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Feats

Spell Sniper

Prerequisite: The ability to cast at least one spell 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: $\color{Magenta}Charisma$ for bard, sorcerer, and warlock; $\color{Emerald}Wisdom$ for cleric or druid; or $\color{Cyan}Intelligence$ for wizard.

War Caster

[ Mage de guerre ]

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on $\color{lime}Constitution$ saving throws that you make to maintain your concentration on a spell 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 your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Actor

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

  • Increase your $\color{Magenta}Charisma$ score by 1, to a maximum of 20.
  • You have advantage on $\color{Magenta}Charisma (Deception)$ and $\color{Magenta}Charisma (Performance)$ checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful $\color{Emerald}Wisdom (Insight)$ check contested by your $\color{Magenta}Charisma (Deception)$ check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Artificer Initiate

You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools.


Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your $\color{crimson}Strength$ or $\color{Gold}Dexterity$ score by 1, to a maximum of 20.
  • When you are prone, standing up uses 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 moving only 5 feet on foot, rather than 10 feet.

Bountiful Luck

Prerequisite: $Halfling$

You can let an ally within 30 ft of you to reroll a 1 on a d20.

Your halfling heritage grants you an uncanny knack for turning misfortune into opportunity. When you see an ally about to stumble, you instinctively lend them a touch of your own luck, ensuring they don’t falter. Whether it’s a nudge from fate or just a blessing of your people, you’re not entirely sure—but it works.

When an ally you can see within 30 feet rolls a 1 on a d20 for an attack roll, ability check, or saving throw, you can use your reaction to let them reroll the die. The ally must use the new roll. However, when you do this, you can’t use your Lucky racial trait until the start of your next turn.


Charger

As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.

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


Chef

+1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp.


Crossbow Expert

You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot.

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • 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 bonus action to attack with a loaded hand crossbow you are holding.

Crusher

+1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit.


Defensive Duelist

Prerequisite: $\color{Gold}Dexterity$ 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


Dragon Fear

Prerequisite: $Dragonborn$

+1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages.

When your power surges, you can unleash a terrifying presence. You gain the following benefits:

  • Increase your $\color{crimson}Strength$, $\color{lime}Constitution$, or $\color{magenta}Charisma$ score by 1, to a maximum of 20.

  • Instead of releasing destructive energy, you can use your Breath Weapon trait to emit a fearsome roar. Each creature of your choice within 30 feet must make a $\color{Emerald}Wisdom$ saving throw (DC 8 + your proficiency bonus + your Charisma modifier).

    • If a creature cannot see or hear you, it automatically succeeds on the save.
    • On a failed save, the target is frightened of you for 1 minute.
    • If the frightened target takes damage, it can repeat the saving throw, ending the effect on a success.

Dragon Hide

Prerequisite: $Dragonborn$

You manifest the ancient power of your draconic lineage, gaining the following benefits:

  • Ability Score Increase: Increase your $\color{crimson}Strength$, $\color{lime}Constitution$, or $\color{cyan}Charisma$ by $\color{silver}+1$, to a maximum of 20.

  • Hardened Scales: While not wearing armor, your $\color{silver}AC$ equals 13 + your Dexterity modifier.

  • Retractable Claws: You grow natural weapons—retractable claws. These claws allow you to make unarmed strikes dealing 1d4 + your Strength modifier in $\color{red}slashing$ damage.


Drow High Magic

Prerequisite: $\color{#6D6A75}Elf (Drow)$

You delve deeper into the arcane arts of the dark elves, gaining the following benefits:

  • At-Will Magic: You learn the Detect Magic spell and can cast it at will without expending a spell slot.
  • Additional Spells: You learn the Levitate and Dispel Magic spells. Each can be cast once without expending a spell slot. You regain the ability to cast these spells this way after a long rest.
  • Spellcasting Ability: $\color{Magenta}Charisma$ is your spellcasting ability for all three spells.

Dual Wielder

+1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.

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

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on $\color{Emerald}Wisdom (Perception)$ and $\color{Cyan}Intelligence (Investigation)$ checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive $\color{Emerald}Wisdom (Perception)$ score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your $\color{lime}Constitution$ score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your $\color{lime}Constitution$ modifier (minimum of 2).

