Feats
The game's 41 feats. Every class chooses a feat or an ability point at levels 4, 8 and 12; Fighters gain one more at level 6 and Rogues at level 10.
Related Feats
These feats are linked: one is a prerequisite for another, or they are class-specific variants of the same feat.
- Heavily ArmouredYou gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20.Grants ability points
- Heavy Armour MasterYour Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.Grants ability points
- Lightly ArmouredYou gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a maximum of 20.Grants ability points
- Medium Armour MasterWhen you wear Medium Armour, it doesn't impose Disadvantage on Stealth Checks. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
- Moderately ArmouredYou gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.Grants ability points
- Magic Initiate: BardYou learn 2 cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
- Magic Initiate: ClericYou learn 2 cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
- Magic Initiate: DruidYou learn 2 cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
- Magic Initiate: SorcererYou learn 2 cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
- Magic Initiate: WarlockYou learn 2 cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
- Magic Initiate: WizardYou learn 2 cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Other Feats
- Ability ImprovementYou increase one Ability by 2, or two Abilities by 1, to a maximum of 20.Grants ability pointsCan be taken more than once
- ActorYour Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks.Grants ability points
- AlertYou gain a +5 bonus to Initiative and can't be Surprised.
- AthleteYour Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.Grants ability points
- ChargerYou gain Charger: Weapon Attack and Charger: Shove.
- Crossbow ExpertWhen you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long.
- Defensive DuellistWhen attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss.
- Dual WielderYou can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
- Dungeon DelverYou gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. You gain Resistance to the damage dealt by traps.
- DurableYour Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.Grants ability points
- Elemental AdeptYour spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.Can be taken more than once
- Great Weapon MasterWhen you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with melee weapons you are Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.)
- LuckyYou gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls.
- Mage SlayerWhen a creature casts a spell within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws.
- Martial AdeptYou learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
- MobileYour movement speed increases, and difficult terrain doesn't slow you down when you Dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
- PerformerYou gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.Grants ability points
- Polearm MasterWhen attacking with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon. You can also make an Opportunity Attack when a target comes within range.
- ResilientYou increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.Grants ability points
- Ritual CasterYou learn two ritual spells of your choice.
- Savage AttackerWhen making melee weapon attacks, you roll your damage dice twice and use the highest result.
- SentinelWhen an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat. You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
- SharpshooterYour ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
- Shield MasterYou gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
- SkilledYou gain Proficiency in 3 Skills of your choice.
- Spell SniperYou learn a cantrip, and the number you need to roll a Critical Hit with spells is reduced by 1. This effect can stack.
- Tavern BrawlerWhen you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and Attack Rolls an additional time.Grants ability points
- ToughYour hit point maximum increases by 2 for every level you have gained.
- War CasterYou gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.
- Weapon MasterYou gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.Grants ability points