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Feats
yoonmoonsik edited this page Jun 25, 2026
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Over 80 feats are available, spanning multiple sourcebooks.
- Alert — +5 to Initiative. Can't be surprised while conscious.
- Lucky — 3 luck points per Long Rest to reroll attacks, saves, or ability checks.
- 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.
- Musician — Proficiency with 3 instruments. Allies gain Bardic Inspiration after a Long Rest.
- Savage Attacker — Once per turn, reroll weapon damage dice and use the higher result.
- Skilled — Proficiency in any combination of 3 skills or tools.
- 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).
- Healer (new) — Use a healer's kit to stabilize and restore 1d6+4 HP once per creature per Short Rest.
- Actor
- Athlete
- Charger
- Crossbow Expert
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Elemental Adept
- Great Weapon Master
- Heavily Armored
- Heavy Armor Master
- Lightly Armored
- Mage Slayer
- Martial Adept
- Medium Armor Master
- Polearm Master
- Resilient
- Ritual Caster
- Sentinel
- Sharpshooter
- Shield Master
- Speedy
- Spell Sniper
- War Caster
- Weapon Master
- Crusher — On a hit, push the target 5 ft. Once per turn, a critical hit gives Advantage to allies.
- Fey Touched — +1 to Intelligence, Wisdom, or Charisma. Learn Misty Step and one 1st-level divination or enchantment spell.
- Inspiring Leader — After a short rest, grant temporary HP equal to your level + Charisma modifier to up to 6 allies.
- Mounted Combatant — Advantage on attacks against unmounted creatures smaller than your mount.
- 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).
- Shadow Touched — +1 to Intelligence, Wisdom, or Charisma. Learn Invisibility and one 1st-level illusion or necromancy spell.
- Skill Expert — +1 to any ability score. Proficiency in one skill. Expertise in one skill you're already proficient in.
- 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.
- 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.
- Dwarven Fortitude (Dwarf only) — When Dodging, spend a Hit Die to heal.
- Elven Accuracy (Elf or Half-Elf only) — +1 to Int, Wis, or Cha. Triple Advantage reroll on attacks.
- Fade Away (Gnome only) — When damaged, turn Invisible until you attack or the turn ends.
- Flames of Phlegethos (Tiefling only) — Reroll 1s on fire damage. Flame aura when casting fire spells.
- Infernal Constitution (Tiefling only) — +1 Con. Resistance to cold and poison. Advantage on poison saves.
- Orcish Fury (Half-Orc only) — +1 Str or Con. Extra damage die on weapon attacks. Reaction attack when using Relentless Endurance.
- Squat Nimbleness (Dwarf or small race) — +1 Str or Dex. +5 speed. Proficiency and possible expertise in Acrobatics or Athletics.
- Eldritch Adept — Learn one Eldritch Invocation from the Warlock list (prerequisites apply).
- Fighting Initiate — Learn one Fighting Style from the Fighter list.
- Metamagic Adept — Learn two Metamagic options. Gain 2 Sorcery Points per Long Rest.
- Cult of the Dragon Initiate
- Emerald Enclave Fledgling
- Harper Agent
- Lords' Alliance Agent
- Purple Dragon Rook
- Spellfire Spark
- Tyro of the Gauntlet
- Zhentarim Ruffian
- Cold Caster
- Dragonscarred
- Enclave Magic
- Fairy Trickster
- Genie Magic
- Harper Teamwork
- Lordly Resolve
- Mythal Touched
- Order's Resilience
- Purple Dragon Commandant
- Spellfire Adept
- Zhentarim Tactics
- Deadly Archery — Increase ranged weapon damage and range.
- Dragon-Slayer — Bonus damage and resistance effects against powerful creatures.
- Fierce Shot — Powerful ranged attack with a knockback effect.
- Gleam of Wrath — Intimidate enemies and gain combat advantages through sheer force of presence.
- Nimbleness — Enhanced mobility and evasion in combat.
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