Feats


The description of a feat contains the following parts, which are presented after the feat's name:

Category. A feat is a member of a category, which is noted in the feat. If you are instructed to choose a feat from a specific category, such as the Background category, that category must appear under the feat's name.
Prerequisite. You must meet any prerequisite specified in a feat to take that feat unless a special feature allows you to take the feat without the prerequisite. If a prerequisite is a class, you must have at least one level in that class to qualify for the feat. Editor's Note: Though Class Groups appear to have been removed from the latest playtest documents, any Group prerequisites on any existing feats have been left in. Talk to your DM before taking any feats with a Group as a prerequisite.
Source. This is a name and a link to the most recent playtest document the feat was pulled from. If a feat doesn't have source, it has been taken from either the Character Origins or Expert Classes playtest document.
Benefit. The benefit of the feat is then detailed. If you have a feat, you gain its benefit.
Repeatable. A feat can be taken only once unless it contains a "Repeatable" subsection.

In addition, the feats below are arranged into sections based on level. To take a feat, your level must meet or exceed the level of the section the feat is in. For example, you must be Level 4 or above to take any feats from the "4th-Level Feats" section.

1st-Level Feats

Alert

Prerequisite: None
Repeatable: No

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

Crafter

Prerequisite: None
Repeatable: No

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

Fighting Style: Archery

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Fighting Style: Blind Fighting

Prerequisite: Fighting Style Feature
Source: Tasha's Cauldron of Everything, p. 41

You have with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Fighting Style: Defense

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

While you are wearing armor, you gain a +1 bonus to Armor Class.

Fighting Style: Dueling

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that Melee Weapon.

Fighting Style: Great Weapon Fighting

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

When you roll a 1 or 2 on a damage die for an attack you make with a Melee weapon that you are wielding with two hands, you can reroll the die, and you must use the new roll. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Fighting Style: Interception

Prerequisite: Fighting Style Feature
Source: Tasha's Cauldron of Everything, p. 41

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Fighting Style: Protection

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to interpose your Shield and impose Disadvantage on the attack roll. You must be wielding a Shield to use this Reaction

Fighting Style: Superior Technique

Prerequisite: Fighting Style Feature
Source: Tasha's Cauldron of Everything, p. 41

You learn one maneuver of your choice from among those available to the Battle Master archetype. 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).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). 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.

Fighting Style: Thrown Weapon Fighting

Prerequisite: Fighting Style Feature
Source: Tasha's Cauldron of Everything, p. 41

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Fighting Style: Two-Weapon Fighting

Prerequisite: Fighting Style Feature
Source: Player's Handbook Playtest 6

When you make the extra attack granted by the Light weapon property, you can add your ability modifier to the damage of the extra attack.

Fighting Style: Unarmed Fighting

Prerequisite: Fighting Style Feature
Source: Tasha's Cauldron of Everything, p. 41

Your can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Healer

Prerequisite: None
Repeatable: No

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

Lucky

Prerequisite: None
Repeatable: No

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

Lightly Armored

Prerequisite: None
Repeatable: No

You gain the following Armor Training: Light Armor, Medium Armor, and Shield.

Magic Initiate

Editor's Note

This feat has been changed from its form in the playtest document to provide access to a specific class' spell list. This change was made because the latest playtest documents appear to be moving away from the Arcane/Divine/Primal spells lists and back to class-specific spell lists.

Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time

You have learned the basics of a particular magical tradition. Choose a class: artificer, bard, cleric, druid, ranger, sorcerer, warlock, or wizard. You gain the following benefits related to that choice:

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

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen class' Spell list.

Musician

Prerequisite: None
Repeatable: No

You are a practiced musician, granting you the following benefits:

Savage Attacker

Prerequisite: None
Repeatable: No

You have trained to deal particularly damaging strikes. When you take the Action and hit a target with a Weapon as part of that Action, you can roll the Weapon's damage dice twice and use either roll against the target. You can use this benefit only once per turn.

