A Feat represents a talent or an expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. When you obtain Character levels of 1st, 4th, 8th, 12th, 16th, and 19th levels, you will the ability to pick a feat and, with the exception of 1st level, a +1 Ability Score Improvement. This page contains all feats that can be picked up when you gain the levels listed here. If a feat has any prerequisites, you must meet those prerequisites before being allowed to take it.
These are feats that are considered generalist, and anyone can pick up. Some require a prerequisite in order to acquire, but said prerequisites are ability score requirements or general skill requirements.
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 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.
Prerequisite : Spellcasting or Pact Magic feature
You specialize in the magic of the air, commanding howling wind and thunderous storm. You gain the following benefits:
You have spell prowess with aeromancy spells.
The spells Become Wind, Control Winds, Gust, Silence, and Whirlwind are added to the spell list of your spellcasting class.
When you cast an aeromancy spell, you choose one creature within 5 feet of you. That creature cannot make opportunity attacks against you this turn. Also, if the spell pushes or pulls any creature, it moves that creature 5 extra feet.
When you cast an aeromancy spell of 1st level or higher, if you have a flying speed, you may choose to increase it by 15 feet for that turn. If you don't, you gain a flying speed of 15 feet for that turn, and if you are still aloft at the end of the turn, you fall unless you are held aloft by other means.
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 unseen by you.
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity 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.
You wield an axe like a force of nature, maximizing and embodying its relentless and unstoppable power. You gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
While wielding a handaxe, battleaxe, or greataxe, you can use a bonus action to move up to 5 feet and add 1d6 to your next attack and damage roll with an axe.
Prerequisite : The ability to cast at least one spell
You have improved you technique with spells in the heat of battle, you gain the following benefits:
You learn two cantrips of your choice from the Mage spell list.
When you make a ranged spell attack, you do not suffer disadvantage on the attack roll if you are within 5 feet of the hostile creature.
Before you cast an instantaneous spell that requires a spell attack and are unable of hitting more than a single target, you can choose to take a -5 penalty to the spell attack roll. If the spell hits, you add +10 to the spell's damage.
Your relentless practice with a bow grants you the following benefits while using one:
When you miss a ranged weapon attack with a bow, your next ranged weapon attack roll with a bow has advantage.
As a bonus action, you can ready a shot until the start of your next turn. If a creature moves 5 feet or more while within 30 feet of you while you have a shot readied, you can use your reaction to make a ranged weapon attack against that creature with a -2 penalty to the attack roll.
Your attacks leave your enemies devastated and cowering in fear. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Gain the Brutal Threat special attack (below)
When you take the Attack action on your turn, you can replace one of your attacks to issue a dire threat backed by your killing intent at a creature that can see or hear you within 60 feet. The target must make a Wisdom saving throw.
On failure, they become frightened for 1 minute. If it fails by 5 or more, it becomes frozen in terror, suffering the paralyzed condition while it is frightened. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on success (if it fails by less than 5 it can end the paralyze effect, but cannot become paralyzed after the initial save).
If you kill a target while it is frightened in this way, you can repeat this action as a reaction targeting another creature within 30 feet that can see or hear you bypassing the usual usage restriction of the feature.
Once you use this feature, you cannot use it again until you complete a short or long rest.
You gain a blessing from Cenarius and his children, giving you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn your choice of two of the following; Animal Friendship, Entangle, Goodberry, Leaf Shield, Purify Food and Drink, and Speak with Animals. 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.
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).
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.
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.
You wield daggers with perfection and poise, able to use them fluidly in any situation.
You can draw or stow any number of daggers during your turn. You have advantage on any ability check to conceal your daggers.
Your attacks with daggers score a critical hit on a roll of 19 or 20.
When you use two-weapon fighting using a dagger in both hands, you can take both attacks as part of the Attack action on your turn (without expending your bonus action). You can only make this attack once per turn.
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 bring ruin to the battlefield, cleaving through hordes. You gain the following benefits:
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
When you reduce a creature to 0 hit points with an attack, you can apply any overflow damage (damage dealt by the attack over what was required to bring the target to zero) to another creature within 5 feet of the target, if the attack roll would also hit that target.
Gain the Whirlwind Slash special attack (below).
When you take the Attack action on your turn, you can replace one of your attacks with spinning your weapon in a massive arc with great force. All creatures of your choice within 5 feet of you must make a Dexterity saving throw. On failure, they take 2d6 + your Strength modifier damage, or half as much on a successful save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).
Once you use this feature, you cannot use it again until you complete a short or long rest.
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.
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 : 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 : Spellcasting or Pact Magic feature
You specialize in all four elements - air, earth, fire, and water - commanding them as one in a flowing, weaving rhythm. You gain the following benefits:
You have spell prowess with elemancy spells.
The spells Absorb Elements, Elemental Bane, Elemental Curse, and Elemental Shock are added to the spell list of your spellcasting class.
After you cast an aeromancy, geomancy, hydromancy, or pyromancy spell you gain spell prowess with spells of the other three specializations until the end of your next turn.
When you cast an aeromancy, geomancy, hydromancy, or pyromancy spell of 1st-level or higher, if you have spell prowess with the spell, you can choose a damage type out of acid, cold, fire, lightning, or thunder. You gain resistance to that damage type until the end of your next turn.
Prerequisite : Spellcasting or Pact Magic feature
You have explored the mysteries of one of the energies of your magic, gaining you the following benefits:
This feat can be taken multiple times, but you must choose a different damage type each time.
Choose one damage type from the table below. You apply half your proficiency bonus to your spells' damage rolls of the chosen type.
Whenever a creature rolls a 1 on the d20 for a saving throw from a spell you cast that deals damage of the chosen type and it fails the save, the spell inflicts a special effect on it. If you critically hit a creature with a spell attack from a spell you cast that deals damage of the chosen type, the spell also inflicts the special effect on the target. The special effect depends on the damage type, as shown in the table below:
Prerequisite : Proficiency with Alchemist’s Supplies
Your long practice of alchemy has granted you the following benefits:
Your Intelligence or Wisdom ability score increases by 1, to a maximum of 20.
When you make an Alchemy crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
During a long rest, you can produce one Lesser Healing Potion without material components. This is a temporary potion that loses its potency after 24 hours.
Prerequisite : Proficiency with Blacksmith’s Tools
Your long practice of blacksmithing has granted you the following benefits:
Your Strength ability score increases by 1, to a maximum of 20.
When you make an Blacksmithing crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
The Maintenance & Modifications options of Blacksmithing can be completed without any gold piece cost.
Prerequisite : Proficiency with Tinker’s Tools
Your long experience with tinkering has granted you the following benefits:
Your Intelligence ability score increases by 1, to a maximum of 20.
When you make a Tinkering crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
During a long rest, you can produce two special pieces of ammunition. When you use one of these special ammunition, you can change the damage type of your Ranged Weapon Attack to one of the following; Bludgeoning, Piercing, Slashing, Acid, Fire, Cold, Lightning. This piece of ammunition is of temporary construction, and becomes a normal piece of ammunition after 24 hours.
You have practiced extensively with the exotic weapons used by certain races, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with four exotic weapons of your choice.
Under your leadership, your allies fight as a cohesive unit, outmaneuvering and outflanking any enemy. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As an action, you can issue an order to an ally within 60 feet that can hear you. It can then use its reaction to take one of the following actions: Attack (one attack only), Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.
While you are within 5 feet of two or more allies who aren’t incapacitated, hostile creatures can’t have advantage on attack rolls against you.
Prerequisite : Proficiency with a martial weapon
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 Warrior class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants you a new feat, you can replace this feat's fighting style with another one from the warrior class that you don't have.
Prerequisite : Proficiency with pistols, muskets, and/or pepperboxes
You have become excellent at the usages of firearms, gaining the following benefits:
You ignore the loading quality of pistols, muskets, pepperboxes.
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 loaded pistol you are holding.
Your have become interested in the mechanical firearms and their uses, gaining the following benefits:
Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Tinker's Tools
You gain proficiency with pistols, muskets, and pepperbox.
Your mastery with a flail allows you to use the challenging weapon with deadly skill. You gain the following benefits while wielding a flail:
When you miss a melee weapon attack made with a flail, you can make a new attack roll against another creature of your choice within the weapon's range. You cannot attack the same creature twice this way.
