Feats
[-] Table of Contents
- 1st-Level Feats
- Alert
- Crafter
- Fighting Style: Archery
- Fighting Style: Blind Fighting
- Fighting Style: Defense
- Fighting Style: Dueling
- Fighting Style: Great Weapon Fighting
- Fighting Style: Interception
- Fighting Style: Protection
- Fighting Style: Superior Technique
- Fighting Style: Thrown Weapon Fighting
- Fighting Style: Two-Weapon Fighting
- Fighting Style: Unarmed Fighting
- Healer
- Lucky
- Lightly Armored
- Magic Initiate
- Musician
- Savage Attacker
- Skilled
- Tavern Brawler
- Tough
- 4th-Level Feats
- Ability Score Improvement
- Actor
- Athlete
- Charger
- Crossbow Expert
- Defensive Duelist
- Dual Wielder
- Durable
- Elemental Adept
- Grappler
- Great Weapon Master
- Heavily Armored
- Heavy Armor Master
- Inspiring Leader
- Keen Mind
- Mage Slayer
- Medium Armor Master
- Mounted Combatant
- Observant
- Polearm Master
- Resilient
- Ritual Caster
- Sentinel
- Sharpshooter
- Shield Master
- Skulker
- Speedster
- Spell Sniper
- War Caster
- Weapon Master
- Weapon Training
- 20th-Level Feats
- Epic Boon of Combat Prowess
- Epic Boon of Dimensional Travel
- Epic Boon of Energy Resistance
- Epic Boon of Fate
- Epic Boon of Fortitude
- Epic Boon of Irresistible Offense
- Epic Boon of Luck
- Epic Boon of the Night Spirit
- Epic Boon of Peerless Aim
- Epic Boon of Recovery
- Epic Boon of Skill Proficiency
- Epic Boon of Speed
- Epic Boon of Spell Recall
- Epic Boon of Truesight
- Epic Boon of Undetectability
- Epic Boon of the Night Spirit
- Epic Boon of the Unfettered
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:
- Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
- Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally is .
Crafter¶
Prerequisite: None
Repeatable: No
You are adept at crafting things and bargaining with merchants, granting you the following benefits:
- Tool Proficiency. You gain with three different Artisan's Tools of your choice.
- Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
- Faster Crafting. When you craft an item using a tool with which you have , the required crafting time is reduced by 20 percent.
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:
- Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
- Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Lucky¶
Prerequisite: None
Repeatable: No
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
- Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a .
- Advantage. Immediately after you roll a d20 for a , you can spend 1 Luck Point to give yourself Advantage on the roll.
- Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
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:
- Two Cantrips. You learn two cantrips of your choice from that class' Spell list.
- 1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a . You can also cast the Spell using any Spell Slots you have.
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:
- Instrument Training. You gain with three Musical Instruments of your choice.
- Inspiring Song. As you finish a or a , you can play a song on a Musical Instrument with which you have and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
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:
- Enhanced Unarmed Strike. When you hit with your and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an .
- Damage Rerolls. Whenever you roll a damage die for your , you can reroll the die if it rolls a 1, and you must use the new roll.
- Shove. When you hit a creature with an as part of the Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
- Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.
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:
- Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
- Impersonation. While you're disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.
- Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.
Athlete¶
Prerequisite: Strength, Dexterity, or Constitution 13+
Repeatable: No
You have undergone extensive physical training to gain the following benefits:
- Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- Climb Speed. You gain a equal to your Speed.
- Hop Up. When you are Prone, you can right yourself with only 5 feet of movement.
- Jumping. You have Advantage on any Ability Check you make for the Jump Action.
Charger¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have trained to charge headlong into battle, gaining the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action.
- Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.
Crossbow Expert¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
Thanks to extensive practice with crossbows, you gain the following benefits:
- Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
- Ignore Loading. You ignore the Loading property of crossbows.
- Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with crossbows.
- Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.
Defensive Duelist¶
Prerequisite: Dexterity 13+
Repeatable: No
You've learned to deftly parry attacks, granting you the following benefits:
- Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
- Parry. If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.
Dual Wielder¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You master fighting with two weapons, gaining the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
- Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Durable¶
Prerequisite: Constitution 13+
Repeatable: No
Hardy and resilient, you gain the following benefits:
- Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
- Defy Death. You have Advantage on Death Saving Throws.
- Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.
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:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Energy Mastery. 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.
Grappler¶
Prerequisite: Strength or Dexterity 13+
Repeatable: No
You're an accomplished wrestler, granting you the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Attack Advantage. You have Advantage on Attack Rolls against a creature by you.
- Fast Wrestler. You aren't Slowed when you move a creature by you, provided the creature is your Size or smaller.
- Punch and Grab. When you hit a creature with an as part of the Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.
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:
- Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
- Cleave. Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
- Heavy Weapon Mastery. When you hit a creature with a Heavy Weapon as part of the Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.
Heavily Armored¶
Prerequisite: Medium Armor Training
Repeatable: No
You have trained to use Heavy Armor effectively, gaining the following benefits:
- Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
- Armor Training. You gain Heavy Armor Training.
Heavy Armor Master¶
Prerequisite: Heavy Armor Training
Repeatable: No
You can use your Heavy Armor to deflect strikes, granting you the following benefits:
- Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
- Damage Reduction. When you're hit by an attack while you're wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Inspiring Leader¶
Prerequisite: Wisdom or Charisma 13+
Repeatable: No
You are adept at encouraging others, granting you the following benefits:
- Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- Encouraging Performance. At the end of a or a , you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.
Keen Mind¶
Prerequisite: Intelligence 13+
Repeatable: No
You have trained to rapidly recall or discover vital details, granting you the following benefits:
- Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
- Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain in it.
- Quick Study. You can take the Action as a Bonus Action.
Mage Slayer¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have practiced techniques useful in battling magic-users, gaining the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.
- Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a .
Medium Armor Master¶
Prerequisite: Medium Armor Training
Repeatable: No
You have practiced moving in medium armor to gain the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Dexterous Wearer. While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.
Mounted Combatant¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have developed a bond with your mounts, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
- Mount Handler. You have Advantage on Wisdom Checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts.
- Mounted Strike. While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.
- Leap Aside. If 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. For your mount to gain this benefit, you must be riding it, and neither of you can be .
- Veer. While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.
Observant¶
Prerequisite: Intelligence or Wisdom 13+
Repeatable: No
Quick to notice details around you, you gain the following benefits:
- Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- Keen Observer. Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain in it.
- Quick Search. You can take the Action as a Bonus Action.
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:
- Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
- Pole Strike. Immediately after you take the Action and attack with a Weapon that has the Heavy and Reach properties, 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 it deals Bludgeoning Damage.
- Reactive Strike. While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.
Resilient¶
Prerequisite: None
Repeatable: No
You have developed the resilience to better withstand certain dangers, granting you the following benefits:
- Ability Score Increase. Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
- Saving Throw Proficiency. You gain Saving Throw Proficiency with the chosen ability.
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:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Ritual Spells. Choose two 1st-level Spells that have the Ritual tag. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells' Spellcasting Ability is the ability increased by this Feat.
- Quick Ritual. With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a . Doing so doesn't require a Spell Slot. Once you cast the Spell in this way, you can't use this benefit again until you finish a .
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:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
- Halt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the turn.
Sharpshooter¶
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You can make shots that others find impossible, granting you the following benefits:
- Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
- Bypass Cover. Your Ranged Attacks with Weapons ignore Half Cover and Three-Quarters Cover.
- Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your ranged Attack Rolls with Weapons.
- Long Shots. Attacking at Long Range doesn't impose Disadvantage on your ranged Attack Rolls with Weapons.
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:
- Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
- Shield Bash. If you attack a creature within 5 feet of you as part of the Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
- Interpose Shield. If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect.
Skulker¶
Prerequisite: Dexterity 13+
Repeatable: No
You are expert at slinking through shadows, granting you the following benefits:
- Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
- Blindsight. You have with a range of 10 feet.
- Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Action during combat.
- Sniper. If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn't end the Hidden Condition on you.
Speedster¶
Prerequisite: Dexterity or Constitution 13+
Repeatable: No
You possess exceptional speed and stamina, granting you the following benefits:
- Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
- Speed Increase. Your Speed increases by 10 feet while you aren't wearing Heavy Armor.
- Dash Over Difficult Terrain. When you take the Dash Action on your turn, doesn't cost you extra movement for the rest of that turn.
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:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.
- Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with Spells.
- Increased Range. When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell's range by 60 feet.
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:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.
- Reactive Spell. When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.
Weapon Master¶
Source: Player's Handbook Playtest 5
- Ability Score Increase. Increase your Strength, or Dexterity score by 1, to a maximum of 20.
- Mastery Property. Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a , you can change the kind of weapon you chose to another eligible kind.
Weapon Training¶
Prerequisite: None
Repeatable: No
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Weapon Proficiency. You gain Martial Weapon Proficiency.
20th-Level Feats¶
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