Skilled

Prerequisite: None
Repeatable: Yes

You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

Tavern Brawler

Prerequisite: None
Repeatable: No

Accustomed to brawling, you gain the following benefits:

Tough

Prerequisite: None
Repeatable: No

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

4th-Level Feats

Ability Score Improvement

Source: Player's Handbook Playtest 8
General Feat (Prerequisite: Level 4+)

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feat. However, if you're at least level 19, that maximum increases to 22.

Repeatable. You can take this feat more than once.

Actor

Prerequisite: Charisma 13+
Repeatable: No

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

Athlete

Prerequisite: Strength, Dexterity, or Constitution 13+
Repeatable: No

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

Charger

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You have trained to charge headlong into battle, gaining the following benefits:

Crossbow Expert

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

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

Defensive Duelist

Prerequisite: Dexterity 13+
Repeatable: No

You've learned to deftly parry attacks, granting you the following benefits:

Dual Wielder

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

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

Durable

Prerequisite: Constitution 13+
Repeatable: No

Hardy and resilient, you gain the following benefits:

Elemental Adept

Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: Yes, but you must choose a different Damage Type each time for Energy Mastery

In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

Grappler

Prerequisite: Strength or Dexterity 13+
Repeatable: No

You're an accomplished wrestler, granting you the following benefits:

Great Weapon Master

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You've learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

Heavily Armored

Prerequisite: Medium Armor Training
Repeatable: No

You have trained to use Heavy Armor effectively, gaining the following benefits:

Heavy Armor Master

Prerequisite: Heavy Armor Training
Repeatable: No

You can use your Heavy Armor to deflect strikes, granting you the following benefits:

Inspiring Leader

Prerequisite: Wisdom or Charisma 13+
Repeatable: No

You are adept at encouraging others, granting you the following benefits:

Keen Mind

Prerequisite: Intelligence 13+
Repeatable: No

You have trained to rapidly recall or discover vital details, granting you the following benefits:

Mage Slayer

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You have practiced techniques useful in battling magic-users, gaining the following benefits:

Medium Armor Master

Prerequisite: Medium Armor Training
Repeatable: No

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

Mounted Combatant

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You have developed a bond with your mounts, granting you the following benefits:

Observant

Prerequisite: Intelligence or Wisdom 13+
Repeatable: No

Quick to notice details around you, you gain the following benefits:

Polearm Master

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You have trained extensively with pole weapons that have Reach, granting you the following benefits:

Resilient

Prerequisite: None
Repeatable: No

You have developed the resilience to better withstand certain dangers, granting you the following benefits:

Ritual Caster

Editor's Note

This feat has been changed from its form in the playtest document to provide access to all ritual spells. This change was made because the latest playtest documents appear to be moving away from the Arcane/Divine/Primal spells lists and back to class-specific spell lists.

Prerequisite: Intelligence, Wisdom, or Charisma 13+
Repeatable: No

You have studied ritual magic, granting you the following benefits:

Sentinel

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

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

Sharpshooter

Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No

You can make shots that others find impossible, granting you the following benefits:

Shield Master

Prerequisite: Shield Training
Repeatable: No

You've trained to use shields not just for protection, but also for offense, granting you the following benefits:

Skulker

Prerequisite: Dexterity 13+
Repeatable: No

You are expert at slinking through shadows, granting you the following benefits:

Speedster

Prerequisite: Dexterity or Constitution 13+
Repeatable: No

You possess exceptional speed and stamina, granting you the following benefits:

Spell Sniper

Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

War Caster

Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No

You have practiced casting spells in the midst of combat, granting you the following benefits:

Weapon Master

Source: Player's Handbook Playtest 5

Weapon Training

Prerequisite: None
Repeatable: No

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

20th-Level Feats

Bonus Feats at Level 20

A DM can use bonus feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.

Epic Boon of Combat Prowess

Prerequisite: Expert or Warrior Group
Repeatable: No

When you miss with a Melee Attack, you can hit instead. Once you use this benefit, you can't use it again until you roll Initiative.

