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External Feats

Player's Handbook Feats

Feat Level Prereqs
Actor 1
Alert 1
Athlete 1
Charger 1
Crossbow Expert 1
Defensive Duelist 1 Dex 13
Dual Wielder 1
Dungeon Delver 1
Durable 1
Elemental Adept 1 Spellcasting feature or Pact Magic feature
Grappler 1 Str 13
Great Weapon Master 1
Healer 1
Heavily Armored 1 heavy armor prof.
Heavy Armor Master 1 heavy armor prof.
Inspiring Leader 1 Cha 13
Keen Mind 1
Lightly Armored 1
Linguist 1
Lucky 1
Mage Slayer 1
Magic Initiate 1
Martial Adept 1
Medium Armor Master 1 medium armor prof.
Mobile 1
Moderately Armored 1 light armor prof.
Mounted Combatant 1
Observant 1
Polearm Master 1
Ritual Caster 1 Intelligence 13 or Wisdom 13
Sentinel 1
Sharpshooter 1
Shield Master 1
Skilled 1
Skulker 1 Dex 13
Spell Sniper 1 Spellcasting feature, Pact Magic feature, or Magic Initiate
Tavern Brawler 1
Tough 1
War Caster 1 Spellcasting feature or Pact Magic feature
Weapon Master 1
Actor

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

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

  • You have advantage on Charisma (Deception) and 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 Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Benefits: 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.

Athlete

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • When you are prone, standing up uses only 5 feet of your movement.

  • Climbing doesn't cost you extra movement.

  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Charger

Benefits: 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).

Crossbow Expert

Benefits: 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 hand crossbow you are holding.

Defensive Duelist

Prerequisites: Dexterity 13

Benefits: 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.

Dual Wielder

Benefits: 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

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

  • You have advantage on Wisdom (Perception) and 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 Wisdom (Perception) score.

Durable

Benefits: Hardy and resilient, you gain the following benefits:

  • Increase your 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 Constitution modifier (minimum of 2).

Elemental Adept

Prerequisites: Spellcasting feature or Pact Magic feature

Benefits: 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.

Grappler

Prerequisites: Strength 13

Benefits: 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.

Great Weapon Master

Benefits: 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.

Healer

Benefits: 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

Prerequisites: Proficiency with heavy armor

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

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

  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisites: Proficiency with heavy armor

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

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

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Inspiring Leader

Prerequisites: Charisma 13

Benefits: 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 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

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

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

  • You always know which way is north.

  • You always know the number of hours left before the next sunrise or sunset.

  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You gain proficiency with light armor.

Linguist

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

  • Increase your 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 Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

Benefits: 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

Benefits: 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

Benefits: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You gain the following benefits:

  • 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: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Martial Adept

Benefits: 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).

  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). 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

Prerequisites: Proficiency with medium armor

Benefits: You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mobile

Benefits: 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

Prerequisites: Proficiency with light armor

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You gain proficiency with medium armor and shields.

Mounted Combatant

Benefits: 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 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

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

  • Increase your Intelligence or Wisdom 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 Wisdom (Perception) and passive Intelligence (Investigation) scores.

Polearm Master

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

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. 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, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

  • 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

Prerequisites: Intelligence 13 or Wisdom 13

Benefits: 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.

Sentinel

Benefits: 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 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.

Sharpshooter

Benefits: 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

Benefits: 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 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 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.

Skilled

Benefits: You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisites: Dexterity 13

Benefits: 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 Wisdom (Perception) checks relying on sight.

Spell Sniper

Prerequisites: Spellcasting feature, Pact Magic feature, or Magic Initiate

Benefits: 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.

Tavern Brawler

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

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

  • You are proficient with improvised weapons.

  • 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.

Tough

Benefits: 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

Prerequisites: Spellcasting feature or Pact Magic feature

Benefits: 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 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

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Bigby Presents: Glory Of The Giants Feats

Feat Level ASI Prereqs
Ember of the Fire Giant 4 Str, Con, or Wis Ruokor, Strike of the Giants (fire strike)
Fury of the Frost Giant 4 Str, Con, or Wis Ruokor, Strike of the Giants (frost strike)
Guile of the Cloud Giant 4 Str, Con, or Cha Ruokor, Strike of the Giants (cloud strike)
Keenness of the Stone Giant 4 Str, Con, or Wis Ruokor, Strike of the Giants (stone strike)
Soul of the Storm Giant 4 Str, Wis, or Cha Ruokor, Strike of the Giants (storm strike)
Strike of the Giants 1 Ruokor
Vigor of the Hill Giant 4 Str, Con, or Wis Ruokor, Strike of the Giants (hill strike)
Ember of the Fire Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (fire strike)

Benefits: You've manifested the fiery combat emblematic of fire giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.

  • Born of Flame. You have immunity to fire damage.

  • Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

Fury of the Frost Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (frost strike)

Benefits: You've manifested the icy might emblematic of frost giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.

  • Born of Ice. You have resistance to cold damage.

  • Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guile of the Cloud Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (cloud strike)

Benefits: You've manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.

  • Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Keenness of the Stone Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (stone strike)

Benefits: You've manifested the physical talents emblematic of stone giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.

  • Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.

  • Stone Throw. As a bonus action, you can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Soul of the Storm Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (storm strike)

Benefits: You've manifested the tempest magic emblematic of storm giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Wisdom, or Charisma by 1, to a maximum of 20.

  • Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature's speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Strike of the Giants

Prerequisites: Ruokor

Benefits: You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

  • Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.

  • Fire Strike. The target takes an extra 1d10 fire damage.

  • Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

  • Hill Strike. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

  • Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.

  • Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vigor of the Hill Giant

Prerequisites: Level 4+, Ruokor, Strike of the Giants (hill strike)

Benefits: You've manifested the resilience emblematic of hill giants, granting you the following benefits:

  • Ability Score Increase. Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.

  • Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition.

  • Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Eberron: Rising From The Last War Feats

Feat Level ASI Prereqs
Revenant Blade 1 Str or Dex region Valenar, Elf
Revenant Blade

Prerequisites: Region of origin Valenar, Elf

Benefits: You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.

  • A double-bladed scimitar has the finesse property when you wield it.

Exploring Eberron Feats

Feat Level ASI Prereqs
Aereni Halflife 1 Int or Wis region Aerenal, Elf
Changeling Metamorphosis 1 Con Changeling
Envoy Specialist 1 any Warforged
Focused Personas 1 Cha Changeling
Juggernaut Plating 1 Str or Con Warforged
Superior Shifting 1 Shifter
Aereni Halflife

Prerequisites: Region of origin Aerenal, Elf

Benefits: You've undergone rituals that bind you to Irian and the Undying Court. Many who undergo this process have a desiccated appearance, similar to a mummy; it's up to you whether you are affected in this way. Regardless of your appearance, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • You gain resistance to necrotic and radiant damage, and you have advantage on death saving throws.

  • If you cast a spell that deals necrotic damage, you can choose to have it inflict radiant damage instead.

Changeling Metamorphosis

Prerequisites: Changeling

Benefits:

  • Your ability to shapechange is more than skin deep. Increase your Constitution score by 1, to a maximum of 20. In addition, when you use your Shapechanging trait, you can choose one of the following benefits, which lasts until you use your Shapechanging trait again. Some of these benefits require specific physical features, such as gills or claws, that can be seen by observers.

    • Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

    • Darkvision. You adapt your eyes and gain darkvision with a range of 60 ft.

    • Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

Envoy Specialist

Prerequisites: Warforged

Benefits: You have modified your body to perform a specific task, integrating a tool directly into your body. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You gain proficiency with one tool of your choice.

  • Choose one of these tools you are proficient with that weighs 10 lb or less: an artisan's tool, forgery kit, herbalism kit, poisoner's kit, thieves' tools, or a musical instrument. You have a working model of this tool integrated into your body. It can't be removed, and as long as you have a hand free, you can make use of the integrated tool.

  • Your proficiency bonus is doubled when you make ability checks using this integrated tool.

Focused Personas

Prerequisites: Changeling

Benefits: You've developed personas that help you focus your talents. Work with your DM to define two unique personas — identities with distinct appearances and personalities. You gain the following benefits:

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

  • Choose a tool and define a persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool. If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona.

  • Choose a skill you're proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill.

Juggernaut Plating

Prerequisites: Warforged

Benefits:

  • Your armor is a part of you, strengthened by your life force. You gain the following benefits.

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

    • When you use Integrated Protection to don light or medium armor, you can add your Constitution modifier to your Armor Class instead of your Dexterity modifier (to a maximum of +2 when using medium armor).

    • When you use Integrated Protection to don heavy armor, you have advantage on Strength saving throws and Strength (Athletics) checks to resist being knocked prone or moved against your will.

    • While it's incorporated into your body, your armor can't be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will.

Superior Shifting

Prerequisites: Shifter

Benefits: You have a strong connection to the beast within, strengthening your body and your ability to shift. gain the following benefits:

  • Choose one of the ability scores affected by your subrace's Ability Score Increase. Increase this ability score by 1, to a maximum of 20. That is to say:

  • When you use your Shifting trait, the transformation lasts for ten minutes, until you die, or until you end it as a bonus action.

  • You can use your Shifting trait one additional time. You regain all uses when you complete a short or long rest.

Morgrave Miscellany Feats

Feat Level ASI Prereqs
Chameleon 1 Cha Changeling
Hierophant 1 Druid or Ranger spell
Moonspeaker 8 Dex Shifter, Weretouched Master
Spirit Rider 1 region of origin Valenar and Elf or Halfling
Warforged Colossus 1 Str Warforged, Str 13
Warforged Reclaimer 6 Warforged
Weretouched Master 1 Dex Shifter
Chameleon

Prerequisites: Changeling

Benefits: You have honed your natural shapeshifting powers. You gain the following benefits:

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

  • You can use your Change Appearance trait as a bonus action.

  • You can use Unsettling Visage twice before completing a short or long rest.

Hierophant

Prerequisites: Able to cast a Druid or Ranger spell

Benefits: You have strengthened your connection to the beasts of the natural world. You gain the following benefits:

  • You gain proficiency in either the Nature or Survival skill.

