Chapter 6: Feats

Feats are special abilities you can take instead of an ability score improvement, and when you first make your character you get to pick a feat. Half feats are marked with a *, meaning that they also increase one of your ability scores by 1.

Aberrant Dragonmark*

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:


Actor*

Skilled at mimicry and dramatics, you gain the following benefits:


Alert*

Always on the lookout for danger, you gain the following benefits:


Artificer Initiate

You’ve learned some of an artificer’s inventiveness:


Athlete*

Prerequisite: 16 Constitution and either 16 Strength or Dexterity.


You have undergone extensive physical training to gain the following benefits:


Charger*

You become a strong bulldozer, gaining the following features:


Chef*

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:


Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:


Crusher, Piercer, Slasher

You have mastered the arts of dealing damage with bludgeoning, piercing, and slashing damage. When you score a critical hit with those damage types, you can activate a special effect. Choose one of the following options listed below when you pick this feat:


You can select this feat multiple times. Each time you do so, you must choose a different effect.

Defensive Duelist*

Dual Gunner

Prerequisites: Proficiency with firearms


You have mastered the art of dual wielding firearms, granting you the following benefits:


Dual Wielder

You master fighting with two weapons, gaining the following benefits:


Durable*

Hardy and resilient, you gain the following benefits:


Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature


Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Elemental Adept

Prerequisite: The ability to cast at least one spell


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type, or if you choose the same damage type twice, you can treat immunities as resistances for the chosen damage type.

Fey Touched*

Your exposure to the Feywild's magic has changed you, granting you the following benefits:


Field Medic

Once per turn, you can give a creature with 0 hit points a potion as a free action. Additionally, as an action you can patch a creature up, giving them temporary hit points equal to 1d6+your wisdom modifier (minimum of 1).

Fighting Initiate

Prerequisite: Proficiency with a martial weapon


Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the Fighting Style List. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one that you don't have.

Gift of the Chromatic Dragon

You’ve manifested some of the power of chromatic dragons, granting you the following benefit:

Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Gem Dragon*

You’ve manifested some of the power of gem dragons, granting you the following benefits:


Gift of the Metallic Dragon

You’ve manifested some of the power of metallic dragons, granting you the following benefits:


Glass Cannon

Whenever you deal damage, you can choose to increase the damage by up to 3d6. You suffer an amount of damage equal to the roll that cannot be reduced in any way. Hit points lost this way cannot be recovered until after the battle is over. In addition, whenever you are below half your hit point maximum, your crit range increases by 1.

Grappler

Prerequisite: Strength 13 or higher


You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:


Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits when using a heavy or two handed weapon:


Gunner*

You have a quick hand and keen eye when employing firearms, granting you the following benefits:


Healer*

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:


Heavily Armored*

Prerequisite: Proficiency with medium armor


You have trained to master the use of heavy armor, gaining the following benefits:


Heavy Armor Master*

Prerequisite: Proficiency with heavy armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:


Inspiring Leader

Prerequisite: Charisma 13 or higher


While not in combat, you can give a short inspiring speech to your allies, 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 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 gain the following benefits.


Lightly Armored*

You have trained to master the use of light armor, gaining the following benefits.


Light Weapon Expert

When you are wielding nothing but light weapons and armor, you gain the following benefits:


Linguist*

You have studied languages and codes, gaining the following benefits:


Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.


Magic Initiate

Choose a spell list: Arcane, Divine, or Primal. You learn two cantrips of your choice from the chosen spell list.


Maneuvering

You can learn two maneuvers of your choice from any category, and you maximum exertion increases by 2. The chosen maneuvers must be of a degree that you are allowed to learn.

If you are a class that does not have access to maneuvers, you can pick two 1st level maneuvers of your choice from any category. You also get two exertion points.

Whenever you gain a level, you can swap one of the maneuvers you gained from this feat for a new one that meets the requirements.

Medium Armor Master*

You have practiced moving in medium armor to gain the following benefits:


Metamagic Adept

You've learned how to exert your will on your spells to alter how they function:


Mobile

You are exceptionally speedy and agile. You gain the following benefits:


Moderately Armored*

Prerequisite: Proficiency with light armor


You have trained to master the use of medium armor and shields, gaining the following benefits:


Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:


Observant*

Quick to notice details of your environment, you gain the following benefits:


Polearm Master

You gain the following benefits:


Resilient


Choose one ability score. You gain proficiency in saving throws using the chosen ability.

You may take this feat multiple times, and each time you do so, you select a different ability score.

Ritual Caster

Prerequisite: Intelligence or Wisdom of 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.


When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following spell lists: Arcane, Divine, or Primal. The spells you choose must have the ritual tag. You can pick either Intelligence, Wisdom, or Charisma as your spellcasting ability modifier for the spells.


If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. 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 the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

When you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.

Sentinel

You gain the following benefits:


Shadow Touched*

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:


Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:


Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:


Skill Expert

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skilled

You gain proficiency in any combination of two skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher


You are an expert at slinking through shadows. You gain the following benefits:


Speedy

Your speed increases by 10 feet.

You may take this feat multiple times, and each time you do so after the first, your speed increases by an additional 5 feet.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:


Steel Deflector

While wielding a greatsword, longsword, rapier, or a shortsword, you can use your reaction to slice a projectile out of the air. When you are hit by a ranged weapon attack, you can use your reaction to reduce the damage by 1d8+ your proficiency bonus.

Tavern Brawler*

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:


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 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:


Tireless

After you complete a short rest, you may remove one level of exhaustion.

Tough

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 hit points

War Caster

Prerequisite: The ability to cast at least one spell


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:


Weapon Master*

You have practiced extensively with a variety of weapons, gaining the following benefits: