Name
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Description
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Ability Improvement
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- Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
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Actor
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Actor
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Notes
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- If not already proficient, the character also gains proficiency in the chosen skills.
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Alert
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Alert
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Athlete
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Athlete: Standing Up
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- Your Strength or Dexterity ability score increases by 1, to a maximum of 20.
- When you are Prone, standing up uses significantly less movement.
- Your Jump distance also increases by 50%.
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Charger
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Charger: Weapon Attack
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- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
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Charger: Shove
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- Charge forward and Shove the first enemy in your way.
- Shove distance depends on your Strength and the target's weight.
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Notes
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- Charger: Weapon attack uses Action and Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
- This counts as a single weapon attack, and benefits from Extra Attack.
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Crossbow Expert
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Crossbow Expert: Point-Blank
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- When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage.
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Crossbow Expert: Wounding
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Defensive Duellist
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Defensive Duellist
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Dual Wielder
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Dual Wielder
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- You can use Two-Weapon Fighting even if your weapons aren't Light.
- You cannot dual-wield Heavy weapons.
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Dual Wielder: Bonus Armour Class
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- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
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Notes
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- This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
- Simple melee weapons: Javelins, Maces, Quarterstaves, and Spears
- Martial melee weapons: Battleaxes, Flails, Longswords, Morningstars, Rapiers, Tridents, War Picks, and Warhammers
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Dungeon Delver
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Dungeon Delver: Perception
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Dungeon Delver: Resist Traps
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Durable
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Durable
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Notes
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- For Wild Shape, this adds +1 Constitution and full HP on a short rest, but does not increase Wild Shape form HP.[note 1]
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Elemental Adept
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- Spells you cast ignore resistance to a damage type of your choice. In addition, when you deal that type of damage with a spell, you cannot roll a 1.
- Damage resistance options are one of the following:
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Notes
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- "You cannot roll a 1" means that 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
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Great Weapon Master
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Great Weapon Master: Bonus Attack
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- When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn.
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Great Weapon Master: All In
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- When attacking with a Two-Handed or Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
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Notes
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- All In is a toggleable passive ability.
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Heavily Armoured
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Heavily Armoured
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Notes
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Heavy Armour Master
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Heavy Armour Master
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- Your Strength ability score increases by 1, to a maximum of 20.
- Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
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Notes
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Lightly Armoured
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Lightly Armoured
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Lucky
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Lucky
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Mage Slayer
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Mage Slayer: Saving Throw Advantage
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Mage Slayer: Attack Caster
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- You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
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Mage Slayer: Break Concentration
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Magic Initiate: Bard
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Magic Initiate: Bard
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Magic Initiate: Cleric
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Magic Initiate: Cleric
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Notes
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- While wearing medium armor, the bonus to Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2.
- The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
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Magic Initiate: Druid
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Magic Initiate: Druid
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Magic Initiate: Sorcerer
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Magic Initiate: Sorcerer
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Magic Initiate: Warlock
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Magic Initiate: Warlock
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Magic Initiate: Wizard
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Magic Initiate: Wizard
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Martial Adept
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Martial Adept
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Medium Armour Master
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Medium Armour Master
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Notes
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Mobile
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Mobile
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Mobile: Evade Difficult Terrain
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Mobile: Evade Opportunity Attack
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- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
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Moderately Armoured
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Moderately Armoured
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Performer
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Polearm Master
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Polearm Master: Bonus Attack
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Polearm Master: Opportunity Attack
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Notes
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- The damage modifier of this attack uses Strength or Dexterity, whichever is higher, even if the weapon does not have the finesse property. This is still true if another ability is used for the attack roll (such as through Shillelagh or Pact of the Blade).
- The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as Hunter's Mark or the additional damage from Great Weapon Master.
- Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
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Resilient
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Notes
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Ritual Caster
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Ritual Caster: Free Spells
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- You learn two Ritual spells of your choice.
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Notes
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- The available spells are:
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Savage Attacker
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Savage Attacker
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- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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Sentinel
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Sentinel: Vengeance
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- When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
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Sentinel: Snare
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Sentinel: Opportunity Advantage
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Sharpshooter
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Sharpshooter: Low Ground
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Sharpshooter: All In
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- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
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Notes
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- All In is a toggleable passive ability.
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Shield Master
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Shield Master
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Shield Master: Block
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- If a Spell forces you to make a Dexterity saving throw, you can use your Reaction to shield yourself and diminish the effect's damage.
- - On a failed save, you only take half damage.
- - On a successful save, you don't take any damage, even if you normally would.
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Notes
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- BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save.
- Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to Dexterity saving throw.
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Skilled
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Spell Sniper
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Spell Sniper
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- You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
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Notes
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- The available cantrips are:
- These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
- All available cantrips are Spell Attacks and use Attack roll
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Tavern Brawler
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Tavern Brawler
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- Your Strength or Constitution ability score increases by 1, to a maximum of 20.
- When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack roll.
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Notes
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- Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
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Tough
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Tough
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- Hit Point maximum increased by 2 for each level.
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War Caster
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War Caster: Concentration
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War Caster: Opportunity Spell
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Notes
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- This feat does not grant the ability to use Shocking Grasp at will. Unless you know it from another source, you can only use it as an Attack of Opportunity.
- Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric casts Shocking Grasp with this feat, they use their Wisdom modifier
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Weapon Master
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Weapon Master
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