5e Feats

Feats

A feat is a special feature that either gives your character a new capability or improves one that he or she already has.

Acquiring Feats

Feats are acquired according to the class a character belongs to, as shown in their class table. Members of some classes get bonus feats as class features. These feats must be chosen from special lists, such as the Fighter's bonus feats.   A human character also gets a bonus feat at 1st level, as shown in their racial traits. This bonus feat can be any feat for which the character qualifies.

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill proficiency or expertise, level, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisites.   A character can't use a feat if he or she has lost a prerequisite for that feat. For example, if a character's Strength score drops below 13 because of a Shadow's Strength Drain attack, he or she can't use the Tavern Champion feat until the prerequisite is once again met.   Note: A feat that requires the Spellcasting class feature can be qualified for with either the Arcane Spellcasting or Divine Spellcasting class features.

Types of Feats

Some feats are general, meaning that no special rules govern them as a group. Others have specific groups as shown below, with a description of the group being shown as the top of the dropdown before the feats in that category are listed.
Feat Descriptors
Some feats have descriptors, a tag at the end of the name that gives key information about the feat. These descriptors will always appear in [Square Brackets] and show up immediately following the name. A description of each feat descriptor is available here: Feat Descriptors
Exalted
An Exalted feat can only be taken and used by a creature of Good-alignment. Exalted feats are granted to characters as a gift from a powerful agent of good—deities, celestials, or similar creatures. As such, Exalted feats are all considered magical effects and are suppressed while within an Antimagic Sphere or similar constraints. Your DM may require you to perform a special ritual or prove yourself to such a being in order to obtain such a feat, so check with your DM beforehand.   A character who willingly and willfully commits an evil act loses all benefits from all of his or her exalted feats. He or she regains these benefits if he or she atones for his or her violations.   A character with at least one exalted feat radiates an aura of good with a power equal to his or her character level, as if he or she were a cleric or paladin of a good deity.
Fighter
This feat is available to a Fighter to take as a bonus feat when they would gain one. Most of these feats relate explicitly to combat.
Heritage
A Heritage feat signifies a specific ancestry of the character. The player and DM are encouraged to come up with a background story explaining the character's heritage, though the exact source of the ancestral link isn't crucial to the feat's operation.   A character may select a heritage feat at any level. Choosing a heritage feat after 1st level signifies that the ancestral power of the character is only now manifesting itself.   Once a character selects a heritage feat, he cannot select another heritage feat unless it lists one of his or her current heritage feats as a prerequisite. For instance, a character who selects Awakening of Authority cannot also choose Awakening of Battle, but he or she could select additional Heritage feats that have Awakening of Authority as a prerequisite (such as Voice of the Gods).
Metamagic
This feat can be applied as a Metamagic option to spells.
Psionic
This feat requires a character to be Psionically Awoken, as described in the Psionic Feats section, regardless of other prerequisites for the feat.
Racial
A Racial feat can only be taken by a member of a specific race or subrace. All of these races are listed in the Racial Feats section below.
Teamwork
A teamwork feat is more effective depending on how many creatures nearby have that specifi feat. These feats are not common, but can be very powerful with enough teamwork.
Vile
A Vile feat can only be taken and used by a creature of Evil-alignment. Vile feats are granted to characters at the behest of a powerful evil agency—a god, a demon, or something similar. As such, Vile feats are all considered magical effects and are suppressed while within an Antimagic Sphere or similar constraints. Your DM may require you to perform a special ritual or make an actual bargain with a powerful creature of evil to obtain such a feat, so check with your DM beforehand.   Patron creatures that grant these feats often keep a way to revoke the power granted as a form of insurance policy, and a character acting out of turn, such as performing too many good deeds without reason, may find their vile feats stripped from them without warning.   A character with at least one vile feat radiates an aura of evil with a power equal to his or her character level, as if he or she were a cleric or paladin of a evil deity.

General Feats

General feats can be taken by numerous races and classes, giving general boosts that help almost any character. Some may still have requirements, but those requirements can be fulfilled by several races or classes, such as an Unarmored Armor Class or the ability to cast Spells. Feats with the [Fighter] tag can be taken as Fighter Bonus Feats, but can still be taken by all classes using their normal feat selections.

General Feats

General Feats

Air Heritage [Heritage]

You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors' natural agility and grace. Your fly speed increases by 15 feet, to a maximum increase equal to your normal flying speed. If you don't have a fly speed as a racial ability, this benefit has no effect. In addition, your base land speed increases by 5 feet.

Alert [Combat]

Always on the lookout for danger, you keep a keen eye out even when others would be resting. You can't be surprised while you are conscious.

Always Ready [Combat]

Prerequisites: Alert feat

You have exceptionally keen senses and take advantage of them to keep yourself safe. You gain a +5 bonus to initiative Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Animal Friend [Exalted]

Prerequisites: Charisma 15

Animals respond favorably to the aura of goodness that exudes from you. You have advantage on all Wisdom (Animal Handling) checks when dealing with Unaligned or Good-Aligned Animals. When dealing with Evil-Aligned Animals, you do not gain this benefit. When making an Animal Handling check with Unaligned or Good-Aligned Animals, you may use your Charisma in place of your Wisdom modifier.

Armor Skin

Prerequisites: 8th-Level, Natural Armor Class or Unarmored Armor Class

Your skin becomes like armor. While you are not wearing armor and benefitting from either a racial Natural Armor Class or a class’s Unarmored Armor Class, your AC increases by 1.

Armored Casting

Prerequisites: Spellcasting, Pact Magic, or Sorcery class feature; Proficiency with Light, Medium, or Heavy armor

When you gain this feat, choose Light, Medium, or Heavy and one class you have at least 1 Level in that does not gain proficiency in that armor type and grants either the Spellcasting or Pact Magic class feature. So long as you are proficient in the chosen armor, you can cast spells gained from the chosen class in the chosen type of armor.

Ashen Heritage [Heritage]

Prerequisites: Fire Heritage feat

Your ancestry stems from the dying embers and soot-choked fires of the Quasi-Elemental Plane of Ash.

  • You gain resistance to necrotic damage.
  • When you reduce a creature to 0 hit points using fire damage, you become surrounded in cinders, becoming heavily concealed to creatures more than 15 feet away from you until the end of your next turn.

Attack of Opportunity

Prerequisites: 4th Level

You can strike out at any foe who leaves an opening.   You can use your Reaction to make a single attack with a melee weapon against a creature that provokes it by doing one of the following actions:

  • Casts a spell with a somatic or material component. If the Attack of Opportunity is a critical hit, the spell is disrupted.
  • Makes a ranged attack. If the Attack of Opportunity is a critical hit, the ranged attack is disrupted.
  • Leaves a space threatened by you (Even into another space threatened by you) using their own movement (Not moved by another creature or an effect).
  • Uses any other action that states it provokes an Attack of Opportunity.
You can make only a single Attack of Opportunity per turn, even if you can normally make more than one attack or use more than one Reaction.

Back to Back [Combat] [Teamwork]

Prerequisites: Proficiency in Perception

You aren't as easy to hit when surrounded.   You take only half the normal penalties for being flanked.   Teamwork Benefit: While adjacent to a friendly creature who also has this feat, you instead take no penalties as a result of being flanked.

Beast Heritage [Heritage]

You are descended from creatures such as magical beasts, beastfolk, or therianthropes. You share some of your ancestors' powerful offensive adaptations. Choose one of the following options. Once chosen, you cannot change it later.   Aquatic: Your jaw strengthens and your bite counts as a natural weapon that you can use to make unarmed attacks. This bite deals Piercing damage equal to 1d8 + your Strength modifier on a hit. If you already have a bite as a natural weapon, its damage die increases by one size instead, to a minimum of 1d8.   Avian: Your fingernails grow into powerful claws that count as a natural weapon, and that you can use to make unarmed attacks. These claws deal slashing damage equal to 1d6 + your Strength modifier on a hit. If you already have claws as a natural weapon, their damage die increases by one die size instead, to a minimum of 1d6.   Insectoid: Your jaw strengthens and your bite counts as a natural weapon that you can use to make unarmed attacks. This bite deals Piercing damage equal to 1d8 + your Strength modifier on a hit. If you already have a bite as a natural weapon, its damage die increases by one size instead, to a minimum of 1d8.   Mammalian: Your fingernails grow into powerful claws that count as a natural weapon, and that you can use to make unarmed attacks. These claws deal slashing damage equal to 1d6 + your Strength modifier on a hit. If you already have claws as a natural weapon, their damage die increases by one die size instead, to a minimum of 1d6.   Reptilian: Your jaw strengthens and your bite counts as a natural weapon that you can use to make unarmed attacks. This bite deals Piercing damage equal to 1d8 + your Strength modifier on a hit. If you already have a bite as a natural weapon, its damage die increases by one size instead, to a minimum of 1d8.

Bestial Body [Heritage]

Prerequisites: Beast Heritage feat, 4th Level

You adapt more bestial traits, manifesting your heritage.   Aquatic: Your body grows a protective slime coat. Creatures have Disadvantage on Strength (Athletics) checks made to grapple you, and you gain Resistance to Acid damage.   Avian: Your body sprouts thick feathers. On your turn you gain a flying speed of 30 feet, and you fall at the end of your turn if you are in the air unsupported. You gain Resistance to Cold damage.   Insectoid: Your skin hardens into chitinous plates. You gain a Natural Armor Class of 13 + your Dexterity modifier, and you gain Resistance to Poison damage.   Mammalian: You sprout a lashing tail, which is a Natural Weapon that deals 1d6 Bludgeoning damage + your Strength modifier on a hit and has the Reach property. If you already have a tail, it instead strengthens, and the damage die increases to 1d8. If a creature you can see within 10 feet of you hits you with an Attack Roll, you can use your Reaction to swipe your tail and roll a d4, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.   Reptilian: You sprout tough scales. You gain a Natural Armor Class of 13 + your Dexterity modifier, and you gain Resistance to Fire damage.

Bestial Speed [Heritage]

Prerequisites: Beast Heritage feat

Your body grows more bestial, granting you increased benefits of your heritage.   Aquatic: You gain a swimming speed equal to your land speed, and you can breathe underwater.   Avian: When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.   Insectoid: You gain a climbing speed equal to half your land speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Mammalian: Your land speed increases by 10 feet.   Reptilian: You gain a climbing speed equal to your land speed.

Bodyguard [Combat]

Prerequisites: Sentinel feat

You are a stalwart guardian.   When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.   When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Charger [Combat]

You are quick on your feet and always prepared to rush head-long into battle.   When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack to hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Cleave [Combat]

You’re able to take advantage of your blows, leading into additional attacks powered by momentum.   On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Coordinated Strike [Combat] [Teamwork]

You excel at timing your attacks to strike alongside your allies, maximizing your effectiveness in battle. When you hit a creature with a melee weapon attack, you can use your reaction to grant a friendly creature you can see within 5 feet of you advantage on the next melee weapon attack against the same target.   Teamwork Benefit: When you grant another creature that has this feat Advantage using this feat, you do not expend your reaction.

Crystalline Heritage [Heritage]

Prerequisites: Earth Heritage feat

Your bloodline carries the echo of gleaming minerals from the Quasi-Elemental Plane of Minerals.

  • You gain resistance to radiant damage.
  • Your skin reflects light like crystals. While in bright light, you have advantage on Charisma (Performance).

Devout Follower

Prerequisites: Follow a Deity, no Ur-Priest subclass

You are a devout follower of one of the gods above and have been granted a sliver of their power. You gain the following benefits:

  • Your piety of the deity you follow is increased to 3, or increases by 1 if it is already 3 or greater.
  • You gain one Channel Divinity option from a cleric domain or paladin oath your deity provides. If this Channel Divinity calls for a saving throw, the DC is equal to your spellcasting or manifesting DC if you have one. Otherwise the DC equals 8 + your proficiency bonus + the modifier of the mental ability score your deity grants, if any. If you are an arcane spellcaster, you may use your arcane focus rather than a holy symbol. If the Channel Divinity references your cleric or paladin level, you instead use your highest class level you possess. You are able to use this Channel Divinity once, regaining the ability to do so when you finish a long rest. You can only choose a Channel Divinity option you gain at 2nd-Level (for clerics) or 3rd-Level (for paladins).

