5e Feats

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Please leave the "(5e Feat)" identifier in the page title when creating your new feat!

For a list of official feats, visit the 5e SRD:Feats page.

Consider viewing the 5e Feat Design Guide before creating your new feat.


Feats, Featured and Quality

These feats have been vetted through the Featured Articles or Quality Articles process and are suitable for any normal campaign.

Combat Feats

Feat Prerequisites

Discovery Feats

Feat Prerequisites

Interaction Feats

Feat Prerequisites

Racial Feats

Feat Prerequisites

Combat Feats

Feats that are predominately used in combat.

Feat Prerequisites
Ritual Converter Ability to cast spells, usage of a spellbook
A True Jedi Jedi / Sith Class, 15 in Dexterity and Wisdom
Ackerman Dexterity 15
Active Reload, Variant Proficiency in Firearms, 13 Dexterity
Active Reload Proficiency in Firearms, 13 Dexterity
Adamantine Spirit Constitution 13 or higher
Adept Aviator a permanent flying speed
Agile Dexterity 13 or higher
Aikido Dexterity 13 or higher
Alert, Variant
All for one 13 Dexterity or 13 Strength
Ammo Understanding Proficiency in Firearms
Anatomy Expert Wisdom or Intelligence of 13 or higher
Anti-Component Caster, Variant The ability to cast at least one spell
Anti-Magic Champion
Apprentice Witch Charisma 13 or higher
Arcane Ammunitionist Wisdom or Intelligence 13 or higher
Arcane Armor The ability to cast at least one spell.
Arcane Artillerist Ability to cast spells
Arcane Defense The ability to cast at least one spell
Arcane Form Ability to cast spells.
Arcane Juggernaut Arcane Ward class feature
Arcane Life Burn The ability to cast at least one spell , Able to use Metamagic
Arcane Student The ability to cast at least one spell
Arcane Wielder The ability to cast at least one spell
Arch-Invoker Charisma 20 or more, access to invocations
Archery Champion Dexterity 13 or higher
Armor Master Strength 13 or higher
Armor Savant Proficiency with medium and/or heavy armor and Strength of 15 or higher
Armored Arcanist The ability to cast at least one spell
Armored Arcanist Variant The ability to cast at least one spell
Arrow of 1,000 stars Dexterity of 15 or higher
Astute Fighter Intelligence 13 or Dexterity 13 or higher
Astute Mind Intelligence or Wisdom 13 or higher
Avenge
Axe Master
Battle Knowledge
Battle Mage The ability to cast at least one spell
Battle Shouter Constitution 13 or higher
Battlemage The ability to case at least one spell
Bigfoot Large size or larger; Dexterity 13 or higher
Blade Mastery, Variant
Blademaster Dexterity 13
Bladesinger
Blood Mage The ability to cast spells, Constitution 13 or higher
Blood Magic, Variant The ability to cast at lest one spell
Blowgun Expert
Bone Breaker
Bound familiar
Bow Master Dexterity 15 or higher
Bughunter
Butcher Evil Alignment
Call Out Charisma 13
Cannoneer Dexterity 13
Cantrip Caster The ability to cast one or more cantrip spells.
Cantrip Combatant, Variant Intelligence, Wisdom, or Charisma 13 or higher; the ability to cast at least one cantrip
Cantrip Specialist, Variant Intelligence, Wisdom, or Charisma 13 or higher; the ability to cast spells.
Cantrip Specialist Intelligence, Wisdom, or Charisma 13 or higher
Captivating Fighter Charisma 15 or higher
Chaotically Charged The ability to cast spells
Charismatic Champion Strength 13 or Dexterity 13, Charisma 15, Proficiency with Martial Weapons
Charming Combatant Charisma 13 or higher
Charon Apprentice The ability to cast at least one spell.
Child of War Strength or Dexterity of 13 or higher
Chuckster Strength 13 or higher
Circumventive Caster The ability to cast at least one spell
Cleaver Strength or Dexterity 13 or higher
Close Quarter Ranger 15 constitution, 13 strength
Close Quarters Shooter
Close Range Shooter Dexterity 13 or higher
Combat Brute
Combat Caster The ability to cast at least one spell, Constitution 13 or higher
Combat Expertise
Combat Quickness
Combat Reflexes Dexterity 13 or higher
Combatant Strength 15 or higher, Constitution 15 or higher, a minimum of 8 levels in fighter.
Combo Fighter Crit range of at least 19-20
Combo Star 20 in any ability score
Companion Charisma 16 or higher
Conservative Combatant Dexterity of 13 or more
Conserve Momentum
Contortionist Dexterity and Constution Ability Scores of 13 or higher
Coordinator 13 Charisma or 13 Intelligence
Corrosive Mage The ability to cast at least one spell
Counter Striker 13 Dexterity or higher
Counterattacker Dexterity of 13 or higher
Cover Taker
Craven Sneak attack class feature, cannot be immune to fear.
Crippling Critical
