that requires an strike or an improvised weapon on your
Dim light doesn't impose attack roll. Choose the cantrip from the turn, you can use a bonus action to
disadvantage on your Wisdom bard, cleric, druid, sorcerer, warlock, or attempt to grapple the target.
(Perception) checks relying on sight. wizard spell list. Your spellcasting ability
for this cantrip depends on the spell list
you chose from: Charisma for bard,
sorcerer, and warlock; Wisdom for cleric
or druid; or Intelligence for wizard.
War Caster Weapon Master
Prerequisite: The ability to cast at least one spell You have practiced extensively with a
You have practiced casting spells in the midst of variety of weapons, gaining the following
combat, learning techniques that grant you the
following benefits: benefits:
You have advantage on Constitution saving Increase your Strength or Dexterity
throws that you make to maintain your score by 1, to a maximum of 20.
concentration on a spell when you take
damage. You gain proficiency with four
You can perform the somatic components of weapons of your choice. Each one
spells even when you have weapons or a must be a simple or a martial weapon.
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.
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