This document summarizes and compares various feats in Dungeons & Dragons, dividing them into Offensive Feats and Utility Feats. It provides the name and brief description of several feats in each category, such as Bountiful Luck which allows an ally to reroll 1s, Charger which provides a bonus to damage after moving 10 feet, and Actor which gives bonuses to deception and performance checks while impersonating others. The feats cover a variety of abilities like combat maneuvers, spellcasting, skills, and magical effects.
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Feats Redesigned
This document summarizes and compares various feats in Dungeons & Dragons, dividing them into Offensive Feats and Utility Feats. It provides the name and brief description of several feats in each category, such as Bountiful Luck which allows an ally to reroll 1s, Charger which provides a bonus to damage after moving 10 feet, and Actor which gives bonuses to deception and performance checks while impersonating others. The feats cover a variety of abilities like combat maneuvers, spellcasting, skills, and magical effects.
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Offensive Feats Utility Feats
Name Description Name Description
You have extraordinary luck, which you have learned to You have advantage on Charisma (Deception) and mystically lend to your companions when you see them Charisma (Performance) checks when trying to pass falter. You’re not sure how you do it; you just wish it, and yourself off as a different person. it happens. Surely a sign of fortune’s favor! When an ally You can mimic the speech of another person or the you can see within 30 feet of you rolls a 1 on the d20 for sounds made by other creatures. You must have heard Bountiful Luck Actor an attack roll, an ability check, or a saving throw, you can the person speaking, or heard the creature make the use your reaction to let the ally reroll the die. The ally sound, for at least 1 minute. A successful Wisdom must use the new roll. When you use this ability, you can’ (Insight) check contested by your Charisma (Deception) t use it again until you have completed a short or long check allows a listener to determine that the effect is rest. faked. When you use your action to Dash, you can use a bonus You gain a +5 bonus to initiative. action to make one melee weapon attack or to shove a Other creatures don’t gain advantage on attack rolls creature. against you as a result of being hidden from you. If you move at least 10 feet in a straight line immediately When a creature within 30 feet of you attempts to hide Charger before taking this bonus action, you either gain a bonus Alert from you (Stealth), you have Advantage on any Wisdom to the attack’s damage roll equal to your proficiency (Perception) check you make to detect their presence. bonus (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). Loading a crossbow with which you are proficient can be When you are prone, standing up uses only 5 feet of done as many times as you can attack in a turn. You your movement. nevertheless must have a free hand in order to load a Climbing doesn’t halve your speed. Crossbow crossbow bolt. Athlete You can make a running long jump or a running high Expert When you use the Attack action and attack with a one- jump after moving only 5 feet on foot, rather than 10 feet. handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. When you are wielding a finesse weapon with which you Your friendship with animals is mystically empowered. are proficient and another creature hits you with a melee You gain the following benefits: attack, you can use your reaction to add your proficiency You gain proficiency in the Animal Handling skill. If you’re bonus to your AC for that attack, potentially causing the already proficient in it, your proficiency bonus is doubled attack to miss you. for any check you make with it. Defensive Critter Friend You learn the speak with animals spell and can cast it at Duelist will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. You master fighting with two weapons, gaining the You have an intuitive understanding of magic. You learn following benefits: detect magic and can cast it at will, without expending a You gain a +1 bonus to AC while you are wielding a spell slot. You also learn levitate and dispel magic, each separate melee weapon in each hand. of which you can cast once without expending a spell You can use two-weapon fighting even when the one- slot. You regain the ability to cast the spell in this way Dual Wielder handed melee weapons you are wielding aren’t light. Intuitive Magic when you finish a long rest. Charisma is your You can draw or stow two one-handed weapons when spellcasting ability for these spells. you would normally be able to draw or stow only one. When you are granted a reaction attack (such as an opportunity attack) and the target is within reach of both weapons, you can attack with both of your weapons. When you gain this feat, choose one of the following Alert to the hidden traps and secret doors found in many damage types: acid, cold, fire, lightning, or thunder. dungeons, you gain the following benefits: Spells you cast ignore resistance to damage of the You have advantage on Wisdom (Perception) and chosen type. In addition, when you roll damage for a Intelligence (Investigation) checks made to detect the Elemental spell you cast that deals damage of that type, you can Dungeon presence of secret doors. Adept reroll any 1 on a damage die. You must use the new roll. Delver You have advantage on saving throws made to avoid or You can select this feat multiple times. Each time you do resist traps. so, you must choose a different damage type. You have resistance to the damage dealt by traps. You can search for traps while travelling at a normal pace, instead of only at a slow pace. You have uncanny aim with attacks that rely on precision You have the blood of stalwart heroes flowing through rather than brute force. You gain the following benefits: your veins. You gain the following benefits: Whenever you have advantage on a ranged attack roll Whenever you take the Dodge action in combat, you can Uncanny Aim Fortitude using Dexterity, Intelligence, Wisdom, or Charisma, you spend one Hit Die to heal yourself. Roll the die, add your can reroll one of the dice once. Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can draw on your magical heritage to escape You develop your magnetic personality to ease your way danger. You gain the following benefits: through the world. You gain the following benefits: After you are targetted by an attack, whether that attack You gain proficiency in the Deception and Persuasion hits or misses, you can use a reaction to magically Everybody's skills. If you’re already proficient in either skill, your Fade Away become invisible until the end of your next turn or until Friend proficiency bonus is doubled for any check you make you attack, deal damage, or force someone to make a with that skill. saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. You’ve developed the skills necessary to hold your own One of your ancestors was not of the material plane. in close-quarters grappling. You gain the following Drawing on your fey ancestry, you have learned how to benefits: teleport. You have advantage on attack rolls against a creature You learn the misty step spell and can cast it once you are grappling. without expending a spell slot. You regain the ability to Fey Grappler You can use your action to try to pin a creature grappled cast it in this way when you finish a short or long rest. Teleportation by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends. Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. You’ve learned to put the weight of a weapon to your Quick to recover, you gain the following benefit: advantage, letting its momentum empower your strikes. When you roll Hit Die to regain hit points, you make each You gain the following benefit: roll of your Hit Die with advantage. Great Weapon Before you make a melee attack with a heavy weapon Remarkable Master that you are proficient with, you can choose to forego Recovery adding your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage. Prerequisite: Proficiency with heavy armor You are an able physician, allowing you to mend wounds You can use your armor to deflect strikes that would kill with splints, bandages, and stitches. You gain the others. You gain the following benefits: following benefits: While you are wearing heavy armor, bludgeoning, When you use a healer's kit to stabilize an incapacitated piercing, and slashing damage that you take from non creature, you do not consume a charge of the healer's magical attacks is reduced by 2. This damage reduction kit. Heavy Armor increases to 3 at level 5, 4 at level 11, and 5 at level 17. Healer You can spend one use of a healer’s kit over one minute Master to tend to a creature and restore hit points equal to 1d6 + half of your medicine skill, rounded down. This healing increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The creature can’t regain hit points from this feat more than once per set of injuries sustained. You are filled with a determination that can draw the A student of nature, you are able to recognize plants and unreachable within your reach. You gain the following other natural features that contain useful essence. You benefits: gain proficiency with the Herbalism Kit, and can use the When you make an attack roll, an ability check, or a Herbalism skill to craft salves, poultices, and other saving throw, you can do so with advantage. Once you powerful concoctions. use this ability, you can’t use it again until you finish a Searching for ingredients and preparing them for use short or long rest. requires one hour of focused work, which cannot be Sheer Herbalism accomplished while attempting any other tasks. You Determination Expert know the recipes for a healing poultice and an anti- venom, and are able to learn additional recipes from other experienced herbalists, or from herbalism texts. When you attempt to craft a remedy, you must declare which remedy you hope to create, then make a Nature check. The result of the roll determines whether your attempt fails, results in an inferior product, a normal product, or an exceptional product. You are particularly hearty and hale. You gain the Prerequisite: Proficiency with medium armor following benefits: You have trained to master the use of heavy armor, Robust You have resistance to cold damage and poison Heavily gaining the following benefits: Constitution damage. Armored You gain proficiency with heavy armor. You have advantage on saving throws against being poisoned or infected by disease. You learn to call on hellfire to serve your commands. If you spend at least 1 minute observing or interacting Whenever you cast a spell that deals fire damage, you with another creature outside combat, you can learn can use your bonus action to invoke this infernal certain information about its capabilities compared to connection to cause the following effects: your own. The DM tells you if the creature is your equal, When you roll fire damage for the spell that activated this superior, or inferior in regard to two of the following ability, you can add your proficiency bonus to the characteristics of your choice: damage that one target receives from the