Feats

Using 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.

Available Feats – Base D&D:

- Alchemist
- Alert
- Athlete
- Actor
- Blade Mastery
- Burglar
- Charger
- Crossbow Expert
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Elemental Adept
- Fell Handed
- Flail Mastery
- Grappler
- Gourmand
- Great Weapon Master
- Healer
- Heavily Armored
- Heavy Armor Master
- Inspiring Leader
- Keen Mind
- Lightly Armored
- Linguist
- Lucky
- Mage Slayer
- Magic Initiate
- Martial Adept
- Master of Disguise
- Medium Armor Master
- Mobile
- Moderately Armored
- Mounted Combatant
- Observant
- Polearm Master
- Resilient
- Ritual Caster
- Savage Attacker
- Sentinel
- Sharpshooter
- Shield Master
- Skilled
- Skulker
- Spear Mastery
- Spell Sniper
- Svirfneblin Magic
- Tavern Brawler
- Tough
- War Caster
- Weapon Master

Available Feats – Homebrew:

- Advanced Healer
- Thri-Kreen Multi-Weapon Master
- Thri-Kreen Psionicist

Feats

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