Feats
A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
Whenever your class gives you the Ability Score Improvement feature, or when a race gives you a +2 bonus to an ability score. You can forgo taking ability score improvements to take a feat of your choice instead.
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.
Whenever you choose a feat, you may pick any three of the features listed. You may choose the same feat multiple times, but you must choose three new features of that feat, a feature may only ever be selected once, unless the description says otherwise.
Half Feat
WHen you gain a feat, rather than choosing three of the features listed you can choose to take only one and gain +1 to any of your ability scores.
Armor Specialist
You have studied the use of armor, and have improved your ability to use armor effectively.
- Light Armor Proficiency You gain proficiency in light armor.
- Medium Armor Proficiency You gain proficiency in medium armor if you are proficient in light armor.
- Heavy Armor Proficiency You gain proficiency in heavy armor if you are proficient in medium armor.
- Light Armor Mastery When you are damaged by a melee attack while wearing light armor, you can use your reaction to move 5 feet in any direction without provoking an opportunity attack.
- Light Armor Mobility While wearing light armor, opportunity attacks are made against you with disadvantage.
- Medium Armor Mastery You can add a max of 3 from your Dex modifier to your AC rather than 2 when wearing medium armor.
- Armored Stealth Armor which you are proficient in doesn't impose disadvantage on your Stealth checks.
- Armor Mastery While wearing medium or heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus.
- Heavy Armor Mobility You may ignore the minimum Strength requirement of armor you are proficient in.
- Quick Change Armor Donning and Doffing armor takes an action rather than its normal time.
- Shield Proficiency You gain proficiency in shields.
- Shield Shove You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you select this option a second time, you may, with a successful shove, both push the creature 5 feet and knock them prone.
- Shielded Position 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 you, and if that effect would inflict half damage on a successful saving throw, you can use your reaction to take no damage instead if you succeed on the saving throw.
- Shield Bash You are proficient in the use of a shield as an improvised weapon, the shield has the light property and inflicts 1d4 bludgeoning damage on a successful hit.
Battle Magic
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.
- Elemental Adept Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. Spells you cast ignore resistance to damage of the chosen type. You may select this feature more than once, choosing a different damage type each time. Alternatively, if you select this feature a second time, creatures with immunity to the damage type selected with a previous selection of this feature may be damaged as if they had resistance instead (you can't ignore that resistance).
- Reliable Spells When you roll damage for a spell you cast, you can reroll 1's and 2's on the damage dice. You must use the new rolls.
- Spell Sniper When you cast a spell that requires you to make a ranged attack roll, the spell’s range is doubled.
- Spell Accuracy Your ranged spell attacks ignore half cover and three-quarters cover.
- Mystical Sharpshooter Once on your turn, before you make a ranged spell attack, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- Hardy Concentration You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- Warcaster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Battlecaster 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.
Combat Reflexes
You are especially quick and nimble, and this provides you with benefits in your movement and reactions.
- Nimble While prone, standing up uses only 5 feet of your movement, and climbing doesn’t cost you extra movement.
- Fast Reflexes You gain proficiency in initiative.
- Uncanny Senses Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
- Fleet Your walking speed increases by 5 feet.
- Light Footed Difficult terrain doesn't cost you extra movement.
- Combat Mobility You may take the disengage action as a bonus action.
- Athlete You gain proficiency with Athletics, if you are already proficient gain expertise.
- Acrobat You gain proficiency with Acrobatics, if you are already proficient gain expertise.
Dual Weapon Specialist
You are a master of fighting with two weapons at once. Your specialized training has provided you with certain advantages when employing two weapon fighting.
- Heavy Dual Wielder You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
- Defensive Dual Wielder You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- Quick Dual Wielding Whenever you use your interact with an object to draw or stow a weapon, you may do so with two one handed weapons at the same time. You may also stow an object you are holding or draw it as part of the same interaction.
- Bonus Attacks You may use your bonus action to make an attack with a light weapon you are holding on your turn as long as you made a weapon attack with a different light weapon you are holding, even if you didn’t take the Attack Action. If you have the Heavy Dual Wielder feature, you may ignore the light weapon restriction.
- Multi Attacker When you use a bonus action to attack using two weapon fighting, you may make an additional attack with that weapon if you made more than one attack with another weapon you are holding on that turn.
- Rend Once per turn when you hit a creature with an attack from a melee weapon and you have already hit that creature with a melee weapon in your other hand in the same turn, that target takes an extra 1d6 damage of the second weapon's damage type.
- Follow up When you hit a creature with a weapon attack from a weapon held in one hand, your first attack against that creature from a weapon in your other hand this turn has advantage on the attack roll.
Educated
You have studied with a capable teacher, or at a college, perhaps learning lore, languages, or perhaps learning other skills through a mentor.
