DnD 5.0 Feats

All the Feats from DnD 5.0 (2014)

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