Allowed Feats

All feats from the Player’s Handbook are available to characters. As feats are made available through additional material, allowed feats will be listed here.

Name of Feat Source Description
Alert PHB 165 You are always alert – grants bonuses to initiative, immunity to surprise, and defense from hidden creatures.
Athlete PHB 165 You are particularly athletic. +1 to Strength or Dexterity, quick stand from prone, bonus to climbing and jumping.
Actor PHB 165 Skilled at mimicry and drama. +1 Charisma. Advantage on Deception and Performance checks and mimic speech.
Charger PHB 165 As a bonus action you can attack after a Dash maneuver and add damage or push if moving at least 10 feet.
Crossbow Expert PHB 165 Load crossbows faster, use ranged attacks even when foes are next to you, attack with one-handed weapon and hand crossbow with bonus action.
Defensive Duelist PHB 165 Use reaction to add finesse proficiency bonus to AC when attacked.
Dual Wielder PHB 165 Bonus to AC when dual wielding, dual wield with non-light weapons, draw or stow both weapons at the same time.
Dungeon Delver PHB 166 Various bonuses to detect secret doors and deal with traps.
Durable PHB 166 +1 Constitution, bonus when rolling to regain hit points.
Elemental Adept PHB 166 Ignore resistance for chosen element and 1’s become 2’s when rolling damage. House rule: Immunity becomes resistance.
Grappler PHB 167 Advantage on attacks vs. grappled target, attempt to pin grappled creature, can grapple larger creatures than yourself.
Great Weapon Master PHB 167 Crit or drop creature to 0 hp allows an extra attack as bonus action, -5 to attack roll with heavy weapon for +10 damage.
Healer PHB 167 Use healer kit to not only stabilize but creature gains 1 hit point. Use healers kit as action to restore 1d6+4+creature’s HD.
Heavily Armored PHB 167 Strength +1 and proficiency with heavy armor.
Heavy Armor Master PHB 167 Strength +1 and non-magical bludgeoning, piercing, and slashing damage reduced by 3.
Inspiring Leader PHB 167 Spend 10 minutes to inspire up to 6 creatures within 30 ft to gain your level + Charisma modifier temporary hps.
Keen Mind PHB 167 Intelligence +1, know direction, time, and perfect recall of all seen and heard in the past month.
Lightly Armored PHB 167 Strength or Dexterity +1, gain light armor proficiency.
Linguist PHB 167 Intelligence +1 and HR: You can understand most languages and speak 3 languages fluently as well as decipher and create ciphers.
Lucky PHB 167 Gain 3 Luck Points. Spend 1 point to roll a second d20 for attack, save, or ability check. Choose which d20 roll to take.
Mage Slayer PHB 168 Reaction to melee attack casting target, disadvantage on damaged creature’s concentration check when wounded by you, advantage on save vs. spells cast by creature within 5’.
Magic Initiate PHB 168 Learn two cantrips from casting class as well as 1 first level spell.
Martial Adept PHB 168 Learn 2 maneuvers. Gain 1 superiority die.
Medium Armor Master PHB 168 Medium armor no longer has disadvantage to Stealth, add up to +3 bonus to AC due to Dexterity bonuses.
Mobile PHB 168 Speed +10 feet, Dash unaffected by difficult terrain, creature you attack in melee cannot make opportunity attack against you for rest of turn.
Moderately Armored PHB 168 Strength or Dexterity +1, proficiency with medium armor and shields.
Mounted Combatant PHB 168 While mounted advantage vs. unmounted smaller creatures, force attack against mount to attack you instead, mount gains evasion.
Observant PHB 168 Intelligence or Wisdom +1, read lips, +5 bonus to passive perception or investigation.
Polearm Master PHB 168 Bonus action to attack with butt of polearm (d4), gain opportunity attack when enemy enters reach.
Resilient PHB 168 Any Ability Score +1, proficiency in that ability’s saving throw.
Ritual Caster PHB 169 Gain ritual spellbook and cast rituals from one class.
Savage Attacker PHB 169 Reroll damage once per turn and use either total.
Sentinel PHB 169 Opportunity attack hit stops creature, creatures within 5’ provoke opportunity attacks even with disengage, can attack target within 5’ of you who targets another.
Sharpshooter PHB 170 No long range disadvantage, ignore half and 3/4 cover, -5 to attack for +10 damage.
Shield Master PHB 170 Bonus action to shove with shield, add shield AC bonus to Dexterity saving throw that only targets you, take no damage with successful Dexterity saving throw.
Skilled PHB 170 Proficiency in 3 skills.
Skulker PHB 170 Hide when lightly obscured, stay hidden after missed ranged attack, no perception disadvantage in dim light.
Spell Sniper PHB 170 Double spell range with attack throw spells, ignore half and 3/4 cover with spells, gain 1 attack roll cantrip.
Tavern Brawler PHB 170 Strength or Constitution +1, use improvised weapons, d4 unarmed strike, bonus action to grapple after unarmed strike or improvised weapon hit.
Tough PHB 170 2 additional hp per level.
War Caster PHB 170 Advantage on concentration saves, cast with weapons or shield in hands, cast 1 action spell as opportunity attack.
Weapon Master PHB 170 Proficiency in 4 weapons.

Allowed Feats

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