Crippling Striker Strength 13 or higher
Critical Caster Intelligence, Charisma or Wisdom of 14 or higher
Critical Rejuvenation The ability to cast at least one healing spell or feature
Critical Wrath Strength of 14 or higher
Crossbow Duelist Strength 13 or Dexterity 13 or higher
Crossbow Expert, Variant
Cursebinder Wisdom 13 or higher
Dagger Expert
Dagger Master
Dagger Savant Dexterity 15 or higher; Two Dagger Fighting (5e Feat)
Dancer 13 dexterity, 13 charisma
Dancing Blade Dexterity 13 or higher
Dead Shot
Deadly Initiator Dexterity 13 or higher
Dedicated Hero a Good Alignment
Defensive Attacker Proficiency with shields
Deft Aegis
Desperation
Determined, Variant Wisdom 13 or higher
Determined Constitution or Charisma 15
Dexterious Dexterity 13 or higher
Distant Striker Spear Proficiency
Distracting
Divine Channeler At least 1 level in either Cleric or Paladin
Divine Energy Master Paladin lvl 11 or higher.
Divine Guidance Cleric, Paladin
Divine Protection At least 1 level in either Cleric or Paladin
Divine Retributionist At least 1 level in either Cleric or Paladin
Divine Striker Cleric,Paladin
Dominator Proficiency in the Intimidation skill
Double Weapon Master
Draconic Blood Blessed The ability to cast at least one spell.
Draconic Champion Constitution 13 or higher
Dual Pistol Master Proficiency with firearms
Dual Wield Master Dexterity 13 or higher
Durable Magic Intelligence 13 or higher and the ability to cast at least 1 spell that requires concentration
Effective Communicator Charisma 13 or Greater
Efficacious Mind
Eldritch Blessing Charisma 15 or higher
Eldritch Gift Charisma 17 or higher
Eldritch Master Eldritch Blast Cantrip
Eldritch Power Charisma 17 or higher
Eldritch Savant Charisma 15 or higher, the Otherworldly Patron feature, the ability to use an Eldritch Invocation
Elemental Adept, Variant The ability to cast at least one spell
Elemental Affinity The ability to cast at least one spell
Elemental Archer Proficiency with bows
Elemental Armor The ability to cast at least one spell; proficiency in light, medium or heavy armor
Elemental Expertise The ability to cast at least one spell
Elemental Fighter
Elemental Master The Elemental Adept Feat
Elemental Mastery Elemental expertise feat
Elemental Shot Proficiency in Firearms and at least one spell slot.
Elemental Specialist The ability to cast at least one spell
Elemental master One damage dealing spell
Elitist The ability to use martial weapons.
Elusive
Elven Blade Master
Elven Bow Magic The ability to cast at least one spell, proficiency with bows or guns, ability to speak Elven
Endurant
Enduring Belief Charisma of 13 or higher
Energy Vampire The ability to cast at least one spell.
Esoteric Accuracy 18 in one ability score of your choice
Eternal Optimist
Exact Shooter Dexterity 13 or higher
Experienced Fighter Must have a Fighting Style.
Experienced Healer The ability to cast at least one spell that restores Hit Points.
Expert Trapper Dexterity or Intelligence 13
Far-Realm Gazer Charisma 18 or higher, The Great Old One as your Otherworldly Patron, Pact of The Tome.
Farming Mastery
Fast-Handed Dexterity 13 or higher
Fated Strike Strength or Dexterity 15
Favorite Weapon 20 Strength or Dexterity, character level of 8
Fencing Expert Dexterity 13 or higher
Festering Anger Good or Neutral Alignment. Can add to character from backstory, but wont take effect till 3rd lvl.
Field Commander
Fierce Caster The ability to cast at least one spell
Fiery Fist Strength or Dexterity 13 and Wisdom or charisma 13
Fiery Soul The ability to cast at least one spell
Finisher
Firearm Adept firearm proficiency
Firearm Expert, Variant
Firearm Expert
Flame Adept Ability to cast or use flame based attacks.
Flame Tempest Able to deal fire damage
Fleet-footed
Flying Projectiles Dexterity 13 or higher
Focused Multitasker
Focused Practitioner The ability to cast at least one spell
Force of Inspiration Charisma 13 or higher and the ability to cast at least one spell.
From the Shadows
Frontline Caster, Variant Ability to cast at least one spell
Frontline Caster Ability to cast at least one spell
Full Counter Dexterity 13 or higher
Gauntlet Master
Ghostfire Initiate The ability to cast a spell that deals fire damage
Gish’s Aftermagic the ability to cast a spell
Glass Cannon Dexterity 13 or above
Godly Strength Strength 20,
Goring Fighter
Grazer Dexterity 13 or higher
Great Weapon Defense Strength 13+ or Dexterity 15+
Great Weapon Offense Strength 15+
Greater Familiar, Variant The ability to cast Find Familiar
Greater Familiar
Greater Insight A class that uses a point system or daily spell cost.
