List of Feats

Three categories of feats are used in the Extended Realms setting: general, racial, and skill-based. General feats can be learnt by anyone at any time, as long as they fulfill the prerequisites stated for each Feat. Racial feats can only be learnt by characters belonging to a specific race, and are unavailable to those of other races. Skill-based feats are similar to general feats, though they each require a character to be proficient in a certain skill.

## Attaining Feats

A character can learn a feat when they reach a level in their class where the level-up feature is "Ability Score Improvement". Instead of increasing any of their ability scores, the character instead learn a feat for which they qualify for.

Another method a character may employ to learn a feat is through specialized training, a downtime activity created for games in the Extended Realms setting. Specialized training requires a character to spend at least 30 days of rigorous training, at the end of which they make a d20 roll to determine if they were successful. The DC for the roll is 20, a number that can be changed depending on how much a character spends on trainers, equipment, and other goods to aid them in the endeavour, as shown in the following table:

 500gp
 1000gp
 5000gp

If the d20 roll was higher than the DC corresponding to the amount of money invested in training, the character then gains one feat of their choice that they are eligible for. However, because of how intensely specialized this type of training is, characters who engage in this training also loses two ability score points, which they deduct from any ability score of their choice. The two points do not need to be deducted from the same ability score.

Specialized training can also be used to "sell" a feat for ability score points. By going through the same process, a character that succeeds on the d20 roll at the end of the month can remove one of their feats to gain two ability score point, with which they are free to add to any of their abilities, up to a maximum of 20, as is normal, unless otherwise stated by features or abilities a character may have.

## General Feats

### Academic

When you encounter an enemy, you can draw upon your vast stores of knowledge to discern important details about their tactics and abilities. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20

As an action on your turn, you can make an Intelligence check or Intelligence-based skill check. The DC of this check is equal to 10 + a creature's Challenge Rating. If you succeed you are able to determine the following traits of the creature:

* Their immunities, resistances, and vulnerabilities
* Their senses, languages and any special abilities
* Any Legendary Actions the creature may possess

You may convey this information to your party as part of this action. If you succeed on your knowledge check by 5 or more, until the end of your next turn, the party may add their proficiency bonus to all damage rolls made against the creature, as well as saving throws made against its abilities.

### Alert

Please see page 165 of the *D&D 5e Player's Handbook*.

### Armory Apprentice

You have trained to be capable in the use of a wide variety of weapons, armors and shields, granting you the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20
* You gain proficiency with all armors and shields
* You also gain proficiency with four weapons of your choice

### Athlete

Please see page 165 of the *D&D 5e Player's Handbook*.

### Actor

Please see page 165 of the *D&D 5e Player's Handbook*.

### Charger

Please see page 165 of the *D&D 5e Player's Handbook*.

### Crossbow Expert

Please see page 165 of the *D&D 5e Player's Handbook*.

### Defensive Duelist

Please see page 165 of the *D&D 5e Player's Handbook*.

### Dual Wielder

Please see page 165 of the *D&D 5e Player's Handbook*.

### Dungeon Delver

Please see page 166 of the *D&D 5e Player's Handbook*.

### 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, poison, or thunder. Spells you cast ignore damage resistance of the chosen type, and immunity is changed to resistance instead.

In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any roll of 1 on a damage die and must use the new roll, even if it is another 1.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

### Elemental Mastery

*Prerequisite: the Elemental Adept feat*

When you gain this feat, you can change the damage type of a spell that deals acid, cold, fire, lightning, poison, or thunder into another damage type from this list. For instance, you can cast Fireball and have it deal acid damage instead.

You can only change a spell's damage type if you spend an additional spell slot of the original spell's level as part of the spellcasting process. If you up-cast a spell, then you must spend an additional spell slot of the up-cast level.

Damage dealt by the spells is still affected by the Elemental Adept feat.

### Grappler

*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 arc both restrained until the grapple ends

### Great Weapon Master

Please see page 167 of the *D&D 5e Player's Handbook*.

### Healer

Please see page 167 of the *D&D 5e Player's Handbook*.

### Heavy Armor Master

Please see page 167 of the *D&D 5e Player's Handbook*.

### Inspiring Leader

Please see page 167 of the *D&D 5e Player's Handbook*.

### Linguistics

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 create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on a Intelligence check (DC equalling 6 + your Intelligence score + your proficiency bonus), or they use magic to decipher it
* You gain advantage on Intelligence, Wisdom, and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand

### Lucky

Please see page 167 of the *D&D 5e Player's Handbook*.