Epic Boon of Dimensional Travel

Prerequisite: Expert or Mage Group
Source: Player's Handbook Playtest 5

Ability Score Increase. Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 30. Blink Steps. Immediately after you take the action or the action, you can up to 30 feet to an unoccupied space you can see.

Epic Boon of Energy Resistance

Prerequisite: Expert or Mage Group
Source: Player's Handbook Playtest 5

Ability Score Increase. Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Energy Resistances. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a , you can meditate and change those choices.
Energy Redirection. When you take damage of a type to which you have Resistance, you can use your Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn't behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC equals 8 + your Proficiency Bonus + the ability modifier of the score increased by this feat) or take damage equal to 2d12 + your Constitution modifier.

Epic Boon of Fate

Prerequisite: Mage or Priest Group
Source: Druid and Paladin

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Improve Fate. When another creature within 60 feet of you fails a , you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. You can use this benefit no more than once per turn. You have 8 uses of this benefit, and whenever you finish a , you regain 2d4 expended uses.

Epic Boon of Fortitude

Prerequisite: None
Repeatable: No

Your Hit Point Maximum increases by 40. In addition, whenever you regain Hit Points, you regain additional Hit Points equal to your Constitution Modifier. You can regain these additional Hit Points no more than once per round.

Epic Boon of Irresistible Offense

Prerequisite: Expert or Warrior Group
Source: Player's Handbook Playtest 5

The damage you deal always ignores Resistance.

Epic Boon of Luck

Prerequisite: Expert Group
Repeatable: No

Immediately after you roll a d20 for a , you can roll a d10 and add the number rolled to the test. Once you use this benefit, you can't use it again until you roll Initiative or finish a or a .

Epic Boon of the Night Spirit

Prerequisite: Expert or Mage Group
Repeatable: No

While within Dim Light or Darkness, you can become as an Action. You remain until immediately after you take an Action or a Reaction.

Epic Boon of Peerless Aim

Prerequisite: Expert or Warrior Group
Repeatable: No

If you make a Ranged Attack against a target in range and miss, you can cause the attack to hit instead. Once you use this benefit, you can't use it again until you roll Initiative.

Epic Boon of Recovery

Source: Player's Handbook Playtest 5

Ability Score Increase. Increase your Constitution score by 1, to a maximum of 30.
Last Stand. When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point Maximum. Once you use this benefit, you can't use it again until you finish a .
Death Defiant. When you take damage while you have 0 Hit Points, you can make a death saving throw instead of suffering a death saving throw failure.

Epic Boon of Skill Proficiency

Prerequisite: None
Repeatable: No

You gain Proficiency in all Skills.

Epic Boon of Speed

Prerequisite: Expert or Warrior Group
Source: Player's Handbook Playtest 5

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 30.
Escape Artist. As a Bonus Action, you can take the Disengage Action, which also ends the and Restrained conditions on you.
Quickness. Your Speed increases by 30 feet.

Epic Boon of Spell Recall

Prerequisite: Mage or Priest Group
Source: Druid and Paladin

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Free Casting. Whenever you cast a spell with a Spell Slot of 1st, 2nd, 3rd, or 4th level, roll a d4. If the number you roll equals the slot's level, the slot isn't expended.

Epic Boon of Truesight

Prerequisite: Priest Group
Source: Druid and Paladin

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Truesight. You have within a range of 60 feet.

Epic Boon of Undetectability

Prerequisite: Expert Group
Repeatable: No

You can't be seen or heard by any means — magical or nonmagical — while you are Hidden.

Epic Boon of the Night Spirit

Prerequisite: Expert or Mage Group
Source: Player's Handbook Playtest 5

Ability Score Increase. Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Merge with Shadows. While entirely within Dim Light or Darkness, you can give yourself the condition as a action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
Shadowy Form. While entirely within Dim Light or Darkness, you have Resistance to all damage except Force, Psychic, and Radiant.

Epic Boon of the Unfettered

Prerequisite: Expert or Warrior Group
Repeatable: No

As a Bonus Action, you can take the Disengage Action, which also ends the and the Restrained Conditions on you.


Source: Character Origins