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.

Player's Handbook

Source: Player's Handbook, p. 165

Actor

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

Alert

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

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).

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain 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 the attack 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:

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.

Gambler

You know when to hold 'em, when to fold 'em, when to walk away, and when to run. This grants the following benefits:

Grappler[1]

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

Grappler (Homebrew)

Source: Homebrew

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:

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:

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:

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:

Lightly Armored

You have trained to master the use of light armor, gaining 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 spellcasters, gaioing 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 to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.[1]

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:

Medium Armor Master

Prerequisite: Proficiency with medium armor

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

Mobile

You are exceptionally speedy and agile. You gain 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 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:

Polearm Master

Errata

The extra OA granted by Polearm Master must be made with the polearm. Sage Advice

You can keep your enemies at bay with reach weapons. You gain 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 weapon's 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:

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. 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:

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:

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:

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain 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 Master

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

Tasha's Cauldron of Everything

Source: Tasha's Cauldron of Everything, p. 79

Artificer Initiate

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

Chef

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

Crusher

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

Eldritch Adept

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.

Fey Touched

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

Fighting Initiate

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.

Gunner

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

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature

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

Piercer

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

Poisoner

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

Shadow Touched

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

Skill Expert

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

Slasher

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

Telekinetic

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

Telepathic

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

Racial Feats

Source: Xanathar's Guide to Everything, p. 73

Feats by Race

Race Feat
Dragonborn Dragon Fear, Dragon Hide
Dwarf Dwarven Fortitude, Squat Nimbleness
Elf Elven Accuracy
Elf (drow) Drow High Magic
Elf (high) Fey Teleportation
Elf (wood) Wood Elf Magic
Goliath Coldstrider, Dawncaller, Deadweight Toss, Mountain's Endurance, Stonehands
Gnome Fade Away, Squat Nimbleness
Half-elf Elven Accuracy, Prodigy
Half-orc Orcish Fury, Prodigy
Halfling Bountiful Luck, Second Chance, Squat Nimbleness
Human Prodigy
Tabaxi Cat's Grace, Feline Grace, Pouncer
Tiefling Flames of Phlegethos, Infernal Constitution

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.

Cat's Grace

Source: https://www.reddit.com/r/dndnext/comments/7carfl/a_few_feats_for_volos_races/

Prerequisite: Tabaxi

Coldstrider

Source: https://www.reddit.com/r/UnearthedArcana/comments/84nctv/feat_3_goliath_feats/

Prerequisite: Goliath

You have an uncanny resilience against cold, ice, and snow. You gain the following benefits:

Dawncaller

Source: https://www.reddit.com/r/UnearthedArcana/comments/84nctv/feat_3_goliath_feats/

Prerequisite: Goliath

You learn the sacred ways of the dawncallers—the goliaths responsible for watching over their kin throughout the night and awakening them at dawn. You gain the following benefits:

Deadweight Toss

Source: https://lawfulgoodrogue.com/wp-content/uploads/2017/11/Expanded-Expanded-Racial-Feats.pdf

Prerequisite: Goliath

Years of wrestling with your kin in your youth have taught you a few tricks when it comes to grappling. You gain the following benefits:

Dragon Fear

Prerequisite: Dragonborn

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

Dragon Hide

Prerequisite: Dragonborn

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

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.

Dwarven Fortitude

Prerequisite: Dwarf

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

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:

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:

Feline Grace

Source: https://www.dndbeyond.com/feats/112-feline-grace

Prerequisite: Tabaxi

Your incredible reflexes and agility further improve. You gain the following benefits:

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:

Flames of Phlegethos

Prerequisite: Tiefling

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

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:

Mountain's Endurance

Source: https://www.dndbeyond.com/feats/121-mountains-endurance

Prerequisite: Goliath

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

Orcish Fury

Prerequisite: Half-orc

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

Pouncer

Source: https://www.reddit.com/r/UnearthedArcana/comments/er8knn/tabaxi_racial_feat_pouncer/

Prerequisite: Tabaxi

Prodigy

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

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

Second Chance

Prerequisite: Halfling

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

Squat Nimbleness

Prerequisite: Dwarf or a Small race

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

Stonehands

Source: https://www.reddit.com/r/UnearthedArcana/comments/84nctv/feat_3_goliath_feats/

Prerequisite: Goliath

Your hands become as strong as mountain stone, granting you the following benefits:

Svirfneblin Magic

Source: Elemental Evil, p. 7

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/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.

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 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.

Skill Feats

Source: https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf

Acrobat

You become more nimble, gaining the following benefits:

Animal Handler

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

Arcanist

You study the arcane arts, gaining the following benefits:

Brawny

You become stronger, gaining the following benefits:

Diplomat

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

Empathic

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

Historian

Your study of history rewards you with the following benefits:

Investigator

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

Medic

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

Menacing

You become fearsome to others, gaining the following benefits:

Naturalist

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

Perceptive

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

Performer

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

Quick-Fingered

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

Silver-Tongued

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

Stealthy

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

Survivalist

You master wilderness lore, gaining the following benefits:

Theologian

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

Bibliography

  1. http://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf
  2. Homebrew