Greater Spell Sculpting Ability to cast a spell
Greater Transmutation Intelligence, Wisdom, or Charisma 13 or higher
Grit
Grittier Dexterity 13 or higher
Half-Sworder Proficiency with any sword.
Hammer Thrower Strength 13 or higher
Hand Axe Master
Handaxe Expert
Hawk's Aim Dexterity of 13 or higher
Hawkeye Shooter Dexterity 13 or higher, proficiency in the Perception skill
Haymaker Extra Attack class feature
Headman's Chop
Healing Factor Con 18, Durable (5e Feat)
Hearty Soul Constitution 13 or higher
Heated Caster The ability to cast at least 5 Fire-based Evocation spells.
Heavily Charming Weapons Strength 13 or Dexterity 13, Charisma 17, proficiency with martial weapons
Heavy Armor Champion Proficiency with heavy armor, Strength 13 or higher
Heavy Armor Master, Variant Proficiency with heavy armor
Heavy Armor Master Redux Proficiency with heavy armor
Heavy Armor Modification Proficiency with heavy armor and smith's tools
Heavy Ranger Strength 15, proficiency in at least one heavy ranged weapon
Heavy Weapons Master Strength 13
Herculean Blow
Hero's Heart Good Alignment
Hidden Archer Dexterity 13 or higher
Horde Breaker Dexterity 13 or higher
Horde Fighter, Variant
Horde Fighter
Hyper Rage Ability to rage
Hyperalert Alert Feat
Hyperprocessing Intelligence 18 or higher
Iaijutsu Master, Variant Dexterity 15 or higher
Iaijutsu Master
Illusive Master Illusion spell
Imperturbable The ability to cast spells, constitution of 14 or higher.
Improbable Dagger User
Improvised Weapon Master, Variant
Incredibly Inspiring Having Bardic Inspiration
Indefatigable
Indestructible Resistance or immunity to at least one damage type except psychic.
Indominatable Constitution of 15 and level of at least 13.
Indomitable Rager
Inert Aura The ability to cast at least one spell
Insightful Fighter Wisdom 13 or higher
Instinct Evasiveness Dexterity of 13 or higher
Intangible Spellcaster The ability to cast at least one spell
Intelligent Fighter Intelligence 13 or higher
Intense Conditioning Con 10 or higher
Internal Inferno Constitution of 13 or higher
Interposing Reaction Constitution 13 or higher, Dexterity 13 or higher
Intuitive
Invocationist The ability to use one or more Eldritch Invocations.
Iron-Gripped
Iron Reflexes Dexterity and Constitution 13 or higher
Iron Will
Ironhide Constitution 13
Juggler
Kamikaze Con or Str of 13 or higher
Ki Drainer The ability to use Ki
Ki Healer The ability to use Ki.
Ki Infusion Ki class feature
Ki Mastery, Variant Ki feature from the Monk class
Ki Mastery Wis 15 or Dex 15, Must be the Monk Class
Ki Sensitive
Kor hookmaster
Lance Master
Large Weapon Master Strength or Dexterity 15 or higher, must be Medium size
Last Breath
Last Stitch Caster The ability to cast at least one spell
Leaping Attacker Strength or Dexterity score of 13 or higher.
Legendary Strength Strength 13 or higher
Lethal Attacker, Variant
Lethal Dualist
Lethal Hunter
Lethal Ranger
Lethal Thrower
Light Armor Master Dexterity of 16 or higher
Light Feet Dexterity 13 or higher
Lightning Focus The ability to cast at least one spell
Lightning Runner Dexterity of 13 or higher
Lost Tradition The ability to cast at least one spell
Machine Gunner proficiency with firearms
Maculele
Magic Resistance
Magic Wards The ability to cast at least one spell
Magical Insight The ability to cast at least one spell
Magical Striker 13 in Strength or Dexterity, ability to cast at least one damaging magical spell. May be used by Monk class
Magus The ability to cast at least one spell.
Marksman Dexterity 13 or higher, Proficiency with bows
Martial Artist Dexterity 13, Monk class
Master Archer Dexterity 13 or higher
Master At Arms Strength or Dexterity 13 or higher
Master Bomber
Master Caster The ability to cast a 1st level Spell.
Master Manipulator The ability to use a feature or cast a spell that inflicts the Charmed condition
Master Recuperator 15 Constitution or more
Master of Measure Dexterity 13 or higher
Master of Strength Ki Strength 13 or higher
Master of a Thousand Cuts Proficiency with a Finesse weapon
Mastered Lycanthropy
Maul Master
Meditator Wisdom of 13 or higher
Mental Agility Intelligence 13 or greater
Mental Destruction Illusion spell
Merciful Mage The ability to cast at least one spell
Metallic Caster The ability to cast at least 5 Earth-based Evocation spells.
Metamagician The ability to cast at least one spell
Mighty Blows Strength of 13 or more
Minor Rogue Dexterity 13 or higher
Mithral Spirit Dexterity of 17 or higher
Mithridatism Constitution 13 or higher
Mobile Healer The ability to cast at least one spell that restores Hit Points.