As a bonus action, you can whirl the flail building momentum. The next attack you make with it before the end of your turns an additional 1d8 damage on hit.
Prerequisite : Spellcasting or Pact Magic feature
You specialize in the magic of the earth, commanding earthen arms and armor and beckoning quakes from the ground beneath you. You gain the following benefits:
You have spell prowess with geomancy spells
The spells Become Stone, Bones of the Earth, Mold Earth, Holy Shield, and Stone Shape are added to the spell list of your spellcasting class.
Whenever you cast a geomancy spell, you gain a +1 bonus to AC and temporary hit points equal to half of your proficiency bonus, both of which last until the end of your next turn or until you roll initiative.
Whenever you make a saving throw to maintain concentration on a geomancy spell, you roll 1d4 and add it to the result.
Prerequisite : Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On 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 weapon 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.
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 attacks is reduced by 3.
Prerequisite : Spellcasting or Pact Magic feature
You specialize in the magic of water, commanding seas, rivers, glaciers, and steam geysers all as one. You gain the following benefits:
You have spell prowess with hydromancy spells
The spells Become Water, Create or Destroy Water, Maelstrom, Shape Water, and Tsunami are added to the spell list of your spellcasting class.
The range for your hydromancy spells is increased by 30 feet, unless the spell's range is Self. This also increases the range of Touch spells.
When a hydromancy spell that you cast pushes or pulls a creature, it moves that creature 10 extra feet. When one knocks a creature prone, you can choose to also push that creature 10 feet away from you. When one reduces a creature's speed, it is reduced by 10 additional feet. When one creates liquid water, it creates twice as much.
You have mastered heavy blows with bludgeoning weapons. When you hit a creature with a maul or greatclub, you gain a charge of momentum until the end of your current turn. You can expend your momentum charges as a bonus action on one of the following abilities.
Knock Back. Requires 1 or more charges of momentum: You push a creature within reach of you 5 feet per charge of momentum directly away from you. The distance they are pushed decreases by 5 feet for every size larger than you they are (for example, if you are Medium pushing a Large creature, you need to push them 10 feet to move them 5 feet).
Take Down. Requires 2 charges of momentum: You force a creature within reach of you to make a Strength saving throw or be knocked prone.
Bonk! Requires 1 or more charges of momentum: You expend the momentum slamming into a creature within 5 feet of you, dealing 1d4 bludgeoning damage per charge of momentum.
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 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.
Your exposure to the power of the light has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the Prayer of Healing spell and one of the following; Angelic Feather, Bless, Divine Favor, Heroism, Repentance. 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.
You have trained to master the use of light armor, gaining the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain proficiency with 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 + your proficiency bonus), or they use magic to decipher it.
You smash through your enemies, clearing the way for your allies.
Increase your Strength or Constitution by 1, to a maximum of 20.
When you push a creature, if the creature's movement is stopped early by another creature, object, or terrain, they take 1d4 bludgeoning damage for each 5 feet moved before the collision.
Gain the Might Impact special attack (below).
When you take the Attack action on your turn, you can replace one of your attacks to slam an enemy backwards. The target must make a Strength saving throw. On failure, it takes 2d6 + your Strength modifier damage and is pushed 15 feet away from you. On a success, it takes half as much damage and is pushed 5 feet away from you. The distance the target is pushed is reduced by 5 feet for every size larger than you it is. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).
Once you use this feature, you cannot use it again until you complete 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 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 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.
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: Druid, Mage, Priest, Shaman, or Warlock. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for Priest, Wisdom for Druid or Shaman, or Intelligence for Mage or Warlock.
Prerequisite : Proficiency in the Arcana skill
You delve the secrets of magic. You can make scrolls of spells you don’t know, but each crafting check takes 40 Minutes (this can be completed incrementally). When you craft a scroll or make a magic item that reproduces a spell that deals damage, you can change the damage type of that spell it reproduces. Doing so raises the difficulty of crafting it by +2. Additionally, if the spell is a higher level than you can normally cast, you have advantage on the spell casting check to cast it.
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.
