5e Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

List of Feats

Item Crafting

All Item Crafting feats work as follows:

Feat Prerequisite Description
Alchemist Int 13+ You can brew potions, elixirs, oils, and unstable, explosive mixtures.
Blacksmithing Str 13+ You can forge weapons, shields, and armor out of metal.
Engineering Int 13+ You can make trinkets, automata, and even firearms.
Inscription Int 13+ You can inscribe magical glyphs, carve runes, or scribe scrolls and tomes.
Jewelcrafting Dex 13+ You can make jewels, cut gemstones, and blow glass.
Leatherworking Dex 13+ You can tan hides and sew leather into armor, bracers, boots, or other useful items.
Tailoring Int 13+ You can sew fabrics into garments, including armor, cloaks, slippers, and other useful items.

Miscellaneous

Feat Prerequisite Description