spell. Intelligence score You cause flames to wreathe you for one round. The Wisdom score Insightful Infernal Affinity flames don’t harm you or your possessions, and they Charisma score Observation shed bright light out to 30 feet and dim light for an Class level additional 30 feet. Any creature who comes within 5 feet At the DM's discretion, you might also realize you know a of you while the flames are active takes 1d4 fire damage. piece of the creature's history or one of its personality This damage increases to 2d4 at level 5, 3d4 at level 11, traits, strengths, or weaknesses, if it has any. and 4d4 at level 17. Once you have summoned hellfire in this way, you may not do so again until you have finished a short or long rest. You have practiced techniques useful in melee combat Prerequisite: Charisma 13 or higher against spellcasters, gaining the following benefits: You can spend 10 minutes inspiring your companions, When a creature within 5 feet of you casts a spell, you shoring up their resolve to fight. When you do so, choose can use your reaction to make a melee weapon attack up to six friendly creatures (which can include yourself) against that creature. Inspiring within 30 feet of you who can see or hear you and who Mage Slayer When you damage a creature that is concentrating on a Leader can understand you. Each creature can gain temporary spell, that creature has disadvantage on the saving throw hit points equal to your level + your Charisma modifier. it makes to maintain its concentration. A creature can’t gain temporary hit points from this feat You have advantage on saving throws against spells again until it has finished a short or long rest. cast by creatures within 5 feet of you. Choose a class: bard, cleric, druid, sorcerer, warlock, or You have a mind that can track time, direction, and detail wizard. with uncanny precision. You gain the following benefits: You learn two cantrips of your choice from that class’s You always know which way is north. spell list. You always know the number of hours left before the In addition, choose one 1st-level spell from that same next sunrise or sunset. Magic Initiate list. You learn that spell and can cast it at its lowest level. Keen Mind You can accurately recall anything you have seen or Once you cast it, you must finish a long rest before you heard within the past year. can cast it 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. You have martial training that allows you to perform You have trained to master the use of light armor, special combat maneuvers. You gain the following gaining the following benefits: benefits: You gain proficiency with light armor. 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, Lightly Martial Adept the saving throw DC equals 8 + your proficiency bonus + Armored your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Prerequisite: Proficiency with medium armor You have You have studied languages and codes, gaining the practiced moving in medium armor to gain the following following benefits: benefits: You learn three languages of your choice. Wearing medium armor doesn’t impose disadvantage on You can ably create written ciphers. Others can’t your Dexterity (Stealth) checks. decipher a code you create unless you teach them, they Medium Armor When you wear medium armor, you can add 3, rather Linguist succeed on an Intelligence check (DC equal to your Master than 2, to your AC if you have a Dexterity of 16 or higher. Intelligence score + your proficiency bonus), or they use magic to decipher it. You can recognize if a message contains a hidden code, and can attempt to break the code by making an Intelligence skill check. You are a dangerous foe to face while mounted. While You are exceptionally speedy and agile. You gain the you are mounted and aren’t incapacitated, you gain the following benefits: following benefits: Your speed increases by 10 feet. You have advantage on melee attack rolls against any You gain proficiency in the Acrobatics skill. If you are unmounted creature that is smaller than your mount. already proficient, you double your proficiency bonus Mounted You can force an attack targeted at your mount to target Mobile when you use Acrobatics. Combatant you instead. When you use the Dash action, difficult terrain doesn’t If your mount is subjected to an effect that allows it to cost you extra movement on that turn. make a Dexterity saving throw to take only half damage, When you make a melee attack against a creature, you it instead takes no damage if it succeeds on the saving don’t provoke opportunity attacks from that creature for throw, and only half damage if it fails. the rest of the turn, whether you hit or not. Your fury burns tirelessly. When you hit with an attack Prerequisite: Proficiency with light armor You have made with a simple or martial weapon, you can roll one trained to master the use of medium armor and shields, of the weapon’s damage dice an additional time and add gaining the following benefits: it as extra damage of the weapon’s damage type. Moderately You gain proficiency with medium armor and shields. Wild Fury Immediately after you use your Wild Fury trait, you can Armored use your reaction to make one weapon attack. Once you use this ability, you can’t use it again until you finish a short or long rest. You can keep your enemies at bay with reach weapons. Quick to notice details of your environment, you gain the You gain the following benefits: following benefits: When you take the Attack action and attack with only a If you can see a creature’s mouth while it is speaking a glaive, halberd, or quarterstaff, you can use a bonus language you understand, you can interpret what it’s Polearm action to make a