Prerequisite : Spellcasting or Pact Magic feature
Through innate talent or arduous practice, you have learned how to twist and augment your spells in potent ways. You gain the following benefits:
You learn two Metamagic options of your choice from the Metamagics option the Mage class page. 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 that list.
You gain a number of Meta Points to spend on Metamagic equal to your proficiency bonus + 1 . You regain all spent Meta Points when you finish a 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.
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 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.
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom 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.
You have achieved a penetrating precision in combat, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
You can prepare and deliver deadly poisons, granting you the following benefits:
When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
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, Quarterstaff, or Spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a Glaive, Halberd, Pike, Quarterstaff, or Spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Prerequisite : Spellcasting or Pact Magic feature
You specialize in the magic of flame, commanding the largest, brightest, and most explosive of fires to reduce nearly anything to ash, smoke, and cinders. You gain the following benefits:
You have spell prowess with pyromancy spells
The spells Become Fire, Control Flames, Fire Storm, Heat Metal, and Immolation are added to the spell list of your spellcasting class.
When you cast a pyromancy spell, you can choose to shed bright light in a 20-foot radius and dim light for an additional 20 feet until the end of your next turn.
When you cast a pyromancy spell of 1st level or higher, you can choose to explode the spell or ignite the spell.
Explode: The spells range, length, or radius are extended by 5 feet. Cannot extend spells with a range of Self or Touch.
Ignite: You ignite an area of your choice, such as an area with the effects of the spell, an area within 10 feet of yourself, or 10 feet within the target of your spell. All creatures and objects that start their turn within that area will take fire damage equal to twice the spell's level. The area will remain ignited for a number of rounds equal to the spell's level.
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.
You’ve mastered every play that’ll give you an edge when it comes to using common items, and gain the following benefits:
You are proficient with improvised weapons.
You can add your proficiency bonus to the saving throw DC for common items used by you.
When taking time to recover reusable items such as ball bearings or caltrops, no roll is required.
Additionally, whenever you deal damage with Alchemical Acid, Alchemical Fire, Caltrops, Holy Water, or Oil, that damage increases by 1d4 at 5th level, and again at 11th and 17th levels.
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 1st-level spells of your choice. Choose one of the following classes: Druid, Mage, Priest, Shaman, or Warlock. 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 Priest; Wisdom for Druid or Shaman; or Intelligence for Mage or Warlock.
If you come across a spell in written form, such as a magical spell scroll or a mage'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 re-roll the weapon's damage dice and use either total.
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures 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 have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill 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.
You gain proficiency in any combination of three skills or tools of your choice.
Prerequisite : Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
You've learned where to cut to have the greatest results, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
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 Druid, Mage, Priest, Shaman, or Warlock spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for Priest; Wisdom for Druid or Shaman; or Intelligence for Mage.
You move like the wind, striking faster than your foes can see. You gain the following benefits:
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Each time you hit a creature, your movement speed increases by 5 feet until the end of your turn. If you attack and hit a creature with a melee weapon attack, you can pass through its space, treating it as difficult terrain.
Gain the Slashing Dash special attack (below)
When you take the Attack action on your turn, you can replace one of your attacks with a rapid burst of movement, moving up to 30 feet along any surface in a straight line.
You can move on vertical or horizontal surfaces with this movement, can pass through creatures, and do not provoke attacks of opportunity, but cannot pass through objects or terrain. If you are carrying a weapon you are proficient with when you take this action, each time you pass through a creature, it must make a Dexterity saving throw. A creature takes 2d6 + your Strength or Dexterity modifier (your choice) damage of your weapon type on a failed save, or half as much on a successful save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).
Once you use this feature, you cannot use it again until you complete a short or long rest.
Prerequisite : Small Size
You are able to wield massive weapons despite your small stature, to the surprise of your enemies. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You do not have disadvantage on attack rolls with heavy weapons as a result of your size.
You have advantage on your first attack roll made with a heavy weapon during combat.
Prerequisite : Spellcasting or Pact Magic feature
You specialize in the magic of summoning powerful creatures to aid you in combat. Any creature summoned or created by a spell that you cast appears with 1 extra hit point per Hit Die it has (or an additional 8 hit points if it has no hit dice). While you are within 30 feet of it and you can see it and control it, it gains a bonus to its AC and saving throws equal to half your proficiency bonus, and any ability checks to dispel it are made with disadvantage. This feat does not affect creatures you summon that have class levels.
