Skip to content
yoonmoonsik edited this page Jul 11, 2026 · 34 revisions

80+ feats are available.

Actor

Alert

+5 to Initiative. Can't be surprised while conscious.

Altered

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).

Athlete

Hop Up: while Prone, you can stand up by spending only 5 feet of movement.

Charger

Improved Dash: your Speed increases by 10 feet when you take the Dash action.

Charm Twister

Always have Bless and Hex prepared, plus gain one 1st-level spell slot that can only be used to cast them.

Cold Caster

Learn the Ray of Frost cantrip.

Crossbow Expert

Being within 5 feet of an enemy doesn't impose Disadvantage on crossbow attack rolls.

Crusher

On a hit, push the target 5 ft. Once per turn, a critical hit gives Advantage to allies.

Cult of the Dragon Initiate

Dragon's Terror: take a Magic action to Frighten a creature within 30 ft (Wis save) until end of your next turn.

Deadly Archery

Bonus Action to gain Advantage on ranged weapon attacks this turn; you cannot move before using it, and your speed becomes 0 afterward.

Defensive Duelist

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.

Dragon Fear

(Dragonborn only) — Roar to frighten creatures instead of using Breath Weapon.

Dragon Hide

(Dragonborn only) — Natural AC of 13 + Dex modifier. Unarmed strikes deal 1d4.

Dragonscarred

Choose Acid, Cold, Fire, Lightning, or Poison: gain Resistance to that damage type.

Dragon-Slayer

Advantage on attack rolls against Large or larger creatures, and deal extra damage equal to your Strength modifier against them.

Dual Wielder

Use Two-Weapon Fighting even if your weapons aren't Light. When you attack with a melee weapon, you can make one Off-Hand Attack as a Bonus Action.

Dungeon Delver

Advantage on Perception checks to detect hidden objects.

Durable

Defy Death: you have Advantage on Death Saving Throws.

Dwarven Fortitude

(Dwarf only) — When Dodging, spend a Hit Die to heal.

Eldritch Adept

Learn one Eldritch Invocation from the Warlock list (prerequisites apply).

Elemental Adept

Elven Accuracy

(Elf or Half-Elf only) — +1 to Int, Wis, or Cha. Triple Advantage reroll on attacks.

Emerald Enclave Fledgling

Always have Speak with Animals prepared; cast it without a spell slot once per Short Rest.

Enclave Magic

Always have Spike Growth prepared; cast it once per Short Rest without a spell slot or Concentration.

Fade Away

(Gnome only) — When damaged, turn Invisible until you attack or the turn ends.

Fairy Trickster

Faerie Trod Trotter: Difficult Terrain costs no extra movement when you take the Disengage action.

Fey Touched

+1 to Intelligence, Wisdom, or Charisma. Learn Misty Step and one 1st-level divination or enchantment spell.

Fierce Shot

Use Strength (instead of Dexterity) for both attack and damage rolls with ranged weapons.

Fighting Initiate

Learn one Fighting Style from the Fighter list.

Flames of Phlegethos

(Tiefling only) — Reroll 1s on fire damage. Flame aura when casting fire spells.

Genie Magic

Gain two 1st-level spell slots and one 2nd-level spell slot.

Gleam of Wrath

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.

Grave Keeper

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.

Great Weapon Master

Heavy Weapon Mastery: when you hit with a Heavy weapon, deal extra damage equal to your Proficiency Bonus.

Harper Agent

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.

Harper Teamwork

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.

Healer

Use a healer's kit to stabilize and restore 1d6+4 HP once per creature per Short Rest.

Heavily Armored

Gain proficiency with Heavy Armor.

Heavy Armor Master

While wearing Heavy Armor, Bludgeoning, Piercing, and Slashing damage you take is reduced by your Proficiency Bonus.

Infernal Constitution

(Tiefling only) — +1 Con. Resistance to cold and poison. Advantage on poison saves.

Inspiring Leader

After a short rest, grant temporary HP equal to your level + Charisma modifier to up to 6 allies.

Lightly Armored

Gain proficiency with Light Armor and Shields.

Lordly Resolve

Standard Bearer: immunity to the Prone, Charmed, and Frightened conditions.

Lords' Alliance Agent

Inspiring Strike: once per turn, a Critical Hit grants you Heroic Inspiration.

