SRD5:Feat

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This material from the 5th edition SRD is published under the OGL

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored.

List of Feats[edit]

This section exceeds the text of the SRD

(66 official and unofficial feats)

NamePrerequisiteSummaryAuthor
ActorIncrease Charisma, gain bonuses to deception and performance. Gain mimicry.Player's Handbook (5e)
AlertBonus to your initiative and mitigates effectiveness of your enemy's surprise and being hidden.Player's Handbook (5e)
AthleteIncrease Strength or Dexterity, gain bonuses to climbing, jumping, and standing from prone.Player's Handbook (5e)
Barbed HideTieflingBuff to Constitution or Charisma, and Intimidation. Grow barbs.UA Feats for Races
Bountiful LuckHalflingAllow allies to reroll attack rolls, ability checks, or saving throw roll of 1.UA Feats for Races
ChargerAllows attack or push after dashPlayer's Handbook (5e)
Critter FriendForest GnomeBuff to Animal Handling. Innate Spellcasting.UA Feats for Races
Crossbow ExpertAllows faster reloads, improves shooting in close combat, allows quick attack with hand crossbow.Player's Handbook (5e)
Defensive DuelistDexterity 13 or higherWhen hit by a melee attack, provides a chance for it to miss.Player's Handbook (5e)
Dragon FearDragonbornGain Strength or Charisma; cause fear.UA Feats for Races
Dragon HideDragonbornGain Strength or Charisma, claws, and bonus to unarmored AC.UA Feats for Races
Dragon WingsDragonbornYou have wings and can fly.UA Feats for Races
Drow High MagicDrowYou can cast additional spells without expending spell slots.UA Feats for Races
Dual WielderImproves two-weapon fighting - AC, damage, and weaponPlayer's Handbook (5e)
Dungeon DelverHelps to mitigate traps and spot secret doors.Player's Handbook (5e)
DurableIncrease Constitution and enhance hit point recovery.Player's Handbook (5e)
Dwarf ResilienceDwarfGain Constitution. Dodging recovers hit points.UA Feats for Races
Elemental AdeptThe ability to cast at least one spellSpells of one damage type do higher average damage and ignore resistance.Player's Handbook (5e)
Elven AccuracyElfGain Dexterity. Boost to advantaged attack rolls.UA Feats for Races
Everybody's FriendHalf-ElfGain Charisma, Deception, and PersuasionUA Feats for Races
Fade AwayGnomeGain Intelligence, turn invisible as a reaction.UA Feats for Races
Fey TeleportationHigh ElfGain Intelligence. Cast misty step.UA Feats for Races
Flames of PhlegethosTieflingGain Intelligence or Charisma, and bonus effects when you cast a fire damage spell.UA Feats for Races
Great Weapon MasterBonus attack on critical hit or kill. May take penalty to hit to gain extra damage.Player's Handbook (5e)
Grudge-BearerDwarfGain Str, Con or Wis. Gain benefits against one monster type.UA Feats for Races
HealerImproved use of healer's kitPlayer's Handbook (5e)
Heavily ArmoredProficiency with medium armorGain Strength and proficiency in heavy armorPlayer's Handbook (5e)
Heavy Armor MasterProficiency with heavy armorGain Strength and reduce damage taken.Player's Handbook (5e)
Human DeterminationHumanBoost 1 ability score. Advantage on one attack roll, ability check, or saving throw per rest.UA Feats for Races
Infernal ConstitutionTieflingGain Constitution, resistance to cold and poison.UA Feats for Races
Inspiring LeaderCharisma 13 or higherOratory gives temporary hit points to a small group.Player's Handbook (5e)
Keen MindGain Intelligence, know direction and time, increased memory.Player's Handbook (5e)
Lightly ArmoredGain Strength or Dexterity, proficient in light armorPlayer's Handbook (5e)
LinguistGain Intelligence and languages. Cryptography.Player's Handbook (5e)
