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Feats
yoonmoonsik edited this page Jul 28, 2026
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91 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.
- +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 Bardic 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).
(Half-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 Intelligence, Wisdom, or Charisma.
- You can cast more than one spell that uses a spell slot on your turn (removes the One Spell with a Spell Slot per Turn restriction).
- +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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