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DND 5e Core Feats

DND Core Feats

In this article, we will provide you with information on all the core feats in D&D 5e. All of the feats mentioned in the article can be found in the player’s handbook unlike homebrew feats .A feat is a talent or an area of expertise that gives a character special abilities. It embodies training, experience, and skills beyond what a class provides. At certain levels, your class provides you with the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once unless the feat’s description states otherwise.

You must meet any prerequisite given at a feat to use a feat. Should you ever lose a feat’s prerequisite, you can’t use that feat until you recover the necessity. As an example, The Grappler feat requires you to have a Strength of 13 or higher. If your Power is diminished below 13 indefinitely, perhaps with a withering curse, you can not gain from the Grappler feat until your Power is restored.

Contents show

Core Feats Of DND 5E

1. Alert

Always on the lookout for danger, you get the following advantages:

  • You gain a +5 bonus to initiative.
  • You can not be surprised while you’re conscious.
  • Other monsters don’t get benefit on attack rolls as a result of being concealed from you.

2. Athlete

You’ve undergone extensive physical training to achieve the following benefits:

  • Boost Your Strength or Dexterity score by 1, to a maximum of 20.
  • When you stand up while prone, you utilize only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after travelling only 5 ft on foot, rather than 10 feet.

3. Artificer Initiate

Your character has learned a bit of an artificer’s inventiveness:

  • You can learn 1 cantrip and a 1st level spell of your choice from the artificer spell list. Intelligence must be your spellcasting ability for these spells.
  • You can cast the 1st-level spell without spell slots, and you should finish a long rest before casting it again. 
  • Your character will gain proficiency with 1 type of artisan’s tools of your choice, and that type of tool as a spellcasting focus for any spell casted that uses Intelligence as its spellcasting ability.

4. Actor

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

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have an edge on Charisma (Deception) and Charisma (Performance) checks when attempting to pass yourself off as another person.
  • You can mimic the language of another individual or the sounds created by other animals. You must have heard the person talking, or noticed the creature make the noise, for 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) test allows a listener to ascertain that the result is faked.

5. Bountiful Luck

As per this feat, your people have such extraordinary luck that you have learned to mystically lend a hand to your companions whenever you see them falter. While you do not know how you do it, you simply wish for it, and it happens. What is it if not a sign of fortune’s favor?

  • You can use the reaction to let them reroll the die whenever an ally that you can see within 30 feet rolls a 1 on the d20 for the attack roll, an ability check, or a saving throw. 
  • If you are using this feat, you can not use your lucky racial trait before your next turn ends completely.

6. Charger

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

7. Chef

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

  • Increase your Wisdom or Constitution score by 1 to a maximum of 20.
  • Gain proficiency with cook’s utensils.
  • Cook special food as a part of the short rest, provided you have the right ingredients and cook’s utensils at hand. You can prepare enough to sate several creatures as 4 + your proficiency bonus. By the end of the short rest, a creature who eats the food and spends one or upwards of Hit Dice to regain hit points, regains an extra 1d8 hp.
  • With 1 hour of work or when you finish a long rest, you will be able to cook several treats, the same as your proficiency bonus, these last 8 hours after being prepared. A creature may use a bonus action to eat one of those to gain temporary hit points equal to the proficiency bonus.

5. Crossbow Expert

Due to extensive practice with the crossbow, you gain the following advantages:

  • You ignore the loading quality of crossbow so with which you’re proficient.
  • Being within 5 feet of a hostile monster doesn’t impose disadvantage in your ranged attack rolls.
  • If you use the Attack action and attack with a 1 handed weapon, you can use a bonus activity to strike using a wealthy hand crossbow you are holding.

If you want to read more about this feat in detail, you can check out this D&D 5e Crossbow Expert Feat Guide.

6. Crusher

As stated in Tasha’s Cauldron of Everything, this entails that you are practiced in the art of crushing your enemies, in turn granting you the following benefits:

  • Increase your Constitution or Strength by 1 to a maximum of 20.
  • Once every turn, after you hit a creature with an attack dealing bludgeoning damage, you can move it up to 5 feet to an unoccupied space, given the target is not more than a size larger than you.
  • After you score a critical hit that deals bludgeoning damage to a creature, all attack rolls against said creature are made with advantage till the start of the next turn.

7. Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you have equipped a finesse weapon where you’re proficient, and another creature hits you with a melee attack, you may use your reaction to add your proficiency bonus to your AC for this attack, potentially causing the assault to miss you. If you want to read more about this feat in detail, you can check out this D&D 5E Defensive Duelist Guide

8. Dragon Fear

The prerequisite is that he must be a dragon born since it is a racial feat.

  • You can increase your Constitution, Strength, or Charisma by 1 up to a maximum of 20.
  • Rather than exhaling the destructive energy, you may use your breath weapon trait to roar, in turn forcing every creature, depending on your choice, within 30 feet of you to make the wisdom saving throw equals to DC 8 + your proficiency bonus + your Charisma modifier. A target will succeed on a save if it does not hear or see you. On a failed save, the target will become frightened.

9. Dragon Hide

The prerequisite is that you have to be a Dragonborn. Here you can manifest the scales and the claws reminiscent of your draconic ancestors. 

  • You can increase your Constitution, Strength, or Charisma by 1 up to a maximum of 20.
  • When you are not wearing the armor, you can calculate your AC by 13 + your Dexterity modifier. 
  • You can grow retractable claws from the tips of your fingers, and operating them takes no action. They are natural weapons that you could use to make unarmed strikes. If you hit those strikes, consider it possible to deal slashing damage equal to 1d4 + your strength modifier.

10. Drow High Magic

The prerequisite for this is that you must be a drow elf. With this feat, you may learn more magic akin to the dark elves. You will also be able to detect the magic spells and cast them at will without using spell slots. You might also learn the levitate and dispel magic options.

You can learn the Detect magic spell and even be able to cast it at will, but without expending the spell slot. You can also learn the Levitate and the Dispel Magic and use them after you finish a long rest. The charisma is your spellcasting ability for all 3.

11. Dual Wielder 

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

  • You get a +1 bonus to AC when you’re wielding another melee weapon in each hand.
  • You can use two-weapon fighting when the one-handed melee weapons you’re wielding are not light.
  • You can draw or store two one-handed weapons when you’d typically have the ability to draw or stow only one.

If you want to read more about this feat in detail, you can check out this 5e Dual Wielding Guide.

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12. Dungeon Delver

Get alerts to the hidden traps and secret doors found in many dungeons; you get the following benefits:

  • If you roll a Hit Die to recover hit points, the minimum number of hit points you regain from the roster equals twice your Constitution modifier (minimum of 2).
  • You have the edge on Intelligence (Perception), and Intelligence (Investigation) checks made to detect the presence of doors.
  • You’ve got an edge on saving throws made to avoid or resist traps.
  • You have immunity to the damage dealt by traps.
  • You can look for traps while traveling at a normal speed, instead of at a slow pace.

13. Durable

Hardy and springy, you gain the following advantages:

  • Increase your Constitution score by 1, to a maximum of 20.

14. Dwarven Fortitude

The prerequisite here is that you have to be a dwarf. Your character has the blood of dwarf heroes flowing through their veins, so you gain the following benefits:

  • Increase your Constitution score by 1 to a maximum of 20.
  • You can spend one hit die to heal yourself whenever you take the dodge action in combat. Roll the die, add your constitution modifier, and regain a hit.

15. Eldritch Adept

Prerequisites for this feat include Spellcasting or the Pact Magic feature. Here’s what the feat includes:

  • In the process of studying occult lore, you have unlocked Eldritch power: you learn one Eldritch Invocation of your choice from the warlock class. 
  • Every time you gain a level, you can replace the invocation with a different one from the warlock class.

16. Elemental Adept

Prerequisite: The ability to throw at least one spell

If you gain this feat, select one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. Additionally, if you roll damage for a spell that you throw that deals damage of this kind, you can take care of any 1 on harm die as a two. You may select this feat multiple times. Every time you do so, you have to choose a different damage type.

17. Elven Accuracy

The accuracy of elves is legendary, and more so when it comes to elf archers and spellcasters. Your character has an uncanny aim with attacks reliant on precision rather than brute force. They gain the following benefits:

  • Increase Dexterity, Wisdom, Intelligence, or Charisma score by 1 to 20.
  • Reroll one of the dice once whenever you have an advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma.

18. Fade Away

The prerequisite here is that you have to be a Gnome. Your people are clever with an affinity towards illusion magic. Your character has learned a magic trick for fading away when they suffer harm. You gain the following benefits:

  • Increase Dexterity or Intelligence score by 1 to a maximum of 20.
  • Use a reaction to become invisible till the end of your next turn magically or till you attack, deal damage, or even force someone to make a saving throw immediately after suffering damage. You can repeat this only after a short or long rest.

19. Fey Teleportation

Your character’s study of high elven lore has unlocked fey power that few other elves possess, barring your Eladrin cousins. Depending on fey ancestry, they can momentarily stride through the Feywild to shorten the path from one place to another. Here they gain the following benefits:

  • Increase Intelligence or Charisma by 1 to a maximum of 20.
  • Learn to speak, read, and write Sylvan.
  • Learn the Misty Step spell and cast it once without exhausting a spell slot. Regain the ability to cast it when you finish a short or long rest. Intelligence is the spellcasting ability for this one.

20. Fey Touched 

Your character’s exposure to the Feywild’s magic has changed them, granting them the following benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Learn the misty step spell + one 1st-level spell of their choice. The latter must be from the divination or enchantment school of magic. Cast each of these without using a spell slot. Once you cast either of these spells, you cannot re-cast them until you finish a long rest. 

21. Fighting Initiate

Your martial training has assisted you in developing a particular style of fighting. Hence, you learn one Fighting Style of your choice from the fighter class. Whenever you reach a level that grants the Ability Score Improvement feature, you may replace this feat’s fighting style with a different one from the fighter class, considering you do not already have it. This comes as a directive from Tasha’s Cauldron of Everything.

22. Flames of Phlegethos

You can use this feat to learn to call on the hellfire for serving at your commands. You can gain the below-mentioned advantages:

  • Improve Intelligence or Charisma by 1 up to a maximum of 20.
  • Whenever you roll a fire damage for a spell that you cast, use a new roll, even if it is another 1.
  • Whenever you cause fire damage, you can cause the flames to wreathe you until the end of your next turn. The flames do not harm you or your possessions; instead, they shed bright light to a 30 feet distance and dim light for an additional 30 feet. 

23. Grappler

Prerequisite: Power 13 or greater 

You have developed the skills necessary to maintain your own in close-quarters grappling. You get the following benefits:

  • You’ve got an edge on attack rolls from a creature you’re grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. Should you succeed, you and the monster are both restrained before the grapple ends.
  • Creatures which are one size bigger than you don’t automatically succeed on checks to escape your grapple.

24. Great Weapon Master

You’ve learned to place the burden of a weapon to your benefit, allowing its momentum to empower your strikes. You get the following advantages:

  • On your turn, if you score a critical hit with a melee weapon or decrease a creature to 0 hit points together with one, you can create one melee weapon strike as a Bonus action.
  • Before you make a melee attack with a heavy weapon you’re proficient with, you may take a – 5 penalty to the attack roll. If the attack strikes, you add +10 to the attack’s damage.

If you want to read more about this feat in detail, you can check out this Great Weapon Master 5E Guide.

25. Gunner

As per Tasha’s Cauldron of Everything, you have a keen eye and a quick hand when employing firearms, offering you the following benefits:

  • Increase Dexterity score by 1 to a maximum of 20.
  • Gain proficiency with firearms.
  • Ignore the loading property of firearms.
  • Staying within 5 feet of a hostile creature won’t impose a disadvantage on ranged attack rolls.

26. Healer

You are an able physician, allowing you to fix wounds fast and get your allies back in the fight. You gain the following advantages:

  • If you utilize a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one utilization of a healer’s apparel to tend to a monster and restore 1d6 + 4 hit points to it, and additional hit points equal to the creature’s maximum number of Hit Dice. The monster can not recover hit points from this feat again until it finishes a short or long rest.

27. Heavily Armored

Prerequisite: Proficiency with moderate armor

You have trained to learn 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.

28. Heavy Armor Master

Prerequisite: Proficiency with heavy armor makes it possible to use your arm or divert strikes that would kill other people. You get the following benefits:

  • Increase your Strength score, to a max of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magic weapons is decreased by 3.

