D&d feats

D&d feats DEFAULT

Feats

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if he or she has lost a prerequisite.

Types Of Feats

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.

Fighter Bonus Feats

Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

Fighter bonus feats include:

Item Creation Feats

An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost

Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

Raw Materials Cost

The cost of creating a magic item equals one-half the sale cost of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.

Time

The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost

Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level × caster level × 25 gp.
Potions: Base price = spell level × caster level × 50 gp.
Wands: Base price = spell level × caster level × 750 gp.

A 0-level spell is considered to have a spell level of ½ for the purpose of this calculation.

Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.

For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

Metamagic Feats

As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Wizards and Divine Spellcasters

Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards

Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats

A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

Effects of Metamagic Feats on a Spell

In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell

A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells

With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells

Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

Feat Descriptions

Here is the format for feat descriptions.

Feat Name [Type Of Feat]

Prerequisite

A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit

What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

In general, having a feat twice is the same as having it once.

Normal

What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special

Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

Acrobatic [General]

Benefit

You get a +2 bonus on all Jump checks and Tumble checks.

Agile [General]

Benefit

You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness [General]

Benefit

You get a +2 bonus on all Listen checks and Spot checks.

Special

The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity [General]

Benefit

You get a +2 bonus on all Handle Animal checks and Ride checks.

Armor Proficiency (Heavy) [General]

Prerequisites

Armor Proficiency (light), Armor Proficiency (medium).

Benefit

See Armor Proficiency (light).

Normal

See Armor Proficiency (light).

Special

Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (Light) [General]

Benefit

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Normal

A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Special

All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (Medium) [General]

Prerequisite

Armor Proficiency (light).

Benefit

See Armor Proficiency (light).

Normal

See Armor Proficiency (light).

Special

Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Athletic [General]

Benefit

You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning [General]

Prerequisite

Spell Focus (conjuration).

Benefit

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Blind-Fight [General]

Benefit

In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal

Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special

The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

A fighter may select Blind-Fight as one of his fighter bonus feats.

Brew Potion [Item Creation]

Prerequisite

Caster level 3rd.

Benefit

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Cleave [General]

Prerequisites

Str 13, Power Attack.

Benefit

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special

A fighter may select Cleave as one of his fighter bonus feats.

Combat Casting [General]

Benefit

You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [General]

Prerequisite

Int 13.

Benefit

When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal

A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Special

A fighter may select Combat Expertise as one of his fighter bonus feats.

Combat Reflexes [General]

Benefit

You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal

A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special

The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A fighter may select Combat Reflexes as one of his fighter bonus feats.

A monk may select Combat Reflexes as a bonus feat at 2nd level.

Craft Magic Arms And Armor [Item Creation]

Prerequisite

Caster level 5th.

Benefit

You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Rod [Item Creation]

Prerequisite

Caster level 9th.

Benefit

You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Craft Staff [Item Creation]

Prerequisite

Caster level 12th.

Benefit

You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Craft Wand [Item Creation]

Prerequisite

Caster level 5th.

Benefit

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item [Item Creation]

Prerequisite

Caster level 3rd.

Benefit

You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Deceitful [General]

Benefit

You get a +2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows [General]

Prerequisites

Dex 13, Improved Unarmed Strike.

Benefit

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Special

A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.

A fighter may select Deflect Arrows as one of his fighter bonus feats.

Deft Hands [General]

Benefit

You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Diehard [General]

Prerequisite

Endurance.

Benefit

When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Normal

A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

Diligent [General]

Benefit

You get a +2 bonus on all Appraise checks and Decipher Script checks.

Dodge [General]

Prerequisite

Dex 13.

Benefit

During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Special

A fighter may select Dodge as one of his fighter bonus feats.

Empower Spell [Metamagic]

Benefit

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Endurance [General]

Benefit

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal

A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special

A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Enlarge Spell [Metamagic]

Benefit

You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Eschew Materials [General]

Benefit

You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Exotic Weapon Proficiency [General]

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite

Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

Benefit

You make attack rolls with the weapon normally.

Normal

A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special

You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

Extend Spell [Metamagic]

Benefit

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

Prerequisite

Ability to turn or rebuke creatures.

Benefit

Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.

Normal

Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Special

You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Far Shot [General]

Prerequisite

Point Blank Shot.

Benefit

When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Special

A fighter may select Far Shot as one of his fighter bonus feats.

Forge Ring [Item Creation]

Prerequisite

Caster level 12th.

Benefit

You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Great Cleave [General]

Prerequisites

Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit

This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Special

A fighter may select Great Cleave as one of his fighter bonus feats.

Great Fortitude [General]

Benefit

You get a +2 bonus on all Fortitude saving throws.

Greater Spell Focus [General]

Choose a school of magic to which you already have applied the Spell Focus feat.

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration [General]

Prerequisite

Spell Penetration.

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Greater Two-Weapon Fighting [General]

Prerequisites

Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit

You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Special

A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.

An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Greater Weapon Focus [General]

Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special

You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

Greater Weapon Specialization [General]

Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites

Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

Special

You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

Heighten Spell [Metamagic]

Benefit

A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Improved Bull Rush [General]

Prerequisites

Str 13, Power Attack.

Benefit

When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Special

A fighter may select Improved Bull Rush as one of his fighter bonus feats.

Improved Counterspell [General]

Benefit

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal

Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Improved Critical [General]

Choose one type of weapon.

Prerequisite

Proficient with weapon, base attack bonus +8.

Benefit

When using the weapon you selected, your threat range is doubled.

Special

You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

A fighter may select Improved Critical as one of his fighter bonus feats.

Improved Disarm [General]

Prerequisites

Int 13, Combat Expertise.

Benefit

You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal

See the normal disarm rules.

Special

A fighter may select Improved Disarm as one of his fighter bonus feats.

A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Familiar [General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites

Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit

When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in Table: Improved Familiar by Alignment presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown in Table: Improved Familiar by Type/Subtype.

Improved Feint [General]

Prerequisites

Int 13, Combat Expertise.

Benefit

You can make a Bluff check to feint in combat as a move action.

Normal

Feinting in combat is a standard action.

A fighter may select Improved Feint as one of his fighter bonus feats.

Improved Grapple [General]

Prerequisites

Dex 13, Improved Unarmed Strike.

Benefit

You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal

Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Special

A fighter may select Improved Grapple as one of his fighter bonus feats.

A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

Improved Initiative [General]

Benefit

You get a +4 bonus on initiative checks.

Special

A fighter may select Improved Initiative as one of his fighter bonus feats.

Improved Overrun [General]

Prerequisites

Str 13, Power Attack.

Benefit

When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal

Without this feat, the target of an overrun can choose to avoid you or to block you.

Special

A fighter may select Improved Overrun as one of his fighter bonus feats.

Improved Precise Shot [General]

Prerequisites

Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal

See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special

A fighter may select Improved Precise Shot as one of his fighter bonus feats.

An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Shield Bash [General]

Prerequisite

Shield Proficiency.

Benefit

When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal

Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Special

A fighter may select Improved Shield Bash as one of his fighter bonus feats.

Improved Sunder [General]

Prerequisites

Str 13, Power Attack.

Benefit

When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal

Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Special

A fighter may select Improved Sunder as one of his fighter bonus feats.

Improved Trip [General]

Prerequisites

Int 13, Combat Expertise.

Benefit

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal

Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special

At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.

A fighter may select Improved Trip as one of his fighter bonus feats.

Improved Turning [General]

Prerequisite

Ability to turn or rebuke creatures.

Benefit

You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Two-Weapon Fighting [General]

Prerequisites

Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Normal

Without this feat, you can only get a single extra attack with an off-hand weapon.

Special

A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Unarmed Strike [General]

Benefit

You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal

Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Special

A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.

A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

Investigator [General]

Benefit

You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will [General]

Benefit

You get a +2 bonus on all Will saving throws.

Leadership
Score
Cohort
Level
Number of Followers by Level
1st2nd3rd4th5th6th
1 or lower
21st
32nd
43rd
53rd
64th
75th
85th
96th
107th5
117th6
128th8
139th101
1410th151
1510th2021
1611th2521
1712th30311
1812th35311
1913th404211
2014th505321
2115th6063211
2215th7574221
2316th9095321
2417th110116321
25 or higher17th135137422
Leader’s ReputationModifier
Great renown+2
Fairness and generosity+1
Special power+1
Failure-1
Aloofness-1
Cruelty-2
The Leader…Modifier
Has a familiar, special mount, or animal companion-2
Recruits a cohort of a different alignment-1
Caused the death of a cohort-2*
The Leader…Modifier
Has a stronghold, base of operations, guildhouse, or the like+2
Moves around a lot-1
Caused the death of other followers-1

Leadership [General]

Prerequisite

Character level 6th.

