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
Accursed Healer The ability to cast spells that restore hit points.
Active Reload Proficiency in Firearms, 13 Dexterity
Adamantine Spirit Constitution 13 or higher
Adept Aviator A permanent flying speed
Aegis Protection Proficiency with shields
Agile Dexterity 13 or higher
Agile Evader Dexterity 13 or higher
Aikido, Variant Dexterity 15 or higher
Aikido Dexterity 13 or higher
Alert, Variant
All for One 13 Dexterity or 13 Strength
Alluring Defense Charisma 13 or higher
Alpha Chaotic Alignment
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
Arcana Infused The ability to cast at least one spell
Arcane Adept An ability to cast spells, spellcasting modifier
Arcane Ammunitionist Wisdom or Intelligence 13 or higher
Arcane Archery Adept Intelligence 13 or higher, proficiency with shortbow or longbow
Arcane Armor The ability to cast at least one spell.
Arcane Artillerist Ability to cast spells
Arcane Defense Intelligence 13 or higher, 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 Mastery Spellcasting with access to 1st and 2nd level spells
Arcane Specialist Ability to cast at least one spell
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 15
Archery Prodigy Proficiency with simple ranged weapons
Armor Master Strength 13 or higher
Armor Savant Proficiency with medium and/or heavy armor and Strength of 15 or higher
Armor and Weapon Master
Armored Arcanist The ability to cast at least one spell
Armored Arcanist Variant The ability to cast at least one spell
Armored Caster 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
Athletic Swimmer A permanent swimming speed.
Avenge
Axe Master
Battle Knowledge
Battle Mage The ability to cast at least one spell
Battle Planner
Battle Shouter Constitution 13 or higher
Battlemage The ability to case at least one spell
Bearer of Strength Strength 19 or higher
Better Dragonmark Be from Eberron, no other DragonMark
Bigfoot Large size or larger; Dexterity 13 or higher
Blade Mastery, Variant
Blademaster Dexterity 13
Bladesinger
Blaster
Blood Mage, 2nd Variant Constitution 13 or higher, able to cast at least one spell and/or have ki points or similar
Blood Mage The ability to cast spells, Constitution 13 or higher
Blood Magic, Variant Having any number of spell slots or ki points
Bloodthirster
Blowgun Expert
Bludgeoner 16 Strength, Proficiency in a weapon that deals Bludgeoning damage.
Bone Breaker
Boomerang Master Dexterity 13 or greater
Bow Master Dexterity 13 or higher
Bughunter
Burning Soul Charisma 13 or higher
Butcher Evil Alignment
Calculate trajectory 18 Intelligence and proficiency with ranged weapons
Call Out Charisma 13
Calm Precision Dexterity or Wisdom 13 or higher
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 Combatant The ability to cast spells.
Cantrip Mastery Must already know 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
Charger, Variant
Charismatic Champion Strength 13 or Dexterity 13, Charisma 15, Proficiency with Martial Weapons
Charismatic Presence Charisma 13
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 Counter Proficiency with a ranged weapon
Close Quarter Ranger Prerequisite: Dexterity 13 or higher
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 Mastery
Combat Quickness
Combat Reflexes Dexterity 13 or higher
Combat Trained
Combo Fighter Proficiency with martial weapons
Combo Star Dexterity 13 or higher
Combusting Critical
Companion Charisma 13 or higher
Companionship The ability to cast spells, a familiar.
Concussive Blows Strength 13 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
Counterattack Ace Dexterity 13 or higher
Counterattacker Dexterity of 13 or higher
Cover Mode Con 13 or higher
Cover Taker
Crippling Critical
Crippling Striker Strength 13 or higher
Critical Caster Prerequisite: The ability to cast at least one spell
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, 2nd Variant Dex 16 Wis 14
Crossbow Expert, Variant
Cunning Militant
Cursebinder Wisdom 13 or higher
Cursed Touch Ability to cast spells.
Dabbler in the Arts Intelligence 13 or higher
Dagger Expert
Dagger Master
Dagger Savant Dexterity 13 or higher
Dancer 13 dexterity, 13 charisma
Dancing Blade Dexterity 13 or higher
Dark Master The ability to cast at least one spell.
