Feat Acquisition Modified
Feats are separate from Ability Score Improvements and may only be acquired through new features based on your total character level similar to increases in your proficiency bonus. Each feat may only be taken once, unless specifically stated otherwise.
Feat Tiers
Certain feats present more specialized or powerful options for your character and are listed below. "Novice" feats are available at 4th level, "Skilled" feats are available starting at 8th level, while all other feats may be chosen starting at 12th level.
Novice Adventurer
At 4th level, you gain one Novice feat of your choice.
Skilled Adventurer
At 8th level, you gain one Novice or Skilled feat of your choice.
Veteran Adventurer
At 12th level, you gain any one feat of your choice.
Master Adventurer
At 16th level, you gain any one feat of your choice.
Legendary Adventurer
At 19th level, you gain any one feat of your choice.
Feats by Type
Ability
Acumen | Athletic | Cook | Enduring | Explorer | Field Medic | Flexible | Inspirational | Polyglot | Prowler | Sprinter | Teacher | Tenacious | Thespian
Combat Training
Blitzer | Bulwark | Dirty Fighter | Fighting Basics | Poison Skills | Swift Attacker | Team Tactician | Vigilant | Wrestler
Weapon Training
Crushing Attack | Duelling Defense | Heavy Weapons Damage | Martial Manuevers | Martial Weapons | Paired Weapons | Piercing Attack | Point Blank Shot | Rapid Reload | Simple Weapons | Slashing Attack Sniper | Vicious Attacks
Armor Training
Magic Training
Cantrip Initiate | Elemental Caster | Metamagic Caster | Ritual Magic Caster | Spellcasting Interruption
Combat Mastery
Weapon Mastery
Heavy Weapons Master | Reach Weapon Expert | Riding Expert | Sniper Deadeye
Armor Mastery
Heavy Armor Expert | Light Armor Expert | Medium Armor Expert | Shield Defense Expert | Shield Expert | Shield Offense Expert
Magic Mastery
Combat Mage | Elemental Expert | Fey Gift | Innate Spellcasting | Shadow Gift | Spell Accuracy | Spellcasting Repeller
Feats (Novice)
Acumen (Novice) (Ability)
Prerequisite: Intelligence 10 or higher
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- 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.
- You gain proficiency with one skill or tool of your choice
- Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
- The time required to copy a spell into a spellbook or create a spell scroll is halved.
- When you prepare spells, you can prepare an additional number of spells equal to half your proficiency bonus (rounded down).
Athletic (Novice) (Ability)
Prerequisite: Strength 10 or higher
You have undergone extensive physical training to gain the following benefits:
- When you are prone, standing up uses only 5 feet of your movement.
- Your carrying capacity is increased to 20 times your Strength score, also increasing the amount you can push, drag, or lift to 40 times your Strength score.
- 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.
- You gain proficiency in Athletics checks, or if you already have proficiency, you gain Expertise.
Chef (Novice) (Ability)
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- 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.
Enduring (Novice) (Ability)
Prerequisite: Constitution 10 or higher
Hardy and resilient, you gain the following benefits:
- You have advantage on Constitution checks.
- When you roll a Hit Die to regain hit points, treat any rolls that are less than half the value of the die as half the value of the die.
- Your hit point maximum increases by an amount equal to your level when you gain this feat.
- Whenever you gain a level thereafter, your hit point maximum increases by 1 additional hit point.
Explorer (Novice) (Ability)
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- 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.
Field Medic (Novice) (Ability)
Prerequisite: Wisdom 10 or higher
You are a skilled physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- You gain proficiency in Medicine Checks.
- When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action During a short rest, 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 level.
- During a short rest you can spend two uses of the healer's kit to neutralize a known poison or disease afflicting a creature.
- A creature can’t regain hit points can benefit from this feat again until it finishes a short or only once per long rest.
Flexible (Novice) (Ability)
Prerequisite: Dexterity 10 or higher
If you are not wearing mail, splint, or plate armor:
- You can squeeze through tight spaces that are large enough for a creature one size smaller.
