Feats
List of Feats
Below are standard 2D feats. Some campaigns may offer additional or entirely different feats; ask your DM which feat list you are using.
Feats Table
Feat ▼ | Cost | Prerequisites |
---|---|---|
Alert | 1 | |
Artificer Initiate | 2 | |
Athlete | 2 | |
Bow Master | 3 | Proficiency with shortbows, longbows, or greatbows |
Brawler | 2 | |
Combat Medic | 2 | Proficiency in Medicine |
Crossbow Expert | 4 | |
Crusher | 3 | |
Divine Mark | 1 | |
Dual Wielder | 4 | Proficiency with a light weapon |
Eldritch Adept | 4 | Spellcasting or Pact Magic feature |
Elemental Adept | 1 | The ability to cast at least one spell |
Expert | 3 | |
Fighting Initiate | 4 | Proficiency with a martial weapon |
Frightening | 2 | Proficiency in Intimidation |
Gladiator | 4 | |
Grappler | 3 | Proficiency in Athletics |
Heavily Armored | 2 | Proficiency with medium armor |
Heavy Armor Master | 3 | Proficiency with heavy armor |
Infuriating | 2 | Proficiency in Deception, Performance, or Persuasion |
Keen Mind | 1 | Proficiency in Arcana, History, Investigation, Nature, or Religion |
Lightly Armored | 1 | |
Linguist | 1 | |
Mage Slayer | 3 | |
Magic Initiate | 4 | |
Martial Adept | 4 | |
Medium Armor Master | 2 | Proficiency with medium armor |
Metamagic Adept | 4 | Spellcasting or Pact Magic feature |
Mobile | 3 | |
Moderately Armored | 2 | Proficiency with light armor |
Piercer | 3 | |
Poisoner | 4 | Proficiency with the poisoner's kit |
Polearm Master | 4 | Proficiency with glaives, halberds, or pikes |
Powerful Build | 2 | Strength 2 or higher |
Resilient | 3 | |
Ritual Caster | 3 | Intelligence or Wisdom 1 or higher |
Sentinel | 5 | |
2 | Proficiency in Perception | |
Shield Master | 3 | Proficiency with shields |
Skilled | 2 | |
Slasher | 3 | |
Spell Sniper | 4 | The ability to cast at least one spell |
Squat Nimbleness | 2 | Dwarf or a Small race |
Stick Fighter | 3 | Proficiency with quarterstaffs |
Telekinetic | 4 | |
Telepathic | 3 | |
Torch Fighter | 1 | |
Variant Spells | 1 | The ability to cast at least one spell |
War Caster | 5 | The ability to cast at least one spell |
Weapons Generalist | 1 |
Feat Points
Player characters gain 1 feat point each level, starting with 1 feat point at level 1. After gaining a feat point, a player can spend any number of accumulated feat points on any number of feats.
Alert
Alert
Cost: 1 feat point
Always on the lookout for danger, you gain the following benefits:
- When you roll initiative, you can add your proficiency bonus to the roll.
- Immediately after you roll initiative, you can swap your initiative with the initiative of one willing ally in the same combat. You can't make this swap if you or the ally is incapacitated.
Artificer Initiate
Artificer Initiate
Cost: 2 feat points
You've learned some of an artificer's inventiveness:
- You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
- You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
- You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Athlete
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Bow Master
As comfortable with a bow at close range as at long range, you gain the following benefits:
- You are proficient with arrows as melee weapons. For you, an arrow's damage die and type is 1d4 piercing, and it has the finesse property. Additionally, when you hit a creature with this attack, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn.
- As a major action, you can make a single, precise ranged attack with a shortbow, longbow, or greatbow. The weapon's normal and long ranges are doubled for the attack, and it ignores half and three-quarters cover. You have advantage on the attack roll if the target is within the weapon's usual normal range.
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Brawler
Brawler
Cost: 2 feat points
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons.
- The damage die of your unarmed strike is a d4.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a minor action to make a grapple attack against the target.
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Combat Medic
Crossbow Expert
Crossbow Expert
Cost: 4 feat points
Thanks to extensive practice with the crossbow, you gain the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a minor action to attack with a hand crossbow you are holding.
