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Feats
yoonmoonsik edited this page Aug 24, 2026
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92 feats drawn from multiple sourcebooks.
- +1 to Charisma.
- Expertise in Deception and Performance.
- +1 to Dexterity or Constitution.
- +5 to Initiative. Can't be surprised while conscious.
- +1 to Constitution.
- Choose one: Natural Armor (AC 10 + Dexterity and Constitution modifiers), Natural Weapons (Unarmed Strikes deal 1d6), or Night Vision (Darkvision 60 ft, or +30 ft if you already have Darkvision).
- +1 to Strength or Dexterity.
- Hop Up: while Prone, you can stand up by spending only 5 feet of movement.
- Jumping: once per turn, you can Jump by spending only 10 feet of movement.
- +1 to Strength or Dexterity.
- Improved Dash: your Speed increases by 10 feet when you take the Dash action.
- Charge Attack: once per turn, if you move at least 10 feet in a straight line toward a target right before hitting it with a melee attack, choose one: +1d8 damage, or push it up to 10 feet (target must be no more than one size larger than you).
- +1 to Intelligence, Wisdom, or Charisma.
- Always have Bless and Hex prepared, plus gain one 1st-level spell slot that can only be used to cast them.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn the Ray of Frost cantrip.
- Frostbite: once per turn, when you hit a creature with an attack roll and deal Cold damage, that creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.
- +1 to Dexterity.
- Being within 5 feet of an enemy doesn't impose Disadvantage on crossbow attack rolls.
- Wounding: hitting a creature with a ranged attack has a chance to inflict the Gaping Wounds condition.
- +1 to Strength or Constitution.
- Push: on a hit dealing Bludgeoning damage, move the target 5 ft (no more than one size larger than you).
- Enhanced Critical: on a Critical Hit dealing Bludgeoning damage, attack rolls against that creature have Advantage until the start of your next turn.
- +1 to Constitution or Charisma.
- Dragon's Terror: take a Magic action to Frighten a creature within 30 ft (Wisdom save) until end of your next turn.
- Inspired by Fear: when a creature you frighten this way is frightened of you, gain Heroic Inspiration (once per Short or Long Rest).
- +1 to Dexterity.
- Bonus Action to gain Advantage on ranged weapon attacks this turn; you cannot move before using it, and your speed becomes 0 afterward.
- +1 to Constitution.
- If an effect would kill you outright without Death Saving Throws, or would reduce you directly to 0 Hit Points without dealing damage, you're instead reduced to a number of Hit Points equal to your level. Usable once per Long Rest.
- +1 to Dexterity.
- Reaction: when hit by a melee attack while holding a Finesse weapon, add your Proficiency Bonus to your AC, potentially causing the attack to miss.
(Dragonborn only)
- +1 to Strength, Constitution, or Charisma.
- Gain one extra use of your Breath Weapon, which you can spend to instead roar, forcing creatures of your choice within 30 ft to make a Wisdom save or be Frightened of you for 1 minute.
(Dragonborn only)
- +1 to Strength, Constitution, or Charisma.
- Natural AC of 13 + Dexterity modifier (can be used with a Shield). Retractable claws let you make Unarmed Strikes that deal an extra 1d4 Slashing damage.
- +1 to Constitution or Charisma.
- Choose Acid, Cold, Fire, Lightning, or Poison: gain Resistance to that damage type.
- Fearsome Power: when you deal damage as part of the Attack or Magic action, you can use the Cult of the Dragon Initiate feat's Dragon's Terror as a Bonus Action this turn.
- +1 to Strength or Dexterity.
- Advantage on attack rolls against Large or larger creatures, and deal extra damage equal to your Strength modifier against them.
- +1 to Strength or Dexterity.
- Use Two-Weapon Fighting even if your weapons aren't Light (still can't dual-wield Two-Handed weapons). When you attack with a melee weapon, you can make one Off-Hand Attack as a Bonus Action — two Off-Hand Attacks if the off-hand weapon has the Nick property and you've mastered it.
- +1 to Dexterity, Constitution, or Wisdom.
- Advantage on Perception checks to detect hidden objects.
- Advantage on saving throws against traps, and take half damage from them.
- Darkvision out to 24m.
- +1 to Constitution.
- Defy Death: you have Advantage on Death Saving Throws.
- Speedy Recovery: you regain the maximum possible Hit Points whenever you're healed.
(Dwarf only)
- +1 to Constitution.
- When Dodging, spend a Hit Die to heal.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn one Eldritch Invocation from the Warlock list (prerequisites apply).
- +1 to Intelligence, Wisdom, or Charisma.
- Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to that damage type, and you treat any 1 rolled on a damage die of that type as a 2. Can be taken multiple times, choosing a different damage type each time.
(Elf or Half-Elf only)
- +1 to Dexterity, Intelligence, Wisdom, or Charisma.
- Triple Advantage reroll on attacks.
- +1 to Intelligence, Wisdom, or Charisma.
- Always have Speak with Animals prepared, castable with any spell slot.
- Tag Team: when you take the Help action, you can swap places with a willing ally within 5 ft as part of that action, without provoking Opportunity Attacks.
- +1 to Intelligence, Wisdom, or Charisma.
- Always have Spike Growth prepared; cast it once per Short Rest without a spell slot or Concentration.
(Gnome only)
- +1 to Dexterity or Intelligence.
- Reaction: when you take damage, turn Invisible until the end of your next turn or until you attack, deal damage, or force a saving throw. Once per Short or Long Rest.
- +1 to Dexterity or Charisma.
- Faerie Trod Trotter: Difficult Terrain costs no extra movement when you take the Disengage action.
- Flustering Strike: when you hit a creature with an attack roll, it must succeed on a Wisdom save (DC 8 + the ability modifier increased by this feat + Proficiency Bonus) or have Disadvantage on saving throws until the end of your next turn. Uses equal to your Proficiency Bonus per Long Rest.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn Misty Step and one 1st-level divination or enchantment spell, always prepared; gain one 1st-level and one 2nd-level spell slot to cast them.
- +1 to Strength or Dexterity.
- Use Strength (instead of Dexterity) for both attack and damage rolls with ranged weapons. This only applies while your Strength modifier is at least as high as your Dexterity modifier, so it never makes your attacks worse.
- When you hit a creature with a ranged weapon and have moved no more than half your speed this turn, you can spend a Bonus Action to deal an extra 1d4 damage of the weapon's type. Taking it also costs 5m of movement.
- +1 to Strength or Dexterity.
- Learn one Fighting Style from the Fighter list.
(Tiefling only)
- +1 to Intelligence or Charisma.
- Reroll any 1s rolled on a spell's Fire damage dice.
- Whenever you cast a spell that deals Fire damage, you can wreathe yourself in flames until the end of your next turn — any creature that hits you with a melee attack while the flames last takes 1d4 Fire damage.
- +1 to Intelligence, Wisdom, or Charisma.
- Gain two 1st-level spell slots and one 2nd-level spell slot.
- +1 to Strength or Dexterity.
- Bonus Action: your melee weapon emits dim sunlight in a 10 ft radius for 10 turns and deals Radiant damage instead of its normal type.
- On a Critical Hit with that weapon, roll one extra damage die.
- +1 to Constitution or Wisdom.
- Gain one use of the Cleric's Channel Divinity, usable to create the Turn Undead effect. If you already have Channel Divinity, this adds a use to a class of your choice instead.
- +1 to Strength.
- Heavy Weapon Mastery: when you hit with a Heavy weapon, deal extra damage equal to your Proficiency Bonus.
- Hew: immediately after you score a Critical Hit with a melee weapon, or reduce a creature to 0 HP with one, make one attack with that weapon as a Bonus Action.
- +1 to Dexterity or Charisma.
- Proficiency with Musical Instruments. Distracting Melody: Distract an enemy up to 30 ft away (instead of 5 ft) provided they can see or hear you.
- +1 to Dexterity or Charisma.
- Withering Wordplay: when you Distract an enemy to assist an ally's attack, the enemy also has Disadvantage on its first saving throw before your next turn.
- Inspiring Willpower: Advantage on saving throws against the Frightened and Paralyzed conditions.
- +1 to Intelligence, Wisdom, or Charisma.
- Battle Medic: restore 1d8 HP to a creature. Uses equal to your Proficiency Bonus per Long Rest.
- Healing: each time you restore HP to a creature this way, it regains additional HP equal to your Proficiency Bonus.
- +1 to Strength or Constitution.
- Gain proficiency with Heavy Armor.
- +1 to Strength or Constitution.
- While wearing Heavy Armor, Bludgeoning, Piercing, and Slashing damage you take is reduced by your Proficiency Bonus.
(Tiefling only)
- +1 to Constitution.
- Resistance to cold and poison. Advantage on poison saves.
- +1 to Intelligence, Wisdom, or Charisma.
- Once per Short Rest, grant temporary HP equal to your character level + Proficiency Bonus to each ally within 30 ft.
- +1 to Strength or Dexterity.
- Gain proficiency with Light Armor and Shields.
- +1 to Strength or Charisma.
- Standard Bearer: immunity to the Prone, Charmed, and Frightened conditions.
- +1 to Strength or Charisma.
- Inspiring Strike: once per turn, a Critical Hit grants you Heroic Inspiration.
- Reassert Honor: when an enemy you can see damages you, you have Advantage on your next attack roll against that enemy before the end of your next turn.
- +1 to any ability score of your choice.
- Gain 3 Luck Points per Long Rest. Spend one to give yourself Advantage on an attack roll, ability check, or saving throw, or to impose Disadvantage on an attack roll against you.
- +1 to Strength or Dexterity.
- Concentration Breaker: when you damage a concentrating creature, it has Disadvantage on the Concentration saving throw.
- Guarded Mind: if you fail an Intelligence, Wisdom, or Charisma saving throw, you can turn it into a success instead. Once per Short or Long Rest.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn 2 cantrips and 1 1st-level spell from the Cleric list.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn 2 cantrips and 1 1st-level spell from the Druid list.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn 2 cantrips and 1 1st-level spell from the Wizard list.
- +1 to Strength or Dexterity.
- +1 to Strength or Dexterity.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn two Metamagic options. Gain 2 Sorcery Points per Long Rest.
- +1 to Strength or Dexterity.
- Gain proficiency with Medium Armor and Shields.
- +1 to Strength, Dexterity, or Wisdom.
- While mounted, Advantage on melee attacks against Small or smaller unmounted creatures, and you can't be dismounted or knocked Prone by damage.
- Instrument Training: proficiency with 3 Musical Instruments.
- Encouraging Song: as you finish a Short or Long Rest, play an instrument you're proficient with to grant Heroic Inspiration to allies who hear it (up to a number equal to your Proficiency Bonus).
- +1 to Intelligence, Wisdom, or Charisma.
- Once per turn after casting a spell with a slot, roll 1d20; on a 20, roll on the Wild Magic Surge table.
- +1 to Dexterity.
- +1 bonus to AC (lost while Incapacitated or holding a Shield).
(Orc only)
- +1 to Strength or Constitution.
- When you land a Critical Hit with a melee weapon attack, deal an extra die of weapon damage.
- +1 to Strength, Wisdom, or Charisma.
- While using Stand as One, allies within 5 ft are immune to Prone and have Advantage on Strength saving throws.
- +1 to Strength or Dexterity.
- On a hit, push the target 5 ft. Reroll one damage die on a critical hit.
- +1 to Dexterity or Intelligence.
- Potent Poison: your spells and attacks ignore Resistance to Poison damage, and Poison damage rolls of 1 are rerolled.
- Brew Poison: gain a Poisoner's Kit and proficiency with it. When you deal Poison damage to a creature, it must succeed on a Constitution save or become Poisoned.
- +1 to Strength or Dexterity.
- Pole Strike: after attacking with a Quarterstaff, Spear, or Heavy+Reach weapon, make a Bonus Action melee attack with the opposite end (d4 Bludgeoning).
- Reactive Strike: while holding one of those weapons, Reaction to attack a creature that enters your reach with it.
- +1 to Strength or Dexterity.
- Encourage Ally: Bonus Action to grant an ally within 30 ft temporary HP equal to 2d6 + Proficiency Bonus (uses equal to Proficiency Bonus per Long Rest).
- Last Stand: Advantage on attack rolls while Bloodied.
- +1 to Strength or Dexterity.
- Entreat: gain proficiency in Persuasion.
- Rallying Cry: grant Heroic Inspiration to a number of creatures you can see within 30 ft equal to your Proficiency Bonus. Once per Long Rest.
- Choose one ability score: +1 to that ability, and gain proficiency in saving throws with it.
- +1 to Intelligence, Wisdom, or Charisma.
- You have learnt three ritual spells of your choice.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn two runes of your choice from the Rune Spells table, and their associated 1st-level spells. Gain one 1st-level spell slot usable only to cast those spells (you can also cast them with any other spell slot).
- +1 to Strength or Dexterity.
- Once per turn, reroll weapon damage dice and use the higher result.
- +1 to Strength or Dexterity.
- Reaction: when an enemy within melee range attacks a creature other than you, make a melee weapon attack against that enemy with Advantage.
- If you hit a creature with this attack, its Speed becomes 0 for the rest of the turn.
- +1 to Intelligence, Wisdom, or Charisma.