Dash Dexterity 13 or higher
Dauntless Constitution 13 or higher
Dead Shot
Deadly Initiator Dexterity 13 or higher
Deadshot Dexterity 13 or higher, and Proficiency with said Ranged Weapons
Death Hungry Strength of 20
Decimator
Dedicated Hero a Good Alignment
Defenestration Expert Strength 13
Defensive Attacker Proficiency with shields
Deft Aegis
Demonic Infusion Constitution 15 or higher and Demonic Heritage
Desperation
Destructive Strength 1 Ability score at 20
Determined, Variant Wisdom 13 or higher
Determined
Devil's Curse To fail to complete a deal with any devil.
Dexterous Dexterity 13 or higher
Dilettente Fighter
Disjunction (5e Spell)
Distant Striker Spear Proficiency
Distracting, Variant
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
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
Duelist's Dance Proficiency with a finesse martial weapon
Dumb Survivor
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 Barrage Eldritch Blast cantrip
Eldritch Blessing Charisma 15 or higher
Eldritch Gift Charisma 17 or higher
Eldritch Master Eldritch Blast Cantrip
Eldritch Power Charisma 13 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 Elemental Adept Feat and Level 5 and can cast one spell
Elemental Fighter
Elemental Master, Variant One damage dealing spell
Elemental Master The Elemental Adept Feat
Elemental Mastery Elemental expertise feat
Elemental Proficiency The ability to cast at least one spell
Elemental Shot At least one spell slot.
Elemental Specialist The ability to cast at least one spell
Elusive
Elven Blade Master
Elven Bow Magic The ability to cast at least one spell, proficiency with bows or guns, ability to speak Elven
Emberfrost Fighter
Emergency Cast The ability to cast at least one spell
Endurant
Enduring Belief Charisma of 13 or higher
Energetic
Energy Vampire The ability to cast at least one spell.
Enhanced Vigor Constitution 13 or higher
Equipment's Bond 10 levels or more in the Fighter class
Esoteric Accuracy Intelligence, Wisdom or Charisma 13 or higher.
Essence Theft The ability to cast at least one spell
Eternal Optimist
Exact Shooter Dexterity 13 or higher
Excitement Rush
Expansion of the Body Constitution 13, Wisdom 13
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
Exploding Critical 13 Strength or higher
Explosive Smite The Divine Smite feature or the ability to cast a smite spell
Eye for the opportunity Dexterity 13 or higher, Wisdom 13 or higher
Far-Realm Gazer Charisma 15 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 Strength 13 or Dexterity 13
Fencing Expert Dexterity 13 or higher
Festering Anger Good or Neutral Alignment. Can add to character from backstory, but wont take effect till 4th level.
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
Finesse Fighting Dexterity 16
Finesse Mastery Proficiency in martial weapons, Dexterity 13 or higher
Finesse Weapon Master Proficiency in martial weapons, Dexterity 13 or higher
Finisher
Fire Bolt Master know the fire bolt cantrip, Charisma, Intelligence, or Wisdom 13 or more
Firearm Adept firearm proficiency
Firearm Expert, Variant
Firearm Expert
Firearm Flourish Firearm proficiency
Flamboyance Panache (5e Feat)
Flame Adept Ability to cast or use flame based attacks.
Flame Tempest Racial trait that allow you to deal fire damage.
Fleet-footed
Fleet of Foot
Flying Projectiles Dexterity 13 or higher
Focused Disruptor
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.
Form Caster The ability to cast at least one spell, the ability to transform into another form or creature
From the Shadows
Frontline Caster, Variant Ability to cast at least one spell
Frontline Caster Ability to cast at least one spell
Frost Shot Elf (eladrin [winter])
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 Strength 13 or Dexterity 13 or higher
Glass Cannon (Variant) Strength 13 or Dexterity 13 or higher
Goring Fighter
Grazer Dexterity 13 or higher
Great Spell Master Able to cast at lease one spell
Great Weapon Defense Strength 13 or higher
Great Weapon Offense Strength 13 or higher
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
Greatsword Master Prerequisite: Strength 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
Harrier Proficiency in at least 1 ranged weapon, the ability to make more than 1 ranged attack each turn
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)
Heartripper
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, 2nd Variant Proficiency with heavy armor
Heavy Armor Master, Variant 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 Weapon Juggernaut Strength 18, proficiency with heavy weapons
Heavy Weapons Master Strength 13
Hemorrhage Proficiency with a weapon that deal slashing or piercing damage
Herculean Blow
Hero's Heart Good Alignment
Hidden Archer Dexterity 13 or higher
High Constitution Constitution 13
Horde Breaker Dexterity 13 or higher
Horde Fighter, Variant
Horde Fighter
Hyper Rage Ability to rage
Hyperactive
Hyperalert Alert Feat
Hyperprocessing Intelligence 18 or higher
Iaijutsu Master, Variant Dexterity 15 or higher
Iaijutsu Master
Illumination The ability to deal radiant damage with a racial trait, class feature or spell.
Illusive Master Illusion spell
Immortal Inurement must be cursed with immortality and have entered a death-like state at least once
Impaler Ability to use polearm or reach weapons Strength of 18 or higher.
Imperturbable The ability to cast spells, constitution of 18 or higher.
Improbable Dagger User
Improvised Weapon Master, Variant
Increasing Rage The ability to Rage
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
Intense Conditioning Variant Con 15 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 Ambassador Proficiency with shields
Iron Reflexes Dexterity and Constitution 13 or higher
Iron Will
Ironhide Constitution 13
Javelin Master proficiency with simple or martial weapons
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 or Monk class
Ki Master Wisdom 13 or higher
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
Lancer
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 Assassin
Lethal Attacker, Variant
Lethal Dualist
Lethal Duelist 13 Strength or 13 Dexterity
Lethal Hunter
Lethal Ranger
Lethal Thrower
Light Armor Master Dexterity of 13 or higher, light armor proficiency
Light Feet Dexterity 13 or higher
Lightning Focus The ability to cast at least one spell
Lightning Runner Dexterity of 13 or higher
Lizardfang
Lost Tradition The ability to cast at least one spell
Machine Gunner proficiency with firearms
Maculele
Magic Initiate, Variant
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.
Maneuver Master Battle Master Fighter, Must be unarmed
Marksman Dexterity 13 or higher, Proficiency with bows
Martial Artist Dexterity 13, Monk class
Martial Arts Master Wisdom 13 or higher
Martial Cadence
Martial Caster Strength or Dexterity 13 or higher, the ability to cast at least one spell.
Martial Master At least one superiority die
Martial Poise
Martial Training A Martial Weapon
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 Darkness The ability to cast a necromancy spell or be an undead
Master of Measure Dexterity 13 or higher
Master of Spellcasting The ability to cast at lest one spell
Master of Strength Ki Strength 13 or higher
Master of a Thousand Cuts Proficiency with a Finesse weapon
Mastered Lycanthropy
Matrix Motions 17 Dexterity
Maul Master
Meditator Wisdom of 13 or higher
Melee Brute Strength 13 or higher
Mental Agility Intelligence 13 or greater
Mental Destruction Illusion spell
Merciful Mage The ability to cast at least one spell
Mercy
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 14 or more
Minor Rogue Dexterity 13 or higher
Miracle Lucky Feat
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,
Mortal Draw Str: 14 or Dex 14, Character Level 4, No Equipped Shield
Mount Master
Multi-Attacker Strength or Dexterity 13 or higher
Multi-Caster The ability to cast at least one spell
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
Muscle Magic Constitution 13, Wisdom 13
Mystic Adept Intelligence 15 or higher, Mystic Initiate
Mystic Initiate Intelligence 13 or higher
Mystical Archer The ability to cast at least one spell.
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
Necropotent Spellcaster The ability to cast at least one necromancy spell
Night Hunter darkvision
Nimble Brawn
Nimble Fighter Dexterity of 13 or higher
Notch Additional Arrow Dexterity 14 (+4 to take this feat again)
Off-Hand Master Dexterity 13 or higher
Offensive Duelist
One Armed Master
One For All Strength 17 or higher, Constitution 14 or higher, level 7 or higher
Opportune Attack Dexterity 13 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
Panache 15 dexterity
Parry Master Dexterity of 15 or higher, dual wielding
Perceptive Proficiency in Perception
Perfect Focus Wisdom 13 or higher
Perfect Striker Dexterity or Strength 13 or higher
Permotio Pressure Level 5, Strength 15 & Wisdom 15
Persistent Warrior Constitution of 15 or more
Phalanx Fighter
Photographic memory The ability to cast at least one spell
Physical Spellcaster Strength or Dexterity 13 or higher, ability to cast spells
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
Plant Controller Nature +4 or higher or Any levels in Druid
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 form. Level 8 or above.
Power Nap 13 Constitution
Power Shot
Powerful Aura
Powerful Thrower Strength 13 or higher
Precise Pitcher
Precognition
Pressure Point Striker You must be able to use the Ki class feature.
Primal Fighter Proficiency in Unarmed Attacks.
Primal Warrior Constitution 13 or higher, Strength 13 or higher
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 Strength 15 or higher
Pyrokinetic Intelligence 13 or higher
Pyromancy The ability to cast at least one spell
Pyromania The ability to cast at least one spell that deals fire damage.
Quarterstaff Channeler Ability to cast at least one spell, quarterstaff proficiency
Quick Navigator
Quick on Your Feet Dexterity 13 or higher
Quickdraw Dexterity 13 or higher, proficiency in at least one type of weapon.
Quickening Master The ability to cast at least one spell
Quickness
Quickspell Ability to cast spells.
Ranged Master 13 dex or higher, proficiency with simple ranged weapons and either longbows, hand crossbows or heavy crossbows
Ranged Weapon Expert Dexterity 15 or higher, Proficiency with atleast 1 Ranged Weapon, Level 4 or higher
Rapid Puncher The ability to make two or more unarmed strikes during a turn.
Rapid Reload Dexterity of 13 or higher
Rapier Master
Raven Wings Dex 14, No flying speed
Reaction Master Dexterity 13 or higher
Reactionary Dexterity 13 or higher
Reaper
Red Vision
Reflexive Dexterity 13 or higher
Relentless Assault
Relentless Combatant
Relentless Will 15 Wisdom
Resistant Resistant to at least one damage type.
Resistive Constitution 13 or higher
Resolved Fighter Wisdom 13 or higher
Resourceful Brawler
Reversalist Strength 13 or higher
Ricochet Master
Riposte Dexterity or Wisdom of 16 or higher
Ritual Converter, Variant Ability to cast spells, usage of a spellbook
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
Salty Charisma 13 or higher
Salvation Wisdom 13 or higher
Sapper Proficiency in alchemist's supplies
Savage Spellcaster Ability to cast at least one spell. Ability score of 13 in either WIS, INT, or CHA.
Schadenfreudist Constitution 13
Scope Adept The ability to cast at least one spell
Scythe Mastery Strength 13 or higher
Scythe Wielder None
Self Healing Constitution 13 or higher
Shadow Lord, Variant
Shadow Lord ability to cast a necromancy spell
Shield Bearer Strength or Dexterity 13 or higher.
Shield Champion Strength and Constitution 13 or higher, proficiency with shields.
Shield Channeler The ability to cast at least one spell.
Shield Charger Strength 13
Shield Fighter Strength 13 or higher, proficiency with shields.
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.
Shield Wall Proficiency with Shields
Shillelagh Savant
Short Rest Expert
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
Simple Weapons Expert none
Skirmisher Dexterity 15 or higher
Slaves Champion
Slayer
Sling Master Dexterity 13 or higher
Sling Mastery
Smiting Warrior Proficiency with at least one martial melee weapon
Snap Caster The ability to cast at least one spell
Snap Shooter Dexterity or Strength of 13 or higher
Sneak Attack Expert Must have sneak attack.
Sniper Dexterity 13 or higher
Sorcerous Emergence the ability to cast at least one spell
Soul Siphoner A necromancy spell
Spearmaster Ability to use Spear, Strength of 15 or Dexterity of 19
Speed Demon Dexterity score 15
Spell Expertise the ability to cast spells
Spell Master, Variant The ability to cast at least one spell
Spell Slash The ability to cast one spell of 1st level or higher
Spell Thief the ability to cast at least one spell
Spell Weapon 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
Spellcraft Specialization The ability to cast at least one spell.
Spellflair The ability to cast at least one spell
Spiked Chain Master Dexterity 13 or higher
Spirit Firearms Dexterity 13
Staff Master profiecency in quarterstaves
Staggering Blow Strength 13 or higher
Staggering Critical
Stalker 16 or higher in Dexterity, Proficiency or Expertise in Perception.
Startosser Dexterity 13 or higher
Static Saunter 13 Dex, the ability to cast at least one spell
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
Storm Powered Dexterity 16 and the ability to deal lightning damage.
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 or a ability
Super Counter Dexterity 13 or higher.
Super Exploder
Superior Evasion Dexterity 13 or higher
Support Caster The ability to cast at least one spell
Supreme Two-Weapon Fighting Dexterity 13 or higher
Surging Adrenaline
Swift Dexterity 13 or higher
Swift Defender Dexterity 13 or higher
Swift Movement Dexterity of 13 or more
Swift Striker Dexterity 13 or higher
Swift Wind Dexterity of 13 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
Third Hand Marksman Access to the mage hand spell, Dexterity 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
Throwing Weapon Master
Thunderous Spellbook The ability to copy spells into your spellbook.
Tide of Iron
Titan's Strength Strength 15 or higher
Toughened
Trained Regular Infantryman
Trained Sight
Trample size of Medium or greater
Trophy Collector
True Caster The ability to cast at least 1 spell.
True Flight
Twin Spells The ability to cast at least one spell and cantrip
Two-Handed Weaponmaster Strength 13 or higher
Two-Weapon Master
Two Dagger Fighter Dexterity 13 or higher
Two handed fighting 15 strength, proficiency with a weapon with the two-handed or versatile property
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
Unarmed Master The martial arts feature
Unarmored Arcanist The ability to cast at least one spell.
Unarmored Warrior Dexterity or Strength 13 or higher
Unbroken
Unflinching Drive
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
Unparalleled Duelist 13 Dexterity
Unseen Predator
Unshelved Rage A minimum of 2 levels in Barbarian.
Unstoppable Constitution 20
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
Veteran Warrior Strength or Dexterity 18, Extra Attack Feature
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 Binder The ability to cast spells.
Weapon Channeler The ability to cast at least one spell, Strength or Dexterity of 13 or higher
Weapon Master, 2nd Variant
Weapon Master, 3rd Variant
Weapon Master, 4th Variant
Weapon Master, Variant
Weapon Specialist, Variant
Weapon Specialist Proficiency with martial weapons
Whip Master
Whip Mastery
Whip Suzerain proficiency with whips
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
Windwalker
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
Wish Power Charisma 13 or higher
World Master The ability to cast at least one spell and Caster level 15 or higher
Wrestler Proficiency in Athletics


Discovery Feats

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

Feat Prerequisites
Absolute Strength Strength of 13 or higher.
Blind Savant No natural vision
Blindsighted Wisdom 13 or higher
Blood Magic Spellcasting
Cantrip Collector The ability to cast at least one spell.
Cat Napper
City Dweller
Common Ritualist
Crystal Eyes Passive Perception 14
Doctor Intelligence or Wisdom 13 or higher
Erudite Intelligence or Wisdom 13 or higher
Fast Learner, Variant
Fast Movement
Force of Inspiration Charisma 13 or higher and the ability to cast at least one spell.
Free Diver
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
Magic Initiate, Variant
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
Paranoid Wisdom 13 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 form. Level 8 or above.
Precognition
Primal Agility Dexterity 13 or higher
Primal Warrior Constitution 13 or higher, Strength 13 or higher
Quartermaster
Raven Wings Dex 14, No flying speed
Resourceful Necromancer The ability to cast at least one spell
Sagacious Stepper Intelligence or Wisdom 13 or higher
Self Healing Constitution 13 or higher
Skirmisher Dexterity 15 or higher
Slayer
Stair Ambulator hooves, or a steed with hooves
Static Saunter 13 Dex, the ability to cast at least one spell
Stealthy, Variant Dexterity 13 or higher
Student of Theft Dexterity 13 or higher
Temple Raider
The Apprentice Intelligence 13 or higher
Track Star Strength or Dexterity score of 13 or higher
Trained Sight
True Caster The ability to cast at least 1 spell.
True Flight
Unarmed Master The martial arts feature
Unseen Predator
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 Charisma 13 or higher


Interaction Feats

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

Feat Prerequisites
Accursed Healer The ability to cast spells that restore hit points.
Adaptable Shaping The ability to Wild Shape, Wisdom 15
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 Intelligence 15 or higher
Ascetic Intelligence or Wisdom of 13 or higher
Augment Healing Wisdom 13 or higher, Proficiency in Medicine
Bearer of Strength Strength 19 or higher
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
Blindsight "Blind Fighting" Fighting Style, Expertise in the Perception skill, or the Observant feat.
Bound familiar
Burning Soul Charisma 13 or higher
Cannoneer Dexterity 13
Charismatic Champion Strength 13 or Dexterity 13, Charisma 15, Proficiency with Martial Weapons
Commander
Companion Charisma 13 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
Critical Rejuvenation The ability to cast at least one healing spell or feature
Cursebinder Wisdom 13 or higher
Dancer 13 dexterity, 13 charisma
Dark Master The ability to cast at least one spell.
