Feats

Dnd 5e Version: 5th edition Feats

This section offers a collection of Feats, which are special features not tied to a single Class.

## Parts of a Feat

The description of a Feat contains the following parts, which are presented after the Feat's name:

**Level.** Each Feat has a level. To take a Feat, your level must equal or exceed the Feat's level.

**Prerequisite.** You must meet any prerequisite specified in a Feat to take that Feat, unless a special feature allows you to take the Feat without the prerequisite. If a prerequisite is a Class or a Class Group, you must have at least 1 level in an eligible Class to qualify for the Feat.

**Repeatable.** If a Feat is repeatable, you can take it more than once. If it isn't repeatable, you can take the Feat only once.

**BONUS FEATS AT 20TH LEVEL**
A DM can use bonus Feats as a form of advancement after characters reach 20th level, a way to provide greater power to characters who have no more levels to gain. With this approach, each character gains one Feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon Feats are especially appropriate for these bonus Feats, but a player can choose any Feat for which their 20th-level character qualifies.

## Feats Descriptions

Here are the descriptions of Feats available to Classes presented in this document. Members of those Classes can also select Feats from the previous installment of Unearthed Arcana, "Character Origins." The Feats are presented in alphabetical order.

### Ability Score Improvement

*4th-Level Feat*
**Prerequisite:** None
**Repeatable:** Yes

* You increase one Ability Score of your choice by 2, or you increase two Ability Scores of your choice by 1. You can't increase an Ability Score above 20.

### Actor

*4th-Level Feat*
**Prerequisite:** Charisma 13+
**Repeatable:** No
Skilled at mimicry and dramatics, you gain the following benefits:

* **Ability Score Increase.** Increase your Charisma score by 1, to a maximum of 20.
* **Impersonation.** While you're disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.
* **Mimicry.** You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

### Athlete

*4th-Level Feat*
**Prerequisite:** Strength, Dexterity, or Constitution 13+
**Repeatable:** No
You have undergone extensive physical training to gain the following benefits:

* **Ability Score Increase.** Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* **Climb Speed.** You gain a Climb Speed equal to your Speed.
* **Hop Up.** When you are Prone, you can right yourself with only 5 feet of movement.
* **Jumping.** You have Advantage on any Ability Check you make for the Jump Action.

### Charger

*4th-Level Feat*
**Prerequisite:** Proficiency with Any Martial Weapon
**Repeatable:** No

You have trained to charge headlong into battle, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Improved Dash.** When you take the Dash Action, your Speed increases by 10 feet for that Action.
* **Charge Attack.** If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.

### Crossbow Expert

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

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

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Ignore Loading.** You ignore the Loading property of crossbows.
* **Firing in Melee.** Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with crossbows.
* **Dual Wielding.** When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.

### Defensive Duelist

*4th-Level Feat*

**Prerequisite:** Dexterity 13+

**Repeatable:** No

You've learned to deftly parry attacks, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Parry.** If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.

### Duel Wielder

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

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

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Enhanced Dual Wielding.** When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
* **Quick Draw.** You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

### Durable

*4th-Level Feat*

**Prerequisite:** Constitution 13+

**Repeatable:** No

Hardy and resilient, you gain the following benefits:

* **Ability Score Increase.** Increase your Constitution score by 1, to a maximum of 20.
* **Defy Death.** You have Advantage on Death Saving Throws.
* **Speedy Recovery.** As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.

### Elemental Adept

*4th-Level Feat*

**Prerequisite:** Spellcasting or Pact Magic Feature

**Repeatable:** Yes, but you must choose a different Damage Type each time for Energy Mastery

In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Energy Mastery.** 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.

### **Repeatable:** No You're an accomplished wrestler, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Attack Advantage.** You have Advantage on Attack Rolls against a creature Grappled by you.
* **Fast Wrestler.** You aren't Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
* **Punch and Grab.** When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

### Great Weapon Master

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

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

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Cleave.** Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
* **Heavy Weapon Mastery.** When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.

### Heavily Armored

*4th-Level Feat*

**Prerequisite:** Medium Armor Training

**Repeatable:** No

You have trained to use Heavy Armor effectively, gaining the following benefits:

* **Ability Score Increase.** Increase your Constitution or Strength score by 1, to a maximum of 20.
* **Armor Training.** You gain Heavy Armor Training.