Dwarven Fortitude

Prerequisite: $\color{NavyBlue}Dwarf$

The resilience of your ancestors flows within you, granting the following benefits:

  • Ability Score Increase: Increase your $\color{lime}Constitution$ score by 1, to a maximum of 20.
  • Resilient Recovery: Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your $\color{lime}Constitution$ modifier, and regain hit points equal to the total (minimum of 1).

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature
You learn one Eldritch Invocation.


Elemental Adept

Prerequisite: The ability to cast at least one spell
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.


Elven Accuracy

Prerequisite: $\color{Aqua}Elf$ or $\color{Aquamarine}Half-Elf$
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your $\color{Gold}Dexterity$, $\color{Cyan}Intelligence$, $\color{Emerald}Wisdom$, or $\color{Magenta}Charisma$ score by $\color{Silver}+1$, to a maximum of 20.

  • Whenever you have advantage on an attack roll using $\color{Gold}Dexterity$, $\color{Cyan}Intelligence$, $\color{Emerald}Wisdom$, or $\color{Magenta}Charisma$, you can reroll one of the dice once.


Fade Away

Prerequisite: $\color{Mulberry}Gnome$

Your innate cunning and illusion magic allow you to vanish when threatened, granting the following benefits:

  • Ability Score Increase: Increase your $\color{Gold}Dexterity$ or $\color{Cyan}Intelligence$ score by $\color{Silver}1$, to a maximum of 20.
  • Vanish Instinct: Immediately after you take damage, you can use your reaction to magically become invisible until the end of your next turn, or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Fey Teleportation

Prerequisite: $\color{Azure}Elf (High)$

Your deep connection to fey magic allows you to traverse distances in the blink of an eye, granting the following benefits:

  • Ability Score Increase: Increase your $\color{Cyan}Intelligence$ or $\color{Magenta}Charisma$ score by 1, to a maximum of 20.
  • Sylvan Language: You learn to speak, read, and write Sylvan.
  • Misty Step: You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it this way after a short or long rest. $\color{Cyan}Intelligence$ is your spellcasting ability for this spell.

Fey Touched

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

  • Increase your $\color{Cyan}Intelligence$, $\color{Emerald}Wisdom$, or $\color{Magenta}Charisma$ score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

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.


Flames of Phlegethos

Prerequisite: $\color{RedOrange}Tiefling$

You wield the infernal fire of Phlegethos, gaining the following benefits:

  • Ability Score Increase: Increase your $\color{Cyan}Intelligence$ or $\color{Magenta}Charisma$ score by 1, to a maximum of 20.
  • Infernal Precision: When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Wreathed in Flames: Whenever you cast a spell that deals fire damage, you can cause flames to wreathe your body until the end of your next turn. These flames do not harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are active, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Grappler

Prerequisite: $\color{crimson}Strength$ 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

Great Weapon Master

Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a $-5$ penalty to the attack roll. If the attack hits, you add $+10$ to the attack’s damage.

Gunner

+1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.


Healer

You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

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

Heavily Armored

Prerequisite: Proficiency with medium armor
+1 in Str. and you gain proficiency with heavy armor.

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your $\color{crimson}Strength$ score by 1, to a maximum of 20.
  • You gain proficiency with heavy armour.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor
+1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing heavy armor.

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your $\color{crimson}Strength$ score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Infernal Constitution

Prerequisite: $\color{RedOrange}Tiefling$

The fiendish blood in your veins grants you resilience akin to that of true fiends, providing the following benefits:

  • Ability Score Increase: Increase your $\color{lime}Constitution$ score by 1, to a maximum of 20.
  • Damage Resistances: You gain resistance to $\color{LightBlue}cold$ damage and $\color{LightGreen}poison$ damage.
  • Poison Resilience: You have $\color{gold}advantage$ on saving throws against being poisoned.

Inspiring Leader

Prerequisite: $\color{Magenta}Charisma$ 13 or higher

Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your $\color{Magenta}Charisma$ modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Keen Mind

+1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your $\color{Cyan}Intelligence$ score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

+1 in Str. or Dex. and you gain proficiency with light armor.

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your $\color{crimson}Strength$ or $\color{Gold}Dexterity$ score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Linguist

+1 in Int., you learn three languages, and you can ably create ciphers.

You have studied languages and codes, gaining the following benefits:

  • Increase your $\color{Cyan}Intelligence$ score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an $\color{Cyan}Intelligence$ check (DC equal to your $\color{Cyan}Intelligence$ score + your proficiency bonus), or they use magic to decipher it.

Lucky

You can reroll one d20 or force to reroll an attack roll against you (3/long rest).

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.


Mage Slayer

You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.

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 your 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

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: $\color{Magenta}Charisma$ for bard, sorcerer, or warlock; $\color{Emerald}Wisdom$ for cleric or druid; or $\color{Cyan}Intelligence$ for wizard.


Martial Adept

You learn two maneuvers from Battle Master archetype and gain one superiority die (d6).

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

No disadvantage to Stealth checks wearing medium armor and $\color{Gold}Dexterity$ bonus max to +3 instead of +2.

You have practiced moving in medium armor to gain the follow ing benefits:

  • Wearing medium armor doesn’t impose disadvantage on your $\color{Gold}Dexterity (Stealth)$ checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a $\color{Gold}Dexterity$ of 16 or higher.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature

You learn two metamagic options and gain 2 sorcery points.


Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor

+1 in Str. or Dex. and you gain proficiency with medium armor and shields.


Mounted Combatant

Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a $\color{Gold}Dexterity$ saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

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

  • Increase your $\color{Cyan}Intelligence$ or $\color{Emerald}Wisdom$ score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive $\color{Emerald}Wisdom (Perception)$ and passive $\color{Cyan}Intelligence (Investigation)$ scores.

Orcish Fury

Prerequisite: $\color{PaleGreen}Half-Orc$

Your relentless fury fuels your attacks, granting the following benefits:

  • Ability Score Increase: Increase your $\color{crimson}Strength$ or $\color{lime}Constitution$ score by 1, to a maximum of 20.
  • Furious Strikes: When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Relentless Assault: Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Piercer

+1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.


Poisoner

Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage.


Polearm Master

You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach.

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

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Prodigy

Prerequisite: Half-elf, half-orc, or human You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill.


Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster

Prerequisite: $\color{Cyan}Intelligence$ or $\color{Emerald}Wisdom$ 13 or higher

You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.

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: $\color{Magenta}Charisma$ for bard, sorcerer, or warlock; $\color{Emerald}Wisdom$ for cleric or druid; or $\color{Cyan}Intelligence$ 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.


Savage Attacker

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


Second Chance

Prerequisite: Halfling

+1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you.


Sentinel

A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • 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 your reaction to make a melee weapon attack against the attacking creature.

Shadow Touched

Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

  • Increase your $\color{Cyan}Intelligence$, $\color{Emerald}Wisdom$, or $\color{Magenta}Charisma$ score by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Sharpshooter

Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master

Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw.

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any $\color{Gold}Dexterity$ saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a $\color{Gold}Dexterity$ saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skilled

You gain proficiency with three skills or tools of your choice.


Skulker

Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.

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

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your $\color{Emerald}Wisdom (Perception)$ checks relying on sight.

Slasher

+1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.


Squat Nimbleness

Prerequisite: $\color{brown}Dwarf$ or a $\color{Silver}Small$ race

Your agility is remarkable for your size, granting the following benefits:

  • Ability Score Increase: Increase your $\color{crimson}Strength$ or $\color{Gold}Dexterity$ score by 1, to a maximum of 20.
  • Increased Speed: Your walking speed increases by 5 feet.
  • Skill Proficiency: You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • Escaping Grapples: You have advantage on any $\color{crimson}Strength (Athletics)$ or $\color{Gold}Dexterity (Acrobatics)$ check you make to escape from being grappled.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your $\color{crimson}Strength$ or $\color{lime}Constitution$ score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Telekinetic

+1 in Int., Wis., or Cha., you learn mage hand and you can try to telekinetically shove one creature (5 ft).


Telepathic

+1 in Int., Wis., or Cha., you can cast detect thoughts and you can speak telepathically to any creature within 60 ft.


Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


War Caster

Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on $\color{lime}Constitution$ saving throws that you make to maintain your concentration on a spell 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 your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

+1 in Str. or Dex. and you gain proficiency with four weapons.

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your $\color{crimson}Strength$ or $\color{Gold}Dexterity$ score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.

Wood Elf Magic

Prerequisite: $\color{OliveDrab}Elf (Wood)$

You are attuned to the ancient magic of the primeval woods, granting the following benefits:

  • Druidic Cantrip: You learn one druid cantrip of your choice.
  • Spells of the Forest: You learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way after a long rest.
  • Spellcasting Ability: $\color{Emerald}Wisdom$ is your spellcasting ability for all three spells.