- You have Advantage on ability checks to escape grapples and bonds such as ropes, manacles, or nets.
- You can move through the space of creatures that are the same size or smaller.
Inspirational (Novice) (Ability)
Prerequisite: Charisma 10 or higher
- You can spend 1 minute 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.
Polyglot (Novice) (Ability)
Prerequisite: Intelligence 10 or higher
You have studied languages and codes, gaining the following benefits:
- 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.
- 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.
- When hearing or seeing a language you are unfamiliar with, you have a 50% chance to gain some understanding of what is being communicated.
Prowler (Novice) (Ability)
Prerequisite: Dexterity 10 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.
Sprinter (Novice) (Ability)
Prerequisite: Dexterity 10 or higher
You are exceptionally speedy and agile. You gain the following benefits:
- Your base walking speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- You gain proficiency in Acrobatics checks.
Teacher (Novice) (Ability)
Prerequisite: Intelligence 10 or higher
- You can spend 10 minutes instructing your companions, educating them in a specific area that you are knowledgeable in.
- When you do so, choose up to six friendly creatures within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary proficiency in a skill that you have proficiency in.
- The temporary proficiency lasts for a number of hours equal to your level + your Intelligence modifier.
- A creature can’t gain temporary proficiency from this feat again until it has finished a short or long rest.
Tenacious (Novice) (Ability)
Choose one ability score. You gain the following benefits:
- You gain proficiency in saving throws using the chosen ability, or if you already have proficiency, you gain expertise.
- Once per long rest, you have advantage on a Saving Throw roll using the chosen ability.
- You may select this feat multiple times. Each time you do so, you must choose a different ability score.
Thespian (Novice) (Ability)
Prerequisite: Charisma 10 or higher
Skilled at mimicry and dramatics, you gain the following benefits:
- You gain proficiency with disguise kits if you don’t already have it.
- 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.
Feats (Skilled) (Combat)
Blitzer (Skilled) (Combat Training)
Prerequisite: Dexterity 13 or higher
- 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).
Bulwark (Skilled) (Combat Training)
Prerequisite: Dexterity 13 or higher
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.
Dirty Fighter (Skilled) (Combat Training)
Prerequisite: Strength or Dexterity 13 or higher
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons, and their damage increases to 1d6, or 1d8 when wielded in two hands (at the DM's discretion that the item is not unwieldy enough).
- Your unarmed strikes are considered finesse weapons, and deal 1d4 + your Strength or Dexterity modifier for damage. You must use the same modifier for both rolls.
- When you take the Attack action, you can use a bonus action to make an unarmed strike.
Fighting Basics (Skilled) (Combat Training)
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting.
- 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 gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Poison Skills (Skilled) (Combat Training)
You can prepare and deliver deadly poisons, gaining the following benefits:
- When you make a damage roll, you ignore resistance to poison damage.
- You can coat a weapon in poison 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, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, 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.
Swift Attacker (Skilled) (Combat Training)
Prerequisite: Dexterity 13 or higher
- 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 of the turn, whether you hit or not.
Team Tactician (Skilled) (Combat Training)
Prerequisite: Intelligence 13 or higher
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
- You can use the Help action as a bonus action.
- When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
Vigilant (Skilled) (Combat Training)
Prerequisite: Dexterity 13 or higher
Always on the lookout for danger, you gain the following benefits:
- You add your proficiency bonus to initiative rolls.
- 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
Wrestler (Skilled) (Combat Training)
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.
- 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.
- Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Feats (Skilled) (Weapons)
Crushing Attack (Skilled) (Weapon Training)
Prerequisite: Strength 13 or higher
You are practiced in the art of crushing your enemies, granting you the following benefits:
- 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 end of your next turn.
Duelling Defense (Skilled) (Weapon Training)
Prerequisite: Strength or Dexterity 13 or higher
- When you are wielding a melee 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.
