Feats

Gaining Feats

Besides picking a level 1 feat on character creation, you can gain a feat by earning enough favour from an NPC to have them train you (with a few weeks of downtime to train), or through role-playing to convince the DM to give it to you.  

General Feats

Feats that can be acquired by anyone, limited by level or Ability score.   Actor
1st-Level Feat
Prerequisite: Charisma 13+
Skilled at mimicry and dramatics, you gain the following benefits:
  • Impersonation. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • Mimicry.You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard the creature make the sound for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma(Performance) Check to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.
  Acrobat
8th-Level Feat
Prerequisite: Acrobatics skill Proficiency
You become more nimble, gaining the following benefits:
  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Acrobatics skill, where you add double your proficiency bonus to checks you make with it.
  • Leap and Bounds. As a bonus action, you can make a DC 15 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
  Alert
1st-Level Feat
Always on the lookout for danger, you gain the following benefits:
  • Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
  • Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.
  Athlete
4th-Level Feat
Prerequisite: Strength, Dexterity, or Constitution 13+
You have undergone extensive physical training to gain the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Climb Speed. You gain a Climb Speed equal to your Speed.
  • Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.
  • Jumping. You can make a running Long or High Jump after moving only 5 feet.
  Animal Handler
8th-Level Feat
Prerequisite: Animal Handling skill Proficiency
You master the techniques needed to train and handle animals. You gain the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Animal Handling skill, where you add double your proficiency bonus to checks you make with it.
  • Way with Animals. You can use the Command Creature on any beast-type creature that isn't your companion, as long as it is friendly towards you.
  Blindsighted
4th-Level Feat
Prerequisite: Wisdom 13+
You've trained your senses to allow you to perceive your surroundings without sight. Your heightened senses give you the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Olfactory and Auditory. You gain an advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Sense Atunement. During a short or long rest, you spend one of your attunement slots to attune yourself to your senses, instead of a magic item. You gain blindsight in a radius of 30 feet until you complete a short or long rest that you do not spend attuning yourself in this way. You lose this benefit while you are deafened. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  Brawny
8th-Level Feat
Prerequisite: Athletics skill Proficiency
You become stronger, gaining the following benefits:
  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Athletics skill, where you add double your proficiency bonus to checks you make with it.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You are also able to wield slightly larger weapons.
  Chef
1st-Level Feat
Time spent mastering the culinary arts has paid off, granting you the following benefits:
  • Tool Proficiency. You gain proficiency with a cook's utensils if you don't already have it.
  • Passionate Cook. You are always able to apply the Hearty property to food on a successful cooking check.
    • At the end of the short rest, any creature who has eaten food with the property and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • Bolstering Treats. With one hour of work or when you finish a long rest, you can expend supplies to cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to its proficiency bonus.
  Crafter
1st-Level Feat
You are adept at crafting things and bargaining with merchants, granting you the following benefits:
  • Tool Proficiency. You gain Tool Proficiency with three different Artisan’s Tools of your choice.
  • Appraiser. You automatically success on any skill check in determining an items, components or materials value, if you are proficient in the tool that can be used with it.
  • Field Crafting. Provided that you have materials and a tool that you are proficient in. Your camp counts as a workshop if its safe from danger and the crafting project is considered easy or very easy.
  Deep Diver
4th-Level Feat
Prerequisite: Constitution 13+
You’ve spent more than a natural amount of time underwater, and your lungs have grown to hold more air. In addition, you’ve become more adept at handling your movements while swimming, granting you the following benefits:
  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Deep Breath. The amount of time you can hold your breath is tripled.
  • Dedicated Swimmer. You gain a swimming speed equal to your base movement speed.
  Diplomat
8th-Level Feat
Prerequisite: Persuasion skill Proficiency
You master the arts of diplomacy, gaining the following benefits:
  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Persuasion skill, where you add double your proficiency bonus to checks you make with it.
  • Silver Tongued 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.
  Durable
4th-Level Feat
Prerequisite: Constitution 15+
Hardy and resilient, you gain the following benefits:
  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Defy Death. You have Advantage on Death Saving Throws.
  • Speedy Recovery. While you have less than half your HP, you can use a Bonus Action to expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.
  Empathic
8th-Level Feat
Prerequisite: Insight skill Proficiency
You possess keen insight into how other people think and feel. You gain the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Insight skill, where you add double your proficiency bonus to checks you make with it.
  • Gut Feeling. While conversing with another humanoid for one minute or more, any Wisdom (Insight) check against it will reveal what action or deed is required to improve or worsen their Attitude towards a creature of your choice. The humanoid must be aware of the creature's existence to work.
  Exotic Rider
4th-Level Feat
Prerequisite: Riding Training
Your boldness truly knows no bounds, and you’ve taken an interest in riding more than just horses and ponies. If it’s bigger than you, and you can hold on tight, why not try to ride it?. You gain the following benefits:
  • Ability Score Increase. Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
  • Versatile rider. You add your proficiency modifier to any ride check you make while mounted, even if the creature isn't a beast.
  • Make due. While mounted, you are able to negate one of the following penalties if they are present, but not both:
    • No Saddle. You can ride a creature even though it has no saddle. You don't take a -5 penalty.
    • Ill suited. You can ride a creature even if the creature isn't suited to be ridden. You don't take a -5 penalty.
  Healer
1st-Level Feat
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
  • Battle Medic. As long as there is no hostile creature within 5 feet of you or the target, you can expend one use of a Healer’s Kit to a creature within 5 feet of you as an Action for a quick patch-up. The creature expends one of its Hit Dice to heal. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
  Historian
8th-Level Feat
Prerequisite: History skill Proficiency
Your study of history rewards you with the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the History skill, where you add double your proficiency bonus to checks you make with it.
  • Encyclopedic Mind. 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.
  Inspiring Leader
4th-Level Feat
Prerequisite: Wisdom or Charisma 13+
You are adept at encouraging others, granting you the following benefits:
  • Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Encouraging Speech. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear and 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.
  Investigator
8th-Level Feat
Prerequisite: Investigation skill Proficiency
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Investigation skill, where you add double your proficiency bonus to checks you make with it.
  • Sharp Mind. Whenever you make a Intelligence (Investigation) check, treat a roll of 7 or lower on the d20 as an 8.
  Keen Mind
4th-Level Feat
Prerequisite: Intelligence 15+
You have trained to rapidly recall or discover vital details, granting you the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. You gain Proficiency with the chosen Skill, and if you already have Proficiency in it, you gain Expertise in it.
  • Quick Study. You can take the Study Action as a Bonus Action.
  Linguist
1st-Level Feat
You have studied languages and codes, gaining the following benefits:
  • Multi lingual. You learn three languages of your choice.
  • Cypher. You can additionally 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). Magical spells that allow you to understand/translate languages can't translate it, since it's a code.
  Lucky
1st-Level Feat
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
  • Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
  • Advantage. Immediately after you roll a d20 for a check, save, or attack, before the outcome is determined, you can spend 1 Luck Point to give yourself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
  Master Of Disguise
4th-Level Feat
Prerequisite: Proficiency with Disguise Kit
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Tool Expert. You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • Build Facade. 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.
  Apothecary
8th-Level Feat
Prerequisite: Medicine skill Proficiency You master the physician's arts, gaining the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Medicine skill, where you add double your proficiency bonus to checks you make with it.
  • Veteran Medic. You can perform the 10-minute activity Patch-up Injuries to restore HP for a creature with current HP at or below half of their hit point maximum.
  Menacing