Disruptive Strike [Combat]

Prerequisites: Mage Slayer feat

You have learned to make your attacks exceptionally painful and distracting to practitioners of magic.   When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Dual Weapon Defense [Combat]

Prerequisites: Dual Wielder feat

You are able to quickly parry away blows, granting you some defense while wielding multiple weapons.   You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Dual Wielder [Combat]

You are skilled in fighting with multiple weapons in tandem.

  • You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

The time you have spent dungeon delving has made you alert to the hidden traps and secret doors found in many of them.

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret or concealed doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.

Dungeon Veteran

Prerequisites: Dungeon Delver feat

Your body is scarred, and your senses made keen through rigorous dungeon delving.

  • You have resistance to the damage dealt by traps.
  • You have learned to sustain your resources better, and are able to function with half as much food, water, and sleep as a normal person requires.

Durable [Combat]

You are hardy and resilient, able to withstand numerous blows and keep going.   When you roll a Hit Die to regain hit points, the minimum number of hit points you regain equals twice your Constitution modifier (minimum of 2). This cannot surpass the maximum amount allowed by the die normally.

Dust Heritage [Heritage]

Prerequisites: Earth Heritage feat

Your hail from a desiccated ancestry from the Quasi-Elemental Plane of Dust.

  • You gain resistance to necrotic damage.
  • When you take the Dodge action, you can obscure yourself in dust and debris. Until the start of your next turn, creatures more than 15 feet away from you treat you as though you have half cover.

Eagle Eye [Combat]

Prerequisites: Sharpshooter feat

Your eyes are keen and your hands steady enough to make incredibly precise and dangerous shots.   Your ranged weapon attacks ignore three-quarters cover.   Before you make an attack roll with a ranged weapon that you are proficient with, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the damage roll.

Earth Heritage [Heritage]

You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors' natural stability and physical power.   You have advantage on saving throws against effects that would move you against your will. In addition, if you are touching the ground and targeting a creature also touching the ground, you can use a bonus action to grant yourself advantage on an attack roll against that creature. Once you do so, you cannot do so again until you finish a short or long rest.

Elemental Apotheosis [Heritage]

Prerequisites: Greater Elemental Heritage feat; 15th Level

You stand on the threshold of elemental transformation. Your body and magic channel the primal power of your ancestry.

  • Air: You are immune to damage from falling and to lightning damage and can hover even while unconscious. If you do not have a Fly speed, you gain a Fly speed of 20 feet. As a reaction to being targeted by a ranged attack, you can use your reaction to impose Disadvantage on the attack roll.
  • Earth: You gain Tremorsense to a range of 15 feet, and you gain resistance to bludgeoning, piercing, and slashing damage from non-supernatural and non-adamantine weapons while touching the ground.
  • Fire: You gain immunity to fire damage. When a creature within 5 feet of you hits you with an attack, it takes fire damage equal to your Proficiency bonus.
  • Water: You gain immunity to cold damage and can move through water without hindrance, regardless of how rough it is. You can cast the Gaseous Form spell to transform into water vapor, but the duration instead becomes 1 minute.

Enable Criticals [Combat]

You have learned to score critical hits on unusual creature types.   Choose one type of creature that is normally immune to critical hits (Constructs, Elementals, Oozes, Plants, or Undead). You can score critical hits against that type of creature, despite that this is not generally allowed.   Note: This allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack, and similar features. A Construct or Undead still never needs to make a Constitution saving throw to survive a Coup de Grace.

Exotic Weapon Proficiency [Combat]

Prerequisites: 1st-Level Fighter or 4th-Level

You learn how to use one type of exotic weaponry. You can take this feat multiple times.   Choose one type of exotic weapon. You gain proficiency with that weapon.

Fey Heritage [Heritage]

Prerequisites: Non-Lawful Alignment

You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.   When you fail a saving throw against an Enchantment spell, you can use your reaction to reroll the saving throw with advantage. Once you use this feature, you cannot do so again until you finish a long rest.

Fey Legacy [Heritage]

Prerequisites: Fey Heritage feat, 6th Level

You can cast Confusion, Misty Step, and Conjure Animals once each as a spell-like ability. Once you cast one of these spells in this way, you cannot cast that spell in this way again until you finish a long rest.

Fey Presence [Heritage]

Prerequisites: Fey Heritage feat, 6th Level

You can cast Charm Monster and Disguise Self once each as a spell-like ability. Once you cast one of these spells in this way, you cannot cast that spell in this way again until you finish a long rest.

Fire Heritage [Heritage]

You are descended from creatures native to the Elemental Plane of Fire. You share some of your ancestors' natural reaction speed, and your natural attacks are red-hot.   You gain a +2 bonus to Initiative. In addition, your unarmed attacks and natural weapons deal 1 point of fire damage.

Grappler [Combat]

You’ve developed the skills necessary to hold your own in close-quarters grappling.   You can use your action to try and pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creatures are both restrained until the grapple ends.

Great Weapon Master [Combat]

Prerequisites: Cleave feat

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.   Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to not add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.

Greater Elemental Heritage [Heritage]

Prerequisites: Improved Elemental Heritage feat; 9th Level

Your elemental bloodline grows stronger, granting you a deeper connection to your ancestral power.

  • Air: You can cast Feather Fall and Gust of Wind. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. Your movement while flying is treated as shifting.
  • Earth: You can cast Earthbind and Meld into Stone. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. While you are touching the ground, you cannot be knocked Prone.
  • Fire: You can cast Burning Hands (As though upcast 1 level) and Scorching Ray. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. The fire damage from your Fire Heritage feat increases to 1d4.
  • Water: You can cast Create or Destroy Water (Create only) and Misty Step. Once you cast one of these spells, you cannot cast that spell in this way again until you finish a long rest. You can breathe both air and water.