- Linguist You learn three languages of your choice. You can communicate with a creature who speaks a language you don’t know on a rudimentary level after 10 minutes of interaction, and decipher a written language you don’t know on a rudimentary level after 10 minutes of study.
- Coder You can 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.
- Skill Training Gain proficiency in a skill. This feature may be selected more than once.
- Tool Training Gain proficiency in three sets of tools.
- Specialty Gain expertise in a skill or all tools for which you are proficient.
- Studied You gain advantage on any ability check to recall information about any type of creature.
Magical Training
You have learned some of the basics of magic.
- Magical Trainee Choose 2 cantrips from any one spell list. You may cast those cantrips using the same ability score as the class from which you chose the cantrips. You may select this feature more than once.
- Magical Amateur Choose one 1st-level spell from any spell list. You learn that spell and can cast it at its lowest level. You must finish a short rest before you can cast it again using this feat. You use the same ability score as the class from which list you chose the spell.
- Magical Adept Choose one 2nd-level spell from any spell list. You learn that spell and can cast it at its lowest level. You must finish a long rest before you can cast it again using this feat. You use the same ability score as the class from which list you chose the spell.
- Ritual Caster You gain the ability to cast spells as rituals. Choose one 1st-level spell with the ritual tag. You may cast that spell as a ritual using this feat. You may select this feature more than once, when you select this feature and you already have the ability to cast spells as rituals you may choose a single 1st or 2nd level ritual spell to be able to cast with this feature.
- Mage Slayer When a creature within 5 feet begins casting a spell, you can use your reaction to make a melee weapon attack against them. If the attack hits, the caster must make a Concentration saving throw, as if they were concentrating on a spell, or spell is lost.
- Spell Interruption When you force a creature to make a saving throw to maintain concentration, that creature has disadvantage on the saving throw.
- Universal Spell Focus If you have the Spellcasting Focus feature, that spellcasting focus becomes an applicable focus for spells from any class.
Mounted Combat Specialist
Your training provides you with certain advantages when fighting on a mount.
- Cavalry Attack You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount.
- Mount Defender You can force an attack targeted at your mount to target you instead.
- Durable Mount If your mount makes a Dexterity save to take half damage from a spell or effect, it instead takes no damage if it succeeds, and only half damage if it fails. It may use your Dexterity saving throw modifier if it is higher.
- Charge If your mount moves at least 10 feet towards an enemy on your turn and you use the attack action to attack that enemy, the enemy is knocked prone if the attack hit and they are no larger than your mount.
- Mounted Combat Mastery Your mount is not restricted to the Dodge, Dash or Disengage actions while you are controlling it.
- Weapon Versatility You gain proficiency in the Lance, and two other martial weapons of your choice.
Ranged Combat Specialist
You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when using weapons that attack at range.
- Fast Loader You ignore the loading property of ranged weapons with which you are proficient.
- Point Blank Shot Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- Fast Firing When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
- Long Range Sniper Double the normal and long range properties of any ranged weapon you use. Your ranged weapon attacks ignore half cover and three-quarters cover.
- Deadly Aim Once per turn when you make a ranged attack with a weapon that you are proficient in, you can forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- Fast Thrower You may draw weapons with the thrown property as part of the attack with that weapon. You may treat any weapon with the Thrown property as if it were a ranged weapon when you make a ranged attack roll with it.
- Weapon Versatility You gain proficiency in three ranged weapons or weapons with the thrown property.
Sharp Intellect
Your mind is always working, allowing you to notice the finer details, remember relevant facts, the speech and mannerisms of others, and process your thoughts quickly.
- Perfect Memory You always know the number of hours left before the next sunrise or sunset, and you always know which way is north, you have advantage on any ability checks to avoid getting lost, and you can accurately recall anything you have seen or heard within the past month.
- Lip Reader If you can see a creature’s mouth while it is speaking a language you understand, you can determine what it’s saying. You can mimic the speech of another person or the sounds made by other creatures you have heard.
- Intuitive Assessment If you spend 1 minute observing a creature, you can learn information about its capabilities compared to your own. You learn if the creature is your equal, superior, or inferior in regard to it's Intelligence, Wisdom, and Charisma.
- Versatile Intellect When you make a Wisdom ability check, you may substitute your Intelligence.
- Versatile Intuition When you make an Intelligence ability check, you may substitute your Wisdom.
- Arcane Intellect If you perceive a spell being cast, the spell’s effect, or both, you can make an Arcana check to identify the spell being cast. The DC equals 10 + the spell’s level.
Single Handed Weapon Specialist
You are a master of fighting with one handed and versatile weapons. Your training has provided you with certain advantages when employing these weapons.