8th-Level Feat
Prerequisite: Intimidation skill proficiency. You become fearsome to others, gaining the following benefits:
  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Intimidation skill, where you add double your proficiency bonus to checks you make with it.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
  Mobile
1st-Level Feat
You are exceptionally speedy and agile. You gain the following benefits:
  • Quick Feet Your speed increases by 10 feet.
  • Hit n Run When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  Musician
1st-Level Feat
You are a practiced musician, granting you the following benefits:
  • Instrument Training. You gain Proficiency with three Musical Instruments of your choice.
  • Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
  Observant
4th-Level Feat
Prerequisite:Wisdom 15+
Quick to notice details around you, you gain the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Keen Observer. Whenever you make a Wisdom (Perception) check, treat a roll of 9 or lower on the d20 as a 10.
  • Quick Search. You can take the Search Action as a Bonus Action.
  Perceptive
8th-Level Feat
Prerequisite: Perception skill proficiency
You hone your senses until they become razor sharp. You gain the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Perception skill, where you add double your proficiency bonus to checks you make with it.
  • Heightened Senses. Being in a lightly obscured area doesn't impose disadvantage on your Perception checks if you can both see and hear.
  Performer
8th-Level Feat
Prerequisite: Performance skill proficiency
You master performance so that you can command any stage. You gain the following benefits:
  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Performance skill, where you add double your proficiency bonus to checks you make with it.
  • Eye-Catching ShowWhile performing, you can try to distract one humanoid you can see. The humanoid must see and hear you. Make a Performance check contested by the humanoid's Insight check. If your check succeeds, you grab the humanoid's attention enough that it makes Perception and Investigation checks with disadvantage until you stop performing. After 10 minutes, you must make another Performance check if you want to try and keep the humanoid's attention, where the affected creatures ahs to roll again.
  Quick-Fingered
8th-Level Feat
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
Prerequisite: Sleight of Hand skill
You have trained your dexterous fingers to be able to slip into other pockets with ease. You gain the following benefits.
  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Sleight of Hand skill, where you add double your proficiency bonus to checks you make with it.
  • Subtle Rummaging. When using a Dexterity (Sleight of Hand) check using the Steal action, or conceal an object on a creature, you roll the check with advantage.
  Rider Training
1st-Level Feat
You are skilled in the ability to ride beast and beast-like creatures, you gain the following benefits:
  • Skilled rider. You add your proficiency modifier to any ride check you make while mounted.
  • Recovery. If you were to fall of a mount, you can spend your reaction to avoid taking the 1d6 of fall damage.
  Resilient
4th-Level Feat
You have developed the resilience to better withstand certain dangers, granting you the following benefits:
  • Ability Score Increase. Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
  • Saving Throw Proficiency. You gain Saving Throw Proficiency with the chosen ability.
  Savage Attacker
1st-Level Feat
You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.   Skulker
4th-Level Feat
Prerequisite: Stealth skill Proficiency
You are an expert at slinking through shadows, granting you the following benefits:
  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.
  • Meld into the Shadow. You are able to take the Hide action in dim light.
  Silver-Tongued
8th-Level Feat
Prerequisite: Deception skill Proficiency
You develop your conversational skill to better deceive others. You gain the following benefits:
  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Deception skill, where you add double your proficiency bonus to checks you make with it.
  • Bluff. 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 Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks 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.
  Stealthy
8th-Level Feat
Prerequisite: Stealth skill Proficiency
You know how best to hide. You gain the following benefits:
  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Stealth skill, where you add double your proficiency bonus to checks you make with it.
  • Timed Stealth. 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.
  Survivalist
8th-Level Feat
Prerequisite: Survivial skill Proficiency
You master wilderness lore, gaining the following benefits:
  • Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Survival skill, where you add double your proficiency bonus to checks you make with it.
  • Alert Defense. 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.
  Tandem Tactician
1st-Level Feat