Darkstalker Dexterity 13 or higher
Deceptive Charisma 13 or higher
Devil's Curse To fail to complete a deal with any devil.
Devourer At least 13 Constitution
Dexterous Dexterity 13 or higher
Distracting, Variant
Distracting
Doctor Intelligence or Wisdom 13 or higher
Dominator
Dragon's Ageing
Effective Communicator Charisma 13 or Greater
Elemental Conversion The ability to cast at least one spell
Enthralling Charm Charisma 13 or higher
Evasive Dexterity 13 or higher
Expert Ability score applicable to skill must be 13 or higher
Expert Trapper Dexterity or Intelligence 13
Farming Mastery
Fast Learner, Variant
Feat Fetish Another member of the party having a feat
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
Godly Strength Strength 13 or higher
Greater Familiar, Variant The ability to cast Find Familiar
Greater Transmutation Intelligence, Wisdom, or Charisma 13 or higher
Grit
Gunsmith
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
Irresistible 13 Charisma or higher, proficiency in Persuasion.
Jack of All Trades
Javelin Master proficiency with simple or martial weapons
Juggler
Keen Eye
Ki Healer The ability to use Ki.
Ki Infusion Ki class feature or Monk class
Legendary Blacksmith
Light Sleeper Constitution or Intelligence of 13 or higher
Magic Blacksmith
Magic Initiate, Variant
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
Night Hunter darkvision
Nuisance Charisma 13 or higher.
One With the Tribe Level 5+, Wisdom 14 and Strength 14 or higher
Onion Cutter Constitution 13 or higher
Optimist
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 form. Level 8 or above.
Powerlifter Strength 13 or higher
Precognition
Professional Wrestler Strength 15 or higher and proficiency in athletics.
Proficient Summoner
Psychic
Psychologist
Puppet Master The ability to cast Animate dead
Pure Talent None
Pyrokinetic Intelligence 13 or higher
Quartermaster
Rabble Rouser Charisma 13 or higher
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
Sacrifice Constitution 15, You must have taken damage from a demon
Shared Knowledge Intelligence 13 or higher
Silver Tongued Charisma 13 or higher
Simulate Magic Item Proficiency in the tools needed to create the chosen item, ability to cast spells, and Intelligence, Wisdom, or Charisma 13 or higher.
Slayer
Sling Mastery
Sorcerous Emergence the ability to cast at least one spell
Soul Siphoner A necromancy 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
Spellcraft Specialization The ability to cast at least one spell.
Spirit Medium Wisdom 13 or Higher
Steadfast Summoner
Steed Master Proficiency in Animal Handling
Sticky Fingers Dexterity 13+, Sleight of Hand proficiency
Striking Looks Charisma 13 or higher
Student of Theft Dexterity 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 or a ability
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 (as through the 5e_SRD:Finger_of_Death spell), the ability to cast at least one spell, Intelligence 17 or higher
True Caster The ability to cast at least 1 spell.
Truly Attuned attuned to 3 or more magic items
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
Abhorrent Mutation Farspawn, Half-Farspawn, Aberrant Bloodline, Great Old One pact / Dark One pact, other relation to aberrations
Adamantine Marrow Constitution 13 or higher, warforged, genasi (earth)
Adamantine Upgrade Warforged race, Integrated Protection racial trait
Adept Shapeshifter Changeling or Doppleganger race
Aether Touched Aethelf
Aggressive Intuition Natural weapons
Alpha Assimilitant 15 or higher Constitution, and you must be an assimilitant
Ancient Dragonborn Dragonborn
Angel Protector Aasimar
Arcanist Charisma 13 or higher, and must be an arcane fairy, variant
Armed and Ready spiderfolk
Aspect of Semuanya Lizardfolk
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
Blessing of the Storm Leviathorin race
Blessing of the Waves Leviathorin
Boarish Resilience Shifter (Beasthide)
Body Training Must have a Hit Dice of 1d8 or lower.
Brilliant Heart Charisma 17 or higher, Veil of Light, and must be a light fairy, variant
Built and Trained Warforged race
Caught Aquamarine Gem
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
Creative You must be a Kenku.
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.
Demonic Movements Incubus, or Succubus
Doppelganger Bushwhacker You must be a doppelganger.