- Learn Invisibility and one 1st-level illusion or necromancy spell, always prepared; gain one 1st-level and one 2nd-level spell slot to cast them.
- +1 to Dexterity.
- Bypass Cover: ranged weapon attacks ignore High Ground penalties.
- +1 to Strength.
- Shield Bash: after hitting with a melee attack, bash the target with your Shield (Strength save or be pushed 5 ft / knocked Prone). Interpose Shield: Reaction to take no damage on a successful Dexterity save.
- +1 to any ability score of your choice.
- Proficiency in one skill. Expertise in one skill you're already proficient in.
- +1 to any ability score of your choice.
- Proficiency in any combination of 3 skills or tools.
- +1 to Dexterity.
- Blindsight with a range of 10 ft.
- Fog of War: the DC to become Invisible when you take the Hide action is 15 instead of 20.
- +1 to Strength or Dexterity.
- On a hit, reduce the target's speed by 10 ft. On a critical hit, impose Disadvantage on attacks until your next turn.
- +1 to Dexterity or Constitution.
- Speed +10 ft. Difficult Terrain costs no extra movement when Dashing. Opportunity Attacks have Disadvantage against you.
- +1 to Intelligence, Wisdom, or Charisma.
- Bypass Cover: ranged spell attacks ignore High Ground penalties.
- Increased Range: spell range increases by 50%.
- Casting in Melee: being within 5 feet of an enemy doesn't impose Disadvantage on your spell attack rolls.
- +1 to Intelligence, Wisdom, or Charisma.
- Your spells and attacks ignore Resistance to Radiant damage. When you deal Radiant damage with a spell, damage rolls of 1 are rerolled.
- +1 to Intelligence, Wisdom, or Charisma.
- Magic Absorption: once per turn when you take damage from a spell or magical effect, reduce the damage by 1d4.
- Spellfire Flame: learn the Sacred Flame cantrip. You can cast it as a Bonus Action a number of times per Long Rest equal to your Proficiency Bonus.
(Dwarf or small race)
- +1 to Strength or Dexterity.
- +5 speed. Proficiency in Acrobatics or Athletics (your choice), and Advantage on checks made with it to escape being Restrained.
- +1 to Strength or Constitution.
- Choose one giant strike below - the choice is permanent. Once per turn, when you hit with a melee weapon, an Unarmed Strike, or a thrown weapon, you add its effect. Uses equal to your Proficiency Bonus per Long Rest. Saves are DC 8 + Proficiency Bonus + your Strength or Constitution modifier, whichever is higher.
- Cloud Strike: +1d4 Thunder damage, and you turn Invisible until the start of your next turn or until you attack or cast a spell.
- Fire Strike: +1d10 Fire damage.
- Frost Strike: +1d6 Cold damage, and the target's Speed drops to 0 until the start of your next turn on a failed Constitution save.
- Hill Strike: +1d6 Force damage, and the target is knocked Prone on a failed Strength save.
- Stone Strike: +1d6 Force damage, and the target is pushed 10 ft in a straight line on a failed Strength save.
- Storm Strike: +1d6 Lightning damage, and the target has Disadvantage on attack rolls until the start of your next turn on a failed Constitution save.
- +1 to Intelligence, Wisdom, or Charisma.
- You can cast more than one spell that uses a spell slot on your turn, lifting the One Spell with a Spell Slot per Turn restriction for the rest of the turn. Costs no action, and can be used even after you've already cast a spell with a spell slot this turn. Once per Long Rest.
- +1 to Strength or Constitution.
- When making unarmed attacks, roll your damage dice twice and use the higher result.
- +1 to Constitution.
- HP maximum increases by 2 per level (current and future).
- +1 to Strength, Wisdom, or Charisma.
- Stand as One: Reaction to prevent an ally within 5 ft from being pushed or pulled.
- +1 to Intelligence, Wisdom, or Charisma.
- Advantage on saving throws to maintain Concentration on a spell.
- Reaction: cast Shocking Grasp at a creature that moves out of your melee range.
- +1 to Strength or Dexterity.
- Gain proficiency with martial weapons, and two weapon mastery properties of your choice.
- +1 to Dexterity or Charisma.
- Exploit Opening: roll Opportunity Attack damage twice and use either result.
- Family First: once per Long Rest, grant yourself and allies within 30 ft Advantage on Initiative rolls.
- +1 to Dexterity or Charisma.
- Retaliate: immediately after a creature within 5 ft hits you with a melee attack, make an Opportunity Attack against it.
- Versatile Merc: gain Expertise in one skill you're already proficient in.
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