Feats

Feats are special features not tied to a single Class. 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 1st level, your character gains an Origin feat from their Background Features. At 4th level, your character gains the Ability Score Improvement feat in addition to a feat of your choice. You must meet any prerequisite specified in a feat to take that feat.  

Origin Feats

Alert

Alert

Alert

Prerequisite: None
Repeatable: No
 

Always on the lookout for danger, you gain the following benefits:

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.

 
Arcane Spark

Arcane Spark

Arcane Spark

Prerequisite: None

Repeatable: No

You gain the following benefits.

Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can't use this benefit if you have the Incapacitated condition.

Arcane Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


 

 
Armiger

Armiger

Armiger

Prerequisite: None

Repeatable: No

You gain the following benefits.

Entreat. You gain proficiency in one of the following skills: Insight, Performance, or Persuasion.

Rallying Cry. When you roll Initiative and don't have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.

Once you use this benefit, you can't do so again until you finish a Long Rest.


 

 
Battle-Tested

Battle-Tested

Battle-Tested

Prerequisite: None

Repeatable: No

You gain the following benefits.

Stand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can't have the Incapacitated condition.

Vigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.


 

 
Brawler

Brawler

Brawler

Prerequisite: None
Repeatable: No
 

Accustomed to brawling, you gain the following benefits:

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Shove. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

 
Healer

Healer

Healer

Prerequisite: None
Repeatable: No
 

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

 
Lightly Armoured

Lightly Armoured

Lightly Armoured

Prerequisite: None

Repeatable: No

You gain Armour Training with Light Armour and Shields.


 

 
Lordly Demeanour

Lordly Demeanour

Lordly Demeanour

Prerequisite: None

Repeatable: No

You gain the following benefits.

Inspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.

Reassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.


 

Lucky

Lucky

Lucky

Prerequisite: None
Repeatable: No
 

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.

Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

 
Magic Initiate

Magic Initiate

Magic Initiate

Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time
 

You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

Two Cantrips. You learn two cantrips of your choice from your chosen Spell list.

1st-Level Spell. Choose one 1st-level spell from your chosen Spell list. You always have that Spell prepared. You can cast it once without a Spell Point, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Points you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from your chosen Spell list.

 
Musician

Musician

Musician

Prerequisite: None
Repeatable: No
 

You are a practiced musician, granting you the following benefits:

Instrument Training. You gain Tool Proficiency with Musical Instruments.

Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

 
Reveler

Reveler

Reveler

Prerequisite: None

Repeatable: No

When an ally you can see within 60 feet of yourself expends Heroic Inspiration, you can gain Heroic Inspiration if you lack it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.


 

 
Savage Attacker

Savage Attacker

Savage Attacker

Prerequisite: None
Repeatable: No
 

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

 
Skilled

Skilled

Skilled

Prerequisite: None
Repeatable: Yes
  You have exceptionally broad learning. Choose three Skills or Tools in which you lack Proficiency. You gain Proficiency in those Skills or Tools.

 
Tactician

Tactician

Tactician

Prerequisite: None

Repeatable: No

You gain the following benefits.

Exploit Opening. When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.

Stand Together. If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.


 

 
Tough

Tough

Tough

Prerequisite: None
Repeatable: No
 

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

General Feats

 
Ability Score Improvement

Ability Score Improvement

Ability Score Improvement

Prerequisite: 4th+ Level
Repeatable: Yes
 

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feat.

 
Actor

Actor

Actor

Prerequisite: 4th+ Level, Charisma 13+
Repeatable: No
 

Skilled at mimicry and dramatics, you gain the following benefits:

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Impersonation. While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma (Performance) Checks to convince others that you are that person.

Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma (Performance) Check to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

 
Artificer Initiate

Artificer Initiate

Artificer Initiate

Prerequisite: 4th+ Level, Intelligence 13+
Repeatable: No
 

You've learned some of an artificer's inventiveness, granting you the following benefits:

Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

Artificer's Magic. Choose one cantrip and one 1st-level spell from the Arcane spell list. You always have the 1st-level spell prepared. You can cast this spell without spell points. Once you cast the spell in this way, you can't cast it in this way again until you finish a Long Rest. You can also cast this spell using spell points you have of the appropriate level. Intelligence is the spellcasting ability of these spells.

Artisan Tool Proficiency. You gain proficiency with one type of Artisan's Tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

 
Athlete

Athlete

Athlete

Prerequisite: 4th+ Level, Strength, Dexterity, or Constitution 13+
Repeatable: No
 

You have undergone extensive physical training to gain the following benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Climb Speed. You gain a Climb Speed equal to your Speed.

Hop Up. When you are Prone, you can right yourself with only 5 feet of movement.

Jumping. You have Advantage on any Ability Check you make for the Jump Action.

 
Battle-Hardened

Battle-Hardened

Battle-Hardened

Prerequisite: 4th+ Level, Battle-Tested Feat

Repeatable: No

You gain the following benefits:

Ability Score Increase. Increase your Strength, Wisdom, or Charisma by 1, to a maximum of 20.

Resurge. When you have the Prone condition, you can right yourself with only 5 feet of movement.

Stronger Together. If you are within 5 feet of an ally that doesn't have the Incapacitated condition, you and that ally have Advantage on Strength saving throws. You can't use this benefit while you have the Incapacitated condition.


 

 
Bomber

Bomber

Bomber

Prerequisite: 4+ Level

Repeatable: No

You gain the following benefits:

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Far Lobber. When you use the Attack action to throw a vial or flask, you can target an object or creature you can see within 40 feet of yourself.

Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Thrown weapons.


 

 
Cartomancer

Cartomancer

Cartomancer

Prerequisite: 4th+ Level, Spellcasting Feature
Repeatable: No
 

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

Hidden Ace. When you finish a Long Rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell points. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a Bonus Action to flourish the card and cast the spell within. The card then immediately loses its magic.

 
Charger

Charger

Charger

Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
Repeatable: No
 

You have trained to charge headlong into battle, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action.

Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects:

  • Gain a +1d8 bonus to the attack’s damage roll
  • Push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you.
  •  

    You can use this benefit only once on each of your turns.

     
    Chef

    Chef

    Chef

    Prerequisite: 4th+ Level, Constitution or Wisdom 13+
    Repeatable: No
     

    Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

    Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.

    Tool Proficiency. You gain proficiency with cook’s utensils if you don’t already have it.

    Stout Meal. As part of a Short Rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

    Tasty Treats. With one hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain temporary hit points equal to your Proficiency Bonus.

     
    Cold Caster

    Cold Caster

    Cold Caster

    Prerequisite: 4th+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Cantrip. You learn the Ray of Frost cantrip. If you already know it, you learn a different Arcane cantrip that deals Cold damage of your choice. The spell's spellcasting ability is the ability increased by this feat.

    Frostbite. Once per turn when you hit a creature with an attack roll and deal Cold damage, you can temporarily negate the creature's defenses. The creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.


     

     
    Commandant

    Commandant

    Commandant

    Prerequisite: 4th+ Level, Armiger Feat or Martial Weapon Proficiency

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.

    Encourage Ally. As a Bonus Action, you bolster one ally you can see within 30 feet. The ally gains Temporary Hit Points equal to 2d6 plus the modifier of the ability score increased by this feat. You can take this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.

    Last Stand. You have Advantage on the first attack roll you make on your turn while Bloodied.


     

     
    Crossbow Expert

    Crossbow Expert

    Crossbow Expert

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    Thanks to extensive practice with crossbows, you gain the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Ignore Loading. You ignore the Loading property.

    Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls using weapons with the Loading property.

    Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a ranged weapon that has the Light property.

     
    Crusher

    Crusher

    Crusher

    Prerequisite: 4th+ Level
    Repeatable: No
     

    Practiced in the art of crushing your enemies, you gain the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Push. 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 if the target is no more than one size larger than you.

    Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.

     
    Defensive Duelist

    Defensive Duelist

    Defensive Duelist

    Prerequisite: 4th+ Level, Dexterity 13+
    Repeatable: No
     

    You’ve learned to deftly parry attacks, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Parry. If you are holding a Finesse weapon and another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armour Class for that attack, potentially causing the attack to miss you.

     
    Delicious Pain

    Delicious Pain

    Delicious Pain

    Prerequisite: 4+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Toughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.


     

     
    Dual Wielder

    Dual Wielder

    Dual Wielder

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You master fighting with two weapons, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.

    Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

     
    Durable

    Durable

    Durable

    Prerequisite: 4th+ Level, Constitution 13+
    Repeatable: No
     

    Hardy and resilient, you gain the following benefits:

    Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

    Defy Death. You have Advantage on Death Saving Throws.

    Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.

     
    Eldritch Adept

    Eldritch Adept

    Eldritch Adept

    Prerequisite: 4th+ Level, Spellcasting feature
    Repeatable: No
     

    You have studied occult lore, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Eldritch Invocations. You learn one Eldritch Invocation of your choice. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the Eldritch Invocations list. The spellcasting ability of this invocation is the ability increased by this feat.

     
    Elemental Adept

    Elemental Adept

    Elemental Adept

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: Yes, but you must choose a different Damage Type each time for Energy Mastery
     

    In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Energy Mastery. 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.

     
    Fae Trickster

    Fae Trickster

    Fae Trickster

    Prerequisite: 4th+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Dexterity or Charisma by 1, to a maximum of 20.

    Trod Trotter. When you take the Disengage action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.

    Flustering Strike. When you hit a creature with an attack roll, you can attempt to fluster the target. The target must succeed on a Wisdom saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or have Disadvantage on saving throws until the end of your next turn.

    You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


     

     
    Fighting Initiate

    Fighting Initiate

    Fighting Initiate

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    Your martial training has helped you develop a particular style of fighting, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Combat Stance. You learn one Combat Stance of your choice from the Fighter class. If you already have a Combat Stance, the one you choose must be different. Whenever you gain a level, you can replace this feat's Combat Stance with another one from the Fighter class that you don't have.

     
    Grappler

    Grappler

    Grappler

    Prerequisite: 4th+ Level, Strength or Dexterity 13+
    Repeatable: No
     

    You’re an accomplished wrestler, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.

    Fast Wrestler. You don’t spend extra movement when you move a creature Grappled by you, provided the creature is your Size or smaller.

    Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

     
    Great Weapon Master

    Great Weapon Master

    Great Weapon Master

    Prerequisite: 4th+ Level, Proficiency with any Martial Melee Weapon
    Repeatable: No
     

    You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Heavy Weapon Mastery. When you hit a creature with a Heavy Melee Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

    Hew. Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

     
    Heavily Armoured

    Heavily Armoured

    Heavily Armoured

    Prerequisite: 4th+ Level, Medium Armour Training
    Repeatable: No
     

    You have trained to use Heavy Armour effectively, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Armour Training. You gain Heavy Armour Training.

     
    Heavy Armour Master

    Heavy Armour Master

    Heavy Armour Master

    Prerequisite: 4th+ Level, Heavy Armour Training
    Repeatable: No
     

    You can use your Heavy Armor to deflect strikes, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Damage Reduction. When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

     
    Inspiring Leader

    Inspiring Leader

    Inspiring Leader

    Prerequisite: 4th+ Level, Wisdom or Charisma 13+
    Repeatable: No
     

    You are adept at encouraging others, granting you the following benefits:

    Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.

    Encouraging Performance. At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.

     
    Keen Mind

    Keen Mind

    Keen Mind

    Prerequisite: 4th+ Level, Intelligence 13+
    Repeatable: No
     

    You have trained to rapidly recall or discover vital details, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.

    Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

    Quick Study. You can take the Study Action as a Bonus Action.

     
    Lordly Resolve

    Lordly Resolve

    Lordly Resolve

    Prerequisite: 4th+ Level, Lordly Demeanour Feat

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Strength or Charisma by 1, to a maximum of 20.

    Standard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition, provided its Speed isn't 0. Additionally, you bolster the targets' resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can't be possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.

    Once you use this benefit, you can't do so again until you finish a Long Rest.


     

     
    Mage Slayer

    Mage Slayer

    Mage Slayer

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have practiced techniques useful in battling magic-users, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.

    Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.

    Martial Adept

    Martial Adept

    Martial Adept

    Prerequisite: 4th+ Level, Strength or Dexterity 13+
    Repeatable: No
     

    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Combat Maneuvers. You learn two maneuvers of your choice from the Martial Maneuvers list. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

    Maneuver Dice. You gain two maneuver dice, which are d6s (these dice are added to any maneuver dice you have from another source). These dice are used to fuel your maneuvers. A maneuver die is expended when you use it. You regain your expended maneuver dice when you finish a Short Rest or a Long Rest.

     
    Martial Weapon Training

    Martial Weapon Training

    Martial Weapon Training

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have practiced extensively with a variety of weapons, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Weapon Proficiency. You gain Martial Weapon Proficiency.

     
    Medium Armour Master

    Medium Armour Master

    Medium Armour Master

    Prerequisite: 4th+ Level, Medium Armour Training
    Repeatable: No
     

    You have practiced moving in medium armour to gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Dexterous Wearer. While you are wearing Medium Armour, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

     
    Metamagic Adept

    Metamagic Adept

    Metamagic Adept

    Prerequisite: 4th+ Level, Spellcasting feature
    Repeatable: No
     

    You've learned how to exert your will on your spells, granting you the following benefits:

    Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

    Metamagic. You learn two Metamagic options of your choice. 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 the Metamagic option with another one from the Metamagic options list.

    Sorcery Points. You gain 2 sorcery points to spend on Metamagic. You regain all spent sorcery points when you finish a Long Rest.

     
    Mobile

    Mobile

    Mobile

    Prerequisite: 4th+ Level, Dexterity or Constitution 13+
    Repeatable: No
     

    You possess exceptional speed and stamina, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

    Speed Increase. Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.

    Improved Dash. When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

     
    Moderately Armoured

    Moderately Armoured

    Moderately Armoured

    Prerequisite: 4th+ Level, Light Armour Training
    Repeatable: No
     

    You have trained to use Medium Armour effectively, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Armour Training. You gain Medium Armour Training.

     
    Mounted Combatant

    Mounted Combatant

    Mounted Combatant

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have developed a bond with your mounts, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

    Mount Handler. You have Advantage on Wisdom (Animal Handling) Checks made to handle or train horses and other Beasts employed as mounts.

    Mounted Strike. While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.

    Leap Aside. 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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.

    Veer. While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.

     
    Observant

    Observant

    Observant

    Prerequisite: 4th+ Level, Intelligence or Wisdom 13+
    Repeatable: No
     

    Quick to notice details around you, you gain the following benefits:

    Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

    Keen Observer. Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

    Quick Search. You can take the Search Action as a Bonus Action.

     
    Piercer

    Piercer

    Piercer

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have achieved a penetrating precision in combat, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.

    Enhanced Critical. 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.

     
    Poisoner

    Poisoner

    Poisoner

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You can prepare and deliver deadly poisons, gaining the following benefits:

    Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

    Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

    Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

     
    Polearm Master

    Polearm Master

    Polearm Master

    Prerequisite: 4th+ Level, Proficiency with any Martial Heavy Reach Weapon
    Repeatable: No
     

    You have trained extensively with weapons that have Reach, granting you the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Pole Strike. Immediately after you take the Attack Action and attack with a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and it deals Bludgeoning damage.

    Reactive Strike. While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that weapon.

     
    Putrefy

    Putrefy

    Putrefy

    Prerequisite: 4+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Necrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.


     

     
    Rebuke

    Rebuke

    Rebuke

    Prerequisite: 4+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Radiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.


     

     
    Resilient

    Resilient

    Resilient

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have developed the resilience to better withstand certain dangers, granting you the following benefits:

    Ability Score Increase. Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.

    Saving Throw Proficiency. You gain Saving Throw Proficiency with the chosen ability.

     
    Ritual Caster

    Ritual Caster

    Ritual Caster

    Prerequisite: 4th+ Level, Intelligence, Wisdom, or Charisma 13+
    Repeatable: No
     

    You have studied ritual magic, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Ritual Spells. Choose two 1st-level Spells that have the Ritual tag from the Arcane, Divine, and Primal Spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Points you have. The Spells’ Spellcasting Ability is the ability increased by this Feat.

    Quick Ritual. With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Point. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.

     
    Sentinel

    Sentinel

    Sentinel

    Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
    Repeatable: No
     

    You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or makes an Attack Roll against a target other than you, you can make an Opportunity Attack against that creature.

    Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.

     
    Sharpshooter

    Sharpshooter

    Sharpshooter

    Prerequisite: 4th+ Level, Proficiency with any Martial Ranged Weapon
    Repeatable: No
     

    You can make shots that others find impossible, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Bypass Cover. Your Ranged Attacks with weapons ignore Half Cover and Three Quarters Cover.

    Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

    Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

     
    Shield Master

    Shield Master

    Shield Master

    Prerequisite: 4th+ Level, Shield Training
    Repeatable: No
     

    You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

    Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

    Shield Bash. If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.

    Interpose Shield. 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 and are wielding a Shield, interposing your shield between yourself and the source of the effect.

     
    Skill Expert

    Skill Expert

    Skill Expert

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You have honed your proficiency with particular skills, granting you the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Skill Proficiency. Choose one Skill in which you lack Proficiency. You gain Proficiency in that Skill.

    Skill Expertise. Choose one Skill in which you have Proficiency. You gain Expertise with that Skill.

     
    Skulker

    Skulker

    Skulker

    Prerequisite: 4th+ Level, Dexterity 13+
    Repeatable: No
     

    You are expert at slinking through shadows, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

    Blindsight. You have Blindsight with a range of 10 feet.

    Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity (Stealth) Check you make as part of the Hide Action during combat.

    Sniper. If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.

     
    Slasher

    Slasher

    Slasher

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You've learned where to cut to have the greatest results, granting you the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.

    Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.

     
    Spell Sniper

    Spell Sniper

    Spell Sniper

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: No
     

    You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.

    Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells.

    Increased Range. When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.

     
    Strategist

    Strategist

    Strategist

    Prerequisite: 4th+ Level, Tactician Feat

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Dexterity or Charisma by 1, to a maximum of 20.

    Retaliate. Immediately after a creature within 5 feet of you hits you with a melee attack, you can make an Opportunity Attack against that creature.

    Versatile Strategy. When you finish a Long Rest, choose a skill in which you have proficiency. You have Expertise in that skill until you finish your next Long Rest.


     

     
    Street Justice

    Street Justice

    Street Justice

    Prerequisite: 4th+ Level

    Repeatable: No

    You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.

    Headlock. Your allies have Advantage on attack rolls against a creature Grappled by you.

    Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.

    Tough Talk. A creature's Hostile attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.


     

     
    Telekinetic

    Telekinetic

    Telekinetic

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You learn to move things with your mind, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.

    Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.

     
    Telepathic

    Telepathic

    Telepathic

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You awaken the ability to mentally connect with others, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. 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.

    Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without spell points or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell points you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.

     
    War Caster

    War Caster

    War Caster

    Prerequisite: 4th+ Level, Spellcasting Feature
    Repeatable: No
     

    You have practiced casting spells in the midst of combat, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.

    Reactive Spell. When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.

    Somatic Components. You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.

     
    Weapon Master

    Weapon Master

    Weapon Master

    Prerequisite: 4th+ Level
    Repeatable: No
     

    You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Mastery Technique. Your training with weapons allows you to learn one Mastery Technique of your choice.

    Lineage Feats

     
    Dragon Fear

    Dragon Fear

    Dragon Fear

    Prerequisite: 4th+ Level, Dragonborn
    Repeatable: No
     

    When angered, you radiate menace. You gain the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

    Terrible Roar. When you use your Breath Weapon trait, you can force each creature in your breath weapon's area to make a Wisdom saving throw against your Breath Weapon DC. A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target has the Frightened condition for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the condition on a success.

     
    Dwarven Fortitude

    Dwarven Fortitude

    Dwarven Fortitude

    Prerequisite: 4th+ Level, Dwarf or Half-Dwarf
    Repeatable: No
     

    The hardy blood of the dwarves flows through your veins. You gain the following benefits:

    Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.

    Rugged Nature. As a Bonus Action, you can expend 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).

     
    Elven Accuracy

    Elven Accuracy

    Elven Accuracy

    Prerequisite: 4th+ Level, Elf or Half-Elf
    Repeatable: No
     

    The accuracy of elves is legendary. You have uncanny aim with attacks that rely on precision rather than brute force, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

    Supernatural Aim. Whenever you have Advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

     
    Fade Away

    Fade Away

    Fade Away

    Prerequisite: 4th+ Level, Gnome
    Repeatable: No
     

    You have learned a magical Gnomish trick for fading away when you suffer harm, granting you the following benefits:

    Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

    Slip into Shadows. Immediately after you take damage, you can use a Reaction to magically gain the Invisible condition until the end of your next turn. The condition ends early if you make an attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a Short Rest or a Long Rest.

    Goblinoid Aggression

    Goblinoid Aggression

    Goblinoid Aggression

    Prerequisite: 4th+ Level, Goblin
    Repeatable: No
     

    Your inner ferocity comes forth when someone tries to strike you. You gain the following benefits:

    Ability Score Increase. Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.

    Disturbing Visage. When a creature you can see hits you with an attack roll, you can use your Reaction to hiss and snarl, forcing that creature to reroll. Once you use this trait, you can’t use it again until you roll Initiative or until you finish a Short Rest or a Long Rest.

     
    Orcish Fury

    Orcish Fury

    Orcish Fury

    Prerequisite: 4th+ Level, Orc or Half-Orc

    Repeatable: No

    Your fury burns tirelessly. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.

    Furious Blow. When you hit with an attack, you can roll one of the damage dice an additional time and add it as extra damage of the attack’s damage type. Once you use this ability, you can’t use it again until you finish a Short Rest or a Long Rest.

    Unending Assault. Immediately after you use your Relentless Endurance trait, you can use your Reaction to make one attack.


     

     
    Mannish Determination

    Mannish Determination

    Mannish Determination

    Prerequisite: 4th+ Level, Man
    Repeatable: No
     

    You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

    Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

    Enhanced Resourcefulness. Your Resourceful trait grants you Heroic Advantage at the end of a Short Rest or a Long Rest.

     
    Squat Nimbleness

    Squat Nimbleness

    Squat Nimbleness

    Prerequisite: 4th+ Level, Small Lineage
    Repeatable: No
     

    You are uncommonly nimble for your kind. You gain the following benefits:

    Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

    Quick. Your Speed increases by 5 feet.

    Skillful. You gain proficiency in the Athletics or Acrobatics skill (your choice).

    Slippery. You have Advantage on Strength or Dexterity saving throws you make to end the Grappled condition.