A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
New
Arcane Discipline
Blitzer
Dual Discipline
Plane Touched
Reactive
Signature Weapon
Sniper
Changed
Actor
Alert
Athlete
Chef
Dungeon Delver
Durable
Eldritch Adept
Elemental Adept
Healer
Heavily Armored
Keen Mind
Linguist
Magic Initiate
Medium Armor Master
Metamagic Adept
Mounted Combatant
Resilient
Savage Attacker
Sentinel
Skill Expert
Skulker
War Caster
Weapon Master
Removed
Charger
Crossbow Expert
Crusher
Defensive Duelist
Elven Accuracy
Fey Touched
Fighting Initiate
Grappler
Great Weapon Master
Gunner
Heavy Armor Master
Martial Adept
Moderately Armored
Piercer
Poisoner
Polearm Master
Shadow Touched (Replaced by Plane Touched)
Sharpshooter
Shield Master
Skilled
Slasher
Tavern Brawler
Many feats are classified as "half feat". These feats grant a point in a certain ability score as well as granting an additional benefit
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1.
You have advantage on Charisma skill checks.
While you are disguised, any creature making a check to discern your disguise has disadvantage on the roll.
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.
Increase your Dexterity or Wisdom score by 1.
You gain advantage on perception checks and cannot be surprised while you are conscious.
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1.
When you are prone, standing up uses only 5 feet of your movement.
You gain a Climbing and Swimming speed equal to your walking speed
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
You gain advantage on all athletics checks.
Increase any one ability score of your choice by 1.
Additionally, choose a spell school below and learn the 1st and 2nd level spells associated:
Abjuration. Sanctuary, Counterspell
Conjuration. Summon Slime, Vortex Warp
Divination. Detect Magic, Augury
Enchantment. Dissonant Whispers, Hold Person
Evocation. Thunderwave, Shatter
Illusion. Silent Image, Phantasmal Force
Necromancy. False Life, Zombify
Transmutation. Enhance Ability, Enlarge/Reduce
You can cast your associated spells without expending a spell slot. When you cast a spell using this feat, you can’t cast that spell in this way again until you finish a long rest. You use your Spell Save DC or Mastery Save DC (your choice) for these spells. If you have a class feature that allows you to learn spells, you count these spells as known by that class. You always have them learned or prepared, and they don’t count against the number of spells you can learn or prepare.
Time spent studying the culinary arts has granted you knowledge on how to make the most of your ingredients. Gain the following benefits:
Increase your Constitution or Wisdom score by 1.
You gain proficiency with cook’s utensils if you don’t already have it.
As part of a long rest, provided you have cook's utensils on hand, you can spend an hour preparing your and your companions food for the day. When you do so, up to twelve creatures gain bonus hit dice equal to your proficiency bonus, and consume half as many rations for the day as they normally would as you employ your knowledge to maximize nourishment and minimize food waste.
When you finish a short or long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last until the end of your next short or long rest. A creature can use a bonus action to eat one of those treats to expend a hit die and regain health as they would on a short rest. The amount of hit dice a creature can expend per treat eaten goes up by 1 at 5th level (2), 9th level (3), 13th level (4), and 17th level (5).
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1.
When you are bloodied, you gain temporary hit points equal to 5 times your Constitution modifier that last for the next minute. Once you benefit from this feature, you can not do so again until you finish a short or long rest.
You have advantage on death saving throws.
Prerequisite: Spellcasting, Pact Magic, or Natural Magic feature
Increase your Intelligence, Wisdom, or Charisma score by 1.
Studying occult lore, you learn two of the Warlock’s Eldritch Invocation options of your choice, one of which can be from the restricted section. These invocations can not have a level prerequisite unless you are a Warlock who meets that prerequisite. Your spellcasting ability for these invocations is your Spellcasting ability modifier or Mastery ability modifier.
Whenever you complete a Long Rest, you can replace the invocations chosen with other invocations from the Warlock list.
Prerequisite: Proficiency with light armor
You have trained to master the use of armor, gaining the following benefits:
Increase your Strength or Dexterity score by 1.