Benefits

Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Score

A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level

The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.

Cohorts earn XP as follows:

The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level

The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Leadership Modifiers

Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score, see Table: Reputation.

Other modifiers may apply when the character tries to attract a cohort, see Table: Attracting Cohorts.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the modifiers that apply on Table: Attracting Followers.

Lightning Reflexes [General]

Benefit

You get a +2 bonus on all Reflex saving throws.

Magical Aptitude [General]

Benefit

You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Manyshot [General]

Prerequisites

Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit

As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special

Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

A fighter may select Manyshot as one of his fighter bonus feats.

A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Martial Weapon Proficiency [General]

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit

You make attack rolls with the selected weapon normally.

Normal

When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Special

Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

Maximize Spell [Metamagic]

Benefit

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Mobility [General]

Prerequisites

Dex 13, Dodge.

Benefit

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Special

A fighter may select Mobility as one of his fighter bonus feats.

Mounted Archery [General]

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Special

A fighter may select Mounted Archery as one of his fighter bonus feats.

Mounted Combat [General]

Prerequisite

Ride 1 rank.

Benefit

Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Special

A fighter may select Mounted Combat as one of his fighter bonus feats.

Natural Spell [General]

Prerequisites

Wis 13, wild shape ability.

Benefit

You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Negotiator [General]

Benefit

You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers [General]

Benefit

You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persuasive [General]

Benefit

You get a +2 bonus on all Bluff checks and Intimidate checks.

Point Blank Shot [General]

Benefit

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special

A fighter may select Point Blank Shot as one of his fighter bonus feats.

Power Attack [General]

Prerequisite

Str 13.

Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.

Precise Shot [General]

Prerequisite

Point Blank Shot.

Benefit

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Special

A fighter may select Precise Shot as one of his fighter bonus feats.

Quick Draw [General]

Prerequisite

Base attack bonus +1.

Benefit

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal

Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Special

A fighter may select Quick Draw as one of his fighter bonus feats.

Quicken Spell [Metamagic]

Benefit

Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special

This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Rapid Reload [General]

Choose a type of crossbow (hand, light, or heavy).

Prerequisite

Weapon Proficiency (crossbow type chosen).

Benefit

The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal

A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special

You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

A fighter may select Rapid Reload as one of his fighter bonus feats.

Rapid Shot [General]

Prerequisites

Dex 13, Point Blank Shot.

Benefit

You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Special

A fighter may select Rapid Shot as one of his fighter bonus feats.

A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Ride-By Attack [General]

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Special

A fighter may select Ride-By Attack as one of his fighter bonus feats.

Run [General]

Benefit

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal

You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Scribe Scroll [Item Creation]

Prerequisite

Caster level 1st.

Benefit

You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Self-Sufficient [General]

Benefit

You get a +2 bonus on all Heal checks and Survival checks.

Shield Proficiency [General]

Benefit

You can use a shield and take only the standard penalties.

Normal

When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Special

Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

Shot On The Run [General]

Prerequisites

Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit

When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Special

A fighter may select Shot on the Run as one of his fighter bonus feats.

Silent Spell [Metamagic]

Benefit

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special

Bard spells cannot be enhanced by this metamagic feat.

Simple Weapon Proficiency [General]

Benefit

You make attack rolls with simple weapons normally.

Normal

When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Special

All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

Skill Focus [General]

Choose a skill.

Benefit

You get a +3 bonus on all checks involving that skill.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows [General]

Prerequisites

Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

Special

A fighter may select Snatch Arrows as one of his fighter bonus feats.

Spell Focus [General]

Choose a school of magic.

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Mastery [Special]

Prerequisite

Wizard level 1st.

Benefit

Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal

Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Spell Penetration [General]

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spirited Charge [General]

Prerequisites

Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Special

A fighter may select Spirited Charge as one of his fighter bonus feats.

Spring Attack [General]

Prerequisites

Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit

When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Special

A fighter may select Spring Attack as one of his fighter bonus feats.

Stealthy [General]

Benefit

You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell [Metamagic]

Benefit

A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Stunning Fist [General]

Prerequisites

Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special

A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

A fighter may select Stunning Fist as one of his fighter bonus feats.

Toughness [General]

Benefit

You gain +3 hit points.

Special

A character may gain this feat multiple times. Its effects stack.

Tower Shield Proficiency [General]

Prerequisite

Shield Proficiency.

Benefit

You can use a tower shield and suffer only the standard penalties.

Normal

A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special

Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

SurfaceSurvival DC
Very soft ground5
Soft ground10
Firm ground15
Hard ground20
ConditionSurvival DC
Modifier
Every three creatures in the group being tracked-1
Size of creature or creatures being tracked1
Fine+8
Diminutive+4
Tiny+2
Small+1
Medium0
Large-1
Huge-2
Gargantuan-4
Colossal-8
Every 24 hours since the trail was made+1
Every hour of rain since the trail was made+1
Fresh snow cover since the trail was made+10
Poor visibility2
Overcast or moonless night+6
Moonlight+3
Fog or precipitation+3
Tracked party hides trail (and moves at half speed)+5

Track [General]

Benefit

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Very Soft Ground

Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground

Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground

Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground

Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal

Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special

A ranger automatically has Track as a bonus feat. He need not select it.

This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Trample [General]

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Special

A fighter may select Trample as one of his fighter bonus feats.

Two-Weapon Defense [General]

Prerequisites

Dex 15, Two-Weapon Fighting.

Benefit

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special

A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Two-Weapon Fighting [General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite

Dex 15.

Benefit

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special

A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

Weapon Finesse [General]

Prerequisite

Base attack bonus +1.

Benefit

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special

A fighter may select Weapon Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.

Weapon Focus [General]

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Specialization [General]

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Specialization as one of his fighter bonus feats.

Whirlwind Attack [General]

Prerequisites

Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit

When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special

A fighter may select Whirlwind Attack as one of his fighter bonus feats.

Widen Spell [Metamagic]

Benefit

You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Sours: https://www.d20srd.org/srd/feats.htm
AlertofficialAlways on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. AthleteofficialYou have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. ActorofficialSkilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature 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. Chargerofficial 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 ExpertofficialThanks to extensive practice with the crossbow, you gain the following benefits:
• You ignore the loading quality of crossbows with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. Defensive DuelistofficialPrerequisite: 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 armorclassAC for that attack, potentially causing the attack to miss you. Dual WielderofficialYou master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to armorclassAC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally b e able to draw or stow only one. Dungeon DelverofficialAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while travelling at a normal pace, instead of only at a slow pace. DurableofficialHardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Elemental AdeptofficialPrerequisite: 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. GrapplerofficialPrerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. Great Weapon MasterofficialYou’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. HealerofficialYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. Heavily ArmoredofficialPrerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:

• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor. Heavy Armor MasterofficialPrerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. Inspiring LeaderofficialPrerequisite: 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 MindofficialYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month. Lightly ArmoredofficialYou have trained to master the use of light armor, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with light armor. LinguistofficialYou have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. LuckyofficialYou 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 SlayerofficialYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you. Magic Initiateofficial Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. Martial AdeptofficialYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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. Medium Armor MasterofficialPrerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:

• Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
• When you wear medium armor, you can add 3, rather than 2, to your armorclassAC if you have a Dexterity of 16 or higher. MobileofficialYou are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. Moderately ArmoredofficialPrerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields. Mounted CombatantofficialYou are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• 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. ObservantofficialQuick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Polearm MasterofficialYou can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, 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 the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. ResilientofficialChoose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability. Ritual CasterofficialPrerequisite: 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 Attackerofficial Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. SentinelofficialYou have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. SharpshooterofficialYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Shield MasterofficialYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s armorclassAC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• 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, interposing your shield between yourself and the source of the effect. Skilledofficial You gain proficiency in any combination of three skills or tools of your choice. SkulkerofficialPrerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:

• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. Spell SniperofficialPrerequisite: 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:

• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Tavern BrawlerofficialAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Toughofficial 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 CasterofficialPrerequisite: 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:

• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a 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. Weapon MasterofficialYou have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with four weapons of your choice. Barbed Hide
(UA: Feats for Races)Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

