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 as well. 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.

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 are more likely, standing up utilizes 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. 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.

4. 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 ).

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 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.

6. 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.

7. 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.

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8. 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) tests 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.

9. Durable

Hardy and springy, you gain the following advantages:

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

10. 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.

11. 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.

12. 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 Vital 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.

13. 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.

14. 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.

15. 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.

16. 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 favorable creatures (which can include yourself) in 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.

17. 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.

18. 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.

19. 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.

20. 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 fortune 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 fortune 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.

21. 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 rescue throw it makes to maintain its focus.
  • You have advantage on saving throws against spells cast by creatures within 5 feet.

22. 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.

23. 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 ).
  • If you already have excellence dice, you gain one more; differently, you’ve got one excellence to expire, which is a d6. This die is used to fuel your maneuvers. A superiority perishes expended when you use it. You regain your expended superiority dice once you complete a brief or long rest.

24. Medium Armor Master

Prerequisite: Proficiency with moderate armor

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

  • Wearing medium arm or 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.

25. 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.

26. 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 arm or and shields.

27. 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.

28. 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.

29. 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.

30. 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.

31. 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.

32. Savage Attacker

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

33. 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 accomplishment ), you may use your reaction to create a melee weapon attack against the attacking monster.

34. 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.

35. 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.

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36. Skilled

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

37. 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.

38. 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.

39. 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.

40. 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.

41. 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.

42. 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.

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