- Nimble Warrior When wielding a melee weapon one handed, and nothing in the other, it is treated as if it had the finesse property.
- Disable Once per turn, before you make a melee attack with a weapon that you are proficient with, and you are holding nothing in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers disadvantage on weapon attack rolls it makes before the end of its next turn.
- Parry When you are wielding a weapon with which you are proficient and nothing in your other hand, 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.
- Deadly Swing Once per turn. before you make an attack roll with a melee weapon with the versatile property you are wielding in two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- Extended Reach When you make an attack roll with a melee weapon with the versatile property using only one hand, and you have nothing in your other hand, you may make the attack as if the weapon had the reach property.
- Parry Missile When wielding a versatile melee weapon in both hands, you may use the weapon to attempt to deflect a missile attack. After the attack roll is made, you may use your reaction to add your proficiency modifier to your AC against that attack, potentially causing the attack to miss you.
- Close Quarters Fighting After making an attack against a creature within 5 feet with a melee weapon you are holding in one hand, you may use your bonus action to make a shove or grapple attack with your free hand.
- Weapon Versatility You gain proficiency in three weapons of your choice that lack the Two-handed.
Skulker
You are an expert at scouting dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.
- Stealthy You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise.
- Inventive Sneaking You can try to hide when you are lightly obscured from the creature from which you are hiding.
- Hidden Sniper When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- See in Shadows Dim light doesn't impose disadvantage on your Perception checks relying on sight, and you have advantage on Perception checks relying on sound.
- Trap Avoidance You have advantage on saving throws made to avoid or resist traps, and resistance to damage from traps.
- Alert Traveler You can't be surprised while you are conscious. Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Perception score.
Survivor
You have a knack for surviving, and keeping others alive.
- Combat Medic When you use a healer's kit to stabilize a creature, they also regain 1 hit point.
- Doctor As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d12 + your level hitpoints to the creature. The creature can't regain hit points from this feat again until it finishes a short or long rest.
- Inspiring Leader You can spend 10 minutes inspiring your companions. When you do so, choose up to six friendly creatures (which can include yourself) who can see or hear you. Each creature can gain temporary hit points equal to your level.
- Fortunate You have a luck point. Whenever you make an attack roll, ability check, or saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose whether to use your roll or the initial result. You can also spend your 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. You regain your expended luck point when you finish a long rest.
- Tough You have +1 maximum hitpoint for each level you have.
- Durable When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result.
- Tenacious Any saving throw to prevent your maximum hitpoints from being lowered automatically succeeds.
- Hardy You may recover up to two levels of exhaustion on a long rest.
- Resilient You gain proficiency in saving throws in one ability score of your choice.
Tactical Combatant
You are an opponent to be feared in melee combat.
- Brutal Charge You may take the Dash action as a bonus action.
- Brute You have advantage on Shove and Grapple checks. You have advantage on checks and saving throws to avoid being grappled, shoved, or moved against your will.
- Street Fighter You are proficient with improvised weapons. Your attacks with improvised weapons and unarmed strikes use a d6 for damage. When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to shove the target.
- Grappler You may use a bonus action to attempt to grapple a target.
- Acutely Accurate Once per turn when you have advantage on an attack roll, you may reroll one of the dice once.
- Savage Attack Whenever you roll damage for a melee weapon attack, you may roll one of the weapon’s damage dice twice and select the better result.
- Disabling Strike When you hit a creature with an opportunity attack, the creature can't move further away from you until the end of the turn.
- Sentinel Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- Opportunist When a creature within range of a melee weapon you are holding makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacker.
Two Handed Weapon Specialist
You are a master of fighting with a weapon held in two hands. Your specialized training has provided you with certain advantages when employing a weapon this way.
- Ferocious Strike Once per turn, before you make an attack roll with a melee weapon you are holding with two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- Merciless On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you can immediately make one more melee weapon attack using your bonus action.
- Pommel Strike When you take the attack action with a melee weapon you are holding in two hands, you can use a bonus action to make a melee attack with another part of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- Readied Weapon While you are wielding a reach weapon you are holding in two hands, other creatures provoke an opportunity attack from you when they enter your reach. The weapon that provoked the attack must be used to make the attack in order to use this feature.
- A Little Leverage Being a small creature doesn't impose disadvantage on your attack rolls with weapons that have the Heavy property.
- Crusher When you hit a creature with a two-handed weapon 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.
- Slasher 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.
- Piercer Once per turn, when you hit a creature with a two-handed weapon attack that deals piercing damage, you can take the highest number on one of the weapon's damage dice instead of rolling. You may choose to use this feature after seeing the damage roll.
- Weapon Versatility You gain proficiency in three weapons with the two handed or versatile property.