### Heavy Armor Master

*4th-Level Feat*

**Prerequisite:** Heavy Armor Training

**Repeatable:** No

You can use your Heavy Armor to deflect strikes, granting you the following benefits:

* **Ability Score Increase.** Increase your Constitution or Strength score by 1, to a maximum of 20.
* **Damage Reduction.** When you're hit by an attack while you're wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

### Inspiring Leader

*4th-Level Feat*

**Prerequisite:** Wisdom or Charisma 13+

**Repeatable:** No

You are adept at encouraging others, granting you the following benefits:

* **Ability Score Increase.** Increase your Wisdom or Charisma score by 1, to a maximum of 20.
* **Encouraging Performance.** At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.

### Keen Mind

*4th-Level Feat*

**Prerequisite:** Intelligence 13+

**Repeatable:** No

You have trained to rapidly recall or discover vital details, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence score by 1, to a maximum of 20.
* **Lore Knowledge.** Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
* **Quick Study.** You can take the Study Action as a Bonus Action.

### Lightly Armored

*1st-Level Feat*

**Prerequisite:** None

**Repeatable:** No

You gain the following Armor Training: Light Armor, Medium Armor, and Shield.

### Mage Slayer

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

You have practiced techniques useful in battling magic-users, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Concentration Breaker.** When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.
* **Guarded Mind.** If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest.

### Medium Armor Master

*4th-Level Feat*

**Prerequisite:** Medium Armor Training

**Repeatable:** No

You have practiced moving in medium armor to gain the following benefits:
**Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.

* **Dexterous Wearer.** While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

### Mounted Combatant

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

You have developed a bond with your mounts, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
* **Mount Handler.** You have Advantage on Wisdom Checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts.
* **Mounted Strike.** While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.
* **Leap Aside.** 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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
* **Veer.** While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.

### Observant

*4th-Level Feat*

**Prerequisite:** Intelligence or Wisdom 13+

**Repeatable:** No

Quick to notice details around you, you gain the following benefits:

* **Ability Score Increase.** Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* **Keen Observer.** Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
* **Quick Search.** You can take the Search Action as a Bonus Action.

### Polearm Master

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

You have trained extensively with pole weapons that have Reach, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Pole Strike.** Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon's damage die for this attack is a d4, and it deals Bludgeoning Damage.
* **Reactive Strike.** While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.

### Resilient

*4th-Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have developed the resilience to better withstand certain dangers, granting you the following benefits:

* **Ability Score Increase.** Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
* **Saving Throw Proficiency.** You gain Saving Throw Proficiency with the chosen ability.

### Ritual Master

*4th-Level Feat*

**Prerequisite:** Intelligence, Wisdom, or Charisma 13+

**Repeatable:** No

You have studied ritual magic, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Ritual Spells.** Choose two 1st-level Spells that have the Ritual tag from the Arcane, Divine, and Primal Spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells' Spellcasting Ability is the ability increased by this Feat.
* **Quick Ritual.** With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn't require a Spell Slot. Once you cast the Spell in this way, you can't use this benefit again until you finish a Long Rest.

### Sentinel

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

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

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Guardian.** Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
* **Halt.** When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the turn.

### Sharpshooter

*4th-Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

You can make shots that others find impossible, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Bypass Cover.** Your Ranged Attacks with Weapons ignore Half Cover and Three�Quarters Cover.
* **Firing in Melee.** Being within 5 feet of an enemy doesn't impose Disadvantage on your ranged Attack Rolls with Weapons.
* **Long Shots.** Attacking at Long Range doesn't impose Disadvantage on your ranged Attack Rolls with Weapons.

### Shield Master

*4th-Level Feat*

**Prerequisite:** Shield Training

**Repeatable:** No

You've trained to use shields not just for protection, but also for offense, granting you the following benefits:

* **Ability Score Increase.** Increase your Strength score by 1, to a maximum of 20.
* **Shield Bash.** If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus.

On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
* **Interpose Shield.** 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 and are wielding a Shield, interposing your shield between yourself and the source of the effect.

### Skulker

*4th-Level Feat*

**Prerequisite:** Dexterity 13+

**Repeatable:** No

You are expert at slinking through shadows, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Blindsight.** You have Blindsight with a range of 10 feet.
* **Fog of War.** Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.
* **Sniper.** If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn't end the Hidden Condition on you.

### Speedster

*4th-Level Feat*

**Prerequisite:** Dexterity or Constitution 13+

**Repeatable:** No

You possess exceptional speed and stamina, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity or Constitution score by 1, to a maximum of 20.
* **Speed Increase.** Your Speed increases by 10 feet while you aren't wearing Heavy Armor.
* **Dash Over Difficult Terrain.** When you take the Dash Action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.

### Spell Sniper

*4th-Level Feat*

**Prerequisite:** Spellcasting or Pact Magic Feature

**Repeatable:** No

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Bypass Cover.** Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.
* **Casting in Melee.** Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with Spells.
* **Increased Range.** When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell's range by 60 feet.

