Feats (PHB)
All feats in the Player's Handbook are described below. For legal reasons, they cannot be reprinted here.
Feat | Description | Change | Reasoning and Advice |
---|---|---|---|
Alert |
Grants +5 to initiative, can't be surprised, etc. |
Modified |
See Perception |
Athlete |
Grants +1 Str/Dex, more convenient athletics. |
Removed |
Stat-boosting is no longer allowed in feats. Other abilities are not strong enough to justify a feat, and can be accomplished with ordinary skill checks. Consider feats such as Tumble instead. This feat (minus the ability boost) might make a good Background. |
Actor |
Grants +1 to Cha, advantage to disguise checks, etc. |
Removed |
Stat-boosting is no longer allowed in feats. Other abilities are not strong enough to justify a feat, and can be accomplished with ordinary skill checks. This feat (minus the ability boost) might make a good Background. |
Charger |
Bonus attack after dashing |
Removed |
Spend a feat to do what everyone in 3e could do for free? No. Charging has been restored as a baseline maneuver, and the Power Charge feat (see General) makes it even better. |
Crossbow Expert |
Faster crossbow reloading, point blank shot |
Replaced |
Consider the Archer feat (see Ranged Weapons) which is not limited to crossbows. |
Defensive Duelist |
Better AC against incoming attacks once/rd |
Removed |
Consider Dodge, Block, or myriad other options. |
Dual Wielder |
Better at wielding two weapons. |
Modified |
Mostly intact. See the Dual Wield feat in Proficiencies. |
Dungeon Delver |
Various benefits in a dungeon. |
Allowed |
I guess you can take this if you want. It's pretty crunchy. |
Durable |
Gain +1 Con, slightly better at gaining HP during short rest. |
Removed |
Stat-boosting is no longer allowed in feats. Without the Con bonus, this feat is weaksauce. |
Elemental Savant |
Ignore resistance with certain elemental spells. Better damage. |
Allowed | |
Grappler |
Better at grappling. |
Allowed | |
Great Weapon Master |
Gain occasional bonus attacks, damage boosting. |
Removed |
Consider Slam or Victory Rush as replacements. |
Healer |
Better use of healer's kits. |
Allowed |
Seems pretty weak, but allowed as-is. |
Heavily Armored |
+1 Str, heavy armor proficiency. |
Removed |
Stat-boosting is no longer allowed in feats. Consider Armor Proficiency feat. |
Heavy Armor Master |
+1 Str, resist 3 (physical weapons) |
Removed |
Stat-boosting is no longer allowed in feats. With new Armor rules, the resistance might be too much. |
Inspiring Leader |
Give a 10 minute pep talk, allies gain a few temp HP. |
Removed |
Consider the Leader role feats. |
Keen Mind |
+1 Int, always know where north is, eidetic memory. |
Modified |
Stat-boosting is no longer allowed in feats. Fairly weak without the boost. Allowed as-is (without stat boost) or as a background. |
Lightly Armored |
+1 Str/Dex, gain light armor proficiency. |
Removed |
Stat-boosting is no longer allowed in feats. Removed. Consider Armor Proficiency feat. |
Linguist |
+1 Int, gain three languages, write ciphers. |
Modified |
Stat-boosting is no longer allowed in feats. Allowed as-is, minus the stat boost. Also allowed as a background. |
Lucky |
3 die re-rolls per day |
Modified |
Focus handles this better. See new Lucky feat for an alternate version. |
Mage Slayer |
Attack mages who cast near you, advantage to saves against magic, etc |
Allowed | |
Magic Initiative |
Gain a few spells from a spellcasting class. |
Allowed | |
Martial Adept |
Gain a few maneuvers from the Battle Master archetype of the Fighter class |
Allowed |
This is awkward. Feats will likely obsolete that path, but this is allowed for now. |
Medium Armor Master |
Better at wearing medium armor |
Removed |
Too crunchy. New Armor rules should make this unnecessary. |
Mobile |
Gain +10-ft base move, Dash better, etc. |
Allowed |
A little crunchy, but allowed as-is. |
Moderately Armored |
+1 Str/Dex, gain medium armor proficiency |
Removed |
Stat-boosting is no longer allowed in feats. Consider Armor Proficiency as a replacement. |
Mounted Combatant |
Fighting from horseback |
Allowed |
Pretty situational, but allowed as-is. |
Observant |
+1 Int or Wis, read lips, Perception bonuses |
Removed |
Stat-boosting is no longer allowed in feats. Consider the Perception feats. |
Polearm Master |
Better at fighting with polearms |
Allowed | |
Resilient |
+1 to any ability score, gain proficiency in saving throws |
Removed |
Stat-boosting is no longer allowed in feats. |
Ritual Caster |
Gain ritual casting ability |
Allowed | |
Savage Attacker |
Gain advantage to damage once/rd |
Allowed | |
Sentinel |
Various tanking abilities |
Allowed |
Works well with Defender feats. |
Sharpshooter |
Precise and empowered ranged attacks |
Replaced |
Consider Precise Shot and other Ranged Weapons feats. |
Shield Master |
Shield bash and area effect protection |
Replaced |
Consider Block and Punt. Also note that rules about Shields have changed. |
Skilled |
Gain three skill proficiencies. |
Allowed |
Allowed for now, until new skill system is in place. |
Skulker |
Better at Stealth |
Allowed |
Really crunchy, but allowed as-is. |
Spell Sniper |
Better at long-range spells, gain a cantrip |
Allowed |
Pretty niche, and partially overlapped by baseline metamagic, but allowed as-is. |
Tavern Brawler |
+1 Str or Con, unarmed proficiency |
Removed |
Stat-boosting is no longer allowed in feats. Consider Iron Fist feat. |
Tough |
Gain +2 HP/level |
Allowed |
Equivalent to putting 4 points into Con, except it doesn't affect saving throws. Fine as-is. |
War Caster |
Better at casting spells in melee |
Allowed |
Super crunchy, but allowed as-is. |
Weapon Mastery |
+1 Str or Dex, +4 weapon proficiencies |
Removed |
Stat-boosting is no longer allowed in feats. Consider Weapon Proficiency feat. |