### Mage Slayer

Please see page 168 of the *D&D 5e Player's Handbook*.

### Magic Initiate

Please see page 168 of the *D&D 5e Player's Handbook*.

### Martial Adept

Please see page 168 of the *D&D 5e Player's Handbook*.

### Medium Armor Master

Please see page 168 of the *D&D 5e Player's Handbook*.

### Mobile

Please see page 168 of the *D&D 5e Player's Handbook*.

### Mounted Combatant

Please see page 168 of the *D&D 5e Player's Handbook*.

### Observant

Please see page 168 of the *D&D 5e Player's Handbook*.

### Polearm Master

Please see page 168 of the *D&D 5e Player's Handbook*.

### Resilient

Please see page 168 of the *D&D 5e Player's Handbook*.

You can select this feat multiple times. Each time you do so, you must choose a different ability score.

### Ritual Caster

Please see page 169 of the *D&D 5e Player's Handbook*.

### Savage Attacker

Please see page 169 of the *D&D 5e Player's Handbook*.

### Sentinel

Please see pages 169-170 of the *D&D 5e Player's Handbook*.

### Sharpshooter

Please see page 170 of the *D&D 5e Player's Handbook*.

### Shield Master

Please see page 170 of the *D&D 5e Player's Handbook*.

### Skilled

Please see page 170 of the *D&D 5e Player's Handbook*.

### Skulker

Please see page 170 of the *D&D 5e Player's Handbook*.

### Spell Sniper

Please see page 170 of the *D&D 5e Player's Handbook*.

### Tavern Brawler

Please see page 170 of the *D&D 5e Player's Handbook*.

### Tenacious

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)
* 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

### Warden

*Prerequisite: the Sentinel Feat*

You have perfected the skill of halting any and all escape attempts. When you are wielding a melee weapon with the *reach* attribute, you can make an opportunity attack against any creature that moves out of your range regardless of whether you've used your reaction. When you are wielding a ranged weapon, you can use your reaction to make an single ranged weapon attack against a creature that moves within your range, reducing the creature's movement speed by half on a hit.

### War Caster

Please see page 170 of the *D&D 5e Player's Handbook*.

### Weaponry Savant

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
* Choose four weapons. You may add your proficiency bonus to damage rolls utilizing these weapons

## Racial Feats

### Bountiful Luck

*Prerequisite: Halfling, Half-gnome*

Please see pages 73-74 of *Xanathar's Guide to Everything*.

### Dragon Fear

*Prerequisite: Dragonborn*

Please see page 74 of *Xanathar's Guide to Everything*.

### Dragon Hide

*Prerequisite: Dragonborn*

Please see page 74 of *Xanathar's Guide to Everything*.

### Dwarven Fortitude

*Prerequisite: Dwarf, Dwelf, Half-dwarf*

Please see page 74 of *Xanathar's Guide to Everything*.

### Elven Accuracy

*Prerequisite: Elf, Dwelf, Half-elf, Orlf*

Please see page 74 of *Xanathar's Guide to Everything*.

### Fade Away

*Prerequisite: Gnome, Half-gnome*

Please see page 74 of *Xanathar's Guide to Everything*.

### Flames of Phlegethos

*Prerequisite: Tiefling*

Please see pages 74-75 of *Xanathar's Guide to Everything*.

### Infernal Constitution

*Prerequisite: Tiefling*

Please see page 75 of *Xanathar's Guide to Everything*.

### Orcish Fury

*Prerequisite: Half-orc, Orlf*

Please see page 75 of *Xanathar's Guide to Everything*.

### Prodigy

*Prerequisite: Human, Half-elf, Half-dwarf, Half-orc*

Please see page 75 of *Xanathar's Guide to Everything*.

### Second Chance

*Prerequisite: Halfling, Half-gnome*

Please see page 75 of *Xanathar's Guide to Everything*.

### Squat Nimbleness

*Prerequisite: Dwarf, Gnome, Halfling, and Half-gnome*

Please see page 75 of *Xanathar's Guide to Everything*.

