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Feats

FeatPrerequisitesDescription
Arcane InitiateIntelligence 13, no levels in the Wizard class and the ability to cast at least one spellEach time you gain a level, you can add an extra wizard spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots.
Barbaric RelentlessnessStrength 13 and no levels in the Barbarian classGrants the ability to make a Constitution saving throw when dropping to 0 hit points, allowing the character to instead drop to 1 hit point if the saving throw is successful, with the difficulty increasing each time the feat is used.
Blood Magic InitiateAbility to cast at least one spellAllows the character to use their Hit Dice during a short or long rest to regain spell slots, with the number of Hit Dice expended depending on the level of the spell slot they wish to regain.
Brutal SensesStrength 13 and no levels in the Barbarian classAllows you to unleash a powerful reckless attack once per long rest and grants advantage on Dexterity saving throws against visible traps and spells, as long as you are not blinded, deafened, or incapacitated.
Chained Weapon ExpertEnhance the reach and control of thrown weapons by attaching a chain or rope to them, increasing their range in melee combat and allowing for easy recovery after making an attack.
Composer of DemiseCharisma 13 and no levels in the Bard classAllows a character to subtract a roll from an opponent's attack, ability check, or damage roll by using Bardic Inspiration, a number of times equal to half their Charisma modifier.
Composer of GraceCharisma 13 and no levels in the Bard classAllows you to use a bonus action to give another creature a Bardic Inspiration die, which they can roll and add to an ability check, attack roll, or saving throw within the next 10 minutes, with the ability to use this feature multiple times per long rest.
Divine ChampionStrength 13, the ability to cast at least oneAllows the player to tap into their deity's divine energy to perform various magical effects, with the ability to choose a specific channel divinity option.
Divine SmiterStrength 13, Charisma 13 and no levels in theAllows a character to deal an additional 2d8 radiant damage with a melee weapon attack a number of times equal to their character level divided by 4, regaining all uses after a long rest.
Eldritch Armor CrafterGrants the character proficiency with a variety of tools and allows them to create armor and shields in half the usual time and cost.
Eldritch Weapon CrafterAllows the character to become proficient in Smith's Tools, Tinker's Tools, and Alchemist's supplies, and reduces the time and cost to craft weapons by half, by using parts of creatures and monsters.
Empowered StrikerDexterity 13 and no levels in the Rogue classAllows a character to deal an additional 1d6 damage to a creature they hit with an attack, using a finesse or a ranged weapon, if they have advantage on the attack roll, and they can use this feature a number of times equal to their character level before needing a long rest to regain all uses.
Godly FavoredWisdom 13 and no levels in the Cleric classAllows a character to call upon their deity for assistance, but the success of the intervention is determined by a percentile dice roll and if successful, the GM chooses a suitable effect from the cleric spell list, with a cooldown of 7 days if successful.
Healing HandsCharisma 13 and no levels in the Paladin classAllows a character to replenish a pool of healing power during a long rest, and use that pool to restore hit points to other creatures as a bonus action.
Hunter's RageDexterity 13, Wisdom 13 and no levels in the RangerAllows the player to choose one of three abilities: Colossus Slayer, which deals extra damage to creatures below their hit point maximum; Giant Killer, which allows the player to immediately attack a Large or larger creature that hits or misses them; or Horde Breaker, which grants an additional attack on a different creature within 5 feet of the original target.
Magical RecoveryIntelligence 13, no levels in the Wizard class andAllows a spellcaster to regain expended spell slots equal to or less than half their wizard level once per day after a short rest, as long as the slots are not 6th level or higher.
Protector's VoiceCharisma 13 and no levels in the Bard classGrants the ability to use music or powerful words to disrupt mind-influencing effects, providing advantage on saving throws against being frightened or charmed for you and nearby friendly creatures, with the performance lasting until the end of your next turn.
Relentless FoeDexterity 13, Wisdom 13 and no levels in the RangerGrants advantage on Survival checks to track favored enemies, advantage on Intelligence checks to recall information about them, the ability to learn a language spoken by the favored enemies, and the ability to sense whether they are present within 1 mile for 1 minute, with a long rest required before using again.
ShapeshifterWisdom 13 and no levels in the Druid classAllows the character to transform into a beast they have seen before, gaining the creature's statistics, hit points, and abilities, with limitations based on the character's level and the beast's CR, while also retaining their alignment, personality, skills, and proficiencies.
Shield ThrowerDexterity 17 or higherAllows the player to proficiently throw a shield as a weapon, adapt it for use as a thrown weapon, sacrifice some protection for offensive capabilities, and have the shield return to their hand after an attack.
Uncanny ExplorerDexterity 13, Wisdom 13 and no levels in the RangerAllows a player to have expertise in intelligence or wisdom checks related to their chosen favored terrain, while also granting various travel and survival benefits in that terrain such as increased speed, improved navigation, heightened awareness of danger, increased stealth, improved foraging abilities, and enhanced tracking abilities.
Unstoppable FuryStrength 13 and no levels in the Barbarian classAllows the player to enter a rage as a bonus action, gaining various bonuses, such as advantage on Strength checks and saving throws, bonus damage on melee weapon attacks, resistance to certain damage types, and the ability to end the rage early as a bonus action; however, the player cannot cast spells or concentrate on them while raging, and the rage lasts for 1 minute or until certain conditions are met, with a limited number of uses per long rest based on the player's level.
Weapon ExpertAllows the player to become an expert in a specific type of weapon, using it as a spellcasting focus, and adding their proficiency bonus twice to any attack roll and once to any damage roll made with that weapon