Guarded Shot [Combat]

Prerequisites: Quick Shot feat

You are able to fight with a ranged weapon while properly defending yourself from attack.   Being within the reach of a hostile creature doesn’t impose Disadvantage on your ranged attack rolls, and you do not provoke Attacks of Opportunity for making such attacks.

Gunslinger's Reflexes [Combat]

Prerequisites: Attack of Opportunity feat

Your training with Firearms has honed your reflexes, allowing you to react swiftly in the heat of combat. When a creature moves within 10 feet of you, you can use your reaction to make a single ranged attack with a Firearm against that creature.

Heavily Armored

Prerequisites: Proficiency with Medium Armor and Large Shields

You have trained to master the use of heavy armor. You gain proficiency with heavy armor and tower shields.

Heavy Armor Master [Combat]

Prerequisites: Proficiency with Heavy Armor

You can use your armor to deflect strikes that would kill others.   While you are wearing heavy armor, reduce all bludgeoning, piercing, and slashing damage by an amount equal to 1 + your proficiency bonus.

Hyper Speed [Combat]

Prerequisites: Guarded Shot feat

You have trained to quickly make attacks with small ranged weapons, able to quickly follow up with another attack. When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow or one-handed Firearm you are holding.

Ice Heritage [Heritage]

Prerequisites: Air Heritage or Water Heritage feat

You are descended from creatures native to the frost-choked regions where air and water intermingle.   If you have the Air Heritage feat, you gain the Water Heritage feat. If you have the Water Heritage feat, you gain the Air Heritage feat. This ignores the general rules of only being able to have one Heritage feat.

Improved Elemental Heritage [Heritage]

Prerequisites: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage feat; 5th Level

You gain resistance to a specific type of elemental damage, based on your elemental heritage: acid (earth), cold (water), fire (fire), or lightning (air).

Inspiring Leader

Prerequisites: Charisma 13

You are inspiring and able to help guide others through the toughest of times.   You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to sic friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision.

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the last month.

Lightly Armored

You have trained to master the use of light armor.   You gain proficiency with light armor, bucklers, and small shields.

Lightning Heritage [Heritage]

Prerequisites: Air Heritage feat

Your bloodline is touched by the brilliant storms of the Quasi-Elemental Plane of Lightning.

  • You gain resistance to lightning damage.
  • When you take the Dash action or are Flying and move at least 30 feet, you can choose a creature within 5 feet of you at the end of your movement. That creature takes lightning damage equal to your level. Once you do so, you cannot do so again until you finish a long rest.

Linguist

You have studied languages and codes and are able to take advantage of it.

  • You learn three languages of your choice, up to one of which can be an exotic language.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Alternatively, you can choose to learn an additional language, which may be exotic.

Mage Slayer [Combat]

You have practiced techniques useful in melee combat against spell casters.

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Adept

Prerequisites: Magic Initiate feat

You have continued your studies into the magical arts, furthering your strength.   Choose a class that you have already chosen for the Magic Initiate feat. You gain one cantrip of your choice from that class’s spell list.   In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again.   Your spellcasting ability for these spells depends on the class you chose, using the same ability that class uses to cast spells. You may take this feat several times, but must choose a new class each time.

Magic Initiate

You have studied minor magic in one form or another.   Choose a class with the Spellcasting, Sorcery, Pact Magic, or Conduit Magic feature. You learn one cantrip of your choice from that class’s spell list. You can only choose a class with the Divine tag if you have a Piety score of 5 or greater.   Your spellcasting ability for these spells depends on the class you chose, using the same ability that class uses to cast spells. You may take this feat several times, but must choose a new class each time.

Magma Heritage [Heritage]

Prerequisites: Earth Heritage or Fire Heritage feat

You are descended from creatures born in molten seas of rock and flame.   If you have the Earth Heritage feat, you gain the Fire Heritage feat. If you have the Fire Heritage feat, you gain the Earth Heritage feat. This ignores the general rules of only being able to have one Heritage feat.

Medium Armor Expert [Combat]

Prerequisites: Proficiency with Medium Armor

You have practices moving in medium armor, being able to move subtly and quietly.   Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

Mistborn Heritage [Heritage]

Prerequisites: Water Heritage feat

You are born of warm springs, ocean mists, and humid vapor steeped in the Quasi-Elemental Plane of Steam.

  • You gain resistance to positive energy damage.
  • You leave behind a light trail of mist as you move; when you move 15 feet or more in a round, you are lightly obscured until the start of your next turn.
  • You can cast Misty Step. Once you do so, you cannot do so again until you finish a long rest. You can only cast this spell while you are obscured (lightly or heavily).

Moderately Armored

Prerequisites: Proficiency with Light Armor and Small Shields

You have trained to master the use of medium armor.   You gain proficiency with medium armor and large shields.

Mounted Combatant [Combat]

You are a dangerous foe to face while mounted.   While you are mounted and aren’t incapacitated, you can force an attack targeted at your mount to target you instead.   While you are mounted and aren’t incapacitated, if your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Mounted Master [Combat]

Prerequisites: Mounted Combatant feat

You have learned to master the advantage your mount grants you in combat to crush lesser foes.   While you are mounted and aren’t incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.   While you are mounted and aren’t incapacitated, whenever you hit a mounted creature that is the same size as you or smaller with a lance, you can force that creature to make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, the creature is knocked from the saddle and lands prone next to their mount.

Mud Heritage [Heritage]

Prerequisites: Earth Heritage or Water Heritage feat

You are descended from creatures of ooze, silt, and boggy slurry.   If you have the Earth Heritage feat, you gain the Water Heritage feat. If you have the Water Heritage feat, you gain the Earth Heritage feat. This ignores the general rules of only being able to have one Heritage feat.

Observant

You are quick to notice the details of your environment.

  • If you see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Overloaded Shot [Combat]

You have mastered the dangerous technique of overloading your Firearm's powder, producing an explosive shot that deals devastating damage but comes with great risk.   As an action, you can declare an Overloaded Shot. This increases the Firearm's damage die by one die size, to a maximum of d20. However, the Firearm's Misfire rating also increases by 4 for this attack. The Explode Die rating also increases by an amount depending on the new damage die.