Momentum 13 Strength or 13 Dexterity
Monstrous Strength Strength 13,
Mount Master
Multi-Attacker Strength or Dexterity 13 or higher
Multi-Multi-Multi-Attacker Extra Attack, 15 str or 15 dex
Multicasting At least four arms, the ability to cast at least one spell with a somatic component
Mystic Adept Intelligence 15 or higher, Mystic Initiate
Mystic Initiate Intelligence 13 or higher
Mystical Archer 13 Wisdom, Charisma or Intelligence or Higher, Psionic Abilities
Natural Hider
Nature Attuned Shapeshift Must be able to shapeshift (with any type of ability).
Necromancer The ability to cast a necromancy spell
Necromancy Master The ability to create Undead, level 8 or higher
Nimble Brawn Strength 13 or higher, Dexterity 13 or higher
Notch Additional Arrow Dexterity 14 (+4 to take this feat again)
Off-hand master Dexterity 13
Offensive Duelist
One Armed Master
One For All Strength 17 or higher, Constitution 14 or higher, level 7 or higher
Opportunist Intelligence 13 or higher
Oracle Intelligence or Wisdom 15 or higher
Overwhelming Magic 15 in Spellcasting ability
Pack Leader
Pact Adept Charisma 18, two ranks in Pact Initiate, level 10.
Pact Initiate
Perceptive Proficiency in Perception
Persistent Warrior Constitution of 13 or more
Phalanx Fighter
Physiology Expert Wisdom or Intelligence of 13 or higher
Piercing Vocabulary The ability to be able to cast at least one spell
Pinner
Pit Fighter Strength 13 or higher
Planeswalker Spark None
Poison Crafter
Poison Crafting Expert Wisdom or Intelligence 18 and higher
Poison Expert Dexterity or Intelligence 13 or higher
Polearm Master, Variant
Polymorph Master Ability to cast polymorph or the ability to assume a different from. Level 8 or above.
Power Nap 13 Constitution
Power Shot
Powerful Aura
Precise Pitcher
Precognition
Pressure Point Striker You must be able to use the Ki class feature.
Primal Fighter Proficiency in Unarmed Attacks; Your race cannot be Human or a Human Variant.
Prodigious Fighter Strength or Dexterity 13 or higher, proficiency with at least one type of armor, weapon, or shields.
Proficient Aggressor Dexterity 13
Psionic Vampire Psionic abilities
Psychic
Pugilist Strength or Dexterity 13 or higher
Punisher level 15
Pyrokinetic Intelligence 13 or higher
Pyromancy Sorcerer Class
Quarterstaff Channeler Ability to cast at least one spell, quarterstaff proficiency
Quick Navigator
Quickdraw Dexterity 13 or higher, proficiency in at least one type of weapon.
Quickening Master The ability to cast at least one spell
Quickness
Ranged Master 13 dex or higher, proficiency with simple ranged weapons and either longbows or heavy crossbows
Ranged Weapon Expert Dexterity 15 or higher, Proficiency with atleast 1 Ranged Weapon, Level 4 or higher
Rapid Reload Dexterity of 13 or higher
Rapier Master
Reaction Master Dexterity 13 or higher
Reactionary Dexterity 13 or higher
Reaper
Refined Tremorsense Character must have Tremorsense
Reflexive Dexterity 13 or higher
Relentless Combatant
Resistant Resistant to at least one damage type.
Resolved Fighter Wisdom 13 or higher
Resourceful Brawler
Reversalist Strength 13 or higher
Ricochet Master
Ritual Converter Ability to cast spells, ritual casting and a book
Rock Solid Constitution 13 or higher
Rodeo Expert
Rubbery
Sadistic Chaotic or evil alignment
Safecasting The ability to cast at least one spell.
Sagacious Stepper Intelligence or Wisdom 13 or higher
Sapper Proficiency in alchemist's supplies
Schadenfreudist Constitution 13
Scope Adept The ability to cast at least one spell
Scythe Mastery Strength 13 or higher
Scythe Wielder None
Shield Bearer Strength or Dexterity 13 or higher.
Shield Champion Str 14 Con 15
Shield Channeler The ability to cast at least one spell.
Shield Charger Strength 13
Shield Guardian Strength or Dexterity 13 or higher.
Shield Juggernaut Strength 13 or higher.
Shield Knight Strength or Dexterity 13 or higher.
Shield Mage Strength or Dexterity 13 or higher
Shield Magic Fighter Strength or Dexterity 13 or higher.
Shield Master, Variant
Shield Surfer Dexterity 13 or higher
Shield Tank Strength or Dexterity 13 or higher.
Shillelagh Savant
Shotgun Expert, Variant Prerequisites: proficiency with firearms
Shotgun Expert proficiency with firearms
Siege Caster The ability to cast at least one spell.
Silent Killer Dexterity 13 or higher
Silent Performance Ability to cast at least 1 spell and play at least 1 instrument
Skirmisher Dexterity 15 or higher
Slaves Champion
Slayer
Sling Master Dexterity 13 or higher
Sling Mastery
Snap Caster The ability to cast at least one spell
Snap Shooter Dexterity or Strength of 13 or higher