melee attack with the opposite end of saying by reading its lips. Observant Master the weapon. The weapon’s damage die for this attack is You have a +5 bonus to your passive Wisdom a d4, and the attack deals bludgeoning damage. (Perception) and passive Intelligence (Investigation) While you are wielding a glaive, halberd, pike, or scores. quarterstaff in two hands, other creatures provoke an opportunity attack from you when they enter your reach. You have mastered the art of fighting with ranged As a bonus action, you can move up to your speed weapons. You gain the following benefits: toward an enemy of your choice that you can see or Being within 5 feet of a hostile creature doesn’t impose hear. You must end this move closer to the enemy than disadvantage on your ranged weapon attack rolls. Unrelenting you started. Ranged Expert Attacking at long range doesn't impose disadvantage on Aggression your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three- quarters cover. You are a fearsome foe in melee combat. You gain the You have a knack for learning new things. You gain the following benefits: following benefits: On your turn, when you score a critical hit with a melee You gain one skill proficiency of your choice, one tool weapon or reduce a creature to 0 hit points with one, you proficiency of your choice, and fluency in one language can make one melee weapon attack as a bonus action. of your choice. Savage When you roll damage for a melee weapon attack and Prodigy Choose one skill in which you have proficiency. You gain Attacker one of the damage die is a 1, you can reroll that die and expertise with that skill, which means your proficiency use the new roll instead. Once you use this ability, you bonus is doubled for any ability check you make with it. can't use it again until you've finished a short or long rest. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Fortune favors you when someone tries to strike you. Prerequisite: Intelligence or Wisdom 13 or higher You gain the following benefits: You have learned a number of spells that you can cast When a creature you can see hits you with an attack roll, as rituals. These spells are written in a ritual book, which you can use your reaction to force that creature to reroll. you must have in hand while casting one of them. Once you use this ability, you can’t use it again until you When you choose this feat, you acquire a ritual book finish a short or long rest. 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: Second Charisma for bard, sorcerer, or warlock; Wisdom for Ritual Caster Chance 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. You have mastered techniques to take advantage of Prerequisite: Dexterity 13 or higher every drop in any enemy’s guard, gaining the following You are expert at slinking through shadows. You gain the benefits: following benefits: When you hit a creature with an opportunity attack, the You can try to hide when you are lightly obscured from creature’s speed becomes 0 for the rest of the turn. the creature from which you are hiding. Creatures provoke opportunity attacks from you even if When you are hidden from a creature and miss it with a Sentinel Skulker they take the Disengage action before leaving your ranged weapon attack, making the attack doesn't reveal reach. your position. When a creature within 5 feet of you makes an attack Dim light doesn’t impose disadvantage on your Wisdom against a target other than you, you can use your (Perception) checks relying on sight. reaction to make a melee weapon attack against the attacking creature. You have mastered ranged weapons and can strike You have practiced extensively with a variety of fearsome blows from a distance. You gain the following weapons, gaining the following benefits: benefit: You gain proficiency with five weapons of your choice. Before you make a ranged attack with a ranged weapon Weapon Sharpshooter that you are proficient with, you can choose to forego Master adding your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.. You use shields not just for protection but also for You are innately connected to the magic of the primeval offense. You gain the following benefits while you are woods. You learn the Druidcraft cantrip. You also learn wielding a shield: the long strider and pass without trace spells, each of If you Attack a creature on your turn, you can follow your which you can cast once without expending a spell slot. attack with a bonus action to try to shove a creature You regain the ability to cast these two spells in this way within 5 feet of you with your shield, knocking it prone or when you finish a long rest. Wisdom is your spellcasting forcing it 5 feet away from you. ability for all three spells. Shield Master If you aren’t incapacitated, you can add your shield’s AC Forest Magic bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets 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. Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three- Spell Sniper 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. Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: You are proficient with improvised weapons and Tavern Brawler unarmed strikes. Your unarmed strike can use 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. Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on 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 War Caster 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. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you Tough gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Choose two ability scores. You gain the following benefits: Resilient You gain proficiency in saving throws using the chosen abilities.