Feats

This compilation doesn't represent a complete list of the 5th edition feats, but rather a list of ones allowed, and includes feats from Unearthed Arcana articles and several custom feats as well.

Your DM may allow you to choose a starting feat as part of your character creation process, or award you a choice of feat for a character milestone. In this case, refer to the Minor Feats list for your options.

* Vanilla Feats
* Supplementary
* Unearthed Arcana
* Custom Feats

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## Vanilla Feats

### Actor

Skilled at mimicry and dramatics, you gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

### Alert

Always on the lookout for danger, you gain the following benefits:

* You can’t be surprised while you are conscious.
* You gain a +5 bonus to initiative.
* Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you

### Athlete

You have undergone extensive physical training to gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you are prone, standing up uses only 5 feet of your movement.
* Climbing doesn’t cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

### Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

### Crossbow Expert (PH Errata, Oct 2016)

Thanks to extensive practice with the crossbow, you gain the following benefits:

* You ignore the loading quality of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

### Defensive Duelist

*Prerequisite: Dexterity 13 or higher*
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

### Dual Wielder

You master fighting with two weapons, gaining the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

### Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* You can search for traps while traveling at a normal pace, instead of only at a slow pace.

### Durable

Hardy and resilient, you gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

### Elemental Adept

*Prerequisite: The ability to cast at least one spell*
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type

### Grappler (Sage Advice - Third Bullet Point Redaction)

*Prerequisite: Strength 13 or higher*
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

### Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
* Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

### Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

* When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
* As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

### Heavily Armored

*Prerequisite: Proficiency with medium armor*
You have trained to master the use of heavy armor, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency with heavy armor.

### Heavy Armor Master

*Prerequisite: Proficiency with heavy armor*
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

### Inspiring Leader

*Prerequisite: Charisma 13 or higher*

 You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.

* Each creature can gain temporary hit points equal to your level + your Charisma modifier.

* A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

### Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the
following benefits.

* Increase your Intelligence score by 1, to a maximum of 20.
* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.

### Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with light armor.

### Linguist

You have studied languages and codes, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You learn three languages of your choice.
* You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

### Lucky

You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

### Mage Slayer

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.

### Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

### Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

* If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

### Medium Armor Master

*Prerequisite: Proficiency with medium armor*
You have practiced moving in medium armor to gain the following benefits:

* Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

### Mobile

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
* When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

### Moderately Armored

*Prerequisite: Proficiency with light armor*
You have trained to master the use of medium armor and shields, gaining the following benefit:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with medium armor and shields.

### Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
* You can force an attack targeted at your mount to target you instead.
* If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

### Observant

Quick to notice details of your environment, you gain the following benefits:

* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

### Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

* When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

### Resilient

Choose one ability score. You gain the following benefits:

* Increase the chosen ability score by 1, to a maximum of 20.
* You gain proficiency in saving throws using the chosen ability.

### Ritual Caster

*Prerequisite: Intelligence or Wisdom 13 or higher*
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

### Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

### Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

* When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

### Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

### Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

### Skilled

You gain proficiency in any combination of 3 skills or tools of your choice.

### Skulker

*Prerequisite: Dexterity 13 or higher*
You are expert at slinking through shadows. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

### Spell Sniper

*Prerequisite: The ability to cast at least one spell*
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
* Your ranged spell attacks ignore half cover and three-quarters cover.
* You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

### Tavern Brawler (PH Errata Oct. 2016 - Unarmed Proficiency Redaction)

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

* Increase your Strength or Constitution score by 1, to a maximum of 20.
* You are proficient with improvised weapons.
* Your unarmed strikes use a d4 for damage.
* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

### Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

### War Caster

*Prerequisite: The ability to cast at least one spell*
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

### Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with four simple or martial weapons of your choice.

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## Tasha's CoE

### Artificer Initiate

You've learned some of an artificer's inventiveness:

* You learn one cantrip of your choice from the Artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
* You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
* You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

### CHEF

Time spent mastering the culinary arts has paid off, granting you the following benefits:

* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You gain proficiency with cook's utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra ld8hit points.
* With one hour of work or when you finish a Long Rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

### CRUSHER

You are practiced in the art of crushing your enemies. Granting you the following benefits:

* Increase your Strength or Constitution by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

### ELDRITCH ADEPT

*Prerequisite: Spellcasting or Pact Magic feature*

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

### FEY TOUCHED

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the misty step spell and one 1st-levelspell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

### FIGHTING INITIATE

*Prerequisite: Proficiency with a martial weapon*

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don't have.