Sniper Dexterity 13 or higher
Sorcerous Emergence the ability to cast at least one spell
Spearmaster Ability to use Spear, Strength of 15 or Dexterity of 19
Spell Slash The ability to cast one spell of 1st level or higher
Spell Thief the ability to cast at least one spell
Spellbane Abjurer Intelligence 13 or higher, able to cast Counterspell
Spellblade Strength or Dexterity 15 or higher; Intelligence, Wisdom, or Charisma 15 or higher; the ability to cast at least one cantrip
Spellbound Archer Dexterity or Wisdom 13 or higher
Spellcasting Affinity The ability to cast at least one spell
Spellflair The ability to cast at least one spell
Staff Master profiecency in quarterstaves
Staggering Critical
Stealthy, Variant Dexterity 13 or higher
Stealthy Dexterity 13 or higher
Steed Master Proficiency in Animal Handling
Steeled Resolve Constitution or Wisdom 13+, Proficiency in Survival
Sticky Fingers Dexterity 13+, Sleight of Hand proficiency
Stone Monkey
Strategic Strike Dexterity 13 or higher
Strength of Iron No spellcasting
Stubborn Warrior Strength or Constitution 13 or higher
Studious Caster The ability to cast at least one spell
Sturdy Constitution or Strength 13 or higher
Stylized Combatant Strength or Dexterity 13 or higher
Summoning Master The ability to summon a creature via a spell
Superior Evasion Dexterity 13 or higher
Support Caster The ability to cast at least one spell
Surging Adrenaline
Swift Defender Dexterity 13 or higher
Swift Movement Dexterity of 13 or more
Swift Wind Dexterity of 16 or higher
Tactician
Taunting Aura Charisma 13 or higher
Team Fighter
Technician Must be able to cast at least one 1st, 2nd, or 3rd level spell
Telekinetic Poltergeist Intelligence 13 or higher, able to cast Mage Hand
Tempest Strength or Dexterity Score of 13 or higher.
Tendrils Must be an abberation
Tentacled
Terrifying Charisma 13, & Strength13 or more
Terroriser Strength 13, and Charisma 13
Terrorizing 13 Strength, 13 Charisma
The Wise Brawler Wisdom of 13 or higher
Thirsting missiles Ability to cast magic missile
Thrifty Caster The ability to cast at least one spell
Throw Object Str or Dex 15
Throwing Master Dexterity or Strength} 13 or higher benefit=You have mastered the art of throwing.
  • When you make a ranged attack with a thrown weapon, its ranges are 1.5 times longer.
  • You can draw or sheath any number of thrown weapons any number of times without spending a bonus action. If you have Extra Attack or a similar feature, drawing additional thrown weapons does not interrupt your attacks.
Throwing Weapon Master
Tide of Iron
Titan's Strength Strength 15 or higher
Toughened
Trained Sight
Trophy Collector
True Caster The ability to cast at least 1 spell.
Twin Spells The ability to cast at least one spell and cantrip
Two Dagger Fighting Dexterity 15 or higher
Two handed fighting strength of 16 or higher
Ultimate Durability Constitution 13 or higher
Ultimate Mender The ability to cast the mending cantrip
Unarmed Elemental Augmentation The ability to cast at least one spell or cantrip
Unarmored Arcanist The ability to cast at least one spell.
Unarmored Warrior Dexterity or Strength 13 or higher
Unbroken
Unique Spell Focus Ability to cast at least 1 spell.
Unique Weapon Mastery Proficiency with a weapon. A Strength or Dexterity score of 13 or higher
Unshelved Rage A minimum of 2 levels in Barbarian.
Unyielding Warrior Constitution 13 or higher
Valkyrie Dexterity 13 or higher and a permanent flying speed
Versatile Combatant, Variant 13 Strength and Dexterity
Versatile Combatant Strength or Dexterity 13 or higher
Versatility
Vicious Spell, Variant Ability to cast at least one spell with a saving throw
Vicious Spell
Vital Striker Dexterity 13 or higher
Vital Warrior Constitution 13 or higher
Vowed to the Blade Dexterity 13 or higher
Wand Master
Warcaster, Variant The ability to cast at least one spell, Two-Weapon fighting style
Ward Breaker Intelligence 13 or higher
Warded
Warglaive Master Str of 18 or Dex of 18 and Proficiency with Warglaives
Warhammer Mastery
Warsage Intelligence 13
Weapon Master, 2nd Variant
Weapon Master, 3rd Variant
Weapon Master, Variant
Whip Master
Whip Trick Master Proficiency with whips
Whirling Striker Strength 13 or higher
Wild Speech Intelligence, Wisdom, or Charisma 13 or higher
Wind Wheel Strength and Dexterity 13 or higher, proficiency with martial melee weapons
Winter Mage The ability to cast at least one spell that deals cold damage, and cannot be a cleric or paladin
Wise Combatant Wisdom 13 or higher
World Master The ability to cast at least one spell and Caster level 15 or higher