Heavy Weapons Damage (Skilled) (Weapon Training)
Prerequisite: Strength 13 or higher
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.
- On your turn, when you score a critical hit with a melee weapon that is not a light or finesse weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Martial Maneuvers (Skilled) (Weapon Training)
Prerequisite: Strength or Dexterity 13 or higher
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
- You can select this feat multiple times. Each time you do so, you must choose two different maneuvers.
Martial Weapons (Skilled) (Weapon Training)
Prerequisite: Proficiency with Simple Weapons
You have practiced extensively with martial weapons, gaining the following benefits:
- You gain proficiency with martial weapons.
Paired Weapons (Skilled) (Weapon Training)
Prerequisite: Dexterity 13 or higher
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 be able to draw or stow only one.
Piercing Attack (Skilled) (Weapon Training)
You have achieved a penetrating precision in combat, granting you the following benefits:
- 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.
Point Blank Shot (Skilled) (Weapon Training)
You gain the following benefits:
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with one-handed weapons.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded one handed ranged weapon that you are holding.
Rapid Reload (Skilled) (Weapon Training)
Prerequisite: Dexterity 13 or higher
Thanks to extensive practice with the loading weapons, including crossbows (and firearms if available), you gain the following benefits:
- You ignore the loading quality of crossbows (and firearms if available) with which you are proficient.
Simple Weapons (Skilled) (Weapon Training)
You have practiced extensively with simple weapons, gaining the following benefits:
- You gain proficiency with simple weapons.
Slashing Attack (Skilled) (Weapon Training)
You’ve learned where to cut to have the greatest results, granting you the following benefits:
- 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.
Sniper (Skilled) (Weapon Training)
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.
Viscious Attacks (Skilled) (Weapon Training)
Prerequisite: Strength or Dexterity 13 or higher
- Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Feats (Skilled) (Armor)
Heavy Armor (Skilled) (Armor Training)
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- You gain proficiency with heavy armor.
Light Armor (Skilled) (Armor Training)
You have trained to master the use of light armor, gaining the following benefits:
- You gain proficiency with light armor.
Medium Armor & Shields (Skilled) (Armor Training)
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
- You gain proficiency with medium armor and shields.
Feats (Skilled) (Magic)
Cantrip Initiate (Skilled) (Magic Training)
Prerequisite: Wisdom, Intelligence, or Charisma 13 or higher (depending on class chosen)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
- You learn two cantrips of your choice from that class’s spell list.
- 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
- You may select this feat multiple times. Each time you do so, you must choose two different cantrips.
Eldritch Caster (Skilled) (Magic Training)
Prerequisite: The ability to cast at least one spell
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, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
- Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Metamagic Caster (Skilled) (Magic Training)
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:
- 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 gain a level, you can replace one of your 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.
Ritual Magic Caster (Skilled) (Magic Training)
Prerequisite: Wisdom, Intelligence, or Charisma 13 or higher (depending on class chosen)
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 one 1st-level spell 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.
Spellcasting Interruption (Skilled) (Magic Training)
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.
- If your attack hits, the creature must make a CON save (DC 10 or half the damage, whichever is higher). On a failed save, the spell is interrupted, and no spell slot is used.
Feats (Veteran) (Combat)
Bulwark Retaliator (Veteran) (Combat Mastery)
Prerequisite: Sentinel Feat; Dexterity 13 or higher
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
- 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.
- If your attack hits, then it interrupts the attacker and they miss their attack against their target.
Cleave (Veteran) (Combat Mastery)
Prerequisite: Strength 13 or higher
- When your melee attack hits an enemy with an attack roll 5 or higher than their AC or a critical hit, you may target another enemy within reach, and if the original attack roll can hit it, applies half damage to it.
Tracker (Veteran) (Combat Mastery)
Prerequisite: Wisdom 13 or higher
You have spent time hunting creatures and honed your skills, gaining the following benefits:
- You learn the Hunter’s Mark and Longstrider spells, which you can cast at their lowest level.
- 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 any spell slots you have. Wisdom is your spellcasting ability for these spells.
- You have advantage on Wisdom (Survival) checks to track creatures.
Vigilant Expert (Veteran) (Combat Mastery)
Prerequisite: Alert Feat; Dexterity 13 or higher
- You now add double your proficiency bonus to initiative.
- You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.
- Any hit you score against a creature that is surprised is a critical hit.
Feats (Veteran) (Weapons)
Heavy Weapons Master (Veteran) (Weapon Mastery)
Prerequisite: Great Weapons Feat; Strength 13 or higher
- Before you make a melee attack with a weapon that you are proficient with that is not a light or finesse weapon, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
Reach Weapons Expert (Veteran) (Weapon Mastery)
Prerequisite: Proficiency with Glaives, Halberds, Pikes, or Quarterstaffs
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, pike, 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.
Riding Expert (Veteran) (Weapon Mastery)
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.
Sniper Deadeye (Veteran) (Weapon Mastery)
Prerequisite: Sharpshooter Feat
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty equal to your proficiency bonus to the attack roll.
- If the attack hits, you add twice your proficiency bonus to the attack’s damage.
Feats (Veteran) (Armor)
Heavy Armor Expert (Veteran) (Armor Mastery)
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by an amount equal to your proficiency bonus.
Light Armor Expert (Veteran) (Armor Mastery)
Prerequisite: Proficiency with light armor
You have practiced moving in light armor to gain the following benefits:
- Wearing light armor grants advantage on your Dexterity (Stealth) checks, or negates disadvantage.
- When you wear light armor, you can add 1 to your AC if you have a Dexterity of 16 or higher.
- If you do not start your turn within the reach of a hostile creature, opportunity attacks from moving are made against you with Disadvantage.
- You can take the Dodge Action even when your speed is 0.
Medium Armor Expert (Veteran) (Armor Mastery)
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.
Shield Defense (Veteran) (Armor Mastery)
Prerequisite: Proficiency with shields
You gain the following benefits while you are wielding a 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.
Shield Expert (Veteran) (Armor Mastery)
Prerequisite: Proficiency with shields
You’ve trained in the effective use of shields. You gain the following benefits:
- While you are wielding a shield, you cain a +1 bonus to AC
- In combat, you can don or doff a shield as the free object interaction on your turn.
- If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
Shield Offense (Veteran) (Armor Mastery)
Prerequisite: Proficiency with shields
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 either try to shove a creature within 5 feet of you with your shield, or to make a melee attack with your shield.
- If you use the melee attack option, the weapon’s damage die for this attack is a d4 plus your proficiency bonus, and the attack deals bludgeoning damage.
Feats (Veteran) (Magic)
Combat Mage (Veteran) (Magic Mastery)
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.
Elemental Expert (Veteran) (Magic Mastery)
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.
- 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.
- 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 change the damage of any spell you cast that does acid, cold, fire, lightning, or thunder to your chosen damage type. When changed in this way, normal resistance and damage rolls apply.
Fey Gift (Veteran) (Magic Mastery)
Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:
- You learn the Misty Step spell and one 1st-level spell of your choice 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
Innate Spellcasting (Veteran) (Magic Mastery)
Prerequisite: Charisma 13 or higher, Intelligence 13 or higher, or Wisdom 13 or higher (depending on class chosen)
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard
- You learn two 1st-level spell from that class's spell list, which you can cast at their lowest level.
- You can cast each of these spells once 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.
- 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.
- You may select this feat multiple times. Each time you do so, you must choose two new spells.
Shadow Gift (Veteran) (Magic Mastery)
You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:
- You learn the darkness spell and one 1st-level spell 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.
Spell Accuracy (Veteran) (Magic Mastery)
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.
- Whenever you advance to another feat tier, you may choose to swap out the cantrip learned from this feat with another cantrip, applying the same rules to the new cantrip.
Spellcasting Repeller (Veteran) (Magic Mastery)
Prerequisite: Mage Slayer
- 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.