Crusher
Crusher
Cost: 3 feat points
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Once per turn, when you hit a target with a weapon that deals bludgeoning damage, you can move the target 5 feet to an unoccupied space, provided it is no more than one size larger than you.
- When you score a critical hit with a weapon that deals bludgeoning damage to a target that's no more than one size larger than you, you can knock the target prone.
Divine Mark
Divine Mark
Cost: 1 feat point
Your skin is permanently marked with a religious symbol. The appearance, location, and manner of acquisition of the symbol is up to you. It may be a birthmark you've always had, a tattoo you paid for, or a supernatural mark that appeared at some pivotal moment. Whatever its source, the mark counts as a holy symbol. Like similar holy symbols, it must be visible to be used as a spellcasting focus.
Holy Symbol
Holy Symbol
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand or wear it visibly.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- When you attack a creature with a light weapon and miss, you gain advantage on the next attack you make with a different light weapon against that creature before the start of your next turn.
- When a creature you can see hits you with a melee weapon attack, you can attempt to parry the blow as a reaction. For each hand holding a light melee weapon that you're proficient with, add your proficiency bonus to your AC for that attack, potentially causing it to miss.
Eldritch Adept
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Cost: 4 feat points
Cost: 4 feat points
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elemental Adept
Elemental Adept
Prerequisite: The ability to cast at least one spell
Cost: 1 feat point
Cost: 1 feat point
When you gain this feat, 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.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Expert
Fighting Initiate
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Cost: 4 feat points
Cost: 4 feat points
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Frightening
Frightening
Prerequisite: Proficiency in Intimidation
Cost: 2 feat points
Cost: 2 feat points
You are especially menacing. When you take the Frighten action, you can target any number of creatures within range and within 20 feet of each other. Use your passive Intimidation score when you do so.
Gladiator
Gladiator
Cost: 4 feat points
If you're wielding a shield when a creature misses you with a melee weapon attack, you can make a melee weapon attack against that creature as a reaction.
Grappler
Grappler
Prerequisite: Proficiency in Athletics
Cost: 3 feat points
Cost: 3 feat points
An expert at grappling, you gain the following benefits:
Heavily Armored
Heavily Armored
Prerequisite: Proficiency with medium armor
Cost: 2 feat points
Cost: 2 feat points
You gain proficiency with heavy armor and heavy shields.
Heavy Armor Master
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
Cost: 3 feat points
Cost: 3 feat points
You can use your armor to deflect strikes that would kill others. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage is reduced by your proficiency bonus.
Infuriating
Infuriating
You are especially irritating. When you take the Taunt action, you can target any number of creatures within range and within 20 feet of each other. Use your passive Deception, Performance, or Persuasion score if you do so.
Keen Mind
Keen Mind
You can think quickly. You gain the following benefits:
- You can take the Study action as a minor action.
- The Recognize Spell reaction is a free reaction for you, and it doesn't count against your limit of 1 reaction per turn.
Lightly Armored
Lightly Armored
Cost: 1 feat point
You gain proficiency with light armor and light shields.
Linguist
Linguist
Cost: 1 feat point
Through study or experience, you gain the following benefits:
- You learn three languages of your choice.
- You have a +5 bonus to Intelligence checks made to understand a language or dialect that you don't already know.
Mage Slayer
Mage Slayer
Cost: 3 feat points
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use a reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Magic Initiate
Cost: 4 feat points
You have trained to channel a specific domain of magic. Pick one of the following domains:
Arcane. You learn the prestidigitation cantrip, plus two other cantrips and a 1st-level spell of your choice with the Arcane tag.
Divine. You learn the thaumaturgy cantrip, plus two other cantrips and a 1st-level spell of your choice with the Divine tag.
Primal. You learn the druidcraft cantrip, plus two other cantrips and a 1st-level spell of your choice with the Primal tag.
When you take this feat, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells. You can cast the 1st-level spell without expending a spell slot a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest. You can also cast the 1st-level spell using any spell slots you have, as normal.
Prestidigitation
Prestidigitation
Transmutation cantrip
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Thaumaturgy
Thaumaturgy
Transmutation cantrip
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as a standard action.
Druidcraft
Druidcraft
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Martial Adept
Martial Adept
Cost: 4 feat points
You have martial training that allows you to perform a special combat maneuver. You gain the following benefits:
- You learn one maneuver of your choice from the fighter class.
- If you don't already have a maneuver die, your maneuver die is a d4, and you can only use your chosen maneuver a number of times equal to your proficiency bonus. You regain expended uses when you finish a short rest or long rest.
Medium Armor Master
Medium Armor Master
Prerequisite: Proficiency with medium armor
Cost: 2 feat points
Cost: 2 feat points
You have practiced moving in medium armor to gain the following benefits:
- You ignore the unstealthy property of medium armor.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Metamagic Adept
Metamagic Adept
Prerequisite: Spellcasting or Pact Magic feature
Cost: 4 feat points
Cost: 4 feat points
You've learned how to exert your will on your spells to alter how they function:
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Mobile
Mobile
Cost: 3 feat points
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, you gain the benefits of the Disengage action, and difficult terrain doesn't cost you extra movement on that turn.
Moderately Armored
Moderately Armored
Prerequisite: Proficiency with light armor
Cost: 2 feat points
Cost: 2 feat points
You gain proficiency with medium armor and medium shields.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
Opportunity Attack
Opportunity Attack
Trigger: you're wielding a melee weapon when either of the following occurs:
You make a melee attack against the triggering creature with your weapon. Your attack, called an opportunity attack, occurs immediately before the target leaves your reach or immediately after the target makes a ranged attack.
Resilient
Resilient
Cost: 3 feat points
Choose one ability score. You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Ritual Caster
Prerequisite: Intelligence or Wisdom 1 or higher
Cost: 3 feat points
Cost: 3 feat points
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Piercer
Piercer
Cost: 3 feat points
You have achieved a penetrating precision in combat, granting you the following benefits:
- Once per turn, when you hit a target with a weapon that deals piercing damage, you can reroll one of the weapon's damage dice. You must use the new roll.
- When you score a critical hit with a weapon that deals piercing damage, you can roll one additional weapon damage die when determining the extra piercing damage the target takes.
Poisoner
Poisoner
Prerequisite: Proficiency with the poisoner's kit
Cost: 4 feat points
Cost: 4 feat points
You can prepare and deliver deadly poisons, granting you the following benefits:
- You know how to bypass a creature's defenses against poison. When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- When you take the Use action to apply poison to a weapon or piece of ammunition, it costs you 1 action point instead of 2, and you don't need a free hand to do so.
- You can make poison from virtually anything. With one hour of work using a poisoner's kit and an Intelligence (poisoner's kit) check, you can make a number of doses of makeshift poison equal to the the check's result divided by 5 (you still have to provide a container for the poison, such as a vial). Makeshift poison functions as basic poison, except it loses its potency after 8 hours and you add your poisoner's kit proficiency to the save DC.
Poison, Basic (Vial)
Poison, Basic (Vial)
Cost: 100 gp
This vial contains three doses of basic poison.
Use (2 AP). You apply one dose of poison to a melee weapon or piece of ammunition that deals piercing or slashing damage. Once applied, the poison retains its potency for 1 minute or until an attack with the weapon or ammunition hits, whereupon the target makes a DC 10 Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Powerful Build
Powerful Build
Prerequisite: Strength 2 or higher
Cost: 2 feat points
Cost: 2 feat points
Sentinel
Sentinel
Cost: 5 feat points
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- Creatures provoke an opportunity attack from you even if they take the Disengage action before leaving your reach.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use a reaction to make a melee weapon attack against the attacking creature.
Sharp Senses
Sharp Senses
Prerequisite: Proficiency in Perception
Cost: 2 feat points
Cost: 2 feat points
As long as you can see and hear, you gain the following benefits:
- You don't suffer from passive Perception falloff.
- You have blindsight (5 ft.). If you already have blindsight from another source, the range of that blindsight is increased by 5 feet.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Shield Master
Shield Master
Prerequisite: Proficiency with shields
Cost: 3 feat points
Cost: 3 feat points
You have mastered advanced shield techniques. You gain the following benefits using a shield you're proficient with:
- Donning or doffing a shield costs 1 less action point than normal.
- You can use a make a special push attack using your shield. You are proficient with this attack, and it doesn't have the unarmed property. If you take the Attack action on your turn, you can make this attack as a minor action on the same turn.