29. Infernal Constitution

The Fiendish blood runs strong in you, simply by unlocking a resistance like that possessed by some fiends. You will gain the following advantages:

  • Enhance Constitution score by 1 up to a maximum of 20.
  • Resistance to cold and poison damage.
  • Advantage on saving throws against being poisoned.

30. Inspiring Leader

Prerequisite: Charisma 13 or higher

You’ll be able to spend 10 minutes uplifting your companions, shoring up their work to combat. When you do so, pick up to six friendly creatures (which can include yourself) within 30 ft of you who will see or hear you and who will understand you. Each monster can gain temporary hit points equal to your level + your Charisma modifier. A monster can not gain temporary hit points from this feat again until it’s ended a short or lengthy rest.

31. Keen Mind

You have a mind that can track direction and detail with uncanny precision. You gain these advantages.

  • 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 until the next sunrise or sunset.
  • You can correctly recall anything you’ve seen or heard over the past month.

32. Lightly Armored

You have trained to learn 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.

33. Linguist

You have studied languages and codes, obtaining the following advantages:

  • Increase your Intelligence score by 1, to a max of 20.
  • You learn three languages of your choice.
  • You can ably create composed ciphers. Others can not decode a code that you create unless you educate them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or else they use magic to decode it.

34. Lucky

You have inexplicable luck that appears to kick in at just the right moment.

You have three luck points. If you make an attack roll, an ability check, or a saving throw, you can spend 1 luck point to roll an additional d20. You may opt to spend one of your points once you roll the die, but before the outcome is set. You select which of the d20s is employed for the attack roll, ability check, or saving throw.

You can also spend 1 luck point when an attack roll is made against you. Roll a d20, then choose whether the assault uses the attacker’s roster or yours.

If more than 1 creature spends a point to affect a roster’s outcome, the points cancel out each other; no extra dice are rolled.

You regain your expended fortune points when you complete a long rest.

35. Mage Slayer

You have practiced techniques useful in melee fight against spellcasters, gaining the following advantages:

  • When a creature within 5 feet of you casts a spell, you may use your reaction to produce a melee weapon assault against that creature.
  • When you damage a creature concentrating on a spell, this creature has a disadvantage on the saving throw it makes to maintain its focus.
  • You have advantage on saving throws against spells cast by creatures within 5 feet.

36. Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You know just two cantrips of your choice with that class’s spell record.

In addition, select one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you throw it, you must finish a very long rest until you can cast it again.

Your spellcasting capability for these spells depends upon the course you selected: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for a wizard.

37. Martial Adept

You’ve got martial training which allows you to carry out special combat maneuvers. You get the following benefits:

  • You know just two maneuvers of your pick from among those available to the Fight Master archetype in the fighter group. If a move you use requires your target to create a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your pick ).
  • You gain another superior die (d6) if you already have a superiority dice. This die is used to fuel your maneuvers. A superiority perishes is expended when you use it. You regain your expended superiority dice once you complete a brief or long rest.

38. Medium Armor Master

Prerequisite: Proficiency with moderate armor

You’ve practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor does not impose drawback in your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than two, to your AC if you’ve got a Dexterity of either 16 or higher.

37. Metamagic Adept

As per Tasha’s Cauldron of Everything, your character must have the Spellcasting or Pact Magic feature to use this feat. Here you have learned how to exert your will on spells to alter how they function:

  • Learn 2 Metamagic options of your choice from the sorcerer class. Note that you can use only one Metamagic choice on a spell unless the option says otherwise. Once you reach a level that grants Ability Score Improvement, feel free to replace one of these Metamagic options with a different one from the sorcerer class.
  • Gain 2 sorcery points to expend on Metamagic and regain all spent sorcery points when a long rest is finished.

38. Mobile

You are exceptionally speedy and agile. You get the following advantages:

  • Your speed increases by 10 feet.
  • When you utilize the Dash actions, difficult terrain doesn’t cost you additional movement on that turn.
  • When you make a melee attack against a monster, you do not provoke opportunity attacks from this creature for the rest of the turn, whether you hit or not.

39. Moderately Armored

Prerequisite: Proficiency with light armor

You’ve trained to master the use of medium armor and shields, gaining the following benefits:

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

40. Mountant Combatant

You are a dangerous foe to confront while mounted. While you are mounted and are not incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted monster that is smaller than your mount.
  • You can induce an attack targeted in your bracket to target you rather.
  • If your mount is subjected to an impact that allows it to require a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds to the saving throw, and only half damage if it fails.

41. Observant

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

  • Boost your Intelligence or Wisdom score by 1, to a max of 20.
  • If you’re able to see a creature’s mouth whenever it speaks a language you understand, it is possible to interpret what it’s saying by studying its lips.
  • You have a +5 bonus for your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

42. Orcish Fury

As per Xanathar’s Guide to Everything, you must be a half-orc to avail this feat. Here, your inner fury burns tirelessly, and you gain the following benefits:

  • Increase Strength or Constitution by 1 to a maximum of 20.
  • Every time you hit with an attack using a simple/martial weapon, roll one of the weapon’s damage dice one additional time and include it as extra damage of the weapon’s damage type. Note that you can’t use this again until you complete a short or long rest.
  • You can use your reaction to make one weapon attack immediately after you use your Relentless Endurance trait.

43. Piercer

According to Tasha’s Cauldron of Everything, you have achieved a penetrating precision in combat, thereby granting you the following benefits:

  • Increase Strength or Dexterity by 1 to a maximum of 20.
  • Once every turn, if you hit a creature with an attack dealing piercing damage, you may reroll one of the attack’s damage dice. Note that you must use the new roll.
  • If you score a critical hit dealing piercing damage to a creature, you may roll an additional damage die while determining the target’s extra piercing damage.

44. Poisoner

As per Tasha’s Cauldron of Everything, your character can aptly prepare and deliver deadly poisons, in turn granting you the following benefits:

  • If you make a damage roll dealing poison damage, it overlooks the opponent’s resistance to poison damage.
  • You can add poison to a weapon or ammunition as a bonus action instead of an ordinary action.
  • Gain proficiency with the poisoner’s kit. With only an hour of work with a poisoner’s kit and spending 50 GP worth of materials, your character can create doses of potent poison equal to the proficiency bonus. Once applied to any weapon or ammunition, the poison retains its potency for a good minute or till you hit a target with it. When a creature takes damage from the poisoned weapon or ammunition, they must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and thus get poisoned till the end of the next turn.

45. Polearm Master

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

  • When you choose the Attack action and attack with only a glaive, halberd, or quarterstaff, then you may use a bonus activity to create a melee attack with the opposite end of the weapon. The weapon’s damage expire for this assault is a d4, and also the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity assault from you when they input your reach.

If this feat interest you, you can read more about it in our detailed D&D Polearm Master Guide.

46. Prodigy

According to Xanathar’s Guide to Everything, the prerequisite to attaining prodigy is that you must be a half-elf, half-orc, or human. You must also sustain a knack for learning new things. You will gain the following benefits:

  • 1 skill proficiency of your choice, 1 tool proficiency of your choice, and fluency in 1 language of your choice.
  • Choose 1 skill in which you have proficiency, and gain expertise with that skill, meaning your proficiency bonus is thus doubled for any ability check you make with it. The chosen skill must be one that isn’t benefiting from a feature already, such as expertise which doubles your proficiency bonus.

47. Resilient

Choose 1 ability score. You gain the following advantages:

  • Boost a chosen ability score by 1, to a maximum of 20.
  • You obtain proficiency in saving throws with all the selected ability.

48. Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or greater

You’ve learned numerous spells that you may cast as rituals. These charms are written in a ritual publication, which you have to have in hand whilst casting among these.

If you choose this feat, you get a ritual book holding two 1st-level charms of your own choice. Pick one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You have to choose your charms from this class’s spell list, and the charms you choose must have the ritual label. The class you choose additionally determines your spellcasting capability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for a magician.

Should you come across a spell in written form, like a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell has to be on the spell list for the class you selected, the spell’s degree could be no greater than half of your level (rounded up), and it must have the ritual tag. The process of copying the charm into your ritual book takes 2 hours per level of this spell and costs 50 GP per level. The price represents material components you expend as you experiment using the charm to master that, as well as the fine inks you will need to record it.

49. Savage Attacker

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

50. Second Chance

According to Xanathar’s Guide to Everything, if you are a halfling, fortune favors you when someone attempts to strike you. You will gain the following benefits:

  • Increase Dexterity, Constitution, or Charisma by 1 to a maximum of 20.
  • When a creature you see hits you with an attack roll, use your reaction to force them to reroll. Once used, it cannot be used again till you roll initiative at the start of combat or finish a short or long rest.

51. Sentinel

You’ve mastered techniques to take advantage of each fall in any enemy’s guard, gaining the following benefits:

  • When you hit a monster with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures in 5 ft of you provoke opportunity attacks from you even if they choose the Disengage actions before leaving your achieve.
  • When a creature within 5 feet of one attacks a goal besides you (which target doesn’t have this feat), you may use your reaction to create a melee weapon attack against the attacking monster.

If this feat interest you, you can read more about it in our detailed D&D 5E Sentinel Feat Guide.

52. Shadow Touched

According to Tasha’s Cauldron of Everything, your exposure to the Shadowfell’s magic has managed to change you, in turn granting you the following benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Learn the Invisibility spell and a 1st-level spell of your choice. The latter must be from either the Illusion or Necromancy school of magic. Each of these spells can be cast without expending a spell slot.
  • Once you cast either of the spells in this way, you can’t re-cast until you finish a long rest.
  • You may also cast these spells using your spell slots of the appropriate level.

53. Sharpshooter

You’ve mastered ranged firearms and will make shots that others find impossible. You gain the following advantages:

  • Attacking at long range doesn’t impose drawback in your ranged weapon attack rolls.
  • Your ranged weapon attacks discount half cap, and three-quarters cover.
  • Before attacking with a ranged weapon you’re proficient with, you can choose to take a – 5 penalty to the attack roll. If the attack strikes, you add +10 to the attack’s damage.

If this feat interest you, you can read more about it in our DnD 5E Sharpshooter Guide.

54. Shield Master

You use protects not only for security but also for a crime. You gain the following benefits while You’re wielding a shield:

  • Should you choose the Attack action on your turn, you can use a bonus activity to try to push a monster within 5 feet of you along with your shield.
  • In case you aren’t incapacitated, you may add your shield’s AC bonus to some Dexterity saving throw you make against a charm or other harmful effect that targets only you.
  • If You’re exposed to the effect that allows you to make a Dexterity rescue throw to take only half an accident, you can use your response to take no damage if
  • You succeed on the saving throw, interposing your shield between yourself and the origin of the result.

If this feat interest you, you can read more about it in our D&D 5E Shield Master Feat FAQs

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55. Skill Expert

With this, you hone your proficiency with particular skills, in turn granting you the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Gain proficiency in a skill of your choice.
  • Choose a skill in which you have proficiency, and you will gain expertise with that skill, doubling your proficiency bonus for any ability check you make with it.

56. Skilled

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

57. Skulker

Prerequisite: Dexterity 13 or greater 

You’re expert at slinking through shadows. You gain the following benefits:

  • It is possible to try to hide when you are lightly emptied from the monster you are hiding.
  • When you are concealed from a creature and overlook it using a ranged weapon attack, which makes the attack doesn’t reveal your position.
  • Dim light does not impose drawback on your insecurities (Perception) tests relying upon sight.

58. Slasher

As per Tasha’s Cauldron of Everything, you’ve mastered the art of where to cut to have the greatest results, thereby granting you the following benefits:

  • Increase Strength or Dexterity by 1 to a maximum of 20.
  • Once every turn, when you hit a creature with an attack dealing slashing damage, you may reduce the creature’s speed by 10 feet till the start of your next turn.
  • Upon scoring a critical hit dealing slashing damage to a creature, you may grievously wound it. The creature has a disadvantage on all attack rolls until the start of your next turn.

59. Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your strikes with specific kinds of spells, obtaining the following advantages:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell strikes ignore half cover, and three-quarters cover.
  • You find one cantrip that requires an attack roll. Opt for 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 a wizard.

60. Squat Nimbleness

This is straight out of Xanathar’s Guide to Everything. Given you are either a Dwarf or a Small race, you are uncommonly nimble for your race. Therefore, you gain the following benefits:

  • Increase Strength or Dexterity by 1 to a maximum of 20.
  • Increase walking speed by 5 feet.
  • Gain proficiency in Acrobatics or Athletics skills of your choice.
  • Advantage on any Strength check pertaining to Athletics or Dexterity check pertaining to Acrobatics you make to escape from being grappled.

61. Tavern Brawler

Accustomed to rough-and-tumble fighting whatever weapons happen to be at hand, you get the following advantages:

Boost your Strength or Constitution score, to a maximum of 20.

  • You’re proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for harm.
  • Once you hit a creature with an unarmed attack or an improvised weapon onto your turn, you can use a bonus action to attempt to grapple the goal.

62. Telekinetic

Here, you get the power to move objects and people around with only the power of your mind. You gain the following abilities: 

  • Increase Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Learn the mage hand cantrip, which can be cast without the need for verbal or somatic components. With this, you can make the spectral hand invisible.
  • If you already knew mage hand, this feat will increase the spell’s range by 30 feet when cast. 
  • As a bonus action, attempt to telekinetically shove a creature you see within 30 feet of you; the creature must succeed on a Strength saving throw with a DC same as 8 + your proficiency bonus + the ability modifier of the score that is increased by this feat. If they fail their saving throw, move it either 5 feet toward you or away from you. They may even willingly fail this save.

63. Telepathic

This is taken from Tasha’s Cauldron of Everything, and it offers the following:

  • Increase Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Speak telepathically to any creature you see within 60 feet. Telepathic communication is made through a language you know, and the opponent will understand it only if it knows that language. The creature cannot respond to you telepathically. 
  • Learn to cast the Detect Thoughts spell that requires no spell slot or components once every long rest. If you have spell slots of 2nd level or upwards, you may use them to cast this spell.

64. Tough

Your hit points maximum gains by an amount equal to twice your level when you gain this feat. Whenever you gain a level after that, your hit line maximum. Increases with an extra 2 hit points.

If this feat interest you, you can read more about it in our D&D 5E Tough Feat Guide.

65. War Caster 

Prerequisite: The ability to cast a Minumum of One spell

You’ve practiced casting spells amid battle, studying techniques that give you the following advantages:

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

If this feat interest you, you can read more about it in our D&D 5E Warcaster Guide.

66. Weapon Master

You’ve practiced extensively with a variety of weapons, gaining the following advantages:

  • Increase your Strength or Dexterity score by 1, to a max of 20.
  • You Get proficiency using four weapons of your choice.

67. Wood Elf Magic

According to Xanathar’s Guide to Everything, you learn the magic of the primeval woods, which are revered and protected by your people. You also learn a Druid cantrip of your preference, along with Longstrider and Pass Without Trace spells which can be cast once without spending a spell slot. You will regain the ability to cast these spells in this way after you finish a long rest. Wisdom is the spellcasting ability for all 3 spells.

Conclusion

We hope this list of core feats in D&D 5e helps you enhance your D&D campaign. We have also answered some of the most frequently asked questions about feats in D&D 5e. If you still have any doubts regarding the feats that have been mentioned in the article, feel free to leave a comment below. 

FAQs

Feats are an optional, heavily underused feature of D&D 5E. Every time your character has the option to take an Ability Score Increment, opt to choose from an extensive list of feats instead– special abilities, buffs, or tweaks that have the potential to rework the way you play your character or simply provide a good incremental buff. Most character classes may choose feats at the following levels- 4, 8, 12, 16, and/or 19. 

Tasha’s Guide to Everything has introduced an option called ‘Customizing Your Origin,’ wherein a player can create a character of any race of their choosing and have them start with a feat. This is called Custom Lineage. It is similar to the variant human, except here, the character gets +2 to an ability score and a choice between dark vision and a skill proficiency, along with one language proficiency. If you take a half-feat, Custom Lineage is one of the rare ways to start with an 18 in your primary ability.

According to DnD, “a feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.” Therefore, D&D feats allow you to customize your character beyond a particular class or race in a way that best suits your character’s special talents.

Rogues get features at levels 4, 8, 10, 12, 16, and 19.

While there is no way to judge the best available feats officially, these are arguably some of the most enticing ones: Mounted Combat, Polearm Master, Fey Touched, Mobile, Sentinel, Healer, Athlete, Lucky, War Caster, Elemental Adept, and Alert feat.

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