• Increase your Constitution or Charisma score by 1, up to a maximum of 20.
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
• You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. Bountiful Luck
(UA: Feats for Races)Prerequisite: Halfling
Whenever 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. Critter Friend
(UA: Feats for Races)Prerequisite: Gnome (Forest)
Your friendship with animals mystically deepens. You gain the following benefits:

• You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. Dragon Fear
(UA: Feats for Races)Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:

• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Hide
(UA: Feats for Races)Prerequisite: Dragonborn
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. • Your scales harden; you gain a +1 bonus to armorclassAC while you aren’t wearing armor. Dragon Wings
(UA: Feats for Races)Prerequisite: Dragonborn
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. Drow High Magic
(UA: Feats for Races)Prerequisite: Elf (drow)
You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. Dwarf Resilience
(UA: Feats for Races)Prerequisite: Dwarf
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy
(UA: Feats for Races)Prerequisite: Elf or half-elf
You have uncanny aim. You gain the following benefits:

• Increase your Dexterity score by 1, up to a maximum of 20.
• Whenever you have advantage on an attack roll, you can reroll one of the dice once. Everybody's Friend
(UA: Feats for Races)Prerequisite: Half-elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:

• Increase your Charisma score by 1, up to a maximum of 20.
• You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. Fade Away
(UA: Feats for Races)Prerequisite: Gnome
You can draw on your magical heritage to escape danger. You gain the following benefits:

• Increase your Intelligence score by 1, up to a maximum of 20.
• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. Fey Teleportation
(UA: Feats for Races)Prerequisite: Elf (high)
Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Flames of Phlegethos
(UA: Feats for Races)Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Grudge-Bearer
(UA: Feats for Races)Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. Human Determination
(UA: Feats for Races)Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

• Increase one ability score of your choice by 1, to a maximum of 20.
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. Infernal Constitution
(UA: Feats for Races)Prerequisite: Tiefling
Fiendish blood runs strong in you. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• You have resistance to cold and poison damage.
• You have advantage on saving throws against being poisoned. Orcish Aggression
(UA: Feats for Races)Prerequisite: Half-orc
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Orcish Fury
(UA: Feats for Races)Prerequisite: Half-orc
Your fury burns tirelessly. You gain the following benefits:

• Increase your Strength or Constitution score by 1, up to a maximum of 20.
• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Prodigy
(UA: Feats for Races)Prerequisite: Half-elf or human
You have a knack for learning new things. You gain the following benefits:

• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Second Chance
(UA: Feats for Races)Prerequisite: Halfling
Fortune favors you. You gain the following benefits:

• Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest. Squat Nimbleness
(UA: Feats for Races)Prerequisite: Dwarf, gnome, or halfling
You are uncommonly nimble for your race. You gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it. Wonder Maker
(UA: Feats for Races)Prerequisite: Gnome (rock)
You master the tinker techniques of your people. You gain the following benefits:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
• When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. Wood Elf Magic
(UA: Feats for Races)Prerequisite: Elf (wood)
You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. Bountiful Luck
(XGE)officialPrerequisite: 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. Dragon Fear
(XGE)officialPrerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Hide
(XGE)officialPrerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Drow Hide Magic
(XGE)officialPrerequisite: 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
(XGE)officialPrerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy
(XGE)officialPrerequisite: 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:

• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Fade Away
(XGE)officialPrerequisite: 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:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. Fey Teleportation
(XGE)officialPrerequisite: 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:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You learn to speak, read, and write Sylvan.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Flames of Phlegethos
(XGE)officialPrerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Infernal Constitution
(XGE)officialPrerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.
• You have resistance to cold damage and poison damage.
• You have advantage on saving throws against being poisoned. Orcish Fury
(XGE)officialPrerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Prodigy
(XGE)officialPrerequisite: Half-elf, half-orc, or human
You have a knack for learning new things. You gain the following benefits:

• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Second Chance
(XGE)officialPrerequisite: Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:

• Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest. Squat Nimbleness
(XGE)officialPrerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill (your choice).
• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Wood Elf Magic
(XGE)officialofficialPrerequisite: 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 long strider 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. Telepathic
(TCE)officialYou awaken the ability to mentally connect with others, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. Telekinetic
(TCE)officialYou learn to move things with your mind, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Slasher
(TCE)officialYou've learned where to cut to have the greatest results, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. Skill Expert
(TCE)officialYou have honed your proficiency with particular skills, granting you the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain proficiency in one skill of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Shadow Touched
(TCE)officialYour exposure to the Shadowfell's magic has changed you, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Poisoner
(TCE)officialYou can prepare and deliver deadly poisons, granting you the following benefits:
• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
• You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
• You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. Piercer
(TCE)officialYou have achieved a penetrating precision in combat, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. Metamagic Adept
(TCE)officialPrerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:

• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. Gunner
(TCE)officialYou have a quick hand and keen eye when employing firearms, granting you the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
• You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Fighting Initiate
(TCE)officialPrerequisite: 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. Fey Touched
(TCE)officialYour exposure to the Feywild's magic has changed you, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Eldritch Adept
(TCE)officialPrerequisite: 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. Crusher
(TCE)officialYou are practiced in the art of crushing your enemies, granting you the following benefits:
• Increase your Strength or Constitution by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Chef
(TCE)officialTime spent mastering the culinary arts has paid off, granting you the following benefits:
• Increase your Constitution or Wisdom by 1, to a maximum of 20.
• You gain proficiency with cook's utensils if you don't already have it.
• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. Artificer Initiate
(TCE)officialYou've learned some of an artificer's inventiveness:
• You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
• You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
• You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability. Svirfneblin Magic
(MTF)officialPrerequisite: Gnome (deep)
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.
Sours: https://jsigvard.com/dnd/Feats.html
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DnD 5e Feats Tier List

What are feats in 5e?

Feats are special abilities that can be gained to further customize your character build. Because of the fairly tight-knit class system in 5th Edition, feats are the most effective way to customize your character build.

Feats are usually organized into two categories: full feats and half-feats. Half-feats are unique because they provide a +1 Ability Score Improvement (ASI) on top of a unique ability or trait. These feats are usually less powerful or are more limited than full feats.

How do you get feats in 5e?

There are a number of ways to pick up feats in 5e. The first and most obvious is, when your character gets an ASI, you can forgo the ASI to choose a feat.

The second way of getting a feat in 5e is by choosing the Variant Human race. Because Variant Humans get to choose a feat at 1st-level, and because feats are necessary for a lot of 5e character builds, they are considered a very powerful race.

The last and most overlooked way to get a feat in 5e is to be rewarded one by your DM. If you would like a feat from your DM, consider asking about spending in-game time training or performing a particular task that would allow your character to learn a feat. These circumstances usually come with a cost, whether it is money, time, or both.

Remember, feats are an optional rule. Before taking a feat, ask your DM if it is okay.

D&D 5e Feats Ranked

As mentioned earlier, feats are the best way to customize your character build and make it unique. At the time of writing, there are 79 feats available in official 5e sources. We have separated these feats into 5 tiers that will allow you to determine the strength of different feats at a glance.

The ranking system we have created below is merely to get an idea of how a particular feat will improve the strength or utility of your build. Just because we rank a feat in the D Tier doesn’t mean it can’t be used to make your character unique to how you want to play it!

Also, these tiers may differ in rankings from our Class Guides. This is because some feats will be more powerful for certain builds.

S Tier

S Tier feats are the best of the best. These feats are extremely powerful and offer utility to a wide range of character builds.

Bountiful Luck

Xanathar’s Guide to Everything

The halfling’s Lucky trait is good enough as it is but this feat takes it a step further. Being able to allow your party to reroll 1s as long as you are within 30ft is great. Being able to do this once every 6 seconds is absolutely amazing.

Outside of initiative, your party essentially gets automatic advantage for 5% of their rolls. This feat is great in just about any build, but keep in mind that it is restricted to the halfling race.

Great Weapon Master

Player’s Handbook

Great Weapon Master is widely considered to be the best feat to take for great weapon melee builds. Because D&D 5e’s AC doesn’t scale with levels, taking a -5 to hit to get +10 damage is a no brainer at higher levels.

This in itself would be enough to get this feat into the A Tier, but getting a free attack as a bonus action whenever you drop a creature to 0 or score a crit pushes this ability into the S Tier.

Elven Accuracy

Xanathar’s Guide to Everything

Offering an ASI to DEX, INT, WIS, or CHA is solid and gaining “super advantage” on attacks that you have advantage on is really neat.

