The Complete Feat: All Dungeons & Dragons 5th Edition Feats
D&D 5E Feats: A very quick and dirty overview
This is a list of all 108 official feats from Dungeons and Dragons 5th edition. These feats are scattered around a variety of books and other sources and it is incredibly difficult to find them all, so I am listing them all here in alphabetical order for the convenience of my players, and anyone else who thinks that it is incredibly frustrating to search around for them all when it’s time to level up. Levelling up takes long enough as it is, without the additional hassle of being unable to find all of the necessary content. I found some sources which had most of the official feats, but haven’t been able to find a source that has all of the available feats, so here it is. If I am missing any, please let me know, but I scratched and I dug and I think this is all of them. But I could be wrong- it happens.
Note that this is a page that lists all D&D 5E feats, not all D&D 5E 2024 feats. They are different games, and they probably should have named it D&D 6E or 5.5E to be less confusing, or stuck to D&D ONE/ONE D&D like they originally started naming it. Regardless, while WOTC is claiming that it is backwards compatible, it has become clear that the backwards compatibility does not extend to many aspects of the game. As a result, I’m not adding feats from the new version; these are only from Dungeons and Dragons 5th edition. On the other hand, since WOTC is no longer going to be releasing content for 5E (focusing solely on 5E 2024 from this point on), this current list of 108 feats is now officially complete and unchanging, so I do not have to keep updating this page when new sources of feats are published, since they won’t be for this edition.
I have also added a few unofficial feats from the Tal’Dorei Campaign Setting to this page. While it is not an official D&D 5E book, I added the handful of new feats included in it to this page (while noting that each one is unofficial) because several Critical Role books are official, it was written by the same people who wrote the official ones, and Critical Role is an extremely popular Dungeons and Dragons setting. Use them if you choose, avoid them if not. Note that while I have included them here, they are not included in my count of the 108 official D&D 5E feats.
Also be warned that several of these feats are from the Plane Shift materials. While they are official Dungeons & Dragons 5th edition content, I am going to be blunt here: they are dumpster fires. It feels like they weren’t playtested, but were instead rushed out in order to have some cross content with Dungeons and Dragons for this Magic: The Gathering release. Much of it doesn’t make much sense, the rules are largely missing for much of it, and large chunks of it (including the small handful of feats) are largely stolen from pre-existing D&D 5E content. It is borderline unplayable (or maybe past borderline). I include it here for the sake of completeness, but I certainly wouldn’t want to suggest to any of my players that they actually take one of the feats from them, and I wouldn’t suggest that you use them either, but you do you.
That said, there are a LOT of feats listed here. I tried to give a super short sentence summary of what each feat mostly does, to make it at least marginally easier to skim through them. I tried to think of an easier way to categorise them, but in the end I think that would just end up making it harder to find things. So alphabetically it is. If you are skimming through, feel free to ignore ones from Planescape and Dragonlance if you’re not running those campaigns- otherwise, enjoy scanning through loads and loads of D&D 5E feats. And always remember that despite all of these feats being official according to Wizards of the Coast, you should always check with your dungeon master first to see whether a feat is acceptable to use for your campaign. Many of these won’t be acceptable for all campaigns (and a few are acceptable for none- I’m looking at you, Plane Shift…), so before you get too sold on one, check with your DM first.
While most of the sources for these feats are from hardcover books which you can buy at your friendly local game store, a few of them are only available digitally online. The good news is that most of those are also available for free. Here are the links to those sources, so you can download them for yourself:
Free downloads:
Elemental Evil Player’s Companion
That’s enough background information- now let’s get into the many different feats of Dungeons and Dragons 5E!
Aberrant Dragonmark
prerequisite: No other dragonmark
(Wayfinder’s Guide To Eberron page 112 & Eberron: Rising From The Last War page 52)
This feat gives you a couple of spells tied to some chaos. It does the following:
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Your CON increases by 1 (to a maximum of 20, of course)
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You learn a cantrip from the sorcerer spell list
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You learn a 1st level spell from the sorcerer spell list, which you can cast through the mark once per short or long rest, after which you spend a hit die and if it is even you gain that many temporary hit points, while if it odd a random creature within 30 feet of you takes that much force damage (if there are no other creatures within 30 feet, you take that damage)
-
CON is the spellcasting ability of both of these new spells
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The aberrant dragonmark comes with a random flaw, rolled on a d8:
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1) The mark constantly hurts
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2) The mark whispers gibberish constantly to you
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3) The mark hisses loudly when you’re stressed
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4) Skin around the mark is disfigured
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5) Animals are uneasy near you
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6) Using the mark triggers a mood swing
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7) Every time you use the mark your appearance changes a little
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8) Using the mark gives you terrible nightmares
-
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If the DM allows it, there is an option for getting a greater power at or above 10th level when you have this feat: there’s a 10% chance at each level increase that they will get an epic boon (but only 1 can be gained in this way) which the DM either chooses or determines randomly
Actor
(Player’s Handbook page 165)
This feat helps you to pretend to be someone else more efficiently. It does the following:
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Your CHA increases by 1 (to a maximum of 20, of course)
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It gives you advantage to your Deception and Performance skill checks when attempting to convince others that you are someone else
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As long as you have heard the voice of someone or the sounds another creature makes for 1 minute, you can mimic them well. They must succeed on an Insight check against your Deception check to tell the difference. Which you now roll at advantage.
Adept Of The Black Robes
prerequisite: 4th level & Initiate Of High Sorcery (Nuitari) feat
(Dragonlance: Shadow Of The Dragon Queen page 31)
This feat makes your magic abilities more powerful. It does the following:
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Learn a 2nd level Enchantment or Necromancy spell of your choice, which you can cast once per long rest without using a spell slot, and which uses the ability which you increased when you took the Initiate Of High Sorcery feat as its spellcasting ability
-
When a creature within 60 feet of you which you can see, that you cast a damaging spell on, fails the save for that spell, you can expend as many hit dice as the spell’s level, then roll those hit dice and add the result to the damage of the spell
Adept Of The Red Roses
prerequisite: 4th level & Initiate Of High Sorcery (Lunitari) feat
(Dragonlance: Shadow Of The Dragon Queen page 32)
This feat boosts some of your lower rolls. It does the following:
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You learn a 2nd level Illusion or Transmutation spell of your choice, which you can cast once per long rest without using a spell slot, and which uses the ability which you increased when you took the Initiate Of High Sorcery feat as its spellcasting ability
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Your proficiency bonus # of times per long rest, you can replace a d20 roll of 9 or lower for an attack roll or skill check with a 10
Adept Of The White Robes
prerequisite: 4th level & Initiate Of High Sorcery (Solinari) feat
(Dragonlance: Shadow Of The Dragon Queen page 32)
This feat protects creatures from damage. It does the following:
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You learn a 2nd level Abjuration or Divination spell of your choice, which you can cast once per long rest without using a spell slot, and which uses the ability which you increased when you took the Initiate Of High Sorcery feat as its spellcasting ability
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You can use a reaction when a creature (which can include yourself) within 30 feet that you can see takes damage, to expend a spell slot, then roll 1d6 for each spell level of that slot and adding the result + your spellcasting ability modifier, and reducing the damage taken by that much
Agent Of Order
prerequisite: 4th level & Scion Of The Outer Planes (Lawful Outer Plane) feat
(Sigil And The Outlands page 10)
This feat helps you to hurt and bind. It does the following:
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Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
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Your proficiency bonus # of times per long rest, when you damage a creature you can deal it an additional 1d8 force damage and try (WIS save, DC = 8 + your proficiency bonus + the spellcasting ability modifier you chose for the Scion Of The Outer Planes feat) to bind the creature; on a failed save the creature is restrained until the start of your next turn
Alert
(Player’s Handbook page 165)
This feat makes you more… wait for it… alert. It does the following:
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Gives you +5 to your initiative
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Nothing can surprise you (as long as you’re not unconscious, of course- then all bets are off)
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Other creatures can’t gain advantage on attack rolls against you if you didn’t see them
Artificer Initiate
(Tasha’s Cauldron Of Everything page 79)
This feat gives you a little taste of artificer magic. It does the following:
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Gain a cantrip from the artificer spell list
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Learn one 1st level spell from the artificer spell list (INT is the spellcasting ability for both of these spells) which you can cast without using a spell slot once per long rest
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Gain proficiency in an artisan’s tools of your choice, which you can use as a focus for any spells using INT as the spellcasting ability
Athelete
(Player’s Handbook page 165)
This feat makes you more athletic; go figure. It does the following:
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Your DEX or STR increases by 1 (to a maximum of 20, of course)
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Standing from prone only uses 5 feet of movement instead of half your movement
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Climbing doesn’t cost extra movement
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Running long jumps and running high jumps can now happen after only 5 feet of running instead of 10 or more
Baleful Scion
prerequisite: 4th level & Scion Of The outer Planes (Evil Outer Plane) feat
(Sigil And The Outlands page 10)
This feat lets you drain hit points from another creature. It does the following:
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Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
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Your proficiency bonus # of times per long rest, but only once per turn, you can add extra necrotic damage (your proficiency bonus + 1d6) when you damage a creature within 60 feet which you can see, and heal yourself for a number of hit points equal to the extra amount of necrotic damage
Bountiful Luck
prerequisite: Halfling
(Xanathar’s Guide To Everything page 73)
This feat lets a halfling share some of their luck. It does the following:
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If an ally within 30 feet of you rolls a natural 1 on an attack roll, saving throw, or skill check, you can use a reaction to let them reroll
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If you use this feature, you can’t use your halfling Luck trait for yourself until the end of your next turn
Cartomancer
prerequisite: 4th level & spellcasting feature
(The Book Of Many Things page 49)
This feat lets you cast a spell from a card as a bonus action. It does the following:
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You learn the Prestidigitation cantrip and can cast it while disguising its verbal and somatic components
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Once per long rest you can choose a spell with a casting time of 1 action from your class’s spell list that is a level that you have a slot for, and can put that spell into a card, which you can spend a bonus action to cast in the next 8 hours
Charger
(Player’s Handbook page 165)
This feat lets you get a charge attack against enemies. It does the following:
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When using your action to dash, you can now use your bonus action to either attack with a melee weapon or shove a creature.
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If you choose the melee attack, as long as you run for at least 10 feet in a straight line before reaching the creature, you can add +5 to the damage roll.
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If you choose the shove attack, as long as you run for at least 10 feet in a straight line before reaching the creature, you can push the creature up to 10 feet away.
Chef
(Tasha’s Cauldron Of Everything page 79)
This feat teaches you how to cook food that gives hit points. It does the following:
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Your CON or WIS increases by 1 (to a maximum of 20, of course)
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Gain proficiency with cook’s utensils
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During a short rest you can cook food (if you have ingredients) for 4 + your proficiency bonus worth of creatures, which lets any partaking creatures who also used 1+ hit dice during the short rest to regain an additional 1d8 hit points
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After a long rest or with an hour’s work you can cook your proficiency bonus # worth of treats, which give a creature that spends a bonus action to eat one a number of temporary hit points equal to your proficiency bonus
Cohort Of Chaos
prerequisite: 4th level & Scion Of The Outer Planes (Chaotic Outer Plane) feat
(Sigil And The Outlands page 10)
This feat triggers chaos flares when you roll a nat 1 or a nat 20. It does the following:
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Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
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When you roll either a natural 1 or 20 a chaos flare triggers until the end of your next turn (during which time a new chaos flare can’t occur); roll 1d4 to see what it is:
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1) A creature which you choose gets advantage on attack rolls and disadvantage on ability checks
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2) Every creature within 5 feet at the start of its turn or who moves into that space takes 1d8 force damage
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3) Some of your walking speed can be used as a teleport to travel that distance to somewhere you see
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4) Every creature within 15 feet, including you, has disadvantage on WIS saves
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Crossbow Expert
(Player’s Handbook page 165)
This feat makes you really good with crossbows, unsurprisingly. It does the following:
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If you’re proficient with a crossbow, you no longer need to worry about spending actions loading them
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When you are shooting crossbows when you are within 5 feet of a creature, you no longer attack with disadvantage
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If you attack with a one-handed weapon as your action, you can attack with a hand crossbow as a bonus action if you are holding one in the other hand
Cruel
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 108)
This feat gives cruelty points to…be cruel. It does the following:
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You end each long rest with cruelty points equal to your proficiency modifier worth
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Once per turn you can spend a cruelty point after damaging a creature in an attack to add 1d6 more damage
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When you make a critical hit you can spend a cruelty point to heal 1d6 hit points
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If making Intimidation checks which cause pain (i.e. torture), you can get advantage on the roll by spending a cruelty point
Crusher
(Tasha’s Cauldron Of Everything page 79)
This feat helps PCs that deal bludgening damage. It does the following:
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Your STR or CON increases by 1 (to a maximum of 20, of course)
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when you hit a creature with bludgeoning damage which is not more than 1 size larger than you, you can move it 5 feet to an unoccupied space once per turn
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If you score a critical hit on a creature that would deal bludgeoning damage, attack rolls against that creature have advantage until the start of your next turn
Defensive Duelist
prerequisite: DEX 13+
(Player’s Handbook page 165)
This feat can increase your AC if you use finesse weapons in melee. It does the following:
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If you’re wielding a finesse weapon that you are proficient with, you can use your reaction to add your proficiency bonus to your AC if you get hit with a melee attack, potentially making it miss
Divinely Favored
prerequisite: 4th level & Dragonlance Campaign
(Dragonlance: Shadow Of The Dragon Queen page 32)
This feat gives you a bit more magic. It does the following:
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Learn a cantrip of your choice from the cleric spell list
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Learn Augury, which you can cast once per long rest without using a spell slot
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Learn one 1st level spell based on your alignment, which you can cast once per long rest without using a spell slot:
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Your spellcasting ability for all of these spells is either CHA, INT, or WIS: you choose which when you pick this feat
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You can use a holy symbol as the spellcasting focus for any spell which uses the ability which you chose when you picked this feat
Dragon Fear
prerequisite: Dragonborn
(Xanathar’s Guide To Everything page 74)
This feat scares folks around you. It does the following:
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Your CHA, CON, or STR increases by 1 (to a maximum of 20, of course)
-
You can burn a use of your breath weapon to roar instead, causing all creatures of your choice within 30 feet to make a WIS save (DC = 8 + your proficiency bonus + your CHA modifier) or be frightened of you for 1 minute (creatures which can’t see of hear you automatically save)
-
Frightened creatures can repeat the save if they take damage
Dragon Hide
prerequisite: Dragonborn
(Xanathar’s Guide To Everything page 74)
This feat gives you dragon hide and claws. It does the following:
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Your CHA, CON, or STR increases by 1 (to a maximum of 20, of course)
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If you’re not wearing armor (shields are OK), your AC is 13 + your DEX modifier
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Your unarmed strikes now involve claws, and deal 1d4 + your STR modifier slashing damage instead of the normal bludgeoning damage
Drow High Magic
prerequisite: Drow
(Xanathar’s Guide To Everything page 74)
This feat gives you some magic. It does the following:
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You can cast Detect Magic at will, without spending any spell slots
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You learn Levitate and Dispel Magic and can cast each of them once per long rest without using a spell slot (CHA is your spellcasting ability for all 3 of these spells)
Dual-Focused
prerequisite: Ability to cast at least 1 spell
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 108)
This feat lets you concentrate on two spells at the same time. It does the following:
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If you cast a concentration spell while already concentrating on another spell, you can concentrate on both, but must spend an action in future turns to maintain that concentration
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At the end of each turn where you are concentrating on 2 spells, make a CON save (DC = 10 + the number of rounds you have been concentrating on both spells); on a fail you lose concentration on both spells
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Drop concentration at any time on either spell as a free action
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Whenever the caster has to make a CON save to maintain concentration on the spells, the DC is 10 + both spell levels combined or half the damage taken, whichever is higher, and both spells are lost if the save fails
Dual Wielder
(Player’s Handbook page 165)
This feat makes you much better at fighting with two weapons simultaneously. It does the following:
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If you are wielding a different melee weapon in each hand, you add +1 to your AC
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You can fight with two weapons even if they aren’t light weapons
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Instead of drawing or stowing only 1 one-handed weapon per turn, you can draw/stow 2
Dungeon Delver
(Player’s Handbook page 166)
This feat makes you really good at dealing with old school dungeons. It does the following:
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You get advantage on Perception and Investigation checks when searching for hidden doors
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You get advantage on saves against traps
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You are resistant to trap damage
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Searching for traps can be done at a normal pace instead of a slow pace
Durable
(Player’s Handbook page 166)
This feat is all about helping you with your hit points. It does the following:
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Your CON increases by 1 (to a maximum of 20, of course)
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When you roll a hit die, the minimum number of hit points you can regain from it is double your CON modifier
Dwarven Fortitude
prerequisite: Dwarf
(Xanathar’s Guide To Everything page 74)
This feat lets you use hit dice during combat. It does the following:
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Your CON increases by 1 (to a maximum of 20, of course)
-
When you take the dodge action during combat you can choose to spend 1 hit die to heal yourself as if it were a short rest
Elemental Adept
prerequisite: Must be able to cast at least 1 spell
(Player’s Handbook page 166)
This feat lets you be really dangerous when you cast spells with 1 type of elemental damage. It does the following:
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When choosing the feat, choose a damage type between acid, cold, fire, lightning, or thunder. This feat can be taken repeatedly, choosing a different damage type each time
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When you cast a spell of your chosen type, it ignores resistances to that damage type which the creature might have
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When rolling for damage of your chosen type, any 1 you roll on damage dice is treated as a 2 instead
Eldritch Adept
prerequisite: Spellcasting or Pact Magic feature
(Tasha’s Cauldron Of Everything page 79)
This feat gives you a touch of the warlock class. It does the following:
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You learn 1 Eldritch Invocation option from the warlock class, assuming you meet the prerequisite for it (if you’re a warlock who has the prerequisite), or otherwise you can only learn an Eldritch Invocation without a prerequisite
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When you go up a level, you can replace the Eldritch Invocation with a different one that you have access to
Elven Accuracy
prerequisite: Elf or Half-elf
(Xanathar’s Guide To Everything page 74)
This feat makes elves better at hitting things during attacks. It does the following:
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Your CHA, DEX, INT, or WIS increases by 1 (to a maximum of 20, of course)
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When you have advantage on attack rolls using CHA, DEX, INT, or WIS you can reroll one of the dice once
Ember Of The Fire Giant
prerequisite: 4th level & Strike Of The Giants (Fire Strike) feat
(Bigby Presents: Glory Of The Giants page 17)
This feat doubles down on your love of fire. It does the following:
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Your CON, STR or WIS increases by 1 (to a maximum of 20, of course)
-
Gain resistance to fire damage
-
Your proficiency bonus # of times per long rest (but only once per turn), when taking an attack action, 1 attack can be replaced with a blast of fire, where every creature of your choice in a 15 foot radius must make a DEX save (DC = 8 + your proficiency bonus + the ability score modifier which you increased for this feat); on a failed save they take 1d8 + your proficiency bonus worth of fire damage and are blinded until the start of your next turn, while successful saves take half damage and are not blinded
Fade Away
prerequisite: Gnome
(Xanathar’s Guide To Everything page 74)
This feat lets you become invisible. It does the following:
-
Your DEX or INT increases by 1 (to a maximum of 20, of course)
-
Once per short or long rest, immediately after taking damage you can turn invisible, which lasts until the end of your next turn, you attack, you deal damage, or you force someone to make a saving throw
Fey Teleportation
prerequisite: High elf
(Xanathar’s Guide To Everything page 74)
This feat is what it says on the label. It does the following:
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Your CHA or INT increases by 1 (to a maximum of 20, of course)
-
You learn Sylvan
-
You learn Misty Step and can cast it once without using a spell slot every short or long rest, using INT as your spellcasting ability
Fey Touched
(Tasha’s Cauldron Of Everything page 79)
This feat gives you some fey magic. It does the following:
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Your CHA, INT, or WIS increases by 1 (to a maximum of 20, of course); this will be your spellcasting stat for the following 2 spells
-
You learn Misty Step and 1 Divination or Enchantment 1st level spell of your choice, both of which can be cast once per long rest
Fighting Initiate
prerequisite: Proficiency with a martial weapon
(Tasha’s Cauldron Of Everything page 80)
This feat lets you become a better fighter. It does the following:
-
You gain a fighting style of your choice from the fighter class, which must be different from any you already have
-
Whenever you level up to a level which grants an Ability Score Improvement, you can replace this fighting style for a different one which you don’t already have
Flames Of Phlegethos
prerequisite: Tiefling
(Xanathar’s Guide To Everything page 74)
This feat spreads your fire to crush your foes. It does the following:
-
Your CHA or INT increases by 1 (to a maximum of 20, of course)
-
If you cast a spell that does fire damage, reroll any ones on the damage dice and use the new result
-
After casting a spell that deals fire damage you are wreathed in fire which doesn’t damage you but anyone within 5 feet who hits you with a melee attack is damaged with 1d4 fire damage, and you produce bright light for 30 feet and dim light for 30 more feet
Flash Recall
prerequisite: Ability to prepare spells & the ability to cast at least 1 spell
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat allows you to add one spell quickly to your prepared list. It does the following:
-
Once per short or long rest, use an action to prepare a spell which you hadn’t prepared for the day and which you have spell slots for, while losing preparation of an equal or higher level spell
Fury Of The Frost Giant
prerequisite: 4th level & Strike Of The Giants (Frost Strike) feat
(Bigby Presents: Glory Of The Giants page 17)
This feat doubles down on your love of the cold. It does the following:
-
Your CON, STR, or WIS increases by 1 (to a maximum of 20, of course)
-
Gain resistance to cold damage
-
Your proficiency bonus # of times per long rest, when you see a creature within 30 feet which hits you with an attack roll and does damage, you can spend a reaction to blast it with ice requiring a CON save (DC = 8 + your proficiency bonus + the ability score bonus which you changed for this feat); a failed save takes 1d8 + your proficiency bonus worth of cold damage and their speed is reduced to 0 until the end of its next turn
Gambler
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat makes you a better gambler. It does the following:
-
Your CHA increases by 1 (to a maximum of 20, of course)
-
Gain proficiency with 2 types of gaming sets
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Gain advantage on Deception checks to bluff opponents in games of chance and Persuasion checks to convince others to join a game
-
You reputation as a card shark draws some to avoid playing you while others search you out for a game
-
When taking the Carousing downtime action you can reroll your result once but must keep the second result
Gift Of The Chromatic Dragon
(Fizban’s Treasury Of Dragons page 17)
This feat lets you infuse a weapon with some chromatic dragon damage. It does the following:
-
Once per long rest you can infuse a simple or martial weapon as a bonus action with either acid, cold, fire, lightning, or poison damage, and for the next minute the weapon will deal an additional 1d4 of the chosen type of damage when it hits
-
Your proficiency bonus # of times per long rest, when you take either acid, cold, fire, lightning, or poison damage you can use a reaction to give yourself resistance to that instance of damage
Gift Of The Gem Dragon
(Fizban’s Treasury Of Dragons page 17)
This feat lets you lash out against a creature that hits you. It does the following:
-
Your CHA, INT, or WIS increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use your reaction after a creature within 10 feet damages you to force the creature to make a STR save (DC = 8 + your proficiency bonus + the ability modifier you increased with this feat); a failed save deals 2d8 force damage and the creature is pushed up to 10 feet away, while a successful save takes half damage and isn’t pushed
Gift Of The Metallic Dragon
(Fizban’s Treasury Of Dragons page 17)
This feat protects others. It does the following:
-
You learn Cure Wounds and can cast it without using a spell slot once per long rest using either CHA, INT, or WIS (you choose which when you take this feat)
-
Your proficiency bonus # of times per long rest, you can use a reaction to add your proficiency bonus to the AC of a creature within 5 feet of you when you see them get hit by an attack, potentially making the hit miss
Grappler
prerequisite: STR 13+
(Player’s Handbook page 167)
This feat makes you really good at holding creatures. It does the following:
-
You get advantage on attack rolls against creatures you’re grappling
-
If you’re grappling a creature, you can spend an action to try to pin it (make another grapple check). If successful, both you and the creature are restrained (attacks against you both are made with advantage, attacks you both make are at disadvantage, and DEX saves are at disadvantage)
Great Weapon Master
(Player’s Handbook page 167)
This feat makes you really good with melee weapons, especially heavy ones. It does the following:
-
When you score a critical hit with a melee weapon or bring a creature to 0 HP with a melee weapon, you can use your bonus action to make one more melee attack
-
Before attacking with a heavy melee weapon, you can choose to take a -5 on your attack roll in order to add +10 to the attack’s damage if it hits
Guile Of The Cloud Giant
prerequisite: 4th level & Strike Of The Giants (Cloud Strike) feat
(Bigby Presents: Glory Of The Giants page 18)
This feat helps you to escape damage. It does the following:
-
Your CHA, CON, or STR increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use a reaction when a creature hits you with an attack roll, to give yourself resistance to that attack’s damage and then teleport yourself to an unoccupied space within 30 feet that you can see
Gunner
(Tasha’s Cauldron Of Everything page 80)
This feat makes you better with firearms. Note that if your dungeon master doesn’t allow firearms in their campaign, this obviously won’t be available to you. It does the following:
-
Your DEX increases by 1 (to a maximum of 20, of course)
-
Gain proficiency with firearms
-
You no longer spend any time loading firearms
-
Firing a firearm within 5 feet of a hostile creature no longer gives you disadvantage
Healer
(Player’s Handbook page 167)
This feat makes you decent at healing without using any spells to do so. It does the following:
-
If you use a healer’s kit to stabilise a creature which is dying, the creature also gains 1 hit point
-
You can spend an action and 1 use of a healer’s kit to help a creature recover 1d6+4 hit points, plus 1 hp per hit dice the creature has. This can only help each creature once in each short/long rest the creature takes
Heavily Armored
prerequisite: Proficiency with medium armor
(Player’s Handbook page 167)
This feat gives you proficiency with heavy armor. It does the following:
-
Your STR increases by 1 (to a maximum of 20, of course)
-
You are proficient with heavy armor
Heavy Armor Master
prerequisite: Proficiency with heavy armor
(Player’s Handbook page 167)
This feat makes your heavy armor more effective. It does the following:
-
Your STR increases by 1 (to a maximum of 20, of course)
-
When wearing heavy armor, bludgeoning, piercing, and slashing damage from nonmagical weapons is reduced by 3
Infernal Constitution
prerequisite: Tiefling
(Xanathar’s Guide To Everything page 75)
This feat gives you some fiendish resistances. It does the following:
-
Your CON increases by 1 (to a maximum of 20, of course)
-
Gain resistance to cold and poison damage
-
You have advantage on saves against being poisoned
Initiate Of High Sorcery
prerequisite: Dragonlance Campaign, and either Sorcerer class, Wizard class, or Magic Of High Sorcery background
(Dragonlance: Shadow Of The Dragon Queen page 32)
This feat provides you with more spells. It does the following:
-
Learn 1 cantrip of your choice from the wizard spell list
-
Learn two 1st level spells, each of which you can cast once per long rest without using a spell slot; the spells learned are based on which of the three moons you choose:
-
For Nuitari, choose two from Dissonant Whispers, False Life, Hex, & Ray Of Sickness
-
For Lunitari, choose two from Color Spray, Disguise Self, Feather Fall, & Longstrider
-
For Solinari, choose two from Comprehend Languages, Detect Evil And Good, Protection From Evil, & Shield
-
-
The Spellcasting ability for all of the spells in this feat are either CHA, INT, or WIS, which you choose when taking this feat
Inspiring Leader
prerequisite: CHA 13+
(Player’s Handbook page 167)
This feat gets your friends some temporary hit points before a battle, if you know you are about to engage in battle. It does the following:
-
You can spend 10 minutes to inspire 6 creatures (can include yourself) within 30 feet who can see or hear you and can understand you, which each gain temporary hit points equal to your CHA modifier + your level. Those creatures can’t get this benefit again until they have finished a short or long rest
Keenness Of The Stone Giant
prerequisite: 4th level & Strike Of The Giants (Stone Strike) feat
(Bigby Presents: Glory Of The Giants page 18)
This feat gives you some stone giant traits. It does the following:
-
Your CON, STR, or WIS increases by 1 (to a maximum of 20, of course)
-
Gain darkvision to 60 feet; if you already have darkvision, increase its range by 60 feet
-
Your proficiency bonus # of times per long rest, you can use a bonus action to make a ranged spell attack (using the ability you modified with this trait) with a rock to a creature within 60 feet, dealing 1d10 force damage on a hit and the creature must succeed on a STR save (DC = 8 + your proficiency bonus + the ability modifier which you adjusted for this trait) or be knocked prone
Keen Mind
(Player’s Handbook page 167)
This feat makes you really good at remembering things. It does the following:
-
Your INT increases by 1 (to a maximum of 20, of course)
-
You always know where North is
-
You always know how long it is until the next sunrise/sunset
-
You can accurately remember anything you saw/heard in the past month
Knight Of The Crown
prerequisite: 4th level & Squire Of Solamnia feat
(Dragonlance: Shadow Of The Dragon Queen page 32)
This feat lets you command others to attack foes. It does the following:
-
Your CON, DEX, or STR increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use a bonus action to command an ally who can see or hear you to attack, and they can use their reaction to make a weapon attack, which if it hits does the normal amount of damage plus 1d8
Knight Of The Rose
prerequisite: 4th level & Squire Of Solamnia feat
(Dragonlance: Shadow Of The Dragon Queen page 33)
This feat lets you give temporary hit points to allies. It does the following:
-
Your CHA, CON, or WIS increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use a bonus action to give a creature that you can see within 30 feet temporary hit points (1d8 + your proficiency bonus + the ability modifier which you upgraded for this feat) if it can see or hear you
Knight Of The Sword
prerequisite: 4th level & Squire Of Solamnia feat
(Dragonlance: Shadow Of The Dragon Queen page 33)
This feat lets you frighten foes which you have hit in battle. It does the following:
-
Your CHA, INT, or WIS increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can try (WIS save versus your DC of 8 + your proficiency bonus + the ability modifier you just modified for this feat) to frighten a creature which you have just hit with a weapon attack; on failed saves, the creature is frightened until the end of your next turn, whereas on successful saves the creature has disadvantage on the next attack roll it makes before the end of its next turn
Lightly armored
(Player’s Handbook page 167)
This feat lets you use light armor. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
You are proficient in light armor
Linguist
(Player’s Handbook page 167)
This feat makes you really good at languages and ciphers. It does the following:
-
Your INT increases by 1 (to a maximum of 20, of course)
-
You learn 3 languages of your choice
-
You can make ciphers which others can’t decipher unless they use magic, are taught it by you, or succeed on an INT check (the DC is your INT score + your proficiency bonus)
Lucky
(Player’s Handbook page 167)
This feat gives you a second chance when you roll badly or an attack roll against you rolls well. It does the following:
-
You start with 3 luck points after each long rest
-
You can spend 1 luck point before or after (but before the outcome is announced) an attack roll, ability check, or saving throw to throw another d20, and then choose which to use
-
You can spend 1 luck point when an attack roll against you is made, and then decide which of the 2 dice is used
-
If more than 1 creature uses the Lucky feat on the same roll, the lucks cancel each other out and no luck is used
Mage Slayer
(Player’s Handbook page 168)
This feat makes you really scary to magic users. It does the following:
-
You can use your reaction to make a melee weapon attack against a creature within 5 feet of you which casts a spell
-
When you damage a caster concentrating on a spell, they get disadvantage to their concentration saving throw
-
You get advantage on saves against spells cast by casters within 5 feet of you
Magic Initiate
(Player’s Handbook page 168)
This feat gives you a teeny tiny bit of magic from a spellcasting class. It does the following:
-
Choose a spellcasting class between bard (uses CHA for spellcasting ability), cleric (uses WIS), druid (uses WIS), sorcerer (uses CHA), warlock (uses CHA), or wizard (uses INT)
-
Learn 2 cantrips from those available to your chosen class; you can use these freely
-
Learn one 1st level spell from those available to your chosen class. This spell can be cast once per long rest at its lowest level
Martial Adept
(Player’s Handbook page 168)
This feat gives you a teeny tiny bit of fighting skills from the fighter class. It does the following:
-
Gain 2 of the Battle Master maneuvers; any saving throws for it have DC = 8 + proficiency modifier + either STR or DEX modifier (your choice)
-
Gain a d6 superiority die to run your maneuvers, which is regained after a short or long rest
Medium Armor Master
prerequisite: Proficiency with medium armor
(Player’s Handbook page 168)
This feat makes your medium armor better. It does the following:
-
Wearing medium armor doesn’t give you disadvantage on Stealth
-
When wearing medium armor you can add a maximum of +3 for DEX to your AC, if your DEX is high enough, instead of a maximum of +2
Mending Affinity
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat helps you heal. It does the following:
-
Your CON increases by 1 (to a maximum of 20, of course)
-
When a healer’s kit is used to stabilise you, you also heal your proficiency modifier worth of hit points
-
When you regain hit points due to a spell, potion, or class ability you also heal addition hit points equal to your proficiency modifier
Metamagic Adept
prerequisite: Spellcasting or Pact magic feature
(Tasha’s Cauldron Of Everything page 80)
This feat lets you get a little taste of sorcerer’s magic. It does the following:
-
Learn 2 Metamagic options of your choice from the sorcerer class, which can’t be used together unless the description says otherwise
-
Start with 2 sorcery points after each long rest, which can only be used on metamagic
-
When you level up to a level that includes an Ability Score Improvement you can replace 1 of your Metamagic options with another one from the sorcerer class
Mobile
(Player’s Handbook page 168)
This feat makes you quicker than you were. It does the following:
-
Your speed increases by 10 feet
-
If you use the dash action, difficult terrain doesn’t affect you that turn
-
Creatures don’t get to make opportunity attacks against you for the rest of the turn if you attacked them, regardless of whether or not you hit them
Moderately Armored
prerequisite: Proficiency with light armor
(Player’s Handbook page 168)
This skill lets you use medium armor and shields. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
Gain proficiency with medium armor and shields
Mounted Combat
(Player’s Handbook page 168)
This feat makes you much better at mounted combat. It does the following:
-
Any melee attacks you make while mounted have advantage if the opponent is not mounted and is smaller than your mount
-
You can force attacks against your mount to target you instead
-
When your mount makes DEX saves for half damage, instead it takes no damage if it makes the save and only half damage if it fails the save
Mystic Conflux
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat makes you better with magical items. It does the following:
-
Get advantage on Arcana checks to determine the nature of a magical object
-
You can attune to 4 magical items instead of 3
Observant
(Player’s Handbook page 168)
This feat helps you notice things better. It does the following:
-
Your INT or WIS increases by 1 (to a maximum of 20, of course)
-
When you can see a creature’s lips while it is speaking, if you know the language you can tell what it is saying
-
Gain +5 to your passive Perception and your passive Investigation
Orcish Fury
prerequisite: Half-orc
(Xanathar’s Guide To Everything page 75)
This feat lets you do more damage now and then. It does the following:
-
Your CON or STR increases by 1 (to a maximum of 20, of course)
-
Once per short or long rest, when you hit with a simple or martial weapon you can roll an extra one of the weapon’s damage dice and add it to the damage
-
Directly after using Relentless Endurance, you can use your reaction to make a weapon attack
Outlands Envoy
prerequisite: 4th level & Scion Of The Outer Planes (The Outlands) feat
(Sigil And The Outlands page 10)
This feat gives you access to a few spells. It does the following:
-
Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
-
You learn Misty Step and Tongues and can cast each once per long rest without using a spell slot, and don’t need any material components for Tongues
Piercer
(Tasha’s Cauldron Of Everything page 80)
This feat helps PCs that deal piecing damage. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
Once per turn when hitting with a weapon that deals piercing damage you can reroll one of the damage dice
-
When you hit a creature with a critical hit using a weapon that deals piercing damage yo can roll an additional damage die
Planar Wanderer
prerequisite: 4th level & Scion Of The Outer Planes feat
(Sigil And The Outlands page 11)
This feat helps you with planar portals. It does the following:
-
After each long rest you can choose a damage type to have resistance to until your next long rest, either acid, cold, or fire damage
-
You know the direction of the last portal you used as long as you are still on the same plane
-
Once per long rest you can use an action to detect portals within 30 feet that are not behind total cover
-
You can spend an action to do a DC 20 Arcana check to try to force a portal open for an hour (during which time the portal key won’t open it without a DC 20 Arcana check); failing the check deals 3d8 psychic damage and you can’t use this ability again until a long rest
Poisoner
(Tasha’s Cauldron Of Everything page 80)
This feat makes you really good at using poisons. It does the following:
-
Damage rolls that you make for poison damage ignores the creature’s resistance to poison damage
-
You use a bonus action instead of an action to apply poison to weapons or ammunition
-
Gain proficiency with the poisoner’s kit
-
Spending 1 hour & 50 gold pieces for materials with the poisoner’s kit creates your proficiency bonus # worth of doses of potent poison, which stays active for a minute after being applied to a weapon/ammunition or until it strikes a victim, and if the victim doesn’t succeed on a DC 14 CON save they take 2d8 poison damage and are poisoned until the end of your next turn
Polearm Master
(Player’s Handbook page 168)
This feat makes you better at using polearms and quarterstaffs. It does the following:
-
When you use your action to attack only with a glaive, halberd, or quarterstaff, you can use your bonus action to attack again with the other end, doing 1d4 bludgeoning damage
-
While wielding a glaive, halberd, pike, or quarterstaff, you have opportunity attacks against any creatures entering your range with that weapon’s reach
Prodigy
prerequisite: Half-elf, half-orc, or human
(Xanathar’s Guide To Everything page 75)
This feat makes you more skilful and literate. It does the following:
-
Gain a skill proficiency of your choice
-
Gain a tool proficiency of your choice
-
Become fluent in a language of your choice
-
Gain expertise in an already proficient skill of your choice
Quicksmithing
prerequisite: INT 13+
(Plane Shift: Kaladesh page 13)
This feat helps you to smith items. It does the following:
-
Gain proficiency with artisan’s tools (quicksmithing tools)
-
Gain access to any two 1st level spells with a ritual tag, as a ‘magical effect’
-
Gain access to more ‘magical effects’ by learning them from other quicksmiths or reading ‘schematics’ of the effect, but for spells no higher in level than 1/2 your level rounded up and must have the ritual tag, and they take 2 hours and 50 gold pieces per spell level
-
Using the quicksmithing tools, you can spend an hour and 10 gold pieces worth of materials to make a tiny clockwork device (a clockwork toy, fire starter, or music box) with 1 hit point and an AC of 5, which must be worked on daily to keep it functional
Rapid Drinker
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat makes you better at drinking things. It does the following:
-
Potions can be drunk as a bonus action instead of an action
-
You get advantage on saves for drinking alcohol or dangerous liquids
Resilient
(Player’s Handbook page 168)
This feat makes you a bit better with one ability. It does the following:
-
Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
-
Gain proficiency in that ability score’s saving throws
Revenant Blade
prerequisite: Elf
(Wayfinder’s Guide To Eberron page 74 & Eberron: Rising From The Last War page 22)
This feat gives extra benefits when using a double-blade scimitar. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
Holding a double-bladed scimitar with both hands increases your AC by +1
-
Double-bladed scimitars have the finesse property for you
Righteous Heritor
prerequisite: 4th level & Scion Of The Outer Planes (Good Outer Plane) feat
(Sigil And The Outlands page 11)
This feat reduces damage taken. It does the following:
-
Choose one ability score; your chosen ability score increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use your reaction when a creature within 30 feet (including you) takes damage to reduce the damage taken by 1d10 + your proficiency bonus
Ritual Caster
prerequisite: INT or WIS 13+
(Player’s Handbook page 169)
This feat lets you cast some ritual spells. It does the following:
-
Choose a spellcasting class between bard (uses CHA for spellcasting ability), cleric (uses WIS), druid (uses WIS), sorcerer (uses CHA), warlock (uses CHA), or wizard (uses INT)
-
Gain a ritual spellbook with two 1st level ritual spells from your chosen class of your choice in it
-
More ritual spells may be added to your ritual spellbook (costing 2 hours & 50 gold pieces per spell level) as you encounter spell scrolls or other spellbooks, as long as they are of the chosen class and the spell’s level is no higher than 1/2 your level, rounded up
-
Any spells in your ritual spellbook can be cast ritually
Rune Shaper
prerequisite: Spellcasting feature or Rune Carver background
(Bigby Presents: Glory Of The Giants page 18)
This feat gives you some powerful runic abilities. It does the following:
-
You learn Comprehend Languages and can cast it once per long rest without using a spell slot
-
You learn a number of runes equal to half of your proficiency bonus, rounded down, from the following list:
-
Cloud (Fog Cloud)
-
Death (Inflict Wounds)
-
Dragon (Chromatic Orb)
-
Enemy (Disguise Self)
-
Fire (Burning Hands)
-
Friend (Speak With Animals)
-
Frost (Armor Of Agathys)
-
Hill (Goodberry)
-
Journey (Longstrider)
-
King (Command)
-
Mountain (Entangle)
-
Stone (Sanctuary)
-
Storm (Thunderwave)
-
-
After a long rest you can inscribe each rune that you know onto one nonmagical weapon, armor, piece of clothing, or other item which you touch; the runes fade after your next long rest
-
You temporarily learn the 1st level spells associated with each rune that you inscribed today as long as you are carrying the item with the rune on it, and can cast them using available spell slots
-
Once per long rest you can cast each rune’s spell without using a spell slot or any material components while carrying the item with the rune on it
-
Each time you go up a level you can trade one of your known runes with a different one from the table
Savage Attacker
(Player’s Handbook page 169)
This feat helps you to do more damage in melee. It does the following:
-
Once per turn, you can reroll damage from a melee attack and choose which roll to use.
Scion Of The Outer Planes
prerequisite: Planescape Campaign
(Sigil And The Outlands page 12)
This feat gives you a damage resistance and a cantrip. It does the following:
-
Gain a damage resistance and a cantrip (the cantrip’s spellcasting ability is either CHA, INT, or WIS; choose when you pick this feat), based on which plane you are connected to:
-
Chaotic Outer Plane gives Poison resistance and Minor Illusion
-
Evil Outer Plane gives Necrotic resistance and Chill Touch
-
Good Outer Plane gives Radiant resistance and Sacred Flame
-
Lawful Outer Plane gives Force resistance and Guidance
-
The Outlands gives Psychic resistance and Mage hand
-
Second Chance
prerequisite: Halfling
(Xanathar’s Guide To Everything page 75)
This feat makes it harder for creatures to hit you. It does the following:
-
Your CHA, CON or DEX increases by 1 (to a maximum of 20, of course)
-
When a creature you can see hits you with an attack roll you can force that creature to reroll the attack
-
This can only be used once per initiative roll at the start of combat (or after a short or long rest)
Sentinel
(Player’s Handbook page 169)
This feat is good at keeping an enemy near and focused on you. It does the following:
-
When an enemy tries to leave your melee range and you hit it with an opportunity attack, the enemy’s speed becomes 0 for the remainder of the turn
-
Creatures which use the disengage action still provoke opportunity attacks from you if they attempt to leave your melee range
-
Creatures within 5 feet of you which attack a target other than you provoke an opportunity attack from you as a reaction
Servo Crafting
prerequisite: INT 13+
(Plane Shift: Kaladesh page 13)
This feat lets you ‘build’ little constructs. It does the following:
-
You cast Find Familiar, and instead of a familiar, you get a mechanical servo, but otherwise everything else about the spell acts the same way
-
You can speak through the servo using your own voice
-
When taking the attack action, you can let the servo take one of your attacks instead of you
Shadow Touched
(Tasha’s Cauldron Of Everything page 80)
This feat gives you a tiny touch of magic from the Shadowfell. It does the following:
-
Your CHA, INT or WIS increases by 1 (to a maximum of 20, of course); this will be the ability you use for spellcasting for the two spells in the next bullet point
-
You learn Invisibility and one 1st level Illusion or Necromancy spell of your choice, both of which you can cast once per long rest without using a spell slot
Sharpshooter
(Player’s Handbook page 170)
This feat makes your ranged attacks much better. It does the following:
-
Long range attacks no longer are at disadvantage
-
Ranged attacks are no longer negatively affected by half cover or three-quarters cover
-
Before making an attack with a ranged weapon which you have proficiency with, you can decide to take -5 on your attack roll in exchange for +10 to the damage if it hits
Shield Master
(Player’s Handbook page 170)
This feat makes your shield much more useful. It does the following:
-
When you take an attack action, you can use a bonus action to use your shield to try to shove a creature within 5 feet of you
-
You can add your shield’s AC to your DEX save against spells or other harmful effects that target only you, if you’re not incapacitated
-
When you make a DEX save to take half damage, if you succeed you can use your reaction to take no damage instead
Skilled
(Player’s Handbook page 170)
This feat makes you…wait for it…more skilled. It does the following:
-
You gain proficiency in any 3 skills/tools which you choose
Skill Expert
(Tasha’s Cauldron Of Everything page 80)
This feat makes you more…skilled. It does the following:
-
One ability score of your choice increases by 1 (to a maximum of 20, of course)
-
Gain proficiency in 1 skill of your choice
-
Gain expertise in a skill which you are already proficient in
Skulker
(Player’s Handbook page 170)
This feat makes you good at hiding and spotting others. It does the following:
-
Lets you try to hide when you are only lightly obscured from the creature you are trying to hide from
-
If you’re hidden from a creature and try to hit it with a ranged weapon attack but miss, you are still hidden
-
When making Perception checks in dim light you don’t roll with disadvantage
Slasher
(Tasha’s Cauldron Of Everything page 81)
This feat helps PCs that deal slashing damage. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
Once per turn you can slow a creature’s movement by 10 feet until the start of your next turn if you hit it with an attack that does slashing damage
-
When you score a critical hit on a creature using an attack which deals slashing damage, the creature’s attack rolls are at disadvantage until the start of your next turn
Soul Of The Storm Giant
prerequisite: 4th level & Strike Of The Giants (Storm Strike) feat
(Bigby Presents: Glory Of The Giants page 19)
This feat protects you from damage. It does the following:
-
Your CHA, STR, or WIS increases by 1 (to a maximum of 20, of course)
-
Your proficiency bonus # of times per long rest, you can use a bonus action to create an aura of wind and lightning that extends 10 feet from you until the start of your next turn or you’re incapacitated
-
When the aura is active you have resistance to lightning and thunder damage
-
Attack rolls against you in the aura have disadvantage
-
When another creature starts its turn in the aura you can force it to make a STR save (DC = 8 + your proficiency bonus + the ability modifier which you increased with this feat) or its speed is halved until the start if its next turn
Spelldriver
prerequisite: Level 8+
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat lets you cast more than one non-cantrip spell per turn. It does the following:
-
You can cast more than 1 non-cantrip spell per turn, but only 1 of them can be higher than 2nd level
Spell Sniper
prerequisite: Must be able to cast at least 1 spell
(Player’s Handbook page 170)
This feat makes your spell attacks better. It does the following:
-
Gain an attack cantrip from the bard (uses CHA for spellcasting ability), cleric (uses WIS), druid (uses WIS), sorcerer (uses CHA), warlock (uses CHA), or wizard (uses INT) spell lists
-
The spell range is doubled for all spells requiring attack rolls
-
Your ranged spell attacks are no longer negatively impacted by half or three quarters cover
Squat Nimbleness
prerequisite: Dwarf or a small race
(Xanathar’s Guide To Everything page 75)
This feat makes small races nimble. It does the following:
-
Your DEX or STR increases by 1 (to a maximum of 20, of course)
-
Your walking speed increases by 5 feet
-
Gain proficiency in either Acrobatics or Athletics
-
You get advantage on Acrobatics and Athletics checks to escape from being grappled
Squire Of Solamnia
prerequisite: Dragonlance Campaign, and either Fighter class, Paladin class, or Knight of Solamnia background
(Dragonlance: Shadow Of The Dragon Queen page 34)
This feat makes you a better fighter. It does the following:
-
Mounting/dismounting only uses 5 feet of movement
-
Your proficiency bonus # of times per long rest, but only once per turn, you can give yourself advantage on a weapon attack roll; if the attack hits, roll 1d8 and add it to the damage, whereas if the attack doesn’t hit it does not expend one of the uses
Strike Of The Giants
prerequisite: Martial weapon proficiency or Giant Foundling background
(Bigby Presents: Glory Of The Giants page 19)
This feat gives your weapons a special strike. It does the following:
-
When you take this feat, choose one of the following (save DC for each = 8 + your proficiency bonus + CON or STR modifier):
-
Cloud Strike imparts an additional 1d4 thunder damage and the creature must make a WIS save or you become invisible to it until the start of your next turn or until you attack or cast a spell
-
Fire Strike imparts an additional 1d10 fire damage
-
Frost Strike imparts an additional 1d6 cold damage and the creature must succeed on a CON save or its speed is reduced to 0 until the start of your next turn
-
Hill Strike imparts an additional 1d6 damage of the weapon’s damage type and the creature must succeed on a STR save or become prone
-
Stone Strike imparts an additional 1d6 force damage and the creature must succeed on a STR save or be pushed 10 feet away from you in a straight line
-
Storm Strike imparts an additional 1d6 lightning damage and the creature must succeed on a CON save or it has disadvantage on attack rolls until the start of your next turn
-
-
You can use the chosen strike your proficiency bonus # of times per long rest, but not more than once per turn, when you hit a target using a melee weapon or a thrown weapon
Strixhaven Initiate
(Strixhaven: A Curriculum Of Chaos page 36)
This feat gives you access to several spells. It does the following:
-
Choose one of Strixhaven’s colleges, which will let you learn 2 cantrips and a 1st level spell; choose whether your CHA, INT, or WIS will be the spellcasting ability for these spells when choosing the feat
-
Lorehold College lets you choose 2 cantrips from Light, Sacred Flame, and Thaumaturgy, and choose one 1st level spell from the cleric or wizard spell lists
-
Prismari College lets you choose 2 cantrips from Fire Bolt, Prestidigitation, and Ray Of Frost, and choose one 1st level spell from the bard or sorcerer spell lists
-
Quandrix College lets you choose 2 cantrips from Druidcraft, Guidance, and Mage Hand, and choose one 1st level spell from the druid or wizard spell lists
-
Silverquill College lets you choose 2 cantrips from Sacred Flame, Thaumaturgy, and Vivious Mockery, and choose one 1st level spell from the Bard or cleric spell lists
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Witherbloom College lets you choose 2 cantrips from Chill Touch, Druidcraft, and Spare The Dying, and choose one 1st level spell from the druid or wizard spell lists
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The 1st level spell you learn from this feat may be cast once per long rest without using a spell slot
Strixhaven Mascot
prerequisite: 4th level and Strixhaven Initiate feat
(Strixhaven: A Curriculum Of Chaos page 37)
This feat provides you with a mascot familiar to help you. It does the following:
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As a ritual you can cast Find Familiar, and the familiar which arrives is the mascot for the college which you chose in the Strixhaven Initiate feat
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When taking an attack action you can use one of your attacks to let the mascot use its reaction to make an attack
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Once per long rest, or at the expense of a 2nd level spell slot, you can teleport as an action if your familiar is within 60 feet, swapping places with it
Svirfneblin Magic
prerequisite: Deep gnome
(Elemental Evil Player’s Companion page 7)
This feat gives you some deep gnome magic. It does the following:
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You can cast nondetection on yourself at will without material components
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You can cast Blindness/Deafness, Blur, and Disguise Self each once per long rest; INT is the spellcasting ability for all of these spells
Tavern Brawler
(Player’s Handbook page 170)
This feat makes you better at fighting without ‘proper’ weapons. It does the following:
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Your STR or CON increases by 1 (to a maximum of 20, of course)
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Gain proficiency with improvised weapons
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Your unarmed strikes uses a d4 for damage
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If you hit a creature with either an unarmed strike or an improvised weapon on your turn you can use a bonus action to attempt to grapple it
Telekinetic
(Tasha’s Cauldron Of Everything page 81)
This feat lets you invisibly move things at a distance. It does the following:
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Your CHA, INT, or WIS increases by 1 (to a maximum of 20, of course); this will be the spellcaster ability for Mage Hand and your telekinetic shove
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You learn the Mage Hand cantrip, can cast it without verbal or somatic components, and can make it invisible; if you already knew Mage Hand, its range is extended by an additional 30 feet
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You can attempt to telekinetically shove a creature you can see within 30 feet as a bonus action; the target must succeed on a STR save (DC = 8 + your proficiency bonus + the ability modifier you increased with this feat) or be moved 5 feet either towards or away from you
Telepathic
(Tasha’s Cauldron Of Everything page 81)
This feat lets you into the minds of others. It does the following:
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Your CHA, INT, or WIS increases by 1 (to a maximum of 20, of course); this will be the spellcaster ability for Detect Thoughts
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You can speak telepathically to any creature within 60 feet that you can see and which you share a language with (but the creature can’t respond)
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You learn Detect Thoughts and can cast it without using a spell slot once per long rest
Thrown Arms Master
This is an unofficial Dungeons & Dragons 5th edition feat from the Tal’Dorei Campaign Setting
(Tal’Dorei Campaign Setting page 109)
This feat makes you better with thrown weapons. It does the following:
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Your DEX or STR increases by 1 (to a maximum of 20, of course)
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Simple and martial weapons without the thrown property are treated as though they have the thrown property; one-handed weapons have a range of 20/60, while two-handed weapons are 15/30
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Weapons which have the thrown property has their range extended by +20/+40
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If you miss with a thrown attack for a light weapon, the weapon boomerangs back into your hand
Tough
(Player’s Handbook page 170)
This feat gives you more hit points. It does the following:
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When you take this feat your hit point maximum increases by double your level
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Each time you go up a level, add 2 extra hit points to your hit point maximum in addition to your normal hit point increase based on your CON modifier and class hit die increase
Vampiric Exultation
prerequisite: Ixalan vampire
(Plane Shift: Ixalan page 14)
This feat lets Ixalan vampires fly. It does the following:
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Once per short or long rest you can spend an action to change the bottom half of your body into an inky cloud with a fly speed of 30 feet for 10 minutes
Vigor Of The Hill Giant
prerequisite: 4th level & Strike Of The Giants (Hill Strike) feat
(Bigby Presents: Glory Of The Giants page 19)
This feat focuses on the hill giants’ favorite pastime of eating. It does the following:
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Your CON, STR, or WIS increases by 1 (to a maximum of 20, of course)
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when an effect would push you 5+ feet or make you prone, you can use your reaction to cancel it
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If you eat and spend 1+ hit dice during a short rest, you regain additional hit points equal to your CON modifier + your proficiency bonus
War Caster
prerequisite: Must be able to cast at least 1 spell
(Player’s Handbook page 170)
This feat makes you really good at casting while in the middle of melee. It does the following:
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CON saves to maintain concentration on a spell when you take damage are made with advantage
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You can make the somatic parts of spells even if one or both hands are full of weapons and/or a shield
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You can use a spell to attack a creature that triggers an opportunity attack by moving away instead of a melee attack, as long as the spell takes 1 action and only targets that creature
Weapon Master
(Player’s Handbook page 170)
This feat makes you better with more weapons. It does the following:
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Your DEX or STR increases by 1 (to a maximum of 20, of course)
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Gain proficiency in 4 simple and/or martial weapons of your choice
Wood Elf Magic
prerequisite: Wood elf
(Xanathar’s Guide To Everything page 75)
This feat gives you some magic. It does the following:
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Learn a druid cantrip of your choice
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Learn the Longstrider and Pass Without Trace spells (using WIS as your spellcasting ability for all 3 spells) and you can cast them both without using a spell slot once per long rest.