| Name
 | 
Description
 | 
| Ability Improvement
 | 
- Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
 
  
 | 
| Actor
 | 
  Actor
 | 
| 
 | 
| Notes
 | 
- If not already proficient, the character also gains proficiency in the chosen skills.
  
 
 | 
| Alert
 | 
  Alert
 | 
| 
 | 
 
| Athlete
 | 
  Athlete: Standing Up
 | 
- 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%. 
  
 | 
 
| Charger
 | 
  Charger: Weapon Attack
 | 
- Charge forward and slam your weapon into the first enemy in your way without provoking 
  Opportunity Attacks. 
  
 | 
  Charger: Shove
 | 
| 
 | 
| Notes
 | 
- Charger: Weapon attack uses an 
  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. 
   
 
 | 
| Crossbow Expert
 | 
  Crossbow Expert: Point-Blank
 | 
- When you make crossbow attacks within melee range, the attack rolls do not have 
  Disadvantage. 
  
 | 
  Crossbow Expert: Wounding
 | 
| 
 | 
 
| Defensive Duellist
 | 
  Defensive Duellist
 | 
| 
 | 
| Notes
 | 
- The weapon equipped in the main hand is required to have Finesse.
  
 
 | 
| Dual Wielder
 | 
  Dual Wielder
 | 
- You can use Two-Weapon Fighting even if your weapons aren't Light.
 
- You cannot dual-wield Two-Handed weapons.
 
  
 | 
  Dual Wielder: Bonus Armour Class
 | 
- You have a +1 bonus to 
  Armour Class while wielding a melee weapon in each hand. 
  
 | 
| Notes
 | 
- 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 
   
 
 | 
| Dungeon Delver
 | 
  Dungeon Delver: Perception
 | 
| 
 | 
  Dungeon Delver: Resist Traps
 | 
| 
 | 
 
| Durable
 | 
  Durable
 | 
| 
 | 
| Notes
 | 
- For Wild Shape, this adds +1 
  Constitution and full HP on a short rest, but does not increase Wild Shape form HP.[note 1]  
 
 | 
| Elemental Adept
 | 
- 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:
 
  
 | 
| Notes
 | 
- "You cannot roll a 1" means that whenever a 1 is rolled on a damage dice, it is treated as a 2 instead.
  
 
 | 
| Great Weapon Master
 | 
  Great Weapon Master: Bonus Attack
 | 
- 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. 
  
 | 
  Great Weapon Master: All In
 | 
- 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. 
  
 | 
| Notes
 | 
- All In is a toggleable passive ability.
  
 
 | 
| Heavily Armoured
 | 
  Heavily Armoured
 | 
| 
 | 
| Notes
 | 
| 
 | 
| Heavy Armour Master
 | 
  Heavy Armour Master
 | 
- 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.
 
  
 | 
| Notes
 | 
| 
 | 
| Lightly Armoured
 | 
  Lightly Armoured
 | 
| 
 | 
 
| Lucky
 | 
  Lucky
 | 
| 
 | 
 
| Mage Slayer
 | 
  Mage Slayer: Saving Throw Advantage
 | 
| 
 | 
  Mage Slayer: Attack Caster
 | 
- You can use a 
  Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. 
  
 | 
  Mage Slayer: Break Concentration
 | 
| 
 | 
 
| Magic Initiate: Bard
 | 
  Magic Initiate: Bard
 | 
| 
 | 
 
| Magic Initiate: Cleric
 | 
  Magic Initiate: Cleric
 | 
| 
 | 
| Notes
 | 
- While wearing medium armour, 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.
  
 
 | 
| Magic Initiate: Druid
 | 
  Magic Initiate: Druid
 | 
| 
 | 
 
| Magic Initiate: Sorcerer
 | 
  Magic Initiate: Sorcerer
 | 
| 
 | 
 
| Magic Initiate: Warlock
 | 
  Magic Initiate: Warlock
 | 
| 
 | 
 
| Magic Initiate: Wizard
 | 
  Magic Initiate: Wizard
 | 
| 
 | 
 
| Martial Adept
 | 
  Martial Adept
 | 
| 
 | 
 
| Medium Armour Master
 | 
  Medium Armour Master
 | 
| 
 | 
| Notes
 | 
| 
 | 
| Mobile
 | 
  Mobile
 | 
| 
 | 
  Mobile: Evade Difficult Terrain
 | 
| 
 | 
  Mobile: Evade Opportunity Attack
 | 
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
 
  
 | 
 
| Moderately Armoured
 | 
  Moderately Armoured
 | 
| 
 | 
 
| Performer
 | 
  Performer
 | 
| 
 | 
 
| Polearm Master
 | 
  Polearm Master: Bonus Attack
 | 
| 
 | 
  Polearm Master: Opportunity Attack
 | 
| 
 | 
| Notes
 | 
- 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 when using Shillelagh.
 
- Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
 
- If chosen as a feat during level-up, there is no indication of this later under "Notable Features" on the character sheet. Furthermore, the passives 
  Polearm Master: Bonus Attack and   Polearm Master: Opportunity Attack are situational actions and are only visible on the hotbar in combat.  
 
 | 
| Resilient
 | 
 | 
| Notes
 | 
| 
 | 
| Ritual Caster
 | 
  Ritual Caster: Free Spells
 | 
- You learn two 
  Ritual spells of your choice. 
  
 | 
| Notes
 | 
- The available spells are:
  
 
 | 
| Savage Attacker
 | 
  Savage Attacker
 | 
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
 
  
 | 
 
| Sentinel
 | 
  Sentinel: Vengeance
 | 
- 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. 
  
 | 
  Sentinel: Snare
 | 
| 
 | 
  Sentinel: Opportunity Advantage
 | 
| 
 | 
 
| Sharpshooter
 | 
  Sharpshooter: Low Ground
 | 
| 
 | 
  Sharpshooter: All In
 | 
- Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their 
 Attack roll, but deal an additional 10 damage. 
  
 | 
| Notes
 | 
- All In is a toggleable passive ability.
  
 
 | 
| Shield Master
 | 
  Shield Master
 | 
| 
 | 
  Shield Master: Block
 | 
- 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.
 
  
 | 
| Notes
 | 
- 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.  
 
 | 
| Skilled
 | 
  Skilled
 | 
| 
 | 
 
| Spell Sniper
 | 
  Spell Sniper
 | 
- 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.
 
  
 | 
| Notes
 | 
- 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  
 
 | 
| Tavern Brawler
 | 
  Tavern Brawler
 | 
- 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. 
  
 | 
| Notes
 | 
- 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.  
 
 | 
| Tough
 | 
  Tough
 | 
- Hit Point maximum increased by 2 for each level.
 
  
 | 
 
| War Caster
 | 
  War Caster: Concentration
 | 
| 
 | 
  War Caster: Opportunity Spell
 | 
| 
 | 
| Notes
 | 
- 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.  
 
 | 
| Weapon Master
 | 
  Weapon Master
 | 
| 
 |