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yoonmoonsik edited this page Jun 30, 2026 · 20 revisions

80+ feats are available.

  • Actor
  • Alert — +5 to Initiative. Can't be surprised while conscious.
  • 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.
  • 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.
  • 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.

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