This ability has a huge range of utility because its benefits can be applied to DEX, INT, WIS, or CHA but, more often than not, it will be a DEX build that takes this feat. Because of DEX build’s inherent sneakiness, they will be able to get advantage on attacks more often than other characters. This feature makes it so hitting is all but certain and crits are all the more likely.

Lucky

Player’s Handbook

Gain advantage on three attack rolls, ability checks, or saving throws per day day, your choice. This ability on its own makes this an S Tier feat, but being able to affect attack rolls against you is also extremely beneficial. This can make an enemy’s crit turn into a miss very easily.

Polearm Master

Player’s Handbook

Polearm Master is one of those feats that completely created a build archetype. The bonus action it grants allows you to add your STR bonus to the hit, which really stretches your damage per round and being able to take an opportunity attack when creatures enter your reach is pure action economy.

Classes like Paladins who can smite on either of the attacks granted by Polearm Master, or Battle Master Fighters who can use maneuvers absolutely love this feat. If combined with other feats like Sentinel, Polearm Master can get so good that it is now considered faux pas to play a Polearm Master/Sentinel build.

Sharpshooter

Player’s Handbook

Attacking at long range without disadvantage and ignoring cover is great for any ranged builds. Throw in the same ability from Great Weapon Master (GWM) and take a -5 on your roll to do +10 damage and you have an amazing feat.

This ability is usually even more viable than GWM because of the Archery fighting style, which is available to a number of builds. Granting an automatic +2 to all attack rolls with ranged weapons enables builds to utilize Sharpshooter’s -5 ability at much earlier levels and with more reliability than GWM.

War Caster

Player’s Handbook

War Caster is similar to Polearm Master because it enables a certain type of build rather than offering raw power to an already established build. 

There are tons of characters that like to wield magic in combat, which can mean taking damage from multiple sources each turn. The last thing these casters want to do is lose Concentration and waste an action, bonus action, or spell slot casting a spell again. Getting advantage on Concentration checks is absolutely massive for these builds.

War Caster also negates the need for a free hand for somatic components and can allow you to cast a spell as an opportunity attack. Without this feat melee spellcasters take a huge hit to their viability.

A Tier

A Tier feats add functional utility to specific character builds.

Aberrant Dragonmark

Wayfinder’s Guide to Eberron

This feat is extremely good. It’s essentially a different version of Magic Initiate (Another A Tier feat). Casting the spell with CON isn’t usually an issue because CON is typically the second choice when it comes to pumping stats, even for casters.

Being able to (potentially) use a hit die outside of a short rest is great, and the fail case of doing damage if you don’t gain the temp hit points is also awesome.

Lastly, and most importantly, Greater Aberrant Powers is extremely powerful. Now, this is an optional part of the feat, but if included, this feat easily is brought up into the S Tier.

Alert

Player’s Handbook

A +5 bonus to initiative is massive in 5e and going first in initiative can be a huge momentum swinger.

The inability to be surprised and negating advantage from unseen attacks is something any character is happy to have.

This feat is useful for nearly any build, but some builds are going to like it more than others, most notably the Assassin Rogue. 

Chef

Tasha’s Cauldron of Everything

Chef is a solid, flavorful (heh) pickup that is beneficial for any class. The biggest benefit is the “special treats”. These treats can be eaten as a bonus action and provide temp hitpoints.

Coupled with the fact that you get a CON or WIS ASI and bonus healing from hit dice for you and your party during a short rest and you’ve got yourself a feat worth having.

Crossbow Expert

Player’s Handbook

One of the more hotly debated feats (before the Errata), Crossbow Expert is still a worthwhile feat to pick up. Ignoring the “loading” property on crossbows enables Rangers, Fighters, and any other class with an extra attack to attack multiple times with a crossbow on a turn.

The second part of the feat, being able to make a ranged attack within 5ft, is also solid when ranged builds inevitably get encroached upon.

The third section is also a nice bonus action for light crossbow users, who will get to attack an extra time. 

Fey Touched

Tasha’s Cauldron of Everything

Misty Step is a spell that every caster wants. Being able to pick it up, plus another spell from the Divination or Enchantment schools, plus increase your spellcasting ability score is a good deal most of the time. 

Gunner

Tasha’s Cauldron of Everything

This is an entirely setting dependent feat but, if your DM allows it, Gunner makes firearms more accessible. While this feat isn’t overpowered, it definitely enables a type of character build that isn’t otherwise possible (in published materials). Being able to increase DEX and ignore the loading property of a pistol (1d10) or musket (1d12) allows firearm users to keep pace with melee damage dealers because they can use the extra attack features.

Heavy Armor Master

Player’s Handbook

Getting a +1 to STR and reducing non-magical bludgeoning, piercing, and slashing damage by 3 points is highly effective for tanks, especially at lower levels. 

Magic Initiate

Player’s Handbook

Magic Initiate is a very solid choice for a wide variety of builds. Being able to choose 2 cantrips and a 1st-level spell from the full caster classes is a surprisingly beneficial ability.

Some of the most popular combinations are:

  • Wizard: Booming Blade, Green Flame Blade, Find Familiar
  • Warlock: Eldritch Blast, (literally anything else), Hex
  • Bard: Vicious Mockery, (literally anything else), Dissonant Whispers

Mobile

Player’s Handbook

Mobile is an effective feat in a lot of situations. Raising your base movement speed by 10ft is never a bad thing and, while situational, being able to Dash through difficult terrain without spending extra movement is strong for characters that need to be in melee range.

Being able to attack a creature, then move an additional 10ft without provoking an opportunity attack, is awesome for skirting damage.

Rogues are going to absolutely love this feat, and so will melee builds that use Booming Blade.

Resilient

Player’s Handbook

Gaining an ASI and a free proficiency in a saving throw with the chosen ability is amazing for spellcasters that rely on Concentration.

Typically, for casters that will be battling while concentrating on spells, the play is to get War Caster with your first ASI and then get Resilient (CON) when you’ve maxed out your primary stat (STR for Eldritch Knights, WIS for Forge Clerics, etc).

Sentinel

Player’s Handbook

Sentinel is a great pickup for tanks that will be heading to the front lines. Usually, because their AC and HP is so high, enemies will focus on squishier party members.

Sentinel allows you to get close to an enemy and keep them away from your party members. If they happen to get an attack off, you can use your reaction (only one per round, but hey, it’s free attacks) to hit them for it. 

Shield Master

Player’s Handbook

Being able to shove with your shield as a bonus action is a huge benefit. Because you can choose to knock the shoved creature prone, as opposed to away from you, you can provide advantage on melee attack rolls to all of your other party members. Keep in mind, the specific wording around this feat states that this can only be done after you use the Attack action, which means you will not get advantage on attacks.

The defense bonuses from being able to add your shield’s AC to DEX saves is also stellar for dodging AoE damage. In addition, taking no damage when you succeed in DEX saves against damage makes your character even less likely to take lethal damage.

This is a very tempting feat for builds where tanking is everything. 

Prodigy

Xanathar’s Guide to Everything

This is a solid utility pickup that meshes with just about any build. Want to be persuasive? Want to be stealthy? Want to be a rockstar on the lute? You can pick up a proficiency even if your class and background didn’t have it available. 

On top of that, you get the ability to choose an expertise, something that is usually kept for Bards and Rogues. Getting at least +4 to a skill in the first tier of the campaign (1st – 4th level) is amazing and, as the game progresses, the bonus will scale with your proficiency bonus.

Keep in mind, this is a race-specific feat for Half-elves, Half-orcs, and Humans.

Skill Expert

Tasha’s Cauldron of Everything

A slightly better version of the Prodigy feat, but not quite good enough to push it into the S Tier. Essentially, this is Prodigy, but instead of a free tool and language, you get an ASI. It also can apply to any race, not just half races.

Svirfneblin Magic

Elemental Evil Player’s Companion

This feat gives you access to a 3rd-level spell, two 2nd-level spells, and a 1st-level spell, all of which are fairly good. Now, most gnomes are wizards who can already learn all of these spells, but if you happen to be playing a different class, or want to pick up four spells in a single level, this is a great choice.

B Tier

B Tier feats are good but do not make or break a character build.

Crusher

Tasha’s Cauldron of Everything

Crusher is a somewhat situational half-feat. The only build that really wants this feat is a melee build (preferably Champion Fighter) with a bludgeoning weapon. If this fits your build, being able to +1 your STR or CON while getting the bonus from crits is going to provide a lot of value for your party.