New Damage DieExplode Rating
d62 (5-6)
d8 3 (6-8)
d104 (7-10)
d125 (8-12)
d206 (15-20)
  If the weapon misfires as a result of an Overloaded Shot, it always has the Explosion result, regardless of the rolled result, and the Explosion deals double damage.

Pin Expert [Combat]

Prerequisites: Grappler feat

You have learned to take advantage of powerful holds without putting yourself at a disadvantage.   When you Restrain a creature using your Grappler feat, you are not Restrained as a result.

Polearm Expert [Combat]

Prerequisites: Attack of Opportunity feat

You have trained with polearms to keep your enemies at bay.   While you are wielding a Polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Polearm Master [Combat]

Prerequisites: Polearm Expert feat

You are exceptionally skilled with polearm weapons.   When you take the Attack action and attack with only a Polearm, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.

Quick

You are speed and agile, able to maneuver obstacles easily.

  • Your speed increases by 10 feet.
  • When you take the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

Quick Shot [Combat]

You are quick with a loaded weapons, able to reload it very quickly.   You ignore the loading quality of Crossbows and Firearms with which you are proficient.

Radiant Heritage [Heritage]

Prerequisites: Fire Heritage feat

Your blood burns with the light of the Quasi-Elemental Plane of Radiance.

  • You gain resistance to radiant damage.
  • You can cast the Light spell. Charisma is your spellcasting modifier.
  • When you cast a Fire spell, you can choose for any Fire damage it deals to become Radiant damage instead. If you do, it loses the Fire descriptor and gains the Light descriptor. Once you do so, you cannot do so again until you finish a long rest.

Rapid Fire [Combat]

Prerequisites: Dexterity 13

Your skill with a bow allows you to fire a volley of arrows with remarkable speed.   When you make your first ranged attack on your turn with a Bow, you can choose to make that attack with Disadvantage. If you do, you can make one additional attack with the same Bow against the same enemy, also with Disadvantage.

Reliable Shooter [Combat]

Through constant practice, you have learned to minimize malfunctions and handle misfires better.   When a Firearm you are using misfires, you can use your reaction to attempt to fix it immediately, requiring a successful Dexterity or Intelligence check using Tinker's Tools (DC 15 + the Firearm's misfire rating). On a success, the attack still misses, but the weapon does not misfire.

Resilient

You are exceptionally resilient.   Choose an ability score. You gain proficiency in saving throws using the chosen ability.

Salt Heritage [Heritage]

Prerequisites: Water Heritage feat

Your heritage is of stagnant seas and desiccated tidepools found in the Quasi-Elemental Plane of Salt.

  • You gain resistance to necrotic damage.
  • Your unarmed strikes, natural weapons, and melee weapon attacks made against creature within 5 feet of you deal an additional 1d4 damage to Plants and Aquatic creatures. A creature only takes this additional damage once per attack, even if it is both a Plant and Aquatic.

Sentinel [Combat]

Prerequisites: Attack of Opportunity feat

You take advantage of every drop in any enemy’s guard.   Creatures provoke attacks of opportunity from you even if they take the Disengage action before leaving your reach.

Shadow Heritage [Heritage]

You are descended from creatures native to the Plane of Shadow. You share some of your ancestors' natural stealth, but only in areas of dim or no illumination.   You gain Darkvision to a range of 60 feet. While in dim light or darkness, you have advantage on Stealth checks.

Shadow Sneak

Prerequisites: Skulker feat

You are adept at attacking from the shadows and melding back into them.   When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.   Dim light doesn’t impose disadvantage on your Perception checks relying on sight.

Sharpshooter [Combat]

You have mastered ranged weapons and can make shots that others find impossible.

  • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover.

Shield Bypass [Combat]

Your mastery of Flails allows you to bypass a target's shield, striking at vulnerable areas despite their defenses.   When you make a Melee Weapon Attack with a Flail against a creature wielding a shield, you can ignore up to 2 points of target's AC granted by the shield.

Shield Expert [Combat]

Prerequisites: Proficiency with light shields, large shields, or tower shields

You use shields not just for protection but also for offense.

  • When you take the Attack action on your turn while wearing a small, large, or tower shield, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your small, large, or tower shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

Shield Master [Combat]

Prerequisites: Shield Expert feat

You have mastered the use of shields for all sorts of combat.

  • You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you do so, you must take the Attack action this turn.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect, even if it targets multiple creatures.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Shield Prodigy [Combat]

Prerequisites: Shield Master feat

You are the epitome of shield skill.

  • You are not slowed while holding a tower shield, nor do you take penalties to Dexterity skills or checks.
  • If you use your reaction to attempt to reduce damage from a successful Dexterity saving throw, you take only half damage on a failure.
  • Whenever you successfully shove a creature as per the Shield Master feat, you deal bludgeoning damage equal to 1d4 + your Strength modifier to the target.

Skulker

Prerequisites: Dexterity 13

You are an expert at slinking through shadows.   You can try to hide when you are lightly obscured from the creature from which you are hiding.

Smoke Heritage [Heritage]

Prerequisites: Air Heritage or Fire Heritage feat

You are descended from creatures born where flame and wind entwine.   If you have the Air Heritage feat, you gain the Fire Heritage feat. If you have the Fire Heritage feat, you gain the Air Heritage feat. This ignores the general rules of only being able to have one Heritage feat.

Spell Marksman

Prerequisites: The ability to cast at least one spell with an attack roll

You have learned to enhance your attacks with certain kinds of spells.   When you cast a spell that requires you to make an attack roll, the spell’s range is multiplied by one and a half.   Your ranged spell attacks ignore half cover.

Spell Sniper

Prerequisites: Spell Marksman feat

You have exceptional aim with your spell attacks.   Your ranged spell attacks ignore three-quarters cover.   When you cast a spell that requires you to make an attack roll, the spell’s range is doubled instead of multiplied by one and a half.   You learn one cantrip that requires an attack roll. Choose the cantrip from any spell list.   Your spellcasting ability for these spells depends on the class you chose, using the same ability that class uses to cast spells.

Stranglehold [Combat]

Prerequisites: Grappler feat

You are able to take advantage of close-quarters fighting much better than others.   You have advantage on attack rolls against a creature you are grappling.

Tavern Brawler [Combat]

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you always find a way to be victorious.

  • You are proficient with improvised weapons.
  • When you hit a creature with an unarmed strike or with a one-handed improvised weapon for the first time on each of your turns, you can use a bonus action to attempt to grapple that target.

Tavern Champion [Combat]

Prerequisites: Tavern Brawler feat, Strength 13

You can’t remember the last time you lost a barroom brawl, and your winning streak sees no signs of ending soon.

  • Your unarmed strikes use a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Prerequisites: 4th Level, Constitution 16

Your body is tough and built strongly.   Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 points.

Training

You have trained and learned from your experiences, becoming more well-rounded.   Increase one of your ability scores by 1.   You can take this feat any number of times.

Undead Heritage [Heritage]

You are descended from undead creatures such as liches, vampires, or other powerful necromantic forces. You share some of your ancestors' natural resilience.   You gain resistance to negative energy damage.

Vacuum Heritage [Heritage]

Prerequisites: Air Heritage feat

Your bloodline stems from the void-silence of the Quasi-Elemental Plane of Vacuum.

  • When casting spells, you can speak the verbal component quietly enough that only creatures within 30 feet of you can hear it. Creatures outside of this range cannot detect Verbal components for your spells unless they can read lips.
  • You gain resistance to thunder damage.

Venomous Strike

Prerequisites: 6th Level, Ability to produce natural venom

As a bonus action, you can envenom one of your natural weapons. The next successful attack with that weapon delivers the venom, which has its onset time reduced to immediate, and increases the DC to resist the poison by 2. Once you use this feat, you cannot do so again until you finish a long rest.

Ventrioloquist

You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:

  • You can speak without moving your lips.
  • You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.

War Weaver

Prerequisites: War Concentration feat

You have practiced weaving mystical capabilities in the midst of combat.   You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.   When a hostile creature uses their movement to leave your threatened area (Not just a space threatened by you), you may use your reaction to cast a spell or manifest a power at that creature. The spell or power must have a casting time of 1 action and use an attack roll to hit that creature, and it must target only that creature.   If you have the Attack of Opportunity feat, you may instead cast a spell or manifest a power in this way whenever a creature would provoke an attack of opportunity, and but the spell or power must have a casting time of 1 action or 1 bonus action and must target only that creature.   In addition, Ranged Spell Attacks and Ranged Psi Attacks you make while in the threatened space of a creature no longer have Disadvantage and do not provoke Attacks of Opportunity.

War Concentration

Prerequisites: The ability to cast at least one spell or manifest at least one power

You have learned to shrug off pain and distractions in the middle of combat.   You have advantage on Concentration checks caused by taking damage.

Water Heritage [Heritage]

You are descended from creatures native to the Element Plane of Water. You share some of your ancestors' natural aquatic talents.   You gain a swim speed of 20 feet, or your existing swim speed increases by 10 feet (minimum total 20 feet). You have advantage on Athletics checks made to swim in harsh conditions, such as swift rapids.


 

Skill Feats

Skill Feats
are a sub-type of general feats that boost a specific skill or tool.

Animal Empath

You are charismatic with animals, and able to intuit their feelings. You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain Expertise in Animal Handling.

Arcanist

You study the arcane arts and have come across numerous secrets in your time. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you gain Expertise in Arcana.

Athletic

You have trained to be strong, and your results have paid off. You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain Expertise in Athletics.

Brawny

Prerequisites: Athletic feat or Expertise in Athletics

You are exceptionally strong, able to bare great burdens. You count as if you were one size larger for the purpose of determining your carrying capacity and the size of creatures you can move while grappling.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain proficiency with thieves’ tools. If you are already proficient with them, you gain Expertise with them.

Diplomat

Prerequisites: Persuasive feat or Expertise in Persuasion

You master the arts of diplomacy, bending people to your will. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Disguise Expert

You have honed your ability to craft disguises that rival the natural appearance of others. You gain proficiency with the disguise kit. If you are already proficient with it, you gain Expertise with the disguise kit.

Empathic

Prerequisites: Insightful feat or Expertise in Insight

You possess keen insight into how other people think and feel. You can use your bonus action to try and get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Exceptionally Stealthy

Prerequisites: Stealthy feat or Expertise in Stealth

You can take advantage of blind spots and make your move without ever being seen. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

Grand Historian

Prerequisites: Historian feat or Expertise in History

Your interest in the past has uncovered numerous different things which you can call upon to help inspire others. When you take the Help action to aid another creature’s ability check, you can make a DC 15 History check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Grand Liar

Prerequisites: Silver-Tongued feat or Expertise in Deception

You are extremely skilled at fooling and misdirecting others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight). If your check succeeds, your movement doesn’t provoke attacks of opportunity from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Grand Medic

Prerequisites: Medic feat or Expertise in Medicine

You have masters the physician’s arts, making great use of it to aid your companions. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore, to a maximum number of Hit Dice equal to half your proficiency bonus. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Grand Naturalist

Prerequisites: Naturalist feat or Expertise in Nature

Your study of nature has extended greatly, even into the domains of druidism and natural magic. You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Grand Performer

Prerequisites: Performer feat or Expertise in Performance

You are a master of your art and can beguile almost anyone. While performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Grand Survivalist

Prerequisites: Survivalist feat or Expertise in Survival

You have learned to set up your camp in a way that you will always know if someone is approaching. You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Grand Theologian

Prerequisites: Theologian feat or Expertise in Religion

You learn the thaumaturgy cantrip and your choice of the Detect Evil or Detect Good spells. You can cast the chosen spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can take this feat twice, each time choosing a different spell.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.

