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Feats

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Old version of Feats

Players Handbook

Feat Prerequisite 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 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 Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.
Grappler 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 +1 in Str. and you gain proficiency with heavy armor.
Heavy Armor Master +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.
Inspiring Leader 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 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 +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 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 Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.
Spell Sniper 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 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.