Discovery Feats

Feats that improve ways of handling locations, investigating or travel.

Feat Prerequisites
Blind Savant No natural vision
Blindsighted Wisdom 13 or higher
Blood Magic Spellcasting
Bound familiar
Cantrip Collector The ability to cast at least one spell.
City Dweller
Common Ritualist 0 total spell slots
Crystal Eyes Passive Perception 14
Doctor Intelligence or Wisdom 13 or higher
Erudite Intelligence or Wisdom 13 or higher
Force of Inspiration Charisma 13 or higher and the ability to cast at least one spell.
Free Runner 13 Strength and 13 Dexterity
From the Shadows
Generalist
Heated Caster The ability to cast at least 5 Fire-based Evocation spells.
High Jumper
Idiotic Mind A negative Intellect modifier
Intuitive Mind Intelligence 13 or higher
Keen Mind, Variant
Light Sleeper Constitution or Intelligence of 13 or higher
Master Blacksmith Proficiency with smith's tools
Meditator Wisdom of 13 or higher
Metallic Caster The ability to cast at least 5 Earth-based Evocation spells.
Minor Druid Wisdom 13 or higher
Minor Rogue Dexterity 13 or higher
Nimble Leaper Dexterity 13 or higher
Old Sea Dog Proficiency in water vehicles
Oracle Intelligence or Wisdom 15 or higher
Parkourist Dex 15 or higher, Str 12 or higher, proficiency in the Acrobatics skill.
Perceptive Proficiency in Perception
Planeswalker Spark None
Polymorph Master Ability to cast polymorph or the ability to assume a different from. Level 8 or above.
Precognition
Primal Agility Dexterity 13 or higher
Quartermaster
Resourceful Necromancer The ability to cast at least one spell
Sagacious Stepper Intelligence or Wisdom 13 or higher
Skirmisher Dexterity 15 or higher
Slayer
Stealthy, Variant Dexterity 13 or higher
Temple Raider
Track Star Strength or Dexterity score of 13 or higher
Trained Sight
True Caster The ability to cast at least 1 spell.
Urban Scout
Vigilante Charisma 13 or higher
Weathered Individual
Weave Realtor The ability to cast at least one spell.
Wingin' It Charisma 13+ or the Lucky feat
Wish Power To obtain this feat you must have a charisma of at least 15.


Interaction Feats

Feats that improve the way you deal with objects and other creatures.

Feat Prerequisites
All-Nighter
Alpha Chaotic Alignment
Alpha Familiar The ability to cast at least one spell.
Amateur Artificer Intelligence 13 or higher
Anatomy Expert Wisdom or Intelligence of 13 or higher
Angelic Shape be marked by a Fiend or Celestial, or be a Fiend or Celestial; be total level 10 or higher
Animal Companion
Arcane Transcriber Intelligence 13, ability to cast at least one spell (excluding Wizards)
Arcane Trinketeer Intelligence 14 or higher, the ability to cast at least one spell
Armored One Constitution 13 or higher
Armorer
Artificery Adorer Int 15
Augment Healing Wisdom 13 or higher, Proficiency in Medicine
Beautiful Ward Charisma of 13 or higher
Best of Both worlds Must be an alchemist of transmutation.
Big Boi You must be Large size or larger.
Blacksmith
Blessed Healer Wisdom 13 or higher
Bound familiar
Cannoneer Dexterity 13
Charismatic Champion Strength 13 or Dexterity 13, Charisma 15, Proficiency with Martial Weapons
Commander
Companion Charisma 16 or higher
Compatibility The ability to cast at least one spell
Contortionist Dexterity and Constution Ability Scores of 13 or higher
Coordinator 13 Charisma or 13 Intelligence
Craven Sneak attack class feature, cannot be immune to fear.
Critical Rejuvenation The ability to cast at least one healing spell or feature
Cursebinder Wisdom 13 or higher
Dancer 13 dexterity, 13 charisma
Darkstalker Dexterity 13 or higher
Deceptive Charisma 13 or higher
Devourer At least 13 Constitution
Dexterious Dexterity 13 or higher
Distracting
Doctor Intelligence or Wisdom 13 or higher
Dominator Proficiency in the Intimidation skill
Effective Communicator Charisma 13 or Greater
Elemental Conversion The ability to cast at least one spell
Evasive Dexterity 13 or higher
Expert Ability score applicable to skill must be 13 or higher
Expert Trapper Dexterity or Intelligence 13
Farming Mastery
Field Surgeon Expertise in Medicine, +3 Proficiency Bonus
Fly Free must have wings and a flying speed.
Force of Inspiration Charisma 13 or higher and the ability to cast at least one spell.
Free Runner 13 Strength and 13 Dexterity
Gemologist
Generalist
Gentle Giant Large size or larger
Glib Tongue Charisma 13
Greater Familiar, Variant The ability to cast Find Familiar
Greater Transmutation Intelligence, Wisdom, or Charisma 13 or higher
Grit
Headless Undead type
Heated Caster The ability to cast at least 5 Fire-based Evocation spells.
Hyperalert Alert Feat
Idiotic Mind A negative Intellect modifier
Improbable Dagger User
Intuitive
Jack of All Trades
Juggler
Keen Eye
Ki Healer The ability to use Ki.
Ki Infusion Ki class feature
Light Sleeper Constitution or Intelligence of 13 or higher
Master Alchemist
Master Blacksmith Proficiency with smith's tools
Master Craftsman Proficiency in at least one type of Artisan's tools, or the Herbalism kit
Master Manipulator The ability to use a feature or cast a spell that inflicts the Charmed condition
Master Tinkerer
Master of Strength Ki Strength 13 or higher
Mastered Lycanthropy
Medic
Meditator Wisdom of 13 or higher
Metallic Caster The ability to cast at least 5 Earth-based Evocation spells.
Mind Jammer Intelligence and Wisdom 17 or higher, and 12th level or higher
Minor Artificer Intelligence 16 or higher
Minor Druid Wisdom 13 or higher
Nature Attuned Shapeshift Must be able to shapeshift (with any type of ability).
Necromancer The ability to cast a necromancy spell
Necromancy Master The ability to create Undead, level 8 or higher
Nuisance Charisma 13 or higher.
Onion Cutter Constitution 13 or higher
Oracle Intelligence or Wisdom 15 or higher
Origamist ( School Life) Ability to cast at-least one spell
Pact Adept Charisma 18, two ranks in Pact Initiate, level 10.
Patron Initiate None
Persuasive Talker Charisma 15 or higher
Pet Companion
Physiology Expert Wisdom or Intelligence of 13 or higher
Pickpocket Dexterity 13 or higher
Pickpocket Variant Dexterity 13 or higher
Planeswalker Spark None
Poison Crafter
Poison Expert Dexterity or Intelligence 13 or higher
Polymorph Master Ability to cast polymorph or the ability to assume a different from. Level 8 or above.
Powerlifter Strength 13 or higher
Precognition
Psychic
Psychologist
Pure Talent None
Pyrokinetic Intelligence 13 or higher
Quartermaster
Rabble Rouser Charisma 13 or higher
Refined Tremorsense Character must have Tremorsense
Resourceful Brawler
Resourceful Necromancer The ability to cast at least one spell
Ritual Master Ability to cast at least one ritual spell
Ritual Sacrifice
Roguish Heritage Dexterity 13 or higher.
Rope Master
Silver Tongued Charisma 13 or higher
Slayer
Sling Mastery
Sorcerous Emergence the ability to cast at least one spell
Speed Crafter Proficiency in at least 3 tools
Spell Knot Intelligence, Wisdom, or Charisma of 13 or higher
Spell Thief the ability to cast at least one spell
Steed Master Proficiency in Animal Handling
Sticky Fingers Dexterity 13+, Sleight of Hand proficiency
Striking Looks Charisma 13 or higher
Summon Mastery The ability to create or summon creatures. For example through the animate dead, animate objects, conjure woodland beings, etc. spell.
Summoning Master The ability to summon a creature via a spell
Supporter
Technician Must be able to cast at least one 1st, 2nd, or 3rd level spell
Telepathic Initiate The ability to cast at least one spell
Temple Initiate Wisdom of 13 or higher, an alignment that aligns with your chosen deity
Terroriser Strength 13, and Charisma 13
Terrorizing 13 Strength, 13 Charisma
Thrall Instructor The ability to control any type of undead permanently, The ability to cast at least one spell, Intelligence 17 or higher
True Caster The ability to cast at least 1 spell.
Ultimate Mender The ability to cast the mending cantrip
Undead Mastery The ability to create Undead.
Whip Trick Master Proficiency with whips
Wide Eyed Proficient in Investigation or Perception
Wild Speech Intelligence, Wisdom, or Charisma 13 or higher
Wingin' It Charisma 13+ or the Lucky feat