- If you're wielding a shield and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use a reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Skilled
Slasher
Slasher
Cost: 3 feat points
You've learned where to cut to have the greatest results, granting you the following benefits:
- Once per turn when you hit a target with a melee weapon that deals slashing damage, you can choose one of the weapon's damage dice that rolled a 6 or lower, and a second target within the weapon's reach and within 5 feet of the first target. You graze the second target with the blow that hit the first, dealing slashing damage equal to the number on the chosen die.
- When you score a critical hit with a melee weapon that deals slashing damage, you can use the momentum of the strike to immediately make another attack with that weapon as part of the same action. You can't attack a target that you've already attacked as part of that action.
Spell Sniper
Spell Sniper
Prerequisite: The ability to cast at least one spell
Cost: 4 feat points
Cost: 4 feat points
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose 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 wizard.
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 5 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You have advantage on saving throws you make to resist being grappled.
Stick Fighter
Stick Fighter
Prerequisite: Proficiency with quarterstaffs
Cost: 3 feat points
Cost: 3 feat points
You have practiced using both ends of a weapon to great effect. You gain the following benefits:
- After you take the Attack action to make a two-handed attack with a quarterstaff or spear, you can use a minor action to make another melee attack with the opposite end of the weapon. The weapon's damage die and type for this attack is 1d4 bludgeoning, and you must hold the weapon in two hands (you don't benefit from the weapon's versatile property for this attack).
- You gain a +1 bonus to AC while wielding a quarterstaff or spear with two hands.
Telekinetic
Telekinetic
Cost: 4 feat points
You learn to move things with your mind, granting you the following benefits:
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this feat).
- As a minor action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma score, chosen when you select this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Mage Hand
Mage Hand
Conjuration cantrip
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a standard action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a standard action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Telepathic
Telepathic
Cost: 3 feat points
You awaken the ability to mentally connect with others, granting you the following benefits:
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is Intelligence, Wisdom, or Charisma (choose when you select this feat). If you have spell slots of 2nd level or higher, you can cast this spell with them.
Detect Thoughts
Detect Thoughts
2nd-level divination
Components
V, S, M (a copper piece)
V, S, M (a copper piece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain mindsense (30 ft.) for the duration.
When you cast the spell and as a standard action on each turn until the spell ends, you can focus your mind on a particular creature that you can sense with mindsense to learn its surface thoughts (what is most on its mind at that moment). As a subsequent standard action, you can attempt to probe deeper into that creature's mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use a standard action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Torch Fighter
Torch Fighter
Cost: 1 feat point
Darkness is all too common. Fortunately, you never go anywhere without a trusty torch. You gain the following benefits:
- Through magic, special gear, or some other means, you can light torches unbelievably quickly. You can use the Use to light a torch you're holding as a minor action. You don't need any tools or even a free hand to do so.
- You are proficient with torches as melee weapons. For you, a torch's damage die and type is 1d4 fire, and it has the finesse, light, and thrown (20/60 ft.) properties.
- When you score a critical hit with a torch, the target is ignited (1d4; standard action ends) for 1 minute.
Use
Use
Cost: varies (repeatable)
The Use action allows you to manipulate one object or feature of the environment in a potentially involved way. Activating an item's effect requires the Use action, which takes 2 AP unless otherwise specified. You can also take this action to do anything that the Interact action can do, and unlike the Interact action, it is repeatable.
Interact
Interact
Cost: 0 AP
When you take the Interact action, you manipulate one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. You can also use this action to grapple a willing creature.
If you need to interact with more than one thing on a turn, subsequent interactions require the Use action.
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Variant Spells
Variant Spells
Prerequisite: The ability to cast at least one spell
Cost: 1 feat point
Cost: 1 feat point
When you gain this feat, choose one of the following damage types: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. Also choose a number of spells up to your proficiency bonus that deal damage of one of the listed types. When you cast one of the chosen spells, it deals damage of the chosen type instead of the listed type.
Additionally, for each chosen spell, you can change the saving throw associated with the damage. Both the original and new saving throw must be Strength, Dexterity, or Constitution.
Whenever you gain a level, you can replace one of the chosen spells with another, or choose an additional spell if the number of chosen spells is less than your proficiency bonus.
War Caster
War Caster
Prerequisite: The ability to cast at least one spell
Cost: 5 feat points
Cost: 5 feat points
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use a reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 standard action and must target only that creature.