Lucky

3 luck points per Long Rest to reroll attacks, saves, or ability checks.

Mage Slayer

Concentration Breaker: when you damage a concentrating creature, it has Disadvantage on the Concentration saving throw.

Magic Initiate (Cleric)

Learn 2 cantrips and 1 1st-level spell from the Cleric list.

Magic Initiate (Druid)

Learn 2 cantrips and 1 1st-level spell from the Druid list.

Magic Initiate (Wizard)

Learn 2 cantrips and 1 1st-level spell from the Wizard list.

Martial Adept

Medium Armor Master

Metamagic Adept

Learn two Metamagic options. Gain 2 Sorcery Points per Long Rest.

Mounted Combatant

Advantage on attacks against unmounted creatures smaller than your mount.

Musician

Proficiency with 3 instruments. Allies gain Bardic Inspiration after a Long Rest.

Mythal Touched

Once per turn after casting a spell with a slot, roll 1d20; on a 20, roll on the Wild Magic Surge table.

Nimbleness

+1 bonus to AC (lost while Incapacitated or holding a Shield).

Orcish Fury

(Half-Orc only) — +1 Str or Con. Extra damage die on weapon attacks. Reaction attack when using Relentless Endurance.

Order's Resilience

While using Stand as One, allies within 5 ft are immune to Prone and have Advantage on Strength saving throws.

Piercer

On a hit, push the target 5 ft. Reroll one damage die on a critical hit.

Poisoner

Ignore poison resistance. Apply poison to a weapon as a bonus action (DC 14 Con save).

Polearm Master

Pole Strike: after attacking with a Quarterstaff, Spear, or Heavy+Reach weapon, make a Bonus Action melee attack with the opposite end (d4 Bludgeoning).

Purple Dragon Commandant

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).

Purple Dragon Rook

Entreat: gain proficiency in Persuasion.

Resilient

Ritual Caster

You have learnt three ritual spells of your choice.

Savage Attacker

Once per turn, reroll weapon damage dice and use the higher result.

Sentinel

Reaction: when an enemy within melee range attacks your ally, make a weapon attack against that enemy.

Shadow Touched

+1 to Intelligence, Wisdom, or Charisma. Learn Invisibility and one 1st-level illusion or necromancy spell.

Sharpshooter

Bypass Cover: ranged weapon attacks ignore High Ground penalties.

Shield Master

Shield Bash: after hitting with a melee attack, bash the target with your Shield (Str save or be pushed 5 ft / knocked Prone). Interpose Shield: Reaction to take no damage on a successful Dex save.

Skill Expert

+1 to any ability score. Proficiency in one skill. Expertise in one skill you're already proficient in.

Skilled

Proficiency in any combination of 3 skills or tools.

Skulker

Hide when lightly obscured. Ranged misses don't reveal position. No Disadvantage on Perception in dim light.

Slasher

On a hit, reduce the target's speed by 10 ft. On a critical hit, impose Disadvantage on attacks until your next turn.

Speedy

Speed +10 ft. Difficult Terrain costs no extra movement when Dashing. Opportunity Attacks have Disadvantage against you.

Spell Sniper

Bypass Cover: ranged spell attacks ignore High Ground penalties.

Spellfire Adept

Your spells and attacks ignore Resistance to Radiant damage. When you deal Radiant damage with a spell, damage rolls of 1 are rerolled.

Spellfire Spark

Magic Absorption: once per turn when you take damage from a spell or magical effect, reduce the damage by 1d4.

Squat Nimbleness

(Dwarf or small race) — +1 Str or Dex. +5 speed. Proficiency and possible expertise in Acrobatics or Athletics.

Tavern Brawler

Unarmed strikes use a d4. Grapple as a bonus action after an unarmed hit.

Tough

HP maximum increases by 2 per level (current and future).

Tyro of the Gauntlet

Stand as One: Reaction to prevent an ally within 5 ft from being pushed or pulled.

War Caster

Advantage on saving throws to maintain Concentration on a spell.

Weapon Master

Gain proficiency with martial weapons.

Zhentarim Ruffian

Exploit Opening: roll Opportunity Attack damage twice and use either result.

Zhentarim Tactics

Retaliate: immediately after a creature within 5 ft hits you with a melee attack, make an Opportunity Attack against it.

Clone this wiki locally