You gain proficiency with medium armor, heavy armor, and shields.
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence or Wisdom score by 1.
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.
You can spend an hour researching and recalling information on a topic, such as a particular creature type, environment or national courtly etiquette. Once you have done so, you can grant yourself advantage on any attack roll, ability check, or saving throw you make relating to the topic of that research. You can grant yourself advantage this way three times, losing all unspent uses when you finish a long rest. Once you have used this feature, you cannot do so again until you complete a Long Rest.
You have trained to master the use of light armor, gaining the following benefits:
Increase your Strength or Dexterity score by 1.
You gain proficiency with light armor.
You have studied writing and speech, gaining the following benefits:
Increase your Intelligence or Wisdom score by 1.
You have an acute comprehension of the foundation of linguistics. When you hear something a creature you don't share a language with says, you can infer a basic understanding of what they're talking about and can likewise convey simple messages back. If you hear a language you don't understand for over a minute, you learn how to understand and speak that language.
You can read all writing.
You gain a bonus to Charisma (Persuasion) checks against creatures with whom you share a language equal to the modifier of the ability increased by this feat.
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
Increase your Strength or Dexterity score by 1.
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
For you, medium armor can count as light armor for any purpose other than Armor Class.
When you wear medium armor, you can add 3 rather than 2 to your AC if you have a Dexterity of 16 or higher.
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1.
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 advantage on skill checks made to determine if a creature is lying or disguised.
You have a +5 bonus to your passive Wisdom (Perception), passive Intelligence (Investigation).
Your exposure to the magic of a certain plane has changed you. Increase any one ability score of your choice by 1.
Additionally, choose a plane below and learn the spells associated:
Nine Hells. Bane, Darkness
Astral. Jump, Borrowed Knowledge
Elysium. Bless, Lesser Restoration
Elemental. Absorb Elements, Dragon’s Breath
Fae Wilds. Faerie Fire, Flock of Familiars
Limbo. Chaos Bolt, Nathair's Mischief
Mechanus. Heroism, Warding Bond
Shadowfell. Inflict Wounds, Invisibility
You can cast your associated spells without expending a spell slot. When you cast a spell using this feat, you can’t cast that spell in this way again until you finish a long rest. You use your Spell Save DC or Mastery Save DC (your choice) for these spells. If you have a class feature that allows you to learn spells, you count these spells as known by that class. You always have them learned or prepared, and they don’t count against the number of spells you can learn or prepare.
Increase any one ability score of your choice by 1.
Gain proficiency in saving throws using any one ability of your choice.
Increase your Strength or Dexterity score by 1.
If you get a critical hit or cause a creature to drop to 0 hit points with a melee weapon attack, you can make one additional weapon attack as part of that action. You can only make this special attack once on each turn.
Prerequisite: at least one Mastered weapon
Increase your Mastery ability score by 1.
Choose one weapon that you have Mastered, you gain another one of that Weapon’s additional Mastery Properties. If you already know all of that weapon’s additional Mastery Properties, you instead learn any one Mastery Property on that weapon. When you finish a long rest you can change the weapon or the Mastery Property chosen.
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1.
You gain proficiency in two skills of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Increase your Dexterity or Wisdom score by 1.
You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Increase your Dexterity score by 1.
You double the short and long range for all ranged weapon attacks that you make. In addition, if you hit a ranged attack while hidden you do not reveal your position and you ignore the Powder weapon property.
You gain the ability to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw or be moved 5 feet horizontally in a direction of your choice. If you move an ally that is being grappled, the creature grappling them makes this save instead. The DC for this saving throw is your Spell Save DC or your Mastery Save DC (choose when you obtain this feat).
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Increase your Strength or Dexterity score by 1.
Your training with a weapon has allowed you to master certain techniques. Choose 1 weapon which you are proficient in to Master, you can use that weapon’s Signature Property and one additional Mastery property. The Property can be the “Specialist” property or one property from that weapon’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kind of weapon you choose.
Full feats grant no points to ability scores, but in return grant greater effects.
You dive into danger and are hard to pin down when outnumbered and alone.