Defensive Duelist

Player’s Handbook

Being able to add your proficiency bonus to your AC is a great use of your reaction. This is a solid trait for finesse builds that don’t have access to spells like Shield.

Dragon Fear

Xanathar’s Guide to Everything

The Frightened condition is quite a powerful one, especially so here because it can affect multiple targets. Because this is a half-feat, you also get to pump one of your important ability scores.

This feat is absolutely amazing for Oath of Conquest Paladins because of their Aura of Conquest feature.

Drow High Magic

Xanathar’s Guide to Everything

Detect Magic, Levitate, and Dispel Magic are all great spells and this is a good way to pick them up if they aren’t in your class’s spells. The CHA spellcasting modifier makes this work well with any of the CHA casters.

Dual Wielder

Player’s Handbook

This is a great feat that adds utility to a number of builds. +1 AC halves the disadvantage of taking a second weapon instead of a shield, and being able to use one-handed melee weapons that aren’t “light” enables you to take a longsword for extra damage. 

Builds that will make the most out of this are Rogues who want to use their bonus action for more attacks to land sneak attacks, Barbarians who want extra rage damage, and Rangers who want extra Hunter’s Mark damage.

Eldritch Adept

Tasha’s Cauldron of Everything

Locking the invocations that have prerequisites behind the Warlock class is a fair choice but also drastically reduces the potential of this feat. As it stands, this feats best choices are the ones that allow you to turn a 1st-level spell into a Cantrip:

  • Armor of Shadows – Great for any spellcaster that doesn’t have access to armor.
  • Beast Speech – For those that want to talk to animals at will (Rangers and Druids mainly)
  • Eldritch Sight – Casting detect magic at will is quite useful if you don’t have a spellcaster with ritual casting
  • Mask of Many Faces – Casting Disguise Self at will is great for CHA-based casters that will be infiltrating hostile areas
  • Misty Visions – Most casters can get by with Minor Illusion but an Illusion Wizard will absolutely love being able to cast Silent Image at will

Fade Away

Xanathar’s Guide to Everything

This is an extremely strong ability with a long recharge time, but it is restricted to the Gnome race. Being able to go invisible when you take damage allows you to escape any more damage and get advantage on your next hit.

Great for Gnome Rogues, though Gnomes are usually more conducive to Wizards and Artificers.

Fey Teleportation

Xanathar’s Guide to Everything

Misty Step is a fantastic spell. If your spell list doesn’t have it, this is a solid way to get it. Builds that will particularly love this are Bards, Paladins, and Artificers. All classes that don’t innately have access to Misty Step but will benefit from the +1 to CHA or INT should consider Fey Teleportation.

If you are interested in this feat Fey Touched (A Tier) is a better version, if you don’t care about learning Sylvan.

Flames of Phlegethos

Xanathar’s Guide to Everything

Great feat for fire-focused Wizards, Sorcerers, and Warlocks that can increase the damage of spells and provide some protection.

Infernal Constitution

Xanathar’s Guide to Everything

+1 to CON is beneficial for HP and CON saving throws, and damage resistances are always quite strong. Gaining resistance to poison or cold damage individually would simply be too narrow to put this feat in the B Tier but the combination, plus advantage against being poisoned makes it worth it.

Inspiring Leader

Player’s Handbook

There are plenty of ways to get temp hitpoints, but this is free and can be repeated every long rest. The fact that it takes into account your level plus CHA modifier means that this feat will scale quite well as you level up.

Mage Slayer

Player’s Handbook

Mage Slayer is one of those feats that can shift based on your campaign quite easily. If your DM throws enemy spellcasters at you quite often, this can easily be an A Tier feat. If you never go up against them, this is a D Tier feat. Right now it’s in the B Tier because in an average game, Mage Slayer will end up being useful every couple of encounters.

Moderately Armored

Player’s Handbook

Easily the best armor proficiency feat. This allows light armor wearers to pump their AC by at least 4 (breastplate + shield) or even 5, if you are okay with disadvantaged Stealth checks (half plate + shield).

Coupled with the fact that it’s a half-feat so you can still pump DEX by 1, Moderately Armored is a tempting feat for any class without better AC options. 

Observant

Player’s Handbook

Observant provides a fair amount of utility for a half-feat. Being able to read lips is extremely beneficial while sneaking or playing in political campaigns.

The +5 to passive Perception and Investigation is always useful, though the obscure rules around passive skills may prevent this feat from providing as much as a benefit as it should. Adding +1 WIS at the end of all of these utility buffs makes this feat a great pickup for any builds concerned with WIS. 

Orcish Fury

Xanathar’s Guide to Everything

This is a solid half-feat that can benefit any half-orc melee character. The +1 to STR and CON is solid and so is the weapon attack after using Relentless Endurance, but the main benefit comes in the extra damage dice.

The efficiency of adding one of the weapon’s damage dice will really depend on what weapon you’re using. If you take this feat you should really consider a greataxe because a greatsword will only add 1d6 (instead of 2d6).

It is also suggested that you leave this ability for when you land a critical hit because you can use this ability “when you hit” and double the dice, much like a Paladin’s smite.

Piercer

Tasha’s Cauldron of Everything

Piercer is essentially the half-orc’s Brutal Critical combined with the Savage Attacker feat and you get to +1 STR or DEX which is a lot of value from one feat.

Something to keep in mind is that this damage isn’t restricted to melee combat, so this is a great feat to pick up for a ranged build as well.

Poisoner

Tasha’s Cauldron of Everything

Crafting has never been a large focus in 5e and this feat is a good start. When it comes to using poison in combat, ignoring poison resistance isn’t nearly as helpful as ignoring poison immunity would be, but being able to apply the poison to a weapon as a bonus action, rather than an action helps with the feat’s viability.

One thing to note is this feat also provides the ability to make poison at a much faster rate than ever before. For reference, in the PHB, it states that it would take 20 days to craft a single vial of basic poison. In comparison, this feat allows you to create your proficiency bonus worth of vials in an hour.

Ritual Caster

Player’s Handbook

Ritual Caster is a solid feat with a reasonable floor. Usually, the best combination would be to take the Wizard spell list and learn Detect Magic and Find Familiar, as these are both powerful 1st-level spells to be able to cast whenever you want (as long as you have 10 minutes).

This feat really begins to shine if you start to find ritual spells throughout the campaign. Keep in mind, this may need discussion with your DM to ask if they could include spell scrolls or spellbooks as loot.

Now, this feat does have a fairly high trade-off. Having to pump your INT or WIS when you are not usually using those for other class abilities will use a fair amount of resources to get up to 13 + taking a feat. That said, this is a great feat for Eldritch Knights, Arcane Tricksters, and Rangers who all have either a WIS or INT spellcasting modifier but no Ritual Casting by default.

Squat Nimbleness

Xanathar’s Guide to Everything

This is a solid half-feat because it provides a lot of small benefits that add together into something that is viable. Usually, this will be chosen by a melee STR dwarf or DEX halfling so they can even out the disadvantages of their “small” race.

Telekinetic

Tasha’s Cauldron of Everything

This feat can offer some serious utility. Never underestimate an invisible mage hand that can move 60ft and shove as a bonus action. Plus, an increase to INT, WIS, or CHA never hurts.

Telepathic

Tasha’s Cauldron of Everything

Being able to communicate telepathically at up to 60ft offers a fair amount of utility and the Detect Thought spell is extremely strong in roleplaying scenarios. Throw in a free ASI to INT, WIS, or CHA and you’ve got yourself a viable feat.

Tough

Player’s Handbook

Tough is always good, if not very exciting. An extra 2hp per level certainly adds up and will be an extra 40 hit points by level 20.

Wood Elf Magic

Xanathar’s Guide to Everything

This feat allows you to pick up some pretty good spells. Druid cantrips aren’t particularly exciting because Thorn Whip is about as good as it gets. Longstrider isn’t very useful, but Pass Without Trace is an absolutely amazing spell, even if you don’t have great WIS.

This is a strong pickup for a wood elf Bard, Paladin, Sorcerer, or Warlock who is looking for some extra utility.

C Tier

C Tier feats have some utility, but are often situational.

Actor

Player’s Handbook

A cool feat, if a little clunky. This Mission Impossible style feat is solid for infiltration, though there are spells that are similarly as effective. The fact that it is a half-feat certainly makes up for it a bit, but it’s questionable to choose a feat that a spell like Invisibility can accomplish quite easily, if in a different manner.

Artificer Initiate

Tasha’s Cauldron of Everything

Not a lot of builds want to pick up an Artificer cantrip and 1st-level spell, and cast them with their INT modifier. The only situation that really calls for this is a Wizard looking for Cure Wounds.

Dragon Hide

Xanathar’s Guide to Everything

This feat unfortunately just doesn’t synergize that well with Dragonborns. The unarmored bonus is nice, but only really for classes that don’t get access to armor or an unarmored defence feature.

The claws only do 1d4 and use your STR modifier, so even if you pump DEX for the unarmored defense, you are leaving behind damage for the claws.

The class that this feature synergizes with most is probably Bard, Sorcerer, or Warlock so you can always have the equivalent of Mage Armor, use the Dragonborn’s CHA for spellcasting, and use the claws as a backup.

Durable

Player’s Handbook

Unless you are in a very hard, gritty game of D&D, Hit Dice don’t run out very easily. If your campaign doesn’t allow for Long Rests very often (lots of dungeon delving, etc.), this could be a worthwhile pickup.

Dwarven Fortitude

Xanathar’s Guide to Everything

Usually, this feat will be taken by a tanking melee class. If there is one thing support casters don’t want is the tank using their entire action to take the Dodge action.

With the wide variety of ranged healing options, melee fighters really shouldn’t be in a situation where they need to take this feat.

Elemental Adept

Player’s Handbook

The damage added by Elemental Adept is certainly disappointing, so the main draw of this feat is to ignore resistances. Damage resistances really shouldn’t be an issue to a well-rounded character, but if you want to run, say, a pure fire sorcerer, then this could be worth it.

Fighting Initiate

Tasha’s Cauldron of Everything

While the initial idea is great, this feat just lacks the power it needs to be a truly sought-after feat. Most builds that use fighting styles will get access to the ones they need through their class features. Even if you don’t have access, taking a dip into the Fighter class provides a d10 hit dice, tons of good proficiencies, a fighting style, and second wind.

Healer

Player’s Handbook

This feat’s rating is one of the most variable depending on the type of campaign your DM runs. If your DM runs low-magic settings, prefers using the typical 5-6 encounters per adventuring day, or uses the gritty realism variant, this feat will be much more valuable. This feat is also great for Thief Rogues that can use a bonus action to use the healer’s kit and when your party that doesn’t have a Paladin or Cleric.

Heavily Armored

Player’s Handbook

Heavy armor is one of the more sought after proficiencies due to the non-scaling AC of 5e. That said, it comes with a fair amount of downsides in that you have to devote a lot of resources to STR, and you get disadvantage on Stealth checks.

If your character build values AC over ASI for their primary stats, this is a reasonable pick up.

Keen Mind

Player’s Handbook

This half-feat can be somewhat mitigated by playing with a bit of discipline. If you are forgetful, taking notes during your session can completely negate the need for this feat.

The other parts of this half-feat are extremely situational and are not likely to be relevant in a campaign very often.

Lightly Armored

Player’s Handbook

This half-feat can be useful for casters who want to save spell slots instead of casting Mage Armor each day. That said, caster classes don’t get a lot of ASIs, so taking this feat comes at quite the opportunity cost.

Martial Adept

Player’s Handbook

This is a good feat because Battle Master maneuvers can be quite strong, but it is limited by the superiority dice. You only get one die and it doesn’t scale with your level. 

This feat is usually most effective for the Battle Master subclass from which it came. This is because you get two new maneuvers and an extra superiority dice, which is a reasonable increase in place of an ASI.

Medium Armor Master

Player’s Handbook

This isn’t a bad feat, it is just limited by which classes actually want to use it. Because you have to have proficiency with medium armor, this limits the pool of eligible classes. Additionally, most of the classes that have medium armor proficiency would rather use heavy armor (Fighters, Clerics, and Paladins). Then, you have the classes that have medium armor proficiencies but likely won’t use them (Barbarians, Druids). The more you look at it, the more you realize that this feat will only be picked up constantly by Rangers.

Metamagic Adept

Tasha’s Cauldron of Everything

This is a very similar feat to Martial Adept in the sense that you gain a good class feature, but its usefulness is limited by the number of times you can use it per long rest.

This is also similar to Martial Adept because Metamagic Adept is arguably the most useful when taken by a Sorcerer, though it can work decently well in any CHA based caster class.

Mounted Combatant

Player’s Handbook

This is a solid feat, but it needs a fair amount of setup in order to be effective. Because most mounts are quite squishy (Warhorses only have 19 hit points) even taking half damage from a fireball or dragon’s breath can be enough to finish it off.

This feat really shines for the Paladin class because of Find Greater Steed, and is really the only viable option for this feat.

Revenant Blade

Eberron: Rising from the Last War

This feat is mainly beneficial to Rogues who are using the double-bladed scimitar with both hands. Rogues like this feat is because it gives +1 to AC while also allowing you to use your DEX to attack with it.

2d4 + 1d4 is better damage on average than 2d6 (dual wielding short swords), and the 1d4 bonus action doesn’t count as an offhand attack, so you can still add your DEX to attack and damage.

Combined with the fact that this is a half-feat and you can still pump your DEX makes this is a solid feat to build a character around.

Second Chance

Xanathar’s Guide to Everything

This half-feat allows you to make a target roll at disadvantage if they hit you. It’s an alright ability, but really only worth it if you have a high AC in the first place. A spell like Shield is always a better use of your reaction.

Shadow Touched

Tasha’s Cauldron of Everything

Invisibility is a great spell, but it is available to the majority of the caster classes already. With this in mind, this half-feat includes an ASI to INT, WIS, and CHA. This means that most of the classes that want the ASI won’t have much use for it.

Of course, most classes would love the ability to go invisible once per day, but these planar affiliation feats from Tasha’s really work best with a spellcaster class because of the stipulation that you can cast it once for free at 1st-level, then however many times you want with other spell slots.

Skilled

Player’s Handbook

Not great, not terrible. If you want to offer more utility to your party, Skilled is a decent way of doing so. Unfortunately, this ability is outdone by Prodigy, which is the far superior skill-based feat.

Skulker

Player’s Handbook

This feat certainly has some use for a very specific build. Being able to hide while lightly obscured is a wood elf trait, and being able to see in dim light comes with Darkvision, so if you are a human Rogue or Ranger, this could be a good pick up.

Slasher

Tasha’s Cauldron of Everything

Unfortunately the worst of the melee damage type feats. This doesn’t offer as much damage as Piecer and the effect you impose on hit and crit is more situational than Crusher.

Spell Sniper

Player’s Handbook

A good feat that is somewhat kneecapped by the fact that the cantrip you get to choose from another class’ list uses their spellcasting modifier. 

Every class would love to have Eldritch Blast, and be able to cast it from 240ft away while ignoring half and three-quarters cover, but this is only going to be viable for other CHA based casters.

Tavern Brawler

Player’s Handbook

Unfortunately, Tavern Brawler isn’t a fighting style defining feat like Shield Master, Sharpshooter, or Great Weapon Master. Even with this feat, grapple-based character builds that use improvised weapons will always be outpaced by regular melee classes.

D Tier

D Tier feats do not offer much of anything to a character build. These feats are mainly chosen for flavor purposes, not to improve your character.

Athlete

Player’s Handbook

The only thing in this feat really worth anything (apart from the STR or DEX ASI) is the elimination of extra movement cost to climbing.

Only take this feat if that stipulation is extremely important to your class build.

Charger

Player’s Handbook

Without considerably building around this feat, Charger is not a good use of your turn when you have an extra attack. Of course, there will be situations where dashing and taking an attack will be useful, but taking an ASI to +2 STR or DEX will always outpace this feat.

Dungeon Delver

Player’s Handbook

This feat could be useful if your campaign revolves primarily around dungeon delving (as the feat suggests). Otherwise, it has a very low floor.

Grappler

Basic Rules

This feat falls flat when it comes to making grappling a worthwhile use of action economy. The main issue is that you have to use a full action to attempt to pin a creature in order to restrain them. Even then, the creature can attack with disadvantage.

Linguist

Player’s Handbook

There are way better ways to provide secret information in D&D 5e than sending a ciphered message. The extra languages may come in handy in your campaign, as long as you choose correctly.

Savage Attacker

Player’s Handbook

Unfortunately, the math just doesn’t check out on this feat. For a more in depth explanation, see this Reddit thread.

Weapon Master

Player’s Handbook

Most builds that want to use a specific weapon have proficiency in that weapon. This isn’t even worth it as a half-feat.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter.

