Feats in D&D 5e are remarkably powerful, replacing the Ability Point increase a character receives every 4 levels. This list includes all of the feats listed in the core rules, as well as Unearthed Arcana: Feats, Unearthed Arcana: Feats for Races, Unearthed Arcana: Feats for Skills, Xanathar's Guide to Everything, Xanathar's Guide to Everything: Expanded Racial Feats, and The Wayfinder's Guide to Eberron. Some feats exist twice, the originals from UA: Feats for Races were replaced and updated in Xanathar's Guide, so the XGE feats are used in their place.
FEAT
Aberrant Dragonmark
(WG to Eberron)
Acrobat
(UA: Feats for Skills)
Actor
Alchemist
(UA: Feats)
Alert
Animal Handler
(UA: Feats for Skills)
Arcanist
(UA: Feats for Skills)
Athlete
Barbed Hide
(UA: Feats for Races)
Blade Mastery
(UA: Feats)
Bountiful Luck
(UA: Feats for Races)
Brawny
(UA: Feats for Races)
Burglar
(UA: Feats)
Charger
Critter Friend
(UA: Feats for Races)
Crossbow Expert
Defensive Duelist
Diplomat
(UA: Feats for Skills)
Dragon Fear
(XGE)
Dragon Hide
(XGE)
Dragon Wings
(UA: Feats for Races)
Drow High Magic
(XGE)
Dual Wielder
Dungeon Delver
Durable
Dwarven Fortitude
(XGE)
Elemental Adept
Elven Accuracy
(XGE)
Empathic
(UA: Feats for Skills)
Everybody's Friend
(UA: Feats for Races)
Fade Away
(XGE)
Fey Teleportation
(XGE)
Fell Handed
(UA: Feats)
Flail Mastery
(UA: Feats)
Flames of Phlegethos
(XGE)
Gourmand
(UA: Feats)
Grappler
Greater Dragonmark
(WG to Eberron)
Great Weapon Master
Grudge-Bearer
(UA: Feats for Races)
Healer
Heavily Armored
Heavy Armor Master
Historian
(UA: Feats for Skills)
Human Determination
(UA: Feats for Races)
Infernal Constitution
(XGE)
Inspiring Leader
Investigator
(UA: Feats for Skills)
Keen Mind
Lightly Armored
Linguist
Lucky
Mage Slayer
Magic Initiate
Master of Disguise
(UA: Feats)
Martial Adept
Medic
(UA: Feats for Skills)
Medium Armor Master
Menacing
(UA: Feats for Skills)
Mobile
Moderately Armored
Mounted Combatant
Naturalist
(UA: Feats for Skills)
Observant
Orcish Fury
(XGE)
Orcish Aggression
(UA: Feats for Races)
Perceptive
(UA: Feats for Skills)
Performer
(UA: Feats for Skills)
Polearm Master
Prodigy
(XGE)
Quick-Fingered
(UA: Feats for Skills)
Resilient
Revenant Blade
(WG to Eberron)
Ritual Caster
Savage Attacker
Second Chance
(XGE)
Sentinel
Sharpshooter
Shield Master
Silver-Tongued
(UA: Feats for Skills)
Skilled
Skulker
Spear Mastery
(UA: Feats)
Spell Sniper
Squat Nimbleness
(XGE)
Stealthy
(UA: Feats for Skills)
Survivalist
(UA: Feats for Skills)
Tavern Brawler
Theologian
(UA: Feats for Skills)
Tough
War Caster
Weapon Master
Wonder Maker
(UA: Feats for Races)
Wood Elf Magic
(XGE)
DESCRIPTION
Prerequisite: No existing dragonmark
You have manifested an aberrant dragonmark and may be hunted by the Dragonmarked Houses. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You learn a cantrip 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 at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit dice to increase the spell's level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to that number rolled.
You become more nimble, you gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20
You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
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 making 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.
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.
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.
You master the techniques needed to train and handle animals. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else.You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
You study the arcane arts, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Arcana skill. If you already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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.
Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiends. 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 a 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.
You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
You gain a +2 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.
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.
You become stronger, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You count as if you were one size larger for the purpose of determining your carrying capacity.
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 proficincy with thieve's tools. if you are already proficient with them, you add double your proficiency bonus to checks you make with them.
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)
Prerequisite: Gnome (Forest)
Your friendship with animals mystically deepens. You gain the following benefits:
You gain proficiency with 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.
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 with 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.
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.
You master the arts of diplomacy, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
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 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.
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 skill gain the 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.
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.
Prerequisites: 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.
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.
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 traveling at a normal pace, instead of only at a slow pace.
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)
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)
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.
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.
You possess keen insight into how other people think and feel. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
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 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.
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.
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.
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 targets bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20s 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.
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 the flail.
As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over target's 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.
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 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 wreath 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.
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
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 creatures 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.
Prerequisite: 8th level, the character must possess a dragonmark.
Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. You gain the following benefits:
The die type of your dragonmarked Intuition Die increases by one (for example, from d4 to d6)
Increase one ability score by 1, to a maximum of 20. The abilities available to you are based on your mark, as shown on the table below.
You learn a set of spells, each of which you can cast once without expending a spell slot or using a material component. The list of spells, the spellcasting ability for them, the type of rest you must complete to regain the use of these spells are shown on the table below.
*To cast Leomund's secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100gp. While you have this dragonshard in hand, it serves as the spell's focus, and you can use it to summon and dismiss the chest.
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
One 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 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.
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 chose 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.
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.
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.
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.
Your study of history rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's checks gain a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
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, and 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.
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.
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 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.
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can take the Search action as a bonus action.
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.
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 in light armor.
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 + proficiency bonus), or they use magic to decipher it.
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 rolls or yours.
If more than one creatures spend 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.
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefit:
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.
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
You learn two cantrips of your choice from th at 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.
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.
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 master the physician's arts, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
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.
You become fearsome to others, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
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 attacks from that creature for the rest of the turn, whether you hit or not.
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.
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.
Your extensive study of nature rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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.
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.
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.
You hone your senses until they become razor sharp. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
You master performance so that you can command any stage. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
While performing, you can try to distract one humanoid you can see who can see and hear you. make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
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.
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 benefitting from a feature, such as expertise, that doubles your proficiency bonus.
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
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.
Prerequisite: Elf
You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:
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.
One 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.
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 1-st 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.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
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.
You have mastered techniques to take advantage of every drop in an 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.
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.
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.
You develop your conversational skill to better deceive others. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
You gain proficiency in any combination of three skills or tools of your choice.
Prerequisite: Dexterity 13 or higher
You are an 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.
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:
You gain a +1 bonus to attack rolls you make with a spear.
When you use a spear, its damage die changes from d6 to a d8, and from 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 move 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.
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.
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 your choice of the Acrobatics or Athletics skill.
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
You know how best to hide. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Stealth skill. if you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
If you are hidden, you can move up to 10 feet in the open without revealing yourself if you just end the move in a position where you're not clearly visible.
You master wilderness lore, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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.
Your extensive study of religion rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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 points.
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.
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.
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. The 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. The device makes doing sums easy.
Lifter. the device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper. The pocket watch keeps accurate time.
Weather Sensor. When used as an action, the 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.
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people. You gain the following benefits:
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.