### GUNNER

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with firearms (see "Firearms“ in the Dungeon Master's Guide).
* You ignore the loading property of firearms.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

### METAMAGIC ADEPT

*Prerequisite: Spellcasting or Pact Magic feature*

You've learned how to exert your will on your spells to alter how they function:

* You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
* You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

### PIERCER

You have achieved a penetrating precision in combat, granting you the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

### POISONER

You can prepare and deliver deadly poisons, granting you the following benefits:

* When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
* You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
* You gain proficiency with the poisoner's kit if you don’t already have it.
* With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

### SHADOW TOUCHED

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

### SKILL EXPERT

You have honed your proficiency with particular skills, granting you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in one skill of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

### SLASHER

You've learned where to cut to have the greatest results, granting you the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

### TELEKINETIC

You learn to move things with your mind, granting you the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30feet when you cast it. Its spellcasting ability is the ability increased by this feat.
* As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

### TELEPATHIC

You awaken the ability to mentally connect with others, granting you the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
* You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2ndlevel or higher, you can cast this spell with them.

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## Unearthed Arcana Feats

### Acrobat

You become more nimble, gaining the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn

### Arcanist

You study the arcane arts, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest

### Brawny

You become stronger, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You count as if you were one size larger for the purpose of determining your carrying capacity

### Investigator (Unearthed Arcana 17 April 2017)

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You can take the Search action as a bonus action.

### Menacing (Unearthed Arcana 17 April 2017)

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

### Performer (Unearthed Arcana 17 April 2017)

You master performance so that you can command any stage. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

### Theologian (Unearthed Arcana 17 April 2017)

Your extensive study of religion rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You learn the *thaumaturgy* and *detect evil and good* spells. You can cast *detect evil and good* once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

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## Custom Feats

### Axeman

You're a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe.

* When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe.
* When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 1 point of damage with the attack.

### Blunt Weapon Master

You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply to only the club, great club, mace, flail, maul, and warhammer.

* When you damage a creature, their speed is reduced by 5 feet until they regain hit points. The effect of this feature are not cumulative with itself.
* When you roll damage and any damage die shows a maximum result, you deal an additional 1 damage.
* If a damage die shows a 1, you may instead treat that die as its maximum result. You must choose to use this feature before the DM announces the result of the damage. You can use this feature 3 times per long rest.

### Caller

*Prerequisite: The ability to cast 3rd-level spells*

You’re well-studied in the varieties of conjuration magic.

* You add the spell Conjure Animals to the list of spells you know or can prepare.
* You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand.
* Creatures summoned by you gain a +1 bonus to attack rolls.

### Charismatic

Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will.

* Your charisma score increases by 1, to a maximum of 20.
* When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. Once you use this feature you cannot do so again until you finish a short or long rest.

### Deadly Illusionist

*Prerequisite: The ability to cast at least one spell*

Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.

* You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare of cast.
* Creatures who fail their initial saving throw or ability check against an illusions spell of 1st level or higher you can take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.

### Dervish

Standing still is boring! You’re always on the move.

* Your speed increases by 5 feet.
* When you hit a creature with a melee attack, you can move 5 feet at no movement costs as part of the attack.
* When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage.

### Dexterous Grappler

You don’t waste any time when apprehending criminals, monster or a combination of the two.

* When you attempt to grapple a creature on your turn, you can use a bonus action to attempt to grapple the target.
* Your speed increases by 10 feet while you are grappling another creature.
* You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.

### Diehard

It’s never quite your time. You refuse to die.

* You gain a +1 bonus to death saving throws.
* When you are reduced to 0 hit points, you can immediately move half your speed. Movement due to this feature does not provoke attacks of opportunity.

### Duelist

One on one is the name of the game, and you excel at it.

* You gain a +2 to melee damage rolls when only one creature (excluding yourself) is within 5 feet of you.
* Your dueling prowess is apparent or known and many are willing to settle their disputes with you by duel.
* Once per short or long rest, when an opponent misses an attack against you, you may immediately make an attack of opportunity against them.