## Skill-based Feats

### Acrobat

*Prerequisite: Proficiency in the Acrobatics skill*

You become more nimble, gaining the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20
* You gain expertise in the Acrobatics skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Acrobatics, this benefit does not apply
* As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, nonmagical difficult terrain doesn't cost you extra movement to move through until the end of your current turn

### Animal Whisperer

*Prerequisite: Proficiency in the Animal Handling skill*

You master the techniques needed to train and handle animals. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20
* You gain expertise in the Animal Handling skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Animal Handling, this benefit does not apply
* You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as attacking a certain creature or guard a particular area

### Arcanist

*Prerequisite: Proficiency in the Arcana skill*

You study the arcane arts, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20
* You gain expertise in the Arcana skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Arcana, this benefit does not apply
* You learn the *Prestidigitation* cantrip and the *Detect Magic* spell. 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

*Prerequisite: Proficiency in the Athletics skill*

You become stronger, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20
* You gain expertise in the Athletics skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Athletics, this benefit does not apply
* You count as if you were one size larger for the purpose of determining your carrying capacity, you also add half your proficiency bonus to any Strength checks you make

### Diplomat

*Prerequisite: Proficiency in the Persuasion skill*

You master the arts of diplomacy, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20
* You gain expertise in the Persuasion skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Persuasion, this benefit does not apply
* If you spend 1 minute talking to a creature who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you for 1 minute

### Empathic

*Prerequisite: Proficiency in the Insight skill*

You possess keen insight into how other people think and feel. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20
* You gain expertise in the Insight skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Insight, this benefit does not apply
* You can use your action to try to get uncanny insight into one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn

### Historian

*Prerequisite: Proficiency in the History skill*

Your study of history rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20
* You gain expertise in the History skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in History, this benefit does not apply
* When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

### Investigator

*Prerequisite: Proficiency in the Investigation skill*

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 expertise in the Investigation skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Investigation, this benefit does not apply
* You can make the Search action as a bonus action. Furthermore, your Passive Investigation receives a +5 bonus

### Medic

*Prerequisite: Proficiency in the Medicine skill*

You master the physician’s arts, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20
* You gain expertise in the Medicine skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Medicine, this benefit does not apply
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends

### Menacing

*Prerequisite: Proficiency in the Intimidation skill*

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20
* You gain expertise in the Intimidation skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Intimidation, this benefit does not apply
* 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 this way for 1 hour

### Naturalist

*Prerequisite: Proficiency in the Nature skill*

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

* Increase your Intelligence score by 1, to a maximum of 20
* You gain expertise in the Nature skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Nature, this benefit does not apply
* You learn the *Druidcraft* cantrip and the *Detect Poison and Disease* spell. You can cast *Detect Poison and Disease* once without expending a spell slot, and you regain the ability to do so when you finish a long rest

### Perceptive

*Prerequisite: Proficiency in the Perception skill*

You hone your senses until they become razor sharp. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20
* You gain expertise in the Perception skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Perception, this benefit does not apply
* Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. Furthermore, your Passive Perception receives a +5 bonus

### Performer

*Prerequisite: Proficiency in the Performance skill*

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 expertise in the Performance skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Performance, this benefit does not apply
* 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 suffers a -10 penalty to both its Passive Investigation and Passive Perception

### Quick-fingered

*Prerequisite: Proficiency in the Sleight of Hand skill*

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20
* You gain expertise in the Sleight of Hand skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Sleight of Hand, this benefit does not apply
* As a bonus action, you can make a DC 15 Dexterity (Sleight of Hand) check to manipulate an object that is being carried or worn by another creature without them noticing

### Silver-tongued

*Prerequisite: Proficiency in the Deception skill*

You develop your conversational skill to better deceive others. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20
* You gain expertise in the Deception skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Deception, this benefit does not apply
* When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you this way for 1 hour

### Stealthy

*Prerequisite: Proficiency in the Stealth skill*

You know how to best conceal yourself. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20
* You gain expertise in the Stealth skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Stealth, this benefit does not apply
* If you are hidden, you can use a bonus action to let you make the Dash action as a normal action without revealing your position, as long as you don't move within 5 feet of a hostile creature and you don't end your movement in an obviously open and noticeable position

### Survivalist

*Prerequisite: Proficiency in the Survival skill*

You've master the wilderness, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20
* You gain expertise in the Survival skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Survival, this benefit does not apply
* You learn the *Alarm* and *Purify Food and Drink* spells. You can cast each spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest

### Theologian

*Prerequisite: Proficiency in the Religion skill*

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

* Increase your Intelligence score by 1, to a maximum of 20
* You gain expertise in the Religion skill, which means your proficiency bonus is doubled for any ability check you make with it. If you already have expertise in Religion this benefit does not apply
* You learn the *Thaumaturgy* cantrip and the *Detect Evil and Good* spell. 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