High Arcanist

Prerequisites: Arcanist feat or Expertise in Arcana

You have studied deeply in the arcane arts, learning intricacies and spells to help you learn more. You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Historian

You study history and the tales of the past, which in turn help you uncover things of the present. You gain proficiency in the History skill. If you are already proficient in the skill, you gain expertise in History instead.

Insightful

You are able to notice subtle changes and can quickly judge and react to them. You gain proficiency in the Insight skill. If you are already proficient in the skill, you gain Expertise in Insight.

Intimidating

You are fearsome and a bully, able to get your way through threats and violence. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you gain Expertise in Intimidation.

Investigator

You have an eye for detail and can pick out even the smallest clues. You gain proficiency in the Investigation skill. If you are already proficient in the skill, you gain Expertise in Investigation.

Master of Disguise

Prerequisites: Disguise Expert feat or Expertise with the disguise kit

You have honed your ability to shape your personality and to read the personalities of others. If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Medic

You have learned the physician’s arts to aid others. You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain Expertise in Medicine.

Naturalist

You study nature and the plants and animals natural to the world. You gain proficiency in the Nature skill. If you are already proficiency in the skill, you gain Expertise in Nature.

Perceptive

You have honed your senses beyond that of normal people. You gain proficiency in the Perception skill. If you are already proficient in the skill, you gain Expertise in Perception.

Performer

You are a master of entertainment and performance. You gain proficiency in the Performance skill. If you are already proficient in the skill, you gain Expertise with Performance.

Persuasive

You have learned to subtly manipulate people to get your way. You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you gain Expertise in Persuasion.

Quick Eyes

Prerequisites: Investigator feat or Expertise in Investigation

You are able to quickly notice even small details and comprehend things extremely quickly. You can take the Search action as a bonus action.

Quick Hands

Prerequisites: Quick-Fingered feat or Expertise in Sleight of Hand

You are able to perform bouts of sleight of hand at high speeds. As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object from a creature, lift a purse, or take something from a pocket.

Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you gain Expertise in Sleight of Hand.

Savior

Prerequisites: Healer feat

You have mastered the use of your healing skills, being able to quickly bind and restore a creature. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of hit dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Silver-Tongued

You have developed your conversational skills to better deceive others. You gain proficiency in the Deception skill. If you are already proficient in the skill, you gain Expertise in Deception.

Skilled

You have practiced many things, and learned how to take advantage of it. You gain proficiency in two skills or tool sets of your choice. You can take this numerous times, choosing two different skills or tool kits each time.

Stealthy

You know how best to hide. You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain Expertise in Stealth.

Survivalist

You have mastered wilderness lore, knowing how to survive on the move. You gain proficiency in the Survival skill. If you are already proficient in the skill, you gain Expertise in Survival.

Theologian

Your extensive study of religion and the divine has paid off. You gain proficiency in the Religion skill. If you are already proficient in the skill, you gain Expertise in Religion.

Unmatched Senses

Prerequisites: Perceptive feat or Expertise in Perception

Your senses are razor sharp and can help to cover blind spots for other senses. Being in a lightly obscured area doesn’t impose disadvantage on your Perception checks if you can both see and hear.


 

Other Feats

Metamagic Feats
Metamagic feats alter spells in subtle or not-so-subtle ways, from removing components to granting them weapon properties. Metamagic feats are applied to spells when prepared or learned. A character can choose to apply a metamagic feat to a spell that it was not prepared or learned with, but this only applies to a spell with a casting time of 1 action or less, and the casting time becomes 1 Round, meaning it consumes the character's action, bonus action, and all movement for the round so the character cannot do anything except cast the modified spell. These modified spells cost higher level spell slots regardless of how they are applied.

Blinding Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals fire or radiant damage, you can cause it to flare brightly. To do so, you must expend a spell slot of two levels higher than normal and choose a creature targeted by the spell. The target must make a Constitution saving throw, being blinded for 1 minute on a failure (save ends). If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a blinding spell.

Brutal Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals damage, you can empower it to be brutal like certain weapons. To do so, you must expend a spell slot at least one level higher than normal. When you do, the spell gains the Brutal property with a value equal to the number of slot levels above the normal that you spent plus one. For example, if you spend a slot one level higher than normal, the spell gains the Brutal 2 property, and so any damage die that rolls a 1 is instead treated as though it was a 2. If you are a sorcerer, you can spend any number of additional sorcery points to cause a spell to be a brutal spell. When you do, the brutal property equals half the number of additional sorcery points you spend plus one. For example, if you spend 2 additional sorcery points, your spell gains the Brutal 2 property.

Careful Spell [Metalamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you must expend a spell slot of one level higher than normal and choose a number of those creatures up to your spellcasting modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a careful spell.

Cerebral Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that requires an Intelligence or Charisma saving throw, you can cause it to target the other saving throw instead. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 3 sorcery points to cause a spell to be a cerebral spell.

Concussive Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals bludgeoning or thunder damage, you can force one target of the spell to make a Strength saving throw, falling prone on a failure. To do so, you must expend a spell slot of one level higher than normal. Large or larger creatures have advantage on their Strength saving throw. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a concussive spell.

Defensive Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell with a hostile creature within 5 feet of you, you can cast it defensively and avoid interruption. To do so, you must expend a spell slot of one level higher than normal and you do not have Disadvantage on the Attack Roll of that spell, nor do you provoke Attacks of Opportunity from casting the spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a defensive spell.

Distant Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that has a range of 5 feet or greater, you must expend a spell slot of one level higher than normal to double the range of the spell. When you cast a spell that has a range of touch, you must expend a spell slot of one level higher than normal to make the range of the spell 30 feet. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a distant spell.

Empowered Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that forces other creatures to make a saving throw, you can cause the spell to become much more powerful. To do so, you must expend a spell slot of one level higher than normal to reroll a number of the damage dice up to your spellcasting modifier (minimum of one). You must use the new rolls. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a empowered spell, and can apply this metamagic to a spell that already has a different metamagic applied to it.

Esoteric Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals Force, Necrotic, Psychic, or Radiant damage, you can change the damage type of the spell to another from the list above. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be an esoteric spell, and you can apply it to a spell that deals Positive Energy or Negative Energy damage as well.

Extended Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that has a duration of 1 minute or longer, you can extend the duration with greater magic power. To do so, you must expend a spell slot of one level higher than normal and double its duration, to a maximum duration of 24 hours. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be an extended spell.

Heightened Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that forces a saving throw upon a creature, you can cause it to be more difficult to resist. To do so, you must expend a spell slot of two levels higher than normal to impose one target affected by the spell to make their saving throw with Disadvantage. If you are a sorcerer, you can spend 3 additional sorcery points to cause a spell to be a heightened spell.

Imbue Spell [Metamagic]

Prerequisites: Sorcery Class Feature

When you cast a spell that has a range of Self, you can spend additional sorcery points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.   If the spell requires Concentration, the creature you target must Concentrate on the spell instead of you.

Linked Spell [Metamagic]

Prerequisites: Sorcery Class Feature

When you cast a spell, you can spend 1 sorcery point and touch a willing creature within 5 feet. If you do, you expend no sorcery points to pay for the spell, and instead use a spell slot of appropriate level from the touched creature to cast the spell.

Misdirecting Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that originates from you, you can cause it to appear as if it had originated from a point you can see within 30 feet of you. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 3 additional sorcery points to cause a spell to be a misdirecting spell and you can make a spell a misdirecting spell even if you already applied another metamagic feat to it.

Overcharged Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that has only one target and requires a spell attack roll, you can cause the spell to score a critical hit on a roll of 19 or 20 on the d20. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 2 additional sorcery points to cause a spell to be an overcharged spell.

Potent Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals damage, you can cause the spell to reduce a single target's resistance to the damage by 15. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a potent spell.

Quickened Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell with a casting time of 1 action, you can cause it to be much faster. To do so, you must expend a spell slot of one level higher than normal to change the casting time of the spell to 1 bonus action. If you are a sorcerer, you can spend 2 sorcery points to cause a spell to be a quickened spell.

Recycle Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell of 2nd level or higher, you can conserve some of the power used for the spell. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can expend 1 sorcery point to cause a spell to be a recycled spell. If a recycled spell misses all targets, or all targets succeed on their saving throws, you gain a spell slot of one level lower than that used to cast the spell. If you are a sorcerer, you instead regain the sorcery points used to cast the spell, but not the additional sorcery point spent to make it a recycled spell.

Savage Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals Bludgeoning, Piercing, or Slashing damage, you can change the spell's damage type to another from the list above. To do so, you must expend a spell slot of one level higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a savage spell.

Seeking Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell with an attack roll, you can cause it to be unerringly accurate. To do so, you must expend a spell slot of one level higher than normal to gain advantage on the attack roll and ignore half- and three-quarters cover. If you are a sorcerer, you can spend 2 additional sorcery points to cause a spell to be a seeking spell, and you can cause the spell to be a seeking spell after you determine if the spell hits or misses instead of when you cast it. Additionally, you can apply seeking spell to a spell that you already applied a different metamagic feat to.

Subtle Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell, you can cause it to be almost unnoticeable. To do so, you must expend a spell slot of two levels higher than normal to remove all somatic and verbal components for the spell. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a subtle spell.

Transmuted Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can cause it to deal a different type of damage. To do so, you must expend a spell slot of two levels higher than normal. If you are a sorcerer, you can spend 1 additional sorcery point to cause a spell to be a transmuted spell, and you can additionally apply it to spells that deal Radiant or Necrotic damage, but can only make a spell deal Radiant or Necrotic damage if it already deals either Radiant or Necrotic damage.

Twinned Spell [Metamagic]

Prerequisites: Spellcasting or Sorcery Class Feature

When you cast a spell that targets only one creature and doesn't have a range of self and that can target only one creature, you can cause it to target an additional creature within range. To do so, you must expend a spell slot of two levels higher than normal or double the spell's normal level, whichever is greater. If you are a sorcerer, you can spend additional sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip) to cause a spell to be a twinned spell.

Flaws
Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.   With the DM's permission, a player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the DM specifically allows it. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.   Unlike traits, flaws are entirely negative in their impact on a character's capabilities.  
Feeble
You are unathletic and uncoordinated.   You have disadvantage on Strength, Dexterity, and Constitution based ability checks and skill checks.
Frail
You are thin and weak of frame.   Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below.)   Special. You must have a Constitution of 4 or higher to take this flaw.
Inattentive
You are particularly unaware of your surroundings.   You have disadvantage on Wisdom (Perception) checks.
Meager Fortitude
Prerequisite: Proficiency with Constitution saving throws   You are sickly and weak of stomach.   You lose proficiency with Constitution saving throws and cannot regain it in any way while you have this flaw.
Murky-Eyed
Your vision is obscurred.   In combat, any time you have disadvantage on an attack roll due to concealment or being blinded, roll three dice instead and take the lowest.
Noncombatant
You are inept at melee combat.   You have disadvantage on all melee attack rolls.
Pathetic
You are weaker in an attribute than you should be.   Reduce one of your ability scores by 2.   Special. You cannot take this flaw if the total of your ability modifiers is 8 or higher.
Poor Reflexes
Prerequisites: Proficiency with Dexterity saving throws   You often zig when you should have zagged.   You lose proficiency with Dexterity saving throws and cannot regain it in any way while you have this flaw.
Shaky
You are particularly poor at ranged combat.   You have Disadvantage on all Attack Rolls that rely on Dexterity, and creatures have Advantage on Dexterity Saving Throws you force them to make.
Slow
You move exceptionally slow.   Your base walking speed is halved, rounded down to the nearest 5-foot interval.
Unreactive
You are slow to react to danger.   You have disadvantage on all initiative checks, and cannot gain advantage on them in any way while you have this flaw.
Vulnerable
You are not good at defending yourself.   You take a -1 penalty to your Armor Class.
Weak Will
Prerequisites: Proficiency with Wisdom saving throws   You are highly suggestible and easily duped.   You lose proficiency with Wisdom saving throws and cannot regain it in any way while you have this flaw.