Dracochampion Dragonborn Race, 5th level or higher
Draconic Heir Dragonborn or dragon type, Constitution 13 or higher
Draconic Heritage Dragon, Dragonborn, or Draconic Bloodline (sorcerous origin), other Draconic Heritage
Draconic Lungs You must be a dragonborn.
Dragonborn Elemental Charge Dragonborn
Dragonborn heritage: Constitution and Defense You must be a Dragonborn
Dragonbreath Warrior Dragonborn
Drakiin High Magic Drakiin
Drow Dark Arts You must be a dark elf (drow).
Eldritch Chosen One Otherworldly Patron Feature
Elemental Training Elemental Adept Feat
Elven Accuracy, Variant elf or half-elf
Elven Awakening Half-Elf or Elf
Emissary of the Underdark Charisma 13 or higher; drow, spiderfol, or other races that dwells in the Underdark
Enhanced Dragon Breath Dragon, dragonborn
Enlarged Dragon Breath Dragonborn
Evolution Savant You must be a Primal Zerg
Fast Learner Human, Half-elf, or half-orc
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 Race
Flameheart Constitution 13 or higher, and must be a fire fairy, variant
Flames of Phlegethos (Variant) Tiefling
Flight, Half-Dragon Half-Dragon race
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
Giant's Grasp Goliath Race
Goliath Constitution Goliath Race [1]
Goliath Strength Goliath Race[2]
Greater Scorpio Awakening Scorpio Called
Greathorn minotaur
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.
Honor Guard thri-manipulus ,Extra Attack feature
Hulking Rage Mechanoid Brawler
Human Adaptability human
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
Hybrid
Hybrid Prowess Centaur
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
Inherent Yardratian Magic Yardrat
Keeper of Chains Must be a 9th level Krynn
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
Malachite's Chains Be a Lapis Lazuli of [Gem] Race
Master At Arms, Variant (5e feat) Dexterity of 13 or higher, Spiderfolk Race
Master Shapeshifter changeling
Master at Arms Dexterity or Strength of 13 or higher, Spiderfolk Race
Mechanus' Mettle Warforged race
Mighty Breath Dragonborn
Mind's Eye Intelligence 13 or higher, and must be a mind fairy, variant
Namekian Giant Size You must be a namekian.
Natural Entertainer You must be a Spinel Gem.
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
Optimized Implant Curwesta Pixie, At least level 5
Orcish Power Half-Orc
Orcish Rage Orc race, Strength 13 or higher
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
Powerful Wielder the Powerful Build race feature, strength of 15 or higher
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 with Dexterity 17 or higher.
Pufferfish Triton triton
Queen of Collars Must be a 15th level Krynn
Radiant Emotions You must be a Diamond of the Gem race.
Ratfolk Mojo ratfolk.
Render You must be a Lizardfolk.
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.
Scorpio Magic Bond Scorpio Called, the ability to cast at least one spell.
Shadow Walker must be a type of undead, Dexterity of 13 or more.
Shaped Clay You must be a human.
Shifting Form Changeling
Slender Nightmare Slender
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
Soul Swap Kalashtar, 16 or higher Wisdom
Storm Flash Dexterity 13 or higher, and must be a storm fairy, variant
Strong Winged race that wings and has a flying speed, Strength 13 or higher
Subchief You must be a Lizardfolk.
Subconscious Skulker Charisma 17 or higher, and must be a closed-eye satori or a closed-eye half-satori half-phantom
Sunlight Acclimated A race with the sunlight sensitivity racial trait.
Superior Endurance Goliath Race
Supernaturally Mighty Strength 13 or higher
Take Flight You must be a Aasimar
The Grand Spell Sniper have a range over 600ft on a spell. Spell Sniper feat. Lv.7 spellcaster
The Great Learner Human
Thri-Kreen Multi-Weapon Master You must be a thri-kreen.
Thri-Kreen Psionicist thri-kreen
Trance Must have an Elven parent or be the Monk class.
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
Voracity Bite attack
Wyvernlings Claws Dexterity and Strength 18 or higher, must be a Wyvernling (5e Race) or Dragonborn
Zircon's Deductions You must be a Zircon Gem.


Unsorted Feats

Feat Prerequisites
Mind over matter Ability to cast polymorph or the ability to assume a different form. Level 4 or above.
Unlimited Armory The ability to cast at least one conjuration spell
Unyielding Justice
Versatile Infuser The ability to Infuse Items


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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