LuckyLimited number of rerolls.Player's Handbook (5e)
Mage SlayerGain benefits when fighting spellcasters, especially in melee.Player's Handbook (5e)
Magic InitiateYou can cast a limited number of spells from one class's spell list.Player's Handbook (5e)
Martial AdeptLearn and can use a limited number of maneuvers from the Battle Master fighter subclass.Player's Handbook (5e)
Medium Armor MasterProficiency in medium armorNegates stealth disadvantage of medium armor and may add more defense from Dexterity.Player's Handbook (5e)
MobileIncreased speed, improved dash, and mitigateopportunity attacks.Player's Handbook (5e)
Moderately ArmoredProficiency with light armorGain Strength or Dexterity. Can use medium armor and shields.Player's Handbook (5e)
Mounted CombatantIncreases effectiveness of combat while mounted.Player's Handbook (5e)
ObservantGain Intelligence or Wisdom, read lips, boosted passive Perception and Investigation.Player's Handbook (5e)
Orcish AggressionHalf-OrcBonus movement toward enemies.UA Feats for Races
Orcish FuryHalf-OrcBoost to Strength or Constitution. Extra weapon damage. Bonus attack using Relentless Endurance.UA Feats for Races
Polearm MasterThis feat gives a special attack and/or modifies opportunity attacks with a list of weapons defined as polearms.Player's Handbook (5e)
ProdigyHalf-Elf or HumanBonus to an ability score. Gain one skill, tool, and language proficiency.UA Feats for Races
ResilientBoost an ability score and be proficient with its saving throw.Player's Handbook (5e)
Revenant BladeElfBonuses when using a Double-Bladed ScimitarEberron Rising from the Last War
Ritual CasterIntelligence or Wisdom 13 or higherYou can cast ritual spells of one class.Player's Handbook (5e)
Savage AttackerBetter average damage from melee weapon attacks.Player's Handbook (5e)
Second ChanceHalflingBonus to Dexterity, Constitution, or Charisma. Force a reroll on an attack against you.UA Feats for Races
SentinelProtect friends with opportunity attacks and reactions.Player's Handbook (5e)
Sharpshooter (5e)/FeatIgnore long range, half cover and three-quarters cover with ranged weapons.Player's Handbook (5e)
Shield MasterShield can be used to push in melee, can use it to provide a bonus to Dexterity saving throws.Player's Handbook (5e)
SkilledGain proficiency in a limited number of skills and/or tools.Player's Handbook (5e)
SkulkerDexterity 13 or higherIncreased ability to hide. Increased perception in dim light.Player's Handbook (5e)
Spell SniperThe Ability to cast one spellIncrease range of some spells, ignore half cover and three-quarters cover, and learn a cantrip.Player's Handbook (5e)
Squat NimblenessDwarf
Gnome
or Halfling
Bonus to Strength or Dexterity, and Acrobatics or Athletics. Increased speed.UA Feats for Races
Svirfneblin MagicSvirfnblinInnate spellcasting of Svirfneblin.Sword Coast Adventurer's Guide
Tavern BrawlerGain Strength or Constitution, effectively use improvised weapons and unarmed strikes.Player's Handbook (5e)
ToughIncreases hit point maximum.Player's Handbook (5e)
War CasterThe ability to cast at least one spellEnhances spellcasting in battle.Player's Handbook (5e)
Weapon MasterBuff Strength or Dexterity and learn new weapons.Player's Handbook (5e)
Wonder MakerRock GnomeBonus to Dexterity or Intelligence. Boost to proficiency with tinker's tools. Additional clockwork device choices for Tinker traitUA Feats for Races
Wood Elf MagicWood ElfBonus to Dexterity or Intelligence. Boost to proficiency with tinker's tools. Additional clockwork device choices for Tinker traitUA Feats for Races

Sources[edit]


Back to Main Page5e System Reference Document

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