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Feats

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Old version of Feats

Players Handbook

Feat PREREQUISITES Description
Actor - +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature.
Alert - +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you.
Athlete - +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run.
Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.
Crossbow Expert You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot.
Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.
Dual Wielder +1 to CA if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.
Dungeon Delver - Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace.
Durable - +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.
Elemental Adept The ability to cast at least one spell Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.
Grappler Strength 13 or higher You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you.
Great Weapon Master - Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.
Healer - You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.
Heavily Armored Proficiency with medium armor +1 in Str. and you gain proficiency with heavy armor.
Heavy Armor Master Proficiency with heavy armor +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.
Inspiring Leader Charisma 13 or higher Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.
Keen Mind - +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.
Lightly Armored - +1 in Str. or Dex. and you gain profociency with light armor.
Linguist - +1 in Int., you learn three languages, and you can ably create ciphers.
Lucky - You can reroll one d20 or force to reroll an attack roll against you (3/long rest).
Mage Slayer - You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.
Magic Initiate - You learn two cantrips and one 1st-level spell from one class.
Martial Adept - You learn two maneuvers from Battle Master archetype and gain one superiority die (d6).
Medium Armor Master Proficiency with medium armor No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2.
Mobile - Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.
Moderately Armored Proficiency with light armor +1 in Str. or Dex. and you gain proficiency with medium armor and shields.
Mounted Combatant - Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.
Observant - +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.
Polearm Master - You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach
Resilient - +1 in one ability and you gain proficiency in saving throws using this ability.
Ritual Caster Intelligence or Wisdom 13 or higher You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.
Savage Attacker - You can reroll melee weapon attack damage once per turn.
Sentinel - A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.
Sharpshooter - Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.
Shield Master - Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw.
Skilled - You gain proliciency with three skills or tools.
Skulker Dexterity 13 or higher Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.
Spell Sniper The ability to cast at least one spell Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip.
Tavern Brawler - +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action.
Tough - Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.
War Caster The ability to cast at least one spell You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction.
Weapon Master - +1 in Str. or Dex. and you gain proficiency with four weapons.