  • You learn the speak with animals spell and can cast it once without expending a spell slot. Once you do, you can't do so again until you complete a short or long rest. Wisdom is your spellcasting ability for this spell.

  • You gain one use of the Wild Shape feature available to the druid class and can use it to shift into any beast you have seen before with a CR rating 1/8 or below, including those with a swim or fly speed.

  • Once you do, you can't do so again until you complete a short or long rest. If you have the Wild Shape feature from another source, you gain an additional use with the benefits and restrictions of that feature instead.

Moonspeaker

Prerequisites: Level 8+, Shifter, Weretouched Master

Benefits: You call to the moon to entice your lycanthropic ancestors to further enhance your shifting abilities. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.

  • Choose a Shifter subrace other than your own. When you shift, you also gain the benefits of its Shifting Feature, in addition to your own.

  • If you are conscious when your shifting trait ends, you regain a number of hit points equal to your Constitution score, up to your hit point maximum, instead of your Constitution modifier.

Spirit Rider

Prerequisites: Region of origin Valenar and Elf or Halfling

Benefits: You learn an ancient ritual that creates a spiritual totem from a bracelet, figurine, tribal mask, or other item, that unites rider and mount in a sacred bond. While you possess your totem, you gain the following benefits:

  • You can communicate telepathically with your mount.

  • You have advantage on Animal Handling checks made to control your mount, and your mount has advantage on Acrobatics and Athletics checks.

  • You can communicate simple ideas through sounds and gestures with other creatures of the same type as your mount.

Warforged Colossus

Prerequisites: Warforged, Strength 13

Benefits: As an unstoppable force on the field of battle, you gain the following benefits:

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

  • You can use your reaction to reduce the distance you are moved against your will by up to 10 ft.

  • When you move at least 30 ft. in a straight line right before you make a melee weapon attack using Strength and you hit, you can add your Strength modifier to the damage twice, instead of once.

Warforged Reclaimer

Prerequisites: Level 6+, Warforged

Benefits: You can transfer the power of magical armor you find during your travels into your integrated armor. Magical armor you absorb must have a rarity of very rare or lower and can't be sentient.

Transferring the armor's magical properties requires 8 hours of uninterrupted work, which you can complete when you finish a long rest, and destroys the armor in the process. If you repeat the process, the old enchantment is lost and the new one takes its place. If the armor's magical properties include a curse, you always gain that property, and can't replace it with a new enchantment unless you are targeted by the remove curse spell or similar magic as you complete the new enchantment.

Weretouched Master

Prerequisites: Shifter

Benefits: The strength of your lycanthropic heritage increases, expanding your primal abilities. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.

  • Choose a Shifter subrace other than your own. You also gain the traits of that subrace, but not its ability score increase or shifting feature.

  • If you are conscious when your shifting feature ends, you regain a number of hit points equal to your proficiency bonus plus Constitution modifier, up to your Hit Point Maximum.

Tasha's Cauldron Of Everything Feats

Feat Level Prereqs
Artificer Initiate 1
Eldritch Adept 1 Spellcasting feature or Pact Magic feature
Fighting Initiate 1 a martial weapon prof.
Metamagic Adept 1 Spellcasting feature or Pact Magic feature
Artificer Initiate

Benefits: 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.

Eldritch Adept

Prerequisites: Spellcasting feature or Pact Magic feature

Benefits: Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). 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.

Fighting Initiate

Prerequisites: Proficient with a martial weapon

Benefits: 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.

Metamagic Adept

Prerequisites: Spellcasting feature or Pact Magic feature

Benefits: 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.

The Book Of Many Things Feats

Feat Level Prereqs
Cartomancer 4 Spellcasting feature or Pact Magic feature
Cartomancer

Prerequisites: Level 4+; Spellcasting feature or Pact Magic feature

Benefits: You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

  • Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

  • Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

Xanathar's Guide To Everything Feats

Feat Level ASI Prereqs
Bountiful Luck 1 Halfling
Dwarven Fortitude 1 Con Dwarf
Fade Away 5 Dex or Int Gnome
Prodigy 1
Second Chance 1 Dex, Con, or Cha Halfling
Squat Nimbleness 1 Str or Dex
Bountiful Luck

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter.

Prerequisites: Halfling

Benefits: When an ally you can see within 30 ft. of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Dwarven Fortitude

You have the blood of Dwarf heroes flowing through your veins.

Prerequisites: Dwarf

Benefits: You gain the following benefits:

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

  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Fade Away

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm.

Prerequisites: Level 5+, Gnome

Benefits: You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • Immediately after you take damage, you can use a 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.

Prodigy

You have a knack for learning new things.

Prerequisites: Khoravar, Half-orc, or Human

Benefits: You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language 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.

Second Chance

Fortune favors you when someone tries to strike you.

Prerequisites: Halfling

Benefits: You gain the following benefits:

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

  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Squat Nimbleness

Prerequisites: Dwarf, Kobold, Halfling, or Gnome

Benefits: You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • Increase your walking speed by 5 ft.

  • You gain proficiency in the Acrobatics or Athletics skill (your choice).

  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.