Feats
Feats are special abilities that provide your character with unique capabilities, improved statistics, or enhanced features. Characters typically gain feats at certain levels instead of ability score improvements, or as bonus feats from their ancestry or class.
Gaining Feats
Characters can gain feats through several methods:
- Instead of ASI: At levels when your class grants an Ability Score Improvement, you can choose a feat instead
- Bonus Feats: Some ancestries (like Variant Human) grant a feat at 1st level
- Class Features: Certain classes grant bonus feats (like Fighter's additional ASIs)
- Optional Rule: Some DMs allow a free feat at 1st level
Feat Prerequisites
Some feats have prerequisites that must be met before you can take them:
- Ability Score: Minimum score in a specific ability (e.g., Dexterity 13+)
- Spellcasting: Ability to cast at least one spell
- Level: Certain feats may require minimum character level
- Class/Race: Some feats are restricted to specific classes or ancestries
Feat Categories
Combat Feats
Feats that enhance your effectiveness in battle:
| Feat | Prerequisite | Summary |
|---|---|---|
| Crossbow Expert | None | Ignore loading, no disadvantage in melee, bonus hand crossbow attack |
| Defensive Duelist | Dex 13+ | Add proficiency to AC as reaction when wielding finesse weapon |
| Dual Wielder | None | Use non-light weapons, +1 AC, draw two weapons |
| Great Weapon Master | None | Bonus attack on crit/kill, -5 to hit for +10 damage |
| Polearm Master | None | Bonus attack with polearm, opportunity attacks when enemies enter reach |
| Sentinel | None | Stop enemy movement, attack when allies are targeted |
| Sharpshooter | None | Ignore cover/range, -5 to hit for +10 damage |
Half Feats (Ability Score Increase + Benefits)
Feats that increase an ability score by 1:
| Feat | Ability | Summary |
|---|---|---|
| Actor | Charisma | Mimicry and advantage on Deception for disguises |
| Athlete | Str or Dex | Enhanced climbing, jumping, and standing from prone |
| Observant | Int or Wis | +5 to passive Perception and Investigation, lip reading |
| Resilient | Any | Gain proficiency in chosen ability's saving throws |
Utility and Support Feats
Feats that provide versatility and out-of-combat benefits:
| Feat | Prerequisite | Summary |
|---|---|---|
| Alert | None | +5 initiative, can't be surprised, no hidden attacker advantage |
| Healer | None | Enhanced healing with healer's kit |
| Inspiring Leader | Cha 13+ | Grant temp HP to allies after short rest |
| Lucky | None | Three luck points per day to reroll or force rerolls |
| Mobile | None | +10 speed, avoid opportunity attacks after melee attack |
| Tough | None | Gain 2 HP per level |
Magic Feats
Feats that grant or enhance magical abilities:
| Feat | Prerequisite | Summary |
|---|---|---|
| Elemental Adept | Spellcasting | Ignore resistance, treat 1s as 2s for chosen element |
| Magic Initiate | None | Learn two cantrips and one 1st-level spell |
| Ritual Caster | Int or Wis 13+ | Learn ritual spells in a ritual book |
| War Caster | Spellcasting | Advantage on concentration, cast with weapons/shield, spell opportunity attacks |
Choosing Feats
When selecting a feat, consider:
- Character Concept: Does it fit your character's theme and playstyle?
- Build Synergy: Does it complement your class features and other choices?
- Party Role: Does it help you fulfill your role in the party?
- Campaign Type: Is it appropriate for your DM's campaign style?
- Opportunity Cost: Is it worth more than a +2 ability score increase?
Popular Feat Combinations
- Great Weapon Master + Polearm Master: High damage melee build
- Crossbow Expert + Sharpshooter: Optimal archer build
- Polearm Master + Sentinel: Battlefield control tank
- War Caster + Resilient (Con): Concentration protection
- Lucky + Anything: Universally valuable