Sours: https://arcaneeye.com/players/dnd-5e-feats-tier-list/
The Best Feats in Dungeons and Dragons 5e - Ranked

All Spells

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Feats d&d

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.

Actor

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

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature 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.

Alchemist (UA)

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Alert

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

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Barbed Hide (UA)

Prerequisite: Tiefling

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

  • Increase your Constitution or Charisma score by 1, up to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

Blade Mastery (UA)

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

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

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.

Burglar (UA)

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

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

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).

Critter Friend (UA)

Prerequisite: Gnome (Forest)

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

  • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Crossbow Expert

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

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

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.

Dragon Fear

Prerequisite: Dragonborn

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

  • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide

Prerequisite: Dragonborn

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

  • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Dragon Wings (UA)

Prerequisite: Dragonborn

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

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.

Dual Wielder

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

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally b e able to draw or stow only one.

Dungeon Delver

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

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while travelling at a normal pace, instead of only at a slow pace.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Dwarven Fortitude

Prerequisite: Dwarf

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

  • Increase your Constitution score by 1, up to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

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.

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:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Everybody's Friend (UA)

Prerequisite: Half-elf

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

  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

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:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Fell Handed (UA)

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

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

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:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Flail Mastery (UA)

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

  • You gain a +1 bonus to attack rolls you make with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Flames of Phlegethos

Prerequisite: Tiefling

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

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Grappler

Prerequisite: Strength 13 or higher

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

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

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:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Grudge-Bearer (UA)

Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
  • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
  • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.

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:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor

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

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

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:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Human Determination (UA)

Prerequisite: Human

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

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

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:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

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:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Linguist

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

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, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

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

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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.

Master of Disguise (UA)

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

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Medium Armor Master

Prerequisite: Proficiency with medium armor

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

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mobile

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

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

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

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • 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.

Observant

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

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Orcish Fury

Prerequisite: Half-orc

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

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Orcish Aggression (UA)

Prerequisite: Half-orc

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Polearm Master

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

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, 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 the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Prodigy

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

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

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Revenant Blade

Prerequisite: Elf

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
  • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4.

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.

Second Chance

Prerequisite: Halfling

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

  • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Sentinel

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

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

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

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master

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

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • 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, interposing your shield between yourself and the source of the effect.

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:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spear Mastery (UA)

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

Homebrew: This also applies to Pikes as well.

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

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:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll.

Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Squat Nimbleness

Prerequisite: Dwarf or a Small race

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Svirfneblin Magic

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/deafnessblur, 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.

Tavern Brawler

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

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

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.

Vampiric Exultation

Prerequisite: Vampire

As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest.

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:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a 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.

Weapon Master

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.

Wonder Maker (UA)

Prerequisite: Gnome (rock)

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

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

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 long strider 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.

Sours: https://d-n-d5e.fandom.com/wiki/Feats
Consider These Feats For Your Spellcaster! - DND 5E

Like all the best tabletop roleplaying games, D&D allows for some serious player-led customisation. Even after you’ve created your personality, established your place in the party, and constructed a level one character, there’s still scope for creative experimentation during your Dungeons and Dragons adventure. One of the primary opportunities for this is selecting from the very best D&D 5E feats.

Optional rules often ignored by new players, but feverishly enjoyed by veterans, feats grant new abilities, and let you step outside of the rigid class and race lines. They’re powerful buffs, that can dramatically alter the aptitude of your character, and make your party all the more reliant on your combat, and/or roleplaying, prowess.

But they can be a tad confusing. There’s many on offer, and a cursory glance through the Player’s Handbook might leave you more confused than informed. We’ll walk you through all the basics, explaining what they are, how to acquire them, how to pick between them, and highlight some of the best options available. You’ll know everything you need

Building the optimal D&D character can be tough, but we’re sure you’ll land on your feat.

The best D&D 5E feats - Wizards of the Coast artwork showing an elf magic user casting a nature spell with green light

What are feats in D&D 5E?

Feats are best thought of as the unique talents and expertise your character acquires during their adventures. These might provide new abilities, enable your character to perform additional actions, increase ability scores, give Advantage on specific rolls, or grant a combination of these. Broad in scope, feats are applicable both in, and outside of combat, often giving your character some fighting advantage, alongside a thematic roleplaying element.

They provide powerful new abilities

They’re also a fantastic means of customising your character, and bestowing attributes usually left out of racial traits, or class features. They let you jump beyond the usual character boundaries, and use special abilities in combinations of your own choosing.

The best D&D 5E feats - Wizards of the Coast artwork showing a magic user summoning a devil through a flaming portal

How do you acquire feats in D&D 5E?

Feats aren’t a necessary element of character progression, but can be added as an optional rule. When you level up your character to a level that would unlock an ability score improvement (usually at four, eight, 12, 16, and 19), you can instead choose to forgo the ability enhancement, and pick a feat for your character instead.

Many feats have specific prerequisites, such as a sufficiently high ability score, or an aptitude for spellcasting. You’ll need to pass these prerequisites to claim the feat (there’s no hoarding feats at low levels, and using them later when you pass their requirements), and if you somehow lose a feat’s prerequisites, you’ll also lose access to its benefits.

Optimal spellcasting: These are the best D&D 5E spells

However, you can also acquire a feat by picking the Variant Human race during character creation. This optional form of Human grants you one feat at first-level, +1 in two different ability scores of your choice, and proficiency in a skill. A popular choice for players who value customisability above all.

Remember, feats are an optional rule in D&D 5E, so it’s best to check with your DM that they’ll allow you to take one. It would be a shame to get invested, only for it to be denied.

The best D&D 5E feats - Wizards of the Coast artwork showing a human character headbutting an armoured guard

When and how should you choose a feat in D&D 5E?

So when should you choose a feat instead of a standard ability score improvement? In some cases, the choice is obvious. Many feats increase an ability score anyway, as well as providing an additional attribute, giving you the same benefit, plus a little extra.

Many feats increase an ability score and provide an attribute

You might also opt for a feat if you have a particular build in mind when levelling up your character. For example, if you’ll be playing the tank of your party, choosing the Resilient feat – which grants you +1 to Constitution, and proficiency in Con saving throws – is a solid choice. If you’re bumbling your way through the campaign, however, with no delineated character focus, then feats are less likely to be useful. They require a little more thinking and forward-planning on your part, so might be best avoided if you’re playing super-casually.

However, you might also start picking feats at mid- or high levels, once you’ve maxed-out your primary ability score(s). For example, Bards who’ve already racked up 20 Charisma through race bonuses, items, and previous ability score improvements, could be tempted to pick a feat, simply for its interesting abilities, rather than pump up a secondary ability score.

Best D&D 5E feats

Now we know what feats are, and how to use them, let’s look at some of the best D&D 5E feats that you should have in mind when levelling your character. If you see an opportunity to use one of these feats with your existing build, it’s probably a good idea to pick it.

The best D&D 5E feats - Wizards of the Coast artwork showing a Battlemaster Fighter in half plate next to a dead giant

Great Weapon Master

A firm favourite, Great Weapon Master improves the damage-dealing of Heavy Weapon users. Whenever you land a critical hit, or reduce a creature to zero hit points, you can use a bonus action to make another melee attack. That’s pretty powerful in itself, especially when dealing with swarms of low-level enemy minions. But it’s the feat’s second ability that makes it really shine.

Pious warrior: Read our comprehensive D&D 5E Cleric guide

Before you make a melee attack with a Heavy Weapon type in which you’re proficient, you can take a -5 penalty to hit, for a +10 boon to damage. At higher levels, at which your Strength is huge, and enemies’ Armour Class remains relatively low, hitting won’t be so much of an issue. The boosted damage will be a godsend, however, letting you cleave through foes with ease.

The best D&D 5E feats - Wizards of the Coast artwork showing a bearded human magic user casting a huge fire spell to kill an elf

War Caster

This one’s only for spellcasters, but a staple for any battle mage. Granting advantage on Concentration saving throws, and letting you cast somatic spells when your hands are full, War Caster lets you grab a sword and shield, before leaping into the heart of a fight, for simultaneous melee and arcane damage-dealing.

The boost to Concentration checks will let you switch back-and-forth between melee and spell casting, without having to run the risk of a wasted action, or rely on weak cantrips that can be cast in a single turn. The last thing you want to happen is to lose your Concentration, and War Caster is the best proof against that.