Racial Feats

Feats that build on the capabilities of your race.

Feat Prerequisites
Acidic Brand Intelligence of 15 or higher; the ability to cast spells; Eldritch Blast cantrip
Adamantine Marrow Constitution 17 or higher & 1,000 gp of Refined Adamantine
Adept Shapeshifter, variant (5e feat)
Adept Shapeshifter Changeling or Doppleganger race
Aether Touched Aethelf race
Aggressive Intuition Creature afflicted with Lycanthropy
Alpha Assimilitant 15 or higher Constitution, and you must be an assimilitant
Ancient Dragonborn Dragonborn
Angel Level 3 Protector Aasimar
Arcanist Charisma 13 or higher, and must be an arcane fairy, variant
Armed and Ready spiderfolk
Aspect of Semuanya Lizardfolk race
Becomer Changeling
Bell's Toll Intelligence 17 or higher and Charisma 13 or higher, Death's Shawl, and must be a death fairy, variant
Bladesong Master Half-elf or elf
Blazing Soul Constitution 17 or higher and Charisma 13 or higher, Flameheart, and must be a fire fairy, variant
Blessed of Semuanya Lizardfolk race
Boarish Resilience Shifter (Beasthide)
Brilliant Heart Charisma 17 or higher, Veil of Light, and must be a light fairy, variant
Caught You must be an Aquamarine of the Gem race.
Clever Tail Tiefling
Cold Front Constitution 13 or higher, and must be an ice fairy, variant
Composite Ooze-Kin You must be an ooze-kin
Crossbow Expert, 2nd Variant Dex 16 Wis 14
Curse of Sess’inek Lizardfolk.
Death's Shawl Intelligence 13 or higher, and must be a death fairy, variant
Demon Eyes You must be a tiefling.
Doppelganger Bushwhacker You must be a doppelganger.
Draconic Heritage Dragon, Dragonborn, or Draconic Bloodline (sorcerous origin), other Draconic Heritage
Draconic Lungs You must be a dragonborn.
Dragonborn Elemental Charge Dragonborn
Dragonbreath Warrior Dragonborn
Drakiin High Magic Drakiin
Drow Dark Arts You must be a dark elf (drow).
Elven Accuracy, Variant elf or half-elf
Elven Awakening Half-Elf or Elf
Enlarged Dragon Breath Dragonborn
Evolution Savant You must be a Primal Zerg
Fellspirited You must be a tiefling.
Fiendish Familiar Intelligence, Wisdom, or Charisma of 13 or higher; The Fiend as your Otherworldly Patron; or a race with a fiendish ancestry
Fiendish Hide Tiefling
Flameheart Constitution 13 or higher, and must be a fire fairy, variant
Flower's Blessing Wisdom 13 or higher, and must be a flower fairy, variant
Frenzied Assault Dexterity 17 or higher, and must be a closed-eye half-satori
Frost Bastion Constitution 17 or higher, Cold Front, and must be an ice fairy, variant
Gem Holder You must be a Gem.
Gemgineer You must be a Peridot of the Gem race.
Genetic Librarian 13 or higher Constitution, 15 or higher Intelligence, and you must be an assimilitant
Goliath Constitution Goliath Race [1]
Goliath Strength Goliath Race[2]
Half-Troll Endurance You must be a half-troll.
Half-Troll Reckless Warrior You must be a half-troll.
Hardened Scales Dragonborn race
Holoshifter You must be a Gem.
Holosmith You must be a Bismuth of the Gem race.
Holosummoner You must be a Gem.
Human Prowess: Magecraft human race, the ability to cast at least 1 spell or cantrip
Human Prowess: Shadowcraft human race, proficiency with thieves' tools and/or the stealth skill
Human Prowess: Warcraft human race, proficiency with any armor, proficiency with at least 2 martial weapons
Hurl Breath Dragonborn
Illithid Mind Prowess You must be an illithid.
Illithid Mindforce You must be an illithid.
Improved Celestial Heritage Aasimar
Improved Enlarge Form 8th level, aggrand
Lie Detector Wisdom 15 or higher, and must be a satori, a half-satori half-phantom, or a half-satori
Lightning Charge Dexterity 17 or higher and Charisma 13 or higher, Storm Flash, and must be a storm fairy, variant
Limber 13 Dexterity or higher, must be of a feline race
Magic Initiate, Variant At least 8 levels in a single spellcasting class
Malachite's Chains Be a Lapis Lazuli of [Gem] Race
Master At Arms, Variant (5e feat) Dexterity of 13 or higher, Spiderfolk Race
Master at Arms Dexterity or Strength of 13 or higher, Spiderfolk Race
Master of Spellcasting The ability to cast at lest one spell
Mind's Eye Intelligence 13 or higher, and must be a mind fairy, variant
Namekian Giant Size You must be a namekian.
Natural Mage Charisma 19 or higher, Arcanist, and must be an arcane fairy, variant
Nature's Bounty Wisdom 17 or higher, Flower's Blessing, and must be a flower fairy, variant
Neural Melter Intelligence 17 or higher and Charisma 13 or higher, Mind's Eye, and must be a mind fairy, variant
One With the Tribe Level 5+, Wisdom 14 and Strength 14 or higher
Orcish Rage Orc race, Strength 13 or higher
Permotio Pressure Level 5, Strength 15 & Wisdom 15
Phantom Fighter Wisdom 13 or higher, proficiency in martial weapons, and must be a half-human half-phantom or a half-satori half-phantom
Phantom Resilience Constitution 15 or higher, and must be a half-human half-phantom or a half-satori half-phantom
Primal Armor Master You must have the natural armor racial trait, or an equivalent racial trait that grants you an unarmored AC higher than 10 + your Dexterity modifier.
Protean Multishape Master You must be a protean.
Radiant Emotions You must be a Diamond of the Gem race.
Ratfolk Mojo You must be a ratfolk.
Rolling Rusher You must be a Quartz of the Gem race.
Ruby Squad You must be a Ruby of the Gem race.
Sapphiric Sight You must be a Sapphire of the Gem race.
Shaped Clay You must be a human.
Shield Wall Proficiency with Shields
Shifting Form Changeling
Slimy 13 Constitution, 16 Dexterity, must have ingested living Ooze or be related to an Ooze such as by race or bloodline
Small Body, Big Heart Tiny Sized Race
Spell Expertise the ability to cast spells
Spirit Firearms Dexterity 13
Storm Flash Dexterity 13 or higher, and must be a storm fairy, variant
Storm Powered Dexterity 16 and the ability to deal lightning damage.
Subconscious Skulker Charisma 17 or higher, and must be a closed-eye satori or a closed-eye half-satori half-phantom
Supernaturally Mighty Strength 15, A race that is not human
Take Flight You must be a Aasimar
Thri-Kreen Multi-Weapon Master You must be a thri-kreen.
Thri-Kreen Psionicist You must be a thri-kreen.
True Flight
Twisted Fate Abberation type
Undead Armament Skeleton
Up To Size You must be small sized or smaller.
Veil of Light Charisma 13 or higher, and must be a light fairy, variant
Whip Mastery
Wyvernlings Claws


Unsorted Feats

Feat Prerequisites
Cat Napper
Disjunction (5e Spell)
Focused Practiser
Weapon Specialist Proficiency in simple or martial weapons.


April Fools Feats

Feats with a more comedic twist.


Incomplete Feats

Feats with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.


External Links


View recent changes for all feats

  1. D&D 5e Volo's Guide to Monsters pp. 108-109
  2. D&D 5e Volo's Guide to Monsters pp. 108-109
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