### Einhander

The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike. When wielding a longsword or rapier in one hand, and nothing in the other, you gain the following benefits.

* You become more mobile and can present a narrower profile with one hand empty. You gain a +2 bonus to armor class.

* You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature. This accumulated bonus cannot exceed your proficiency bonus. If you attack a different target, damage your target, or spend your turn not attacking the target, you lose any accumulated bonus damage.

### Enchanting Illusionist

*Prerequisite: The ability to cast at least one spell*

You’ve unlocked the true potential of mixing Illusion and Enchantment magic.

* You can add 1 illusion spell and 1 enchantment spell of a level you can cast from your class spell list to the list of spells you know or can prepare.
* When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma Modifier with your spellcasting ability modifier.

* A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.

### Escape Artist

Your pursuers swear you bathe in grease; no one can keep their hands on you.

* If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.

* When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

### Expert Grappler

*Prerequisite: Proficiency in Strength (Athletics)*

Every part of your body is a weapon and you wield it expertly.

* When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus.
* You benefit from half cover while you grapple a creature.
* You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.

### Field Medic

You’re an expert of saving people in the direst of circumstances.

* Allies within 50 feet of you must fail an additional death saving throw to die.
* You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attack of opportunity.

* You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit.

### Grit-ical Hit

*Prerequisite: The ability to spend grit points*

* When you make an attack roll with a firearm and roll a 1, you can spend 3 grit points to avoid a misfire and create a new die result. The number on the die counts as your Intelligence modifier (minimum of 2).

### Hooked Weapon Master\*\*\*

While unconventional weapons, you have found picks and sickles suit your fighting style well.

* You do not need a free hand to grapple while you are wielding a war pick or sickle.
* When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
* If you successfully grapple the creature while wielding a sickle or a war pick, the creature takes damage equal to your Strength Modifier. The damage is slashing if you use a sickle and bludgeoning if you are using a war pick.

### Light Armor Master

*Prerequisite: Proficiency with light armor*

You know how best to use the thin armor that protects you.

* Your speed increases by 5 feet while wearing light or no armor.
* While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus last until the start of your next turn.

### Light Weapon Master

Light weapons are weightless in your hands, allowing them to be exactly where you need them.

* When you make a weapon attack, you can immediately draw a light weapon and make the attack with it, without expending your interaction to draw the weapon.
* When the result of a light weapon damage die is 1, you can roll a d6 and add it to the damage result.

### Master Swordsman

Your expertise with the blade is unmatched; few rival your skill.

* While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
* While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature, you must complete a long rest before you can use it again.
* When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.

### Metamagician

*Prerequisite: The ability to cast at least one spell*

You gain a deeper understanding of the functioning of metamagic.

* You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points.
* You gain one sorcerer metamagic option.

### Metamagic Reservoir

*Prerequisite: The ability to cast at least one spell*

Your metamagic pool increases in size, or you gain a metamagic pool if you did not have one.

* You gain 2 sorcery points.

### Mind Breaker

*Prerequisite: The ability to cast at least one spell*

Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look.

* You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast.
* When the effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. You can choose not to inflict the damage.
* When all creatures you target with an Enchantment spell succeed on their saving throws to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.

### One Step Ahead

* You can choose to shift your initiative up enough to act before the creature that acts before you in the initiative count. Once you use this feature, you must complete a long rest to use this feature again.
* You gain a +5 bonus to initiative rolls.

### Point Blank Shooter

You've been in tighter situations and a lack of range never prevents you from striking true.

* You are not at disadvantage when making a ranged attack while an enemy is within 5 feet.
* When a damage die of a ranged weapon you wield show a result of 1 or 2, the result is instead treated as a 3 if the target is within 5 feet of you.

### Quick Witted

Great ideas come to you naturally, often when they would save your life.

* Your Intelligence score increases by 1, to a maximum of 20.
* When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. Once you use this feature you cannot do so again until you finish a short or long rest.

### Rifleman

Through careful practice, you have trained yourself to wield firearms in combat. You gain the following features:

* You gain proficiency with firearms.
* Choose one target from the gunslinger class. This decision must be made from the normal target options, and cannot be taken from are specific to a single gunslinger archetype.

You may choose to take this feat a second time. If you do so, you gain an additional two targeted shots instead of one.