You can use an Action to make a charging attack against a hostile creature who was more than 15 feet away from you at the start of your turn. You move up to half your speed towards them and either make a melee weapon attack against them or attempt to grapple them. If you moved at least 15 feet in a straight line as part of this movement, the target has disadvantage against the grapple save, and if the attack hits, it deals extra damage equal to twice your proficiency bonus.
When you end your turn at least 20 feet away from all non-minion allies, you become increasingly difficult to harm. Each time you are targeted by an attack or a Strength or Dexterity saving throw, you gain a cumulative +2 bonus to your AC against subsequent attacks as well as saving throws (maximum of +6). This bonus lasts until the start of your next turn.
Prerequisite: Spellcasting, Sorcery, Pact Magic, or Natural Magic feature
You have studied or have been touched by magic from a source beyond your own spellcasting. Choose a class that has a spell list. You learn one spell for each spell level you possess from that class’s spell list. These spells are always prepared, don't count towards your number of spells known or prepared, and count as class spells and specialty spells for you. Whenever you reach a level that gains access to a new spell level, you learn an additional spell from your selected class’s list in the same way.
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:
As an action, you can survey an area, instantly discovering the location of all hidden entrances or environmental hazards, such as traps or natural dangers, within the area. You learn their locations, triggers, and the general nature of the hidden entrances and the danger posed by any hazards you sense. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a Long Rest.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can fit into spaces up to one size smaller than normal without squeezing.
Prerequisite: The ability to cast at least one spell
When you gain this feat, you empower your Acid, Cold, Fire, Lightning, and Thunder damage spells, gaining the following features:
Your spells ignore resistance to those damage types
When you roll damage for a spell that deals one of those damage types, you can roll the damage twice and choose which roll to use.
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Whenever you roll a die to determine the number of Hit Points you restore with a spell, class feature, or feat, you can treat the roll of a 1 or a 2 as having rolled maximum value instead.
As an action, you can tend to a creature and restore Hit Points equal to 2d6 plus twice the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a short or long rest. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a Short or Long Rest.
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
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 choose which of the d20s is used for the attack roll, ability check, or saving throw. You may choose after a result is announced, potentially turning a failure into a success.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
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 you hit, the target must succeed on a concentration save from the damage, or 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 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 that class’s spell list.
In addition, choose two 1st-level spells to learn from that same list. Using this feat, you can cast each of the spells once at their lowest level, and you must finish a long rest before you can cast them in this way again.
Your spellcasting ability for these spells is the ability used for your spell save dc or your mastery save dc.
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 gain a level, you can replace one of these Metamagic options with another one from the sorcerer class. You can only use Metamagics on spells of 5th level or lower.
You gain a number of metamagic points equal to your proficiency bonus to spend on Metamagic (these points are added to any metamagic points you have from another source). You regain all spent metamagic points when you finish a short or long rest.
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
You are a dangerous foe to face while mounted. You gain the following benefits:
Mounting and dismounting a creature costs no movement for you
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.
You automatically succeed saving throws made to remain on your mount, and you don't need to spend a reaction to land on your feet when your mount is knocked prone.
Prerequisite: at least one Mastered weapon
You have sharpened your ability to react. You gain the following benefits.
You can take an additional reaction after expending your reaction. Once you take this reaction, you cannot do so again until you complete a short or long rest
When you make an attack with your reaction (opportunity attack, rebuke, riposte), you have advantage on the attack.
Prerequisite: Intelligence or Wisdom of 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
You ignore any effect that prevents opportunity attacks.
When a creature you can see within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make an opportunity attack against the attacking creature.
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.
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.
Prerequisite: Artificer, Full Caster or Max Caster
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 have practiced casting spells in the midst of combat, learning techniques that allow for quick and focused attacks. When you use your action to cast a damage-dealing Cantrip on your turn, you can cast another as a Bonus Action. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a Long Rest.
When you reach 5th level, you can instead use a 1st level damage-dealing spell for this feature, casting one with your action and another with your Bonus Action. At 9th level, the maximum level of this damage-dealing spell increases to 2nd level, at 13th it increases to 3rd and at 17th it increases to 4th.