The best D&D 5E feats - Wizards of the Coast artwork showing the party's Wizard casting a spell from a book, creating a blue misty light

Magic Initiate

For those times when you’re a little bored of your class, fancy some experimentation, or are jealous of another player’s ability, Magic Initiate lets you steal some of the best spells of other classes. The feat allows you to learn two cantrips and one first-level spell from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell list. And even these early-level picks are brilliant.

Weapons mastery: Our guide to D&D 5E’s fighter class

A Paladin could cast Firebolt, or Booming Blade; a Barbarian could use Vicious Mockery; and a Ranger could summon Eldritch Blast. The possibility for non-magic users to add some seriously effective spells to their repertoire is a powerful one. Even spellcasters can benefit from effective low-level spells usually outside of their reach, and Warlocks, especially, will be pleased to have another spell that doesn’t consume their scarce spell slots.

The best D&D 5E feats - Wizards of the Coast artwork showing an armoured Dragonborn character with a bladed spear

Polearm Master

If your character will be wielding any long, two-handed, pole-based weapon, this is practically a must. You gain a second attack with glaives, halberds, and quarterstaffs, dealing 1d4 base damage. Plus, you’ll get an attack of opportunity against any creature that comes within your reach.

Since these weapons have a long reach area, you’ll be able to sit back, wait for a creature to come within ten feet, and smack them around. Combine it with a focused martial build, with lots of attack modifiers, and that second attack becomes pretty scary.

The best D&D 5E feats - Wizards of the Coast artwork showing a hooded figure speaking, and a halfling bard playing a magic flute, while sitting on a unicorn

Actor

While not possessing the most utility, Actor is undoubtedly one of the more fun-loving feats on offer. Letting you mimic the speech of any person, or the sound of any other creature that your character has heard, it allows for some pretty daring roleplaying escapades. Secretive operations suddenly become a little more feasible when your character has a better chance of talking their way out of the situation, if they’re caught.

Funny guy: Read our full D&D 5E Bard class guide

Sure, invisibility might be a more efficient method of infiltration, and blindness a more effective means of ensuring your escape. But with an additional +1 to Cha, and advantage on Deception and Performance checks when trying to pass yourself off as another person, Actor is brilliant for injecting some targeted silliness into the game.

The best D&D 5E feats - Wizards of the Coast artwork showing a hooded rogue, making off after stealing something from a plinth

Alert

This feat is for everyone. Your character can’t be surprised, so sneak attacks that take off half your hit points in a single hit, and have the DM smiling with sadistic glee, are a thing of the past. Plus, enemies’ advantage on hidden attacks is dismissed, so you can willfully wander into any ambush, free in the knowledge that nothing will get the jump on you.

Add in a +5 to every initiative roll, and you’ve got yourself a fantastic starting position in every fight. Alert is one of those feats that’s great for every character, at every level.

The best D&D 5E feats - Wizards of the Coast artwork showing a human character opening a treasure chest in some underwater ruins

Lucky

Sometimes labelled a ‘broken’ feat because of its sheer effectiveness, Lucky grants you an Advantage on three attack rolls, saving throws, or ability checks after every Long Rest. Don’t like the critical hit that Displacer Beast has just thrown at you? Reroll the save, and laugh as it fails to hit. Think your charm has more potential? Roll again on that Cha check, and bask in your persuasion.

Armed and dangerous: Check out our D&D 5E Paladin guide

While you must decide to reroll the die before its outcome is determined, the opportunity to change any attack rolls made against you is extremely powerful, and can prevent your party meeting an unfortunate demise.

The best D&D 5E feats - Wizards of the Coast artwork showing an elven ranger with an arrow nocked in their bow, but not drawn or aiming

Elven Accuracy

A highly specialised feat that, unsurprisingly, is only usable by Elves and Half-Elves, Elven Accuracy is a solid choice for anyone levelling up their character along a particular build specification. Increasing your Dex, Int, Wis, or Cha by +1, and letting you reroll a die whenever you attack with advantage using these ability scores, the feat isn’t flashy, but has massive utility.

If you add the +1 to Dex, and build yourself a sneaky Elf who attacks when unseen, landing a hit will be near-certain every time. Regardless, Elven Accuracy is an obvious substitute for a standard ability score improvement, for every Elven character that has the chance to pick it.

Sours: https://www.wargamer.com/dnd/5e-feats

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The Best D&D Feats for Clerics

Players in Dungeons & DragonsFifth Edition can opt to give their characters a feat every fourth level, in place of the traditional +2 ability score increase. While an optional rule, feats are a great way to flesh out different character builds, offering specialization beyond the simple race/class/subclass combo. But with dozens of different feats available between the Player's Handbook, Xanathar's Guide to Everything and Tasha's Cauldron of Everything, it can be difficult to know feats to pick.

A Cleric can gain a huge bonus from a feat that makes them tougher in combat, but is unlikely to get much use out of a bonus to Stealth checks. Here are a few feats that will help players looking to build a Cleric.

RELATED: D&D: Understanding Immunities, Resistances & Vulnerabilities Can Be a Game Changer

War Caster Improves the Cleric's Spellcasting Abilities

Clerics are one of D&D's primary spellcasters, and the one most likely to find themselves in the thick of battle. 5e makes a few specific allowances for this, giving some Cleric subclasses proficiency with shields, heavy armor and martial weapons. However, a Cleric whose hands are filled will find themselves unable to form somatic components for their spells, or even hold an arcane focus. This severely limits the range of spells available to them -- unless gain the War Caster feat.

War Caster allows a character to form somatic components even when holding a weapon and a shield. It also gives advantage on Constitution saving throws made to maintain concentration, which is just as important when a character is wading through swathes of enemies.

Any spell that requires concentration provokes a saving throw when the character concentrating on it takes damage. This can be difficult for Clerics, since they're not naturally proficient in Constitution saves. Clerics have access to several powerful spells that require concentration, including Bless, Spirit Guardians, and Hold Person. But they're of little use if they're dispelled the second a Cleric takes damage.

RELATED: The Best D&D Feats for Paladins

Healer Helps Keep the Party Alive

While Clerics are expected to be a party's primary healer, they can find themselves running out of spell slots rather quickly. Healer mitigates this by letting characters make use of the healer's kit. Available for five gold pieces, the healer's kit is a charge-based nonmagical item that stabilizes downed allies without the need for a Medicine check.

This is already a huge boon, effectively taking the place of the Spare the Dying cantrip, but the healer's kit is even better, as it bring the character to one hit point instead of simply stabilizing them. That's a big difference in 5e's action economy. Downed characters can't do anything to pitch in during the fight, even when stabilized, but a character with 1 HP can turn the tide of battle by making careful use of their abilities.

Clerics with Healer feat can also pull a sneaky trick by exploiting the game's "readied action" option. Characters can spend their turn preparing to take an action, then spend their reaction carrying through their plan at a specific trigger. By readying their use of the healer's kit to only happen after a character drops, Clerics can act out-of-turn and bring an ally back up just in time for them to take their turn.

RELATED: The Best D&D Cantrip Isn't the Game's Most Powerful - and That's Important

Heavy Armor Master Will Keep the Healer Alive

Healing is already a difficult job, and it's made harder when enemies strategically choose to attack the healer first. A party with only a single Cleric capable of healing can find themselves in total-party-kill territory if that character drops first. To avoid this, it's a good idea to make sure Clerics are as tough as possible.

Fifth Edition makes this a little easier by giving some Cleric subclasses access to heavy armor and shields, but that isn't always enough to keep a character on their feet. Heavy Armor Master boosts a character's ability to resist damage even further. The feat's primary benefit is Damage Reduction. Any time a character with Heavy Armor Master would take bludgeoning, piercing or slashing damage, they take three less damage instead.

This is hugely useful at lower levels, especially when dealing with multiple attackers, as the damage reduction is applied to each attack separately. Unfortunately, this only works against attacks from nonmagical weapons, making it a bit less relevant at higher levels. Still, it comes with a +1 to Strength, which is plenty helpful for Clerics who need to get their hands dirty and dispatch some foes.

KEEP READING: Dungeons & Dragons: How to Build the Perfect Eldritch Knight

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About The Author
Alexander Sowa (267 Articles Published)

Alexander Sowa is a journalist, poet and student. He lives in Toronto, and is currently studying in the journalism program at Ryerson University. Armed with a passion for television and movies, he works as a news/features writer at Comic Book Resources. He enjoys superheroes, slam poetry, and Magic: The Gathering. You can find him on Twitter at @alexpaulsowa

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