### Savant

You’ve discovered a natural gift in a single skill.

* You gain proficiency skill of your choice.
* You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency.
* The ability score most relevant to the skill increases by 1, to a maximum of 20.

### School Specialist

*Prerequisite: The ability to cast at least one spell*

You’ve spend most of your time researching a specific school of magic, which you choose when taking this feat.

* When you cast a spell of your chosen school at a higher level, the saving throws and attack rolls gain a +1 bonus.
* You add 1 spell of your chosen school from your class spell list, of a level you can cast, to the list of spells you know or can prepare.
* You can cast a spell from your chosen school as one level higher at no additional cost. You must be able to cast spells of the new, higher level. Once you use this feature, you must complete a long rest before you can use it again.

### Scribe

You may not possess any spellcasting ability but you know much of arcane scripture.

* You learn two spells of 1st level or below. This does not grant you the ability to cast spells.
* You can inscribe a scroll of a spell you know by spending hours equal to the spell level of the scroll being inscribed. If the combined level of your scrolls exceeds one quarter of your level (rounded up), or the number of scrolls you have exceeds your Intelligence modifier, the oldest scroll you have turns to dust until the limit is reached.

### Shadow Caster

*Prerequisite: The ability to cast at least one spell*

You draw your magic from the Shadowfell and may have pledged yourself to one of its dark beings. This connection may come back to haunt you later, but it grants you power in the mean time.

* When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again.
* You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again.
* You can see normally in magical darkness out to 5 feet.

### Shadow Rogue

You have signed a pact with a creature of darkness from another plane. This connection may come back to haunt you later, but it grants you power in the mean time.

* You can see normally in magical darkness out to 5 feet.
* You can attempt to hide even in dim light.
* You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.

### Shield Bearer

Sometimes others can benefit from your skill with a shield or more than you could.

* Your Strength or Constitution score increases by 1, to a maximum of 20.
* While wearing a shield, you can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.

### Skirmisher

Your uncanny dexterity pervades throughout your combat style.

* Your speed increases by 5 feet.
* When a creature misses you with a melee attack, they expend 5 feet of movement, if they have any left to expend.
* If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn. You cannot benefit from this feature and the Great Weapon Fighting Style simultaneously.

### Sniper

Given the time to line up your shot, you inflict grievous wounds.

* Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll.
* At the start of your turn, you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn.

### Spearman

You can make quick and accurate jabs with spears that often catch your foes off guard.

* When you make an attack of opportunity with a spear, pike, or trident, you gain advantage on the attack roll.
* When you attack a creature who expended movement on its last or current turn, you deal an additional 2 damage. You must attack with a spear, pike, or trident to benefit from this feature.

### Spell Breaker

Your tolerance to magic is notable and spells can’t keep a grip on you for long.

* You can add half your proficiency bonus to a saving throw made against a spell if you do not already add your proficiency bonus.

### Stalwart

When you hold position, your defenses become near impenetrable.

* At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
* When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Rounded down to the nearest 5-foot interval.

### Standard Bearer

*Prerequisite: Past or current Affiliation with a notable militant faction.*

You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action.

* While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1.
* If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1.
* You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed.
* Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated.

### Studied Warrior

Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques.

* You learn one fighting style that you do not already know.

### Telekinetic

The natural world bends slightly to your will. You can apply minor forces with your mind.

* Your natural reach is considered 15 feet for the purpose of using your interactions. Should an interaction require an action to perform, you do not benefit from this feature.

* You can cast Fireball*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 150 ft
**Components:** V,S,M
**Duration:** Instantaneous
20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite as a 1st level spell, and can cast it twice per long rest without any material components. When you expend the second use of this feature, you take 10 necrotic damage (this damage cannot be reduced), immediately before you cast the spell.

### Thesis Spell

*Prerequisite: The ability to cast at least one spell*

You’ve spend a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.

* Once per long rest, you can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result.
* Once per long rest, you can cast your thesis spell at its lowest level without expending a spell slot.
* You can always recognize a casting of your thesis spell should you have the sensory ability to do so.

### Whip Master

A whip in your hands become a deadly weapon.

* When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
* Whips you wield gain the Light property.
* The damage die of whips you wield increases from 1d4 to 1d6 while using two of them.

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