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Feats
80+ feats are available.
+5 to Initiative. Can't be surprised while conscious.
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).
Hop Up: while Prone, you can stand up by spending only 5 feet of movement.
Improved Dash: your Speed increases by 10 feet when you take the Dash action.
Always have Bless and Hex prepared, plus gain one 1st-level spell slot that can only be used to cast them.
Learn the Ray of Frost cantrip.
Being within 5 feet of an enemy doesn't impose Disadvantage on crossbow attack rolls.
On a hit, push the target 5 ft. Once per turn, a critical hit gives Advantage to allies.
Dragon's Terror: take a Magic action to Frighten a creature within 30 ft (Wis save) until end of your next turn.
Bonus Action to gain Advantage on ranged weapon attacks this turn; you cannot move before using it, and your speed becomes 0 afterward.
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) — Roar to frighten creatures instead of using Breath Weapon.
(Dragonborn only) — Natural AC of 13 + Dex modifier. Unarmed strikes deal 1d4.
Choose Acid, Cold, Fire, Lightning, or Poison: gain Resistance to that damage type.
Advantage on attack rolls against Large or larger creatures, and deal extra damage equal to your Strength modifier against them.
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.
Advantage on Perception checks to detect hidden objects.
Defy Death: you have Advantage on Death Saving Throws.
(Dwarf only) — When Dodging, spend a Hit Die to heal.
Learn one Eldritch Invocation from the Warlock list (prerequisites apply).
(Elf or Half-Elf only) — +1 to Int, Wis, or Cha. Triple Advantage reroll on attacks.
Always have Speak with Animals prepared; cast it without a spell slot once per Short Rest.
Always have Spike Growth prepared; cast it once per Short Rest without a spell slot or Concentration.
(Gnome only) — When damaged, turn Invisible until you attack or the turn ends.
Faerie Trod Trotter: Difficult Terrain costs no extra movement when you take the Disengage action.
+1 to Intelligence, Wisdom, or Charisma. Learn Misty Step and one 1st-level divination or enchantment spell.
Use Strength (instead of Dexterity) for both attack and damage rolls with ranged weapons.
Learn one Fighting Style from the Fighter list.
(Tiefling only) — Reroll 1s on fire damage. Flame aura when casting fire spells.
Gain two 1st-level spell slots and one 2nd-level spell slot.
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.
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.
Heavy Weapon Mastery: when you hit with a Heavy weapon, deal extra damage equal to your Proficiency Bonus.
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.
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.
Use a healer's kit to stabilize and restore 1d6+4 HP once per creature per Short Rest.
Gain proficiency with Heavy Armor.
While wearing Heavy Armor, Bludgeoning, Piercing, and Slashing damage you take is reduced by your Proficiency Bonus.
(Tiefling only) — +1 Con. Resistance to cold and poison. Advantage on poison saves.
After a short rest, grant temporary HP equal to your level + Charisma modifier to up to 6 allies.
Gain proficiency with Light Armor and Shields.
Standard Bearer: immunity to the Prone, Charmed, and Frightened conditions.
Inspiring Strike: once per turn, a Critical Hit grants you Heroic Inspiration.
3 luck points per Long Rest to reroll attacks, saves, or ability checks.
Concentration Breaker: when you damage a concentrating creature, it has Disadvantage on the Concentration saving throw.
Learn 2 cantrips and 1 1st-level spell from the Cleric list.
Learn 2 cantrips and 1 1st-level spell from the Druid list.
Learn 2 cantrips and 1 1st-level spell from the Wizard list.
Learn two Metamagic options. Gain 2 Sorcery Points per Long Rest.
Advantage on attacks against unmounted creatures smaller than your mount.
Proficiency with 3 instruments. Allies gain Bardic Inspiration after a Long Rest.
Once per turn after casting a spell with a slot, roll 1d20; on a 20, roll on the Wild Magic Surge table.
+1 bonus to AC (lost while Incapacitated or holding a Shield).
(Half-Orc only) — +1 Str or Con. Extra damage die on weapon attacks. Reaction attack when using Relentless Endurance.
While using Stand as One, allies within 5 ft are immune to Prone and have Advantage on Strength saving throws.
On a hit, push the target 5 ft. Reroll one damage die on a critical hit.
Ignore poison resistance. Apply poison to a weapon as a bonus action (DC 14 Con save).
Pole Strike: after attacking with a Quarterstaff, Spear, or Heavy+Reach weapon, make a Bonus Action melee attack with the opposite end (d4 Bludgeoning).
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).
Entreat: gain proficiency in Persuasion.
You have learnt three ritual spells of your choice.
Once per turn, reroll weapon damage dice and use the higher result.
Reaction: when an enemy within melee range attacks your ally, make a weapon attack against that enemy.
+1 to Intelligence, Wisdom, or Charisma. Learn Invisibility and one 1st-level illusion or necromancy spell.
Bypass Cover: ranged weapon attacks ignore High Ground penalties.
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.
+1 to any ability score. Proficiency in one skill. Expertise in one skill you're already proficient in.
Proficiency in any combination of 3 skills or tools.
Hide when lightly obscured. Ranged misses don't reveal position. No Disadvantage on Perception in dim light.
On a hit, reduce the target's speed by 10 ft. On a critical hit, impose Disadvantage on attacks until your next turn.
Speed +10 ft. Difficult Terrain costs no extra movement when Dashing. Opportunity Attacks have Disadvantage against you.
Bypass Cover: ranged spell attacks ignore High Ground penalties.
Your spells and attacks ignore Resistance to Radiant damage. When you deal Radiant damage with a spell, damage rolls of 1 are rerolled.
Magic Absorption: once per turn when you take damage from a spell or magical effect, reduce the damage by 1d4.
(Dwarf or small race) — +1 Str or Dex. +5 speed. Proficiency and possible expertise in Acrobatics or Athletics.
Unarmed strikes use a d4. Grapple as a bonus action after an unarmed hit.
HP maximum increases by 2 per level (current and future).
Stand as One: Reaction to prevent an ally within 5 ft from being pushed or pulled.
Advantage on saving throws to maintain Concentration on a spell.
Gain proficiency with martial weapons.
Exploit Opening: roll Opportunity Attack damage twice and use either result.
Retaliate: immediately after a creature within 5 ft hits you with a melee attack, make an Opportunity Attack against it.
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