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
You are proficient with improvised weapons.
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.
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
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 (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
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.
You have honed your proficiency with particular tools, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with one tool of your choice.
Choose one tool in which you have proficiency. You gain expertise with that tool, which means your proficiency bonus is doubled for any ability check you make with it.
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.
You have mastered the twinblade, favored by spellbreakers and other elven warriors. You gain the following benefits:
While you wield a twinblade, it gains the Finesse property. In addition, its Versatile (1d8) is replaced by Versatile (2d6).
While you are wielding a twinblade with two hands, you gain a +1 bonus to AC.
Prerequisites : Dexterity score of 13 or higher.
You have trained to fight unarmored. Choose one ability score of the following: Constitution, Wisdom or Charisma. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
While you aren't wearing armor or using a shield, you can calculate your AC as 10 + your Dexterity modifier + your chosen ability score modifier.
Your exposure to the power of the void has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the Invisibility spell and one of the following; Agony, Bane, Cause Fear, Dark Void, Dissonant Whispers, or Horror of Soggoth. 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.
If you have a spell save DC higher than a wand you are attuned to, you can use your spell save DC instead.
If you expend the last charge of a wand, you do not need to make a roll to see if it is destroyed.
When you cast a spell with an item, you can make a single weapon attack with a weapon held in your other hand as a bonus action.
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 master the reckless rush of smashing into the enemy line. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
If you move at least 20 feet in a direction before making your first melee weapon attack roll on your turn, the attack deals an additional 1d8 damage.
Gain the Wild Charge special attack (below).
When you take the Attack action on your turn, you can replace one of your attacks with making a charge. You or a mount you are controlling can move up to 30 feet in a straight line, flinging your enemies out of your path.
This movement does not provoke attacks of opportunity. Large or smaller creatures in your path must make a Strength saving throw, or be knocked out of your way and prone. If a creature has no where they can move, they are knocked prone but not moved, and you pass over them. A creature takes 2d6 + your Strength modifier bludgeoning damage on a failed save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus). Your charge ends early if a creature passes their save. Creatures with a CR equal to less than half of your character level automatically fail their save.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Prerequisite : The ability to cast at least one spell
You have learned how to bolster your shields, barriers, and walls of magic beyond their normal capabilities in order to better control a battlefield and protect yourself and your allies. You gain the following benefits:
When one of your spells or class features grants a protective ward with hit points to a creature (such as the Frost Mage's Ice Barrier, or the Barrier spell), you grant that ward extra hit points equal to your proficiency bonus.
When a spell you cast creates a wall or barrier with no creature as a target (such as Wall of Stone or Screen of Protection spell), you increase the hit points of that object by an amount equal to twice your proficiency bonus, and you increase its AC by 2.
When a spell you cast grants a creature temporary hit points, you increase the temporary hit points by an amount equal to your proficiency bonus.
Any creature that has its AC increased from a spell you cast or that has a protective ward with hit points granted by a spell you cast also has an additional +1 bonus to AC. This bonus is not cumulative.
Your mastery over a warhammer ensures that your blows never fail to wear down the enemy, becoming an inexorable threat to any foe. You gain the following benefits:
Increase your Strength or Constitution ability score by 1, to a maximum of 20.
When you miss a melee weapon attack with the warhammer, the target takes half the weapon damage the attack would have dealt. This does not count as a hit for things that require you to hit the target (such as spells, Divine Smite, or similar features), but does include modifiers to the attack damage roll.
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
The whip is a rather unconventional weapon to wield, but you have learned the natural tricks of the whip and use it with excellent precision. You gain the following:
You gain proficiency with Whips and Chain Whips, if you didn't have it already.
You gain a +1 bonus with Attack Rolls made with Whips and Chain Whips.
The damage die for the Whip changes from a 1d4 to a 1d6.
Once per turn, when you successfully attack with your Whip or Chain Whip, you can make a special maneuver with the whip. For this maneuver, the target must be no more than one size larger than you. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check, with a DC equal to 8 + your Strength or Dexterity modifier + your proficiency bonus. On a failed save, you can apply one of the following:
You knock the creature prone.
You pull the creature 5 feet in a direction towards you.
The creature becomes grappled.
These feats are only for those of a specific race or subrace. As such, all of these feats will have a prerequisite linking back to the race in question.
Prerequisite : Blood/High Elf OR Forsaken (Elf)
Your study of highborne lore has unlocked arcane power that few other elves possess. Drawing on the ley lines, you can momentarily stride through space 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 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.
Prerequisite : Blood/High Elf
Blood elves have a natural ability to manipulate arcane energy, thanks to their exposure to the magical Sunwell. You learn the spell Dispel Magic, which you can cast once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. If your dispel magic is successful, you receive one of the following benefits:
You regain an expended spell slot of level at most half your proficiency bonus.
You gain temporary hit points equal to your level + your Intelligence modifier.
Prerequisite : Goblin
You've improved your living through chemistry, and have become an expert in its practices. You gain the following benefits:
Increase your Intelligence score by 1, to a max of 20.
You gain proficiency with Alchemist's Supplies. If you are already proficient with them, you 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 a short rest, you can temporarily improve the potency of one potion of healing of any rarity. You must have Alchemist's Supplies with you to improve the potions potency, and the potion must be within reach. For 1 hour after the short rest ends, a creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
Prerequisite : Human
You're an inspiration to everyone. 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 Determination racial trait before the end of your next turn. Also, you can only use this feat once per short rest.
Prerequisite : Night Elf
Your friendship with animals mystically deepens. You gain the following benefits:
You gain proficiency in 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 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. Wisdom is your spellcasting ability for these spells.
Prerequisite : Night Elf
Your connection to your kin deepens, unlocking unique gifts. You gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
You have advantage on Dexterity (Stealth) checks made in dim or unlit areas.
When you fail a death saving throw, you may call upon a Wisp to change the dice to a success. The essence of the Wisp continues to linger in your body for your next two long rests, making you unable to call for another's aid.
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 max 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 : Any Elf (Night Elf, Blood/High Elf) or Forsaken (Elf)
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have an 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 re-roll one of the dice once.
Prerequisite : Any Non-Neutral Race
You have a deep hatred for a particular member of the opposite faction. Choose two races of the opposite faction to bear the burden of your wrath (each race includes all of it's sub races). You gain the following benefits:
Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
During the first round of combat against your chosen foes, your attack rolls against them have advantage.
When any of your chosen foes make an opportunity attack against you, it makes the attack roll with disadvantage.
When 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 in the skill.
Prerequisite : Orc
Your 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 made with 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 make one weapon attack as a reaction.
Prerequisite : Forsaken (Human) 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. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Prerequisite : Draenei
You have been granted the gift of Sight. You learn the Comprehend Languages spell and can cast it at will, without expending a spell slot. You also learn the spells Augury and Clairvoyance, 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. You can also cast these spells using spell slots you have of the appropriate level.
Prerequisite : Draenei
The Light has granted you the strength to fight against the forces of evil, wherever they can be found. You gain the following benefits:
Increase your Strength, Constitution, or Intelligence score by 1, to a maximum of 20.
You learn the spells Detect Evil and Good and Protection from Evil and Good, each of which you can cast once without expending a spell slot. You regain the ability to cast those spells in this way when you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level.
Prerequisite : Dwarf (Wildhamnmer), Orc, Tauren, or Troll
You have seen the balance and harmony the spirits bring. You gain the following benefits:
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
You have advantage on saving throws against being frightened.
You learn the Healing Spirit spell, and 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. Wisdom is your spellcasting ability for this spell.
Prerequisite : Dwarf, Gnome, or Goblin
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 the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Prerequisite : Troll
You possess more powerful regenerative capabilities. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You regain all spent Hit Dice at the end long rest.
Whenever you would roll Hit Dice to regain hit points, you use the highest number possible for each die.
Prerequisite : Tauren
Your hide toughens, improving your ability to shrug off attacks. You gain the following benefits:
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
Your hide thickens. While you aren't wearing armor, you can calculate your AC as 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.