### War Caster

*4th-Level Feat*

**Prerequisite:** Spellcasting or Pact Magic Feature

**Repeatable:** No

You have practiced casting spells in the midst of combat, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Concentration.** You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.
* **Reactive Spell.** When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.
* **Somatic Components.** You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.

### Weapon Training

*4th-Level Feat*

**Prerequisite:** None

**Repeatable:** No

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

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Weapon Proficiency.** You gain Martial Weapon Proficiency.

## Epic Boons

### Epic Boon of Combat Prowess

*20th-Level Feat*

**Prerequisite:** Expert or Warrior Group

**Repeatable:** No

When you miss with a Melee Attack, you can hit instead. Once you use this benefit, you can't use it again until you roll Initiative.

### Epic Boon of Dimension Travel

*20th-Level Feat*

**Prerequisite:** Expert or Mage Group

**Repeatable:** No

You can cast the Misty Step Spell without expending a Spell Slot. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short Rest or a Long Rest.

### Epic Boon of Energy Resistance

*20th-Level Feat*

**Prerequisite:** Expert or Mage Group

**Repeatable:** No

You gain Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

Whenever you finish a Short Rest or a Long Rest, you can meditate and change that Damage Type choice.

### Epic Boon of Fortitude

*20th-Level Feat*

**Prerequisite:** None

**Repeatable:** No

Your Hit Point Maximum increases by 40. In addition, whenever you regain Hit Points, you regain additional Hit Points equal to your Constitution Modifier. You can regain these additional Hit Points no more than once per round.

### Epic Boon of Irresistible Offense

*20th-Level Feat*

**Prerequisite:** Expert or Warrior Group

**Repeatable:** No

The damage you deal always ignores Resistance.

### Epic Boon of Luck

*20th-Level Feat*

**Prerequisite:** Expert Group

**Repeatable:** No

Immediately after you roll a d20 for a d20 Test, you can roll a d10 and add the number rolled to the test. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short Rest or a Long Rest.

### Epic Boon of the Night Spirit

*20th-Level Feat*

**Prerequisite:** Expert or Mage Group

**Repeatable:** No

While within Dim Light or Darkness, you can become Invisible as an Action. You remain Invisible until immediately after you take an Action or a Reaction.

### Epic Boon of Peerless Aim

*20th-Level Feat*

**Prerequisite:** Expert or Warrior Group

**Repeatable:** No

If you make a Ranged Attack against a target in range and miss, you can cause the attack to hit instead. Once you use this benefit, you can't use it again until you roll Initiative.

### Epic Boon of Recovery

*20th-Level Feat*

**Prerequisite:** None

**Repeatable:** No

You can use a Bonus Action to regain a number of Hit Points equal to half your Hit Point Maximum. Once you use this benefit, you can't use it again until you finish a Long Rest.

In addition, you succeed on every Death Saving Throw that isn't a roll of 1.

### Epic Boon of Skill Proficiency

*20th-Level Feat*

**Prerequisite:** None

**Repeatable:** No

You gain Proficiency in all Skills.

### Epic Boon of Speed

*20th-Level Feat*

**Prerequisite:** Expert or Warrior Group

**Repeatable:** No

Your Speed increases by 30 feet.

### Epic Boon of Undetectability

*20th-Level Feat*

**Prerequisite:** Expert Group

**Repeatable:** No

You can't be seen or heard by any means -magical or nonmagical- while you are Hidden.

### Epic Boon of Unfettered

*20th-Level Feat*

**Prerequisite:** Expert or Warrior Group

**Repeatable:** No

As a Bonus Action, you can take the Disengage Action, which also ends the Grappled and the Restrained Conditions on you.

## Fighting Styles

### Fighting Style: Archery

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.

### Fighting Style: Defense

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

While you are wearing armor, you gain a +1 bonus to Armor Class.

### Fighting Style: Dueling

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that Melee Weapon.

### Fighting Style: Great Weapon Fighting

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

When you roll a 1 or 2 on a damage die for an attack you make with a Melee Weapon that you are wielding with two hands, you can reroll the die, and you must use the new roll. The Weapon must have the Two-Handed or Versatile property to gain this benefit.

### Fighting Style: Protection

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

Immediately after a creature you can see makes an Attack Roll and hits a target other than you that is within 5 feet of you, you can use your Reaction to interpose your Shield and impose a −2 penalty on the Attack Roll, potentially turning it into a miss. You must be wielding a Shield to use this Reaction.

### Fighting Style: Two-Weapon Fighting

*1st-Level Feat*

**Prerequisite:** Warrior Group

**Repeatable:** No

When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack.