5e Archetype Feats

Character concepts come in infinite possibility, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. While Multiclassing is an option to share your focus between multiple classes, you may wish not to do so. After all, if your character is only an apprentice in warfare and is primarily a priest, why would you take Fighter levels and skip that apprentice stage? Instead, you may seek to only progress in class levels as a Cleric or Druid and take feats such as the Fighter, Duelist, or even Barbarian or Paladin Dedications.   You gain an archetype by selecting archetype feats instead of your normal feats. First, find the archetype that best fits your character concept. Then select that archetype's Dedication feat, using one of your class feat choices. Once you've taken a Dedication feat, you can select any feat from that Archetype, as long as you meet its prerequisites.

Dedication Details

Each archetype's Dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a Dedication feat, you can't select a different Dedication feat until you complete your Dedication by taking at least two other feats from your current archetype.
Multiclass Dedications
Some archetypes are representative of another class, such as the Fighter Archetype mentioned above. This allows you to diversify your training into another class's specialties. You cannot select a Multiclass archetype's Dedication feat if you are already a member of that class.

Spellcasting Archetypes

Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. The spellcasting ability from a spellcasting archetype also allows you to qualify for anything that requires you be able to cast spells, such as certain other feats.   Archetypes of full spellcasting classes, such as the Cleric, Druid, or Wizard, always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the druid's master spellcasting feat is called Master Druid Spellcasting. All spell slots you gain from the spellcasting archetype are subject to the restrictions within the archetype. For instance, the Warlock Archetype allows you to pick a patron when you take its dedication feat. Most spellcasting archetypes do not grant spell slots in the traditional sense, instead just allowing you to cast certain spells each day.

Optional Rule: Free Archetype

If your game does not use the optional Multiclassing rules, your DM may opt to give each character a free Dedication feat at 2nd level to help differentiate characters from each other more.

Multiclass Archetypes

Barbarian Archetype

Barbarian Dedication [Archetype] [Dedication] [Multiclass]

Prerequisites: 2nd-Level, Strength 13, Constitution 13, No levels in the Barbarian class

You learn to tap into an unchecked primal ferocity in battle. You can use a Bonus Action on your turn to enter a Rage. While you Rage lasts, you gain all the benefits listed below, so long as you aren't wearing heavy armor.

  • You have Advantage on Constitution checks, Strength checks, and Strength Saving Throws that you make.
  • Whenever you hit with a Strength-based weapon attack you deal a bonus 1d4 damage of the weapon's type.
  • You gain resistance to Bludgeoning, Piercing, and Slashing damage.
  • You cannot cast spells, manifest psionic powers, or Concentrate.
Your Rage lasts until the end of your next turn, but it ends early if you fall unconscious. You can extend your Rage to the end of your next turn by attacking a creature, taking damage, making a Strength check, or using a Bonus Action to extend it. You can maintain your Rage for up to 10 minutes.   Once you use this feat, you must finish a Short or Long Rest before you can Rage again.

Barbaric Defenses [Archetype]

Prerequisites: 4th-Level, Barbarian Dedication feat

So long as you are not wearing armor, you have an Unarmored Armor Class equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain the effects of this feat.

Barbarian Resiliency [Archetype]

Prerequisites: 4th-Level, Barbarian Dedication feat

You gain 3 additional Hit Points for each Barbarian archetype feat you have. As you continue selecting Barbarian archetype class feats, you continue to gain additional Hit Points in this way.

Barbaric Recklessness [Archetype]

Prerequisites: 6th-Level, Barbarian Dedication feat

Whenever you make a Strength-based attack on your turn, you can throw aside concern for your defense to make a Reckless Attack. When you do so, you have Advantage on all Strength-based attacks and all Attack ROlls targeting you have Advantage until the start of your next turn.

Barbaric Criticals [Archetype]

Prerequisites: 10th-Level, Barbaric Recklessness feat

Your primal fury increases the power of your strikes. Strength-based attacks you make have their Critical Range increased by 1.

Greater Barbaric Criticals [Archetype]

Prerequisites: 16th-Level, Barbaric Criticals feat

Your primal fury increases the power of your strikes further. Strength-based attacks you make have their Critical Range increased by 1.

Basic Fury [Archetype]

Prerequisites: 4th Level, Barbarian Dedication feat

You gain a Maneuver Die, which is a d4. Most Maneuvers require you to expend a Maneuver Die in order to use them. You can only use one Maneuver per Attack, Ability Check, or Saving Throw, and you regain all expended Maneuver Dice when you finish a Short or Long Rest. You learn two 1st-Degree Maneuvers of your choice from the Barbarian Maneuver List. To learn a Maneuver you must meet any prerequisites it may have, such as a Minimum Ability Score. You ignore the level requirement of Maneuvers gained through these feats.   If one of your Maneuvers requires a creature to make a Saving Throw, your Exploit Saving Throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus + your Strength modifier

Advanced Fury [Archetype]

Prerequisites: 6th-Level, Basic Fury feat

You gain a Maneuver Die. In addition, you learn one 1st-Order and one 2nd-Order Maneuver of your choice from the Barbarian Maneuver List. Any restrictions from the Basic Fury feat still apply.

Expert Fury [Archetype]

Prerequisites: 10th-Level, Advanced Fury feat

You gain a Maneuver Die, and your Maneuver Dice become d6s. In addition, you learn one 2nd-Order and one 3rd-Order Maneuver of your choice from the Barbarian Maneuver List. Any restrictions from the Basic Fury feat still apply.

Master Fury [Archetype]

Prerequisites: 14th-Level, Expert Fury feat

You gain a Maneuver Die. In addition, you learn one 3rd-Order or 4th-Order Maneuver of your choice from the Barbarian Maneuver List. Any restrictions from the Basic Fury feat still apply.

Grandmaster Fury [Archetype]

Prerequisites: 18th-Level, Master Fury feat

You gain a Maneuver Die, and your Maneuver Dice become d8s. In addition, you learn one 4th-Order or 5th-Order Maneuver of your choice from the Barbarian Maneuver List. Any restrictions from the Basic Fury feat still apply.

Bard Archetype (Empty)
Battlemind Archetype (Empty)
Cleric Archetype (Empty)
Druid Archetype (Empty)
Fighter Archetype

Fighter Dedication [Archetype] [Dedication] [Multiclass]

Prerequisites: 2nd-Level, Strength 13, Dexterity 13, No Levels in the Fighter Class

You gain proficiency in Simple and Martial weapons, as well as in your choice of Acrobatics or Athletics. If you are already proficient in both of these skills, you instead gain proficiency in a skill of your choice.   Special. You can't select another Dedication feat until you've gained at least two other feats from the Fighter archetype.

Fighter Fighting Style [Archetype]

Prerequisites: 4th-Level, Fighter Dedication feat

Choose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style. [spoiler]

Blind Warrior
You have blindsight with a range in feet equal to 5 times your Fighter Power Reservoir. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes, you can make a single unarmed strike as a bonus action on that turn.
Deadeye
You gain a +2 bonus to attack rolls with ranged weapons.
Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.
Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.
Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Great Weapon Fighting
When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.
Improvised Fighting
You are proficient with improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage dice twice and take the higher damage roll. When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet of you, you can use your bonus action to make a melee attack against it with your ranged weapon. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.
Organ Piercer
You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.
Protector
When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.
Shield Warrior
You can use small, large, and tower shields as martial melee weapons. On a hit, the shield deals bludgeoning damage equal to 1d4 if it is a small shield, 1d6 if it is a large shield, or 2d4 if it is a tower shield. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with the shield, and if you are wielding two shields, you gain a +1 bonus to your Armor Class from the second shield, rather than nothing.
Thrown Weapon Fighting
When you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.

Battlefield Breather [Archetype]

Prerequisites: 6th-Level, Fighter Dedication feat

You can fight on where lesser warriors would fail. You can use your Bonus Action to regain Hit Points equal to 1d8 + your number of Fighter archetype feats. Once you do so, you must finish a Short or Long Rest before you can use this feat again.

Battlefield Surge [Archetype]

Prerequisites: 6th-Level, Fighter Dedication feat

You can push yourself past your limits, if only for a moment. On your turn, you can take one additional Action on that current turn. Once you do so, you must finish a Long Rest before you can use this feat again. This Action cannot be used to cast a spell.

Fighter Resiliency [Archetype]

Prerequisites: 4th-Level, Fighter Dedication feat

You gain 2 additional Hit Points for each Fighter archetype feat you have. As you continue selecting Fighter archetype class feats, you continue to gain additional Hit Points in this way.

Basic Maneuver [Archetype]

Prerequisites: 4th-Level, Fighter Dedication feat

You gain a Maneuver Die, which is a d4. Most Maneuvers require you to expend a Maneuver Die in order to use them. You can only use one Maneuver per Attack, Ability Check, or Saving Throw, and you regain all expended Maneuver Dice when you finish a Short or Long Rest. You learn two 1st-Degree Maneuvers of your choice from the Fighter Maneuver List. To learn a Maneuver you must meet any prerequisites it may have, such as a Minimum Ability Score. You ignore the level requirement of Maneuvers gained through these feats.   When you gain this feat, choose Strength or Dexterity. This choice cannot be changed later. If one of your Maneuvers requires a creature to make a Saving Throw, your Exploit Saving Throw DC is calculated as follows:

Exploit Save DC = 8 + your proficiency bonus + the chosen ability score modifier

Advanced Maneuver [Archetype]

Prerequisites: 6th-Level, Basic Maneuver feat

You gain a Maneuver Die, and your Maneuver Dice become d6s. In addition, you learn one 1st-Order and one 2nd-Order Maneuver of your choice from the Fighter Maneuver List. Any restrictions from the Basic Maneuver feat still apply.

Expert Maneuver [Archetype]

Prerequisites: 10th-Level, Advanced Maneuver feat

You gain a Maneuver Die, and your Maneuver Dice become d8s. In addition, you learn one 2nd-Order and one 3rd-Order Maneuver of your choice from the Fighter Maneuver List. Any restrictions from the Basic Maneuver feat still apply.

Master Maneuver [Archetype]

Prerequisites: 14th-Level, Expert Maneuver feat

You gain a Maneuver Die. In addition, you learn one 3rd-Order or 4th-Order Maneuver of your choice from the Fighter Maneuver List. Any restrictions from the Basic Maneuver feat still apply.

Grandmaster Maneuver [Archetype]

Prerequisites: 18th-Level, Master Maneuver feat

You gain a Maneuver Die, and your Maneuver Dice become d10s. In addition, you learn one 4th-Order or 5th-Order Maneuver of your choice. Any restrictions from the Basic Maneuver feat still apply.

Invoker Archetype (Empty)
Monk Archetype (Empty)
Oracle Archetype (Empty)
Paladin Archetype (Empty)
Psionic Archetype (Empty)
Ranger Archetype (Empty)
Rogue Archetype (Empty)
Shaman Archetype (Empty)
Sorcerer Archetype (Empty)
Truthseeker Archetype (Empty)
Warden Archetype (Empty)
Warlock Archetype (Empty)
Warlord Archetype (Empty)
Willsurger Archetype (Empty)
Wizard Archetype (Empty)

Other Archetypes

Acrobat Archetype (Empty)
Alchemist Archetype (Empty)
Animal Trainer Archetype (Empty)
Archaeologist Archetype (Empty)
Archer Archetype (Empty)
Assassin Archetype (Empty)
Avenger Archetype (Empty)
Bastion Archetype (Empty)
Beastmaster Archetype (Empty)
Blessed One Archetype (Empty)
Bloodrager Archetype (Empty)
Bounty Hunter Archetype (Empty)
Bullet Dancer Archetype (Empty)
Captivator Archetype (Empty)
Cavalier Archetype (Empty)
Clawdancer Archetype (Empty)
Corpse Tender Archetype (Empty)
Cultivator Archetype (Empty)
Demolitionist Archetype (Empty)
Draconic Acolyte Archetype (Empty)
Dragon Disciple Archetype (Empty)
Duelist Archetype (Empty)
Elementalist Archetype (Empty)
Exorcist Archetype (Empty)
Familiar Master Archetype (Empty)
Fan Dancer Archetype (Empty)
Field Propagandist Archetype (Empty)
Folklorist Archetype (Empty)
Terrain Mage Archetype (Empty)
Gladiator Archetype (Empty)
Hallowed Necromancer Archetype (Empty)
Dread Necromancer Archetype (Empty)
Herbalist Archetype (Empty)
Knight Vigilant Archetype (Empty)
Linguist Archetype (Empty)
Living Monolith Archetype (Empty)
Loremaster Archetype (Empty)
Mauler Archetype (Empty)
Medic Archetype (Empty)
Mind Smith Archetype (Empty)
Mortal Herald Archetype (Empty)
Necrologist Archetype (Empty)
Pirate Archetype (Empty)
Poisoner Archetype (Empty)
Reanimator Archetype (Empty)
Ritualist Archetype (Empty)
Scout Archetype (Empty)
Sentinel Archetype (Empty)
Squire Archetype (Empty)
Snare Crafter Archetype (Empty)
Swarmkeeper Archetype (Empty)
Trapsmith Archetype (Empty)
Undead Slayer Archetype (Empty)