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • You can use the Help action as a bonus action when there is no Hostile Creature within 5 feet of you.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
  Tavern Brawler
1st-Level Feat
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
  • Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
  • Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • Improvised Weapons. You are proficient in wielding common objects or other creatures as Weapons. 1d4 for tiny, 1d6 for medium, and 1d8 for large items or creatures you are holding.
  • Push. When you hit a creature with an Unarmed Strike, you can use the Shove action as part of the Attack action.You can use this benefit only once per turn.
  Tough
1st-Level Feat
Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.
-Grity Variant Version-
You gain one hit die. This feat is repeatable.  

Repitable General Feats

Feats that can be repeatedly taken by a class. Each time you take the same feat, it either provides a stronger bonus or a new ability. Some of these Feats have an Ability Score cost when picking during level up, this const dose not apply if you trained to get these feats.   Familiar Terrain
1st-Level
You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: arctic, ocean, desert, forest, grassland, mountain, swamp, or the Underdark. While travelling for an hour or more in your favoured terrain, you gain the following benefits:
  • Terrain expertise. When you make an Intelligence or Wisdom check related to your favoured terrain, you add your proficiency bonus to the roll.
  • Wayfinder. Difficult terrain doesn't slow your group's travel, and your group can't become lost except by magical means.
  • Hidden Path. If you are travelling alone, you can move stealthily at a normal pace.
  • Forager. When you forage or hunt, the required skill check is with advantage.
  • Tracker. While tracking other creatures you roll with advantage.
You pick a different terrain to be familiar with if you choose this feat again.  

Magical Feats

  Arcane Initiate
1st-Level
Prerequisite: Arcana Proficiency
You have a preliminary understanding of the arcane arts, gaining the following benefits:
  • Two Cantrips. You learn the Prestidigitation spell and one arcane cantrips of your choice. The spellcasting modifier is Intelligence, unless you have levels in the Bard or Sorcerer class, then it can be Charisma.
  • Magic Awarenes. You learn the 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.
  Arcanist
8th-Level
Prerequisite: Arcana skill Proficiency
You have deepened your understanding of the arcane arts, gaining the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Arcana skill, where you add double your proficiency bonus to checks you make with it.
  • Arcane Dabler. 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.
  Naturalist
8th-Level Feat
Prerequisite: Nature Skill Proficiency.
Your extensive study of nature rewards you with the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Nature skill, where you add double your proficiency bonus to checks you make with it.
  • Natrual atunment. You learn the Druidcraft and one 1st level primal spell of your choise. You can cast any 1st level primal spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
  Theologian
8th-Level
Prerequisite: Religion skill Proficiency
Your extensive study of religion rewards you with the following benefits:
  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Skill Expert. You gain Expertise in the Religion skill, where you add double your proficiency bonus to checks you make with it.
  • Holy Study. You learn the Thaumaturgy cantrip and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
  Ritual Caster
4th-Level Feat
Prerequisite: Intelligence, Wisdom, or Charisma 13+
You have studied ritual magic, granting you the following benefits:
  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Ritual Versitilaty. You are able to copy and ritual cast any spell that has the ritual tag, regardless of class or magical type. These spells are to be written down in your spell book. The process of copying the spell into your ritual book takes 2 hours per level of the spell and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. The Spells’ Spellcasting Ability is the ability increased by this Feat.
  • Quick Ritual. You can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.
  Spell Sniper
4th-Level Feat
Prerequisite: Spellcasting or Pact Magic Feature
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Increased Range. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.
  Telekinetic
You learn to move things with your mind, granting you the following benefits:
  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
  Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
 

Repeatable Magical Feats

Feats that can be repeatedly taken by spell-caster classes. Each time you take the same feat it either provide a stronger bonus or a new ability. Some of these Feats has a Ability Score cost when picking during level up, this cost dose not apply if you trained to get these feats. You need to have 1 level in one of the following classes: Wizard, Sorcerer, Warlock, or Druid to be able to chose any of these feats.   Metamagic Study
4th-Level Feat
Ability Score Cost: 2 Ability Score.
Prerequisite: The ability to cast at least one spell.
You've learned how to exert your will on your spells to alter how they function:
  • Meta Power.You learn one Metamagic option of your choice from the Sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.
  • Untapt Sourcery. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
When you select this feat multiple times, you must choose a different Metamagic option each time you do so.    

Martial Feats

  Blade Mastery
8th-Level Feat
You master the shortsword, longsword, scimitar, rapier, great sword, and any similar type of hilted slashing weapon. You gain the following benefits when using any of them:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Versatile Stance. You are able to use the bonus action to perform the Whirling Guard maneuver.
  • Quick Swing. When you make an opportunity attack with the weapon, you have advantage on the attack roll.
  Bow Expert
4th-Level Feat
Prerequisite: Proficiency with Bows and Strength 13+
With grueling strength training, your arms have developed the necessary muscle group needed to make the drawing of a bowstring a breeze. Granting you the following benefits:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Trained Draw. You treat your Strength score as 4 higher when determining whether you meet the mastery requirement for bows. This does not increase your Strength score for any other purpose.
  • Sustained Pull. You can use the read action to hold a drawn bow without firing for up to 1 minute. Additionally, when you take the Steady Aim action before firing, you may also move up to 10 feet before the attack without losing the benefit.
  Charger
4th-Level Feat
Prerequisite: Proficiency with Athletics
You have trained to charge headlong into battle, gaining the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Damaging Dash. The damage bonus the momentum would provide for Charge Attack is a +5 instead of a +2.
  • Quick Momentum. Half any movement requirement to trigger a feature or effect. You only need to move 10 feet in a straight line to gain the benefit of the Momentum for maneuvers.
  Crossbow Expert
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Thanks to extensive practice with crossbows, you gain the following benefits:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Flexible Reload. If your strength score exceeds the weapon’s Mastery, or if your skill check to reload succeeds, you may choose to expend either your Bonus Action or all of your Base Movement when Reloading.
  • Adept Aim. You add the bonus to attack and damage that the loading property provides to your ability bonus instead of having to choose between the two.
  • Limber Reload. If a crossbow counts as Light for you, you can load ammunition into it with a hand that is already holding another object.
  Crusher
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon that deal bludgeoning damage
You are practiced in the art of crushing your enemies, granting you the following benefits:
  • Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Moving Force. When you hit a creature with an attack maneuver that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • Deadly Momentum.When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
  Defensive Duelist
4th-Level Feat
Prerequisite: Proficent with the Parry Maneuver
You’ve learned to deftly parry attacks, granting you the following benefits:
  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Finesse Parry. When making the Parry Maneuver, the AC bonus lasts untill the start of your next turn when you are wielding a finesse weapon and wearing light or no armor.
  Dual Wielder
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
You know how to beter fight with two weapons, gaining the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Enhanced Dual Wielding. When you are holding a Weapon that is considered Light to you in one hand, you can treat a Weapon in your other hand as if it's considered Light for you, provided that you can wield the weapon without the need to use Two Hands.
  • Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
  Dual Wielder Mastery
8th-Level Feat
Prerequisite: Dual Wielder Feat
You have mastered fighting with two weapons, gaining the following benefits:
  • Strong Grip. You can use two-weapon fighting even when the melee weapons you are wielding aren't considered Light for you, provided that you can wield both weapons without the need to use Two Hands for both.
  • Protective Stance. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  Fell Handed
8th-Level Feat
You master the handaxe, battleaxe, greataxe, warhammer, and any similar type of hafted weapon that lack reach. You gain the following benefits when using any of them:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Toppling Hit. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Steady Pressure. Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
  • Guard Breaker. If you successfully hit a target with a Fell Strike maneuver, the target also has disadvantage on their first Strength or Dexterity check made, before the start of your next turn.
  Flail Mastery
8th-Level Feat
Prerequisite: Proficient with the Strike Around maneuver
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Circumvent Protection. The Strike Around maneuver now ignores all AC bonuses other than the one provided by Armor and Dexterity.
  • Sudden Strike. When you hit with an opportunity attack using a flexible weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
  Grappler
4th-Level Feat
Prerequisite: Strength 13+
You’re an accomplished wrestler, granting you the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.
  • Manuvering Grab. You can perform a Grapple Maneuver as part of the initial grapple needed to get a hold of the target
  • Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size.
  Great Weapon Master
4th-Level Feat
Prerequisite: Proficiency with the Power Strike maneuver and Strength 13+
You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
  • Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
  • Power Hew. While wielding a weapon that you need to wield with two hands to avoid disadvantage, you can take the Power Strike maneuver without needing to use a bonus action.
  Gunner
4th-Level Feat
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
  • Firearm Training You gain proficiency with firearms if you already don't have it (see Firearms article).
  • Flexible Reload. If your strength score exceeds the weapon’s Mastery, or if your skill check to reload succeeds, you may choose to expend either your Bonus Action or all of your Base Movement when Reloading.
  • Deadly Precision: Any attack roll that exceeds the target's AC by 10 counts as a critical hit with a firearm.
  Heavily Armored
4th-Level Feat
Prerequisite: Proficiency with Medium Armor
You have trained to use Heavy Armor effectively, gaining the following benefits:
  • Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
  • Armor Training. You gain proficiency with heavy armor.
  Heavy Armor Master
4th-Level Feat
Prerequisite: Proficiency with heavy armor
You have practiced moving in heavy armor to gain the following benefits:
  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
  • Master Movements. You don't apply movement penalty to your swim, climb and fly speed while wearing heavy armor.
  Juggernaut
4th-Level Feat
You learn how to rely on your armor to mitigate damage rather than deflecting it. You gain the following benefits:
  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Endure Onslaught. At the start of your turn, you can assume a stance that focuses on withstanding blows rather than deflecting them. Until the start of your next turn, your AC bonus from armor is used to reduce any Bludgeoning, Piercing, or Slashing damage from non-magical attacks by an amount equal to half your armor’s AC bonus (rounded down) +2.
    • Your Armor Class becomes 10 + your Dexterity modifier (maximum allowed by armor) for the duration. You still get AC bonus from shields.
    • Equipping magical armor with the proper enchantments will reduce any Bludgeoning, Piercing, or Slashing damage from magical attacks as well.
  Lancer
4th-Level Feat
Prerequisite: Proficiency with hafted piercing weapons
Lances are a specialized weapon. You have managed to master this weapon to utilize it for wider use. Your mastery of the lance weapons grants the following benefits:
  • Wide footing. You naturally assume a wide stance to wield your weapon with grace. You negate the disadvantage that hafted piercing melee weapons with reach impart when attacking within 5 feet.
  • Unmounted lancing. You can use the Lancing Strike on foot, allowing you to wield hafted piercing weapons with reach one-handed. This doesn't apply to hafted piercing weapons with reach+ or reach++.
  Lightly Armored
1st-Level Feat
You have trained to master the use of light armor, gaining the following benefits:
  • Base Armament. You gain proficiency with Medium armor and Shields.
  Maneuver Initiate
1st-Level Feat
Prerequisite: lack the Martial Training feature
Through hard martial training and discipline, you are now able to add your proficiency bonus to the number of maneuvers you can use and to your maneuver save DC.   Martial Harrier
4th-Level Feat
Prerequisite: the Martial Training feature
You can fluidly blend offensive strikes with tactical maneuvers, striking where it matters most and never losing pace, gaining the following benefits:
  • Extra manuvers. You gain proficiency in two Attack Maneuvers of your choice.
  • Free attack manuver. You can use a free action to perform an Attack Maneuver before needing to use a Bonus Action.
  • Forgo advantage. If you have Advantage on the attack roll, you can forgo the Advantage to make the Attack Maneuver without the need to use any action.
  Mage Slayer
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
You have practiced techniques useful in battling magic-users, gaining the following benefits:
  • Reactive Strike. When a creature within your melee range casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.
  • Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.
  Medium Armor Master
4th-Level Feat
Prerequisite: Medium Armor Proficiency
You have practiced moving in medium armor to gain the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Dexterous Wearer. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  • Master Movements. You don't apply movement penalty to your swim, climb and fly speed while wearing medium armor.
  Moderately Armored
1st-Level Feat
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
  Mounted Combatant
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
  • Leg Steering. Your Guide with Knees no longer applies disadvantage on ride checks.
  • Protecting Veer. While mounted, if you fail the Protect Mount Ride check, you can instead force the attack to target you instead of your mount.
  • Leap Aside. 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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
  Parrying Mastery
8th-Level Feat
Prerequisite: Dexterity 13+
You’ve mastered the ability to use your weapon for offence and defence, granting you the following benefits:
  • Parry Projectile. You can use the Parrying Maneuver against range attacks with a weapon.
  • Quick Parry. Your reaction isn't used for tha the maneuver if you can parry an attack with half or less of your parry bonus.
  Piercer
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon that deal Piercing damage
You have achieved a penetrating precision in combat, granting you the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Punch Through. When you hit a creature with an attack maneuver that deals Piercing damage, you can re-roll one of the attack's damage dice, and you must use the new roll.
  • Between the Crack. When you score a critical hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.
  Polearm Master
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
You have trained extensively with hafted weapons and managed to familiarize yourself with how to effectively use such a weapon. You gain the following benefits when using any of them:
  • Trained Draw. You treat your Dexterity score as 4 higher when determining whether you meet the mastery requirement for polearms. This does not increase your Dexterity score for any other purpose.
  • Pole Strike. You are able to use the Pommel Strike maneuver with a hafted weapon.
    • Immediately after you take the Attack action with your weapon on your turn, you can use a bonus action to make a melee attack with the opposite end of the weapon. The damage of this attack is 1d4 + the same damage modifier as the primary attack, and the attack deals bludgeoning damage.
  Sentinel
4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
  • Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
  • Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.
  Spear Mastery
4th-Level Feat
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. If you are wielding a hafted weapon that deals piercing damage, you gain the following benefits:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Expert Thrusts. You gain the two-handed damage bonus when wielding a hafted piercing weapon one handed. Apply 1½ times the character’s Strength bonus to damage rolls.
  • Quick Lunge. While wielding a hafted piercing weapon, you can take the Lunge attack maneuver without needing to use a bonus action
  Sharpshooter
4th-Level Feat
Prerequisite: Proficiency with Any Martial Range Weapon
You can make shots that others find impossible, granting you the following benefits:
  • Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.
  • Bypass Cover. Your Ranged Attacks with Weapons ignore Half Cover and Three Quarters Cover.
  • Deadly Precision. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  Shield Master
4th-Level Feat
Prerequisite: Proficiency with Shields
You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:
  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
  • Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.
  • Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.
  Slasher
4th-Level Feat
Prerequisite: Proficiency with the Deep Cut maneuver.
You've learned where to cut to have the greatest results, granting you the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Hamstring Slash. When you hit a creature with an attack maneuver that deals slashing damage, you can reduce its speed by 10 feet until the start of your next turn.
  • Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.
  Sling Master
4th-Level Feat
Prerequisite: Proficiency with Sling Weapon
While the world at large has moved away from using such an antiquated weapon, its power is still a force not to be underestemated, granting you the following benefits:
  • Weapon Mastery. You gain a +1 bonus to attack rolls you make with the weapon.
  • Far Reaching. Double the normal and long ranges when using a sling.
  • Hard Hitting. You add your proficiency bonus to damage.
  • Adept Launcher. When using improvised ammunition for the sling, you don't roll attacks with disadvantage.
  War Caster
4th-Level Feat
Prerequisite: Spellcasting or Pact Magic Feature
You have practiced casting spells in the midst of combat, granting you the following benefits:
  • Battle Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.
  • Somatic Components. You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
  • Reactive Cast. When a creature provokes an Opportunity Attack from you, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature.
  Weapon Master
4th-Level Feat
You have practiced extensively with a variety of weapons, gaining the following benefits:
  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Weapon Proficiency. You gain Martial Weapon Proficiency.

Repeatable Martial Feats

Feats that can be repeatedly taken by martial classes. Each time you take the same feat, it either provides a stronger bonus or a new ability. Some of these Feats have an Ability Score cost when picking during level up, this const dose not apply if you trained to get these feats. You need to have 1 level in one of the following classes: Fighter, Barbarian, Paladin, or Ranger to be able to choose any of these feats.     Adopt a Fighting Style
4th-Level Feat
Ability Score Cost: 1 Ability Score.
You have honed your martial prowess, allowing you to wield your armanets in an improved manner. When you pick the feat, you can pick one of the following styles on the list and use its benefits in combat:
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to use the Parry Maneuver for them.
  • Thrown Weapon Fighting. You can draw a weapon as part of the throwing attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Unarmed Fighting.Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Two-Weapon . When you engage in two-weapon fighting, you can add your ability modifier to the damage for the offhand attack.
  Martial Superiority
4th-Level Feat
Ability Score Cost: 1 Ability Score.
  • Maneuver Proficiency.You gain proficensy in one Combat Maneuver of your choise, enhancing the maneuver when used.
  • Superiority Die. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to improve your maneuvers. A superiority die is expended when you use it. You regain one expended superiority dice when you finish a short rest and all expended superiority dice after a long rest.