Feats
Feats Table*
| Abberant Dragonmark | Dwarven Fortitude | Heavily Armored | Observant | Skulker | |
| Actor | Eldritch Adept | Heavy Armor Proficiency | Orcish Fury | Slasher | |
| Alert | Elemental Adapt | Inspiring Leader | Piercer | Spell Sniper | |
| Artificer Initiate | Elven Accuracy | Keen Mind | Polearm Master | Squat Nimbleness | |
| Athlete | Fey Teleportation | Lightly Armored | Prodigy | Strixhaven Initiate | |
| Bountiful Luck | Fey Touched | Linguist | Resilient | Strixhaven Mascot | |
| Charger | Fighting Initiate | Lucky | Revenant Blade | Svirfneblin Magic | |
| Chef | Flames of Phlegethos | Mage Slayer | Ritual Caster | Tavern Brawler | |
| Crossbow Expert | Infernal Constitution | Mage Slayer | Second Chance | Telekinetic | |
| Crusher | Gift of the Chromatic Dragon | Magic Iniitiate | Savage Attacker | Telepathic | |
| Defensive Duelist | Gift of the Gem Dragon | Martial Adept | Sentinel | Tough | |
| Dual Wielder | Gift of the Metallic Dragon | Medium Armor Master | Shadow Touched | War Caster | |
| Dungeon Delver | Grappler | Metamagic Adept | Sharpshooter | Weapon Master | |
| Durable | Great Weapon Master | Mobile | Shield Master | Wood Elf Magic | |
| Dragon Hide | Gunner | Moderately Armored | Skill Expert | Extra Attack | |
| Drow High Magic | Healer | Mount Combatant | Skilled | Fade Away |
Abberant Dragonmark
- Original Source: Eberron - Rising from the Last War
- Prerequisite: No other dragonmark
- You have manifested an aberrant dragonmark. Determine
- its appearance and the flaw associated with it. You gain
- the following benefits:
- Increase your either Constitution, Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. The Ability score boosted by this feature is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled + half your character level (rounded up). If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled + half your character level (rounded up). If no other creatures are in range, you take the damage.
- You also develop a random flaw from the Aberrant
- Dragonmark Flaws table.
Aberrant Dragonmark Flaws
| d8 | Flaw |
|---|---|
| 1 | Your mark is a source of constant physical pain. |
| 2 | Your mark whispers to you. Its meaning can be unclear. |
| 3 | When you're stressed, the mark hisses audibly. |
| 4 | The skin around the mark is burned, scaly, or withered. |
| 5 | Animals are uneasy around you. |
| 6 | You have a mood swing any time you use your mark. |
| 7 | Your looks change slightly whenever you use the mark. |
| 8 | You have horrific nightmares after you use your mark. |
- Optional: Greater Aberrant Powers
- At the DM's option, a character who has the Aberrant
- Dragonmark feat has a chance of manifesting greater
- power. Upon reaching 10th level, such a character has a
- 10 percent chance of gaining an epic boon from among
- the options in chapter 7 of the Dungeon Master's Guide. If
- the character fails to gain a boon, they have a 10 percent
- chance the next time they gain a level. If the character
- gains a boon, the DM chooses it or determines it
- randomly. The character also permanently loses one of
- their Hit Dice, and their hit point maximum is reduced by
- an amount equal to a roll of that die plus their
- Constitution modifier (minimum reduction of 1). This
- reduction can't be reversed by any means.
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.
- 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.
- On the Actor's turn, as a Bonus action, they may attempt a contested Charisma (Performance) or Charisma (Deception) check vs the Target(s) Wisdom (Insight), If the target fails then the Actor either Distracts (Deception) or Mesmerizes (Performance) a number of opponents up to the Actor's Charisma Modifier, who are within 30 feet of the Actor and can see the Actor. If the attempts are successful, with the same bonus action, you may provide the Help action against those targets that failed their contested check. Any creature who successfully makes their contested check can't be fooled in this way for at least 24 hours or If you change your appearance or method (distraction vs mesmerization)
Alert
- Always on the lookout for danger, you gain the following
- benefits:
- You can’t be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Artificier Initiate
- You’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.
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 cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Bountiful Luck
- Prerequisite: Halfling
- Your people have extraordinary luck, which you have
- learned to mystically lend to your companions whenever
- 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
Charger
- When you Dash, you can make one melee weapon attack or to shove a creature. If you move at least 20 feet in a straight line after you have declared you are Dashing (Charging), you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or +5 bonus to attempt to push the target up to 10 feet away from you (if you chose to shove and you succeed).
- You must elect before taking the Dash action that you are performing a Charger Action (same action). During your Charge, Opportunity Attacks from people other than your target has Disadvantage.
- If you have the Extra attack feature (or gain 2 attacks with 1 attack action from a feature) you may attempt an attack AND attempt to shove (attack first then +5 shove). Or you may attempt a shove 10 feet and knock prone (2nd contested check, Shove first attempt then +5 to knock prone attempt).
- If you fail to hit with your attack or you fail to shove check or knock prone check by more than 5, you must make a Acrobatic check vs DC 10 (DC 15 if Icy or difficult terrain, DC 20 if both). If you fail this check, you fall prone in the space in front of the target.
- You may use this Charger feature only once on your turn,
- regardless of the number of times you take the Dash
- action.
Chef
- Time and effort spent mastering the culinary arts has paid
- off. You gain the following benefits:
- Increase your Constitution or Wisdom score 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.
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 hand crossbow you are holding.
Crusher
- You 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.
Defensive Duelist
- Prerequisite: Dexterity 13 or higher
- When you are wielding a one handed weapon with which
- you are proficient and another creature hits you with a
- weapon attack, you can use your reaction to add your
- proficiency bonus to your AC until the start of your next
- turn, or until you are successfully hit with an attack.
Dual Wielder
- Prerequisite: Strength and Dexterity of 13+. Requires
- Character Level 6th or above.
- You master fighting with two weapons, gaining the
- following benefits:
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. All 1 handed weapons you are proficient with, without the heavy property, are considered finesse weapons for you.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- When making a Bonus action attack with your off-hand, you may impose a -5 penalty to attack (to both attacks) and instead make 2 attacks with the same Bonus action and off hand weapon. The same rules apply as to when you can take a Bonus action attack.
Dungeon Delver
- Alert to the hidden traps and secret doors found in many
- dungeons, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. This can Stack with the Observant feat.
- If you don't have Darkvision, you gain Darkvision out to 30 feet. If you have Darkvision, it is extended out by an additional 30 feet.
Durable (combinded with Tough, with changes)
- 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.
- 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 may spend 1 Hit Dice and add it to a Death Saving throw. If you roll the Max value on the Hit Dice used (your total still must be 10 or above for success and to utilize this feature) you stabilize and have 1 hit point. You can choose to roll this Hit Dice after knowing the roll of the Death Save. Once you use this feature you can't use it again until you complete a long rest.
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. Gain a bonus to AC by an amount equal to half your proficiency bonus (rounded down).
- You can 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 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
- Once per long rest, when you are exposed to damage that matches the damage resistance provided by your Dragonborn heritage, you can use your reaction to gain immunity instead.
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 the
- spell in this way when you finish a long rest. If you have
- spell slots available, you can still cast these spells with
- those slots. Choose either Intelligence, Wisdom, or
- Charisma. The chosen ability is your spellcasting ability for
- these spells.
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, 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).
- When you make Death Saving Throws, and roll a 1 you may reroll the die, and must take the new result. In addition you add your Constitution Modifier to Death saving throws.
Eldritch Adept
- Prerequisite: 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, 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
- If you are a Warlock and have this feat, you get the
- following upgrades:
- A warlock with this feat gains at 10th level (and above if chosen after 10th), you may choose 1 additional invocation, having a total of 2.
- A warlock can instead replace the 1 of the invocations chosen with another one from the warlock class after a long rest. This is in addition to the method of swapping them out above.
Elemental Adapt
- 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 the maximum value on that die.
- Once per long rest, when you use deal damage of the
- chosen damage type, you can ignore damage
- immunity of that type until the end of your turn,
- treating it as resistance instead.
- 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.
Extra Attack
- Prerequisite: at least 8th level in one of the following:
- Cleric, Rogue, Bard, or Warlock
- When taking this feat, the character gains the Extra attack
- feature, allowing the character to make 2 attacks instead
- of 1 when taking the Attack action. This feat does not
- stack with any other Extra attack feature or feature that
- grants additional attacks when taking the attack action
- from any other class feature.
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.
Fey Teleportation
- Prerequisite: Elf (High), Elf (Eladrin)
- 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.
Fey Touched
- Your exposure to the Feywild's magic has changed you,
- granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score 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.
Fighting Initiate
- Prerequisite: Proficiency with a martial weapon
- Increase your Strength, Dexterity or Constitution Score by 1, to maximum of 20.
- 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
Flames of Phlegethos
Infernal Constitution
Gift of the Chromatic Dragon
Gift of the Gem Dragon
Gift of the Metallic Dragon
Grappler
Great Weapon Master
Gunner
Healer
Heavily Armored
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:
- While you are wearing heavy armor; bludgeoning, piercing, and slashing damage taken is reduced by your proficiency bonus. This reduction happens before any other reductions in damage.
- You may don and doff any armor you have proficiency in half the time. You may also don and doff a shield as a bonus action.
Inspiring Leader
Keen Mind
Lightly Armored
Linguist
Lucky
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. If the attack hits, this causes the creature to need to make a concentration check. DC is 15 or 5 + half the damage of the attack that hit, whichever is higher. If they fail, the spell slot is used and the spell fails.
- 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 the initial saving throws against spells cast by creatures within 5 feet of you or you are the only target
- If you are targeted by a spell that does not give a saving throw each round to resist, you get a saving throw at the end of your turn to succeed, so long as you are not incapacitated, regardless of what the spell says.
Magic Initiate
Martial Adept
Medium Armor Master
Metamagic Adept
- Prerequisite: 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.
- If you are a Sorcerer and take this feat, you get the following upgrades:
- Sorcerers when they reach 10th level, they gain 2 additional sorcery points from this feat, to a total of 4.
- Sorcerers may swap out metamagic options gained from this feature after a 1d4 long rests, This is in addition to the method of swapping them out above.