D&D Feats: Everything You Need to Know

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Feats were introduced in the 3rd edition of Dungeon and Dragons. Since then, there has been a ton of confusion for new players around what feats are, when to choose them, and which one to choose. There is an encyclopedia’s worth of information on feats, which makes it hard to find the information you need.

There are 3 official places you can find information on feats:

This article will clear all of that up for you and more. So lets dive into a complete guide on Dungeons and Dragons feats.

Players Handbook
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What is a feat in DnD?

A feat is essentially a special option for a character to use or an ability that changes the game options or mechanics. Here’s the official definition from the DnD 5e Players Handbook:

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.

—DnD 5e Players Handbook (Page 165)

They’re pretty similar to skills (also introduced in the 3rd edition) but have one defining difference: there is no roll required to succeed or fail. If you have the feat, you do the action.Feats have changed since their introduction in DnD 3e. Here’s a few key differences in how they work in each edition:

  • DnD 3e – feats had prerequisites in order to be obtained.
  • DnD 4e – the same as 3e except feats also were categorized by type with class and racial requirements.
  • DnD 5e – Feats are thematic improvements with only some of them having prerequisites. They can be gained instead of taking an Ability Score Improvement feature.

We will focus on the 5e version of feats since that is what most people play. This version of feats give you another way to change your character thematically. In total, there are 80 of them. You can find a list and details at the bottom of this article.

When should you choose a feat?

Since we’re focusing on the DnD 5e version of feats, the player handbook says they can be gained instead of a feature after increasing ability score.

Now, that doesn’t mean you should always forgo a feature and grab a feat. A key tactic is to determine what your primary and secondary ability scores are, optimize those scores, and choose the best feats for the class

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What feat should you choose?

As we went over before, feats are categorized by class and race. Some feats also have ability score increases associated with them which is important towards optimizing your primary and secondary ability scores.

Rogues and fighters have the opportunity to get more feats over a campaign since they get more ability score increases and are more efficient at using feats.

To help you decide what feats to pick, here are some that are good for the class type you’ve chosen.

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Good feats by class

ClassGood Feats
BarbarianGreat Weapon Master, Sentinel, Polearm Master
BardWar Caster, Actor, Moderately Armored
ClericWar Caster, Magic Initiate, Lucky
FighterSharp Shooter, Great Weapon Master, Magic Initiate, Heavy Armor Master, Polearm Master
MonkSentinel, Magic Initiate, Mobile
PaladinGreat Weapon Master, Lucky, Heavy Armor Master
RangerSharp Shooter, War Caster, Ritual Caster
RogueSharp Shooter, Magic Initiate, Crossbow Expert, Lucky
SorcererRitual Caster, War Caster, Elemental Adept
WarlockWar Caster, Inspiring Leader, Spell Sniper
WizardWar Caster, Observant, Tough

Good feats by race

RaceGood Feats
DragonbornDragon Fear, Dragon Hide
DwarfDwarven Fortitude, Squat Nimbleness
Drow ElfDrow High Magic, Elven Accuracy
High ElfFey Teleportation, Elven Accuracy
Wood ElfWood Elf Magic, Elven Accuracy
GnomeFade Away, Squat Nimbleness
Deep GnomeFade Away, Squat Nimbleness, Svirfneblin Magic
Half-ElfElven Accuracy, Prodigy
Half-OrcOrcish Fury, Prodigy
HalflingBountiful Luck, Second Chance, Squat Nimbleness
HumanProdigy
TieflingFlames of Phlegethos, Infernal Constitution
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Feats with ability score increase

Sometimes you need to increase a specific ability score. Luckily, there are plenty of feats that you can choose that will also increase your ability scores. Of course, you’ll have to make sure it fits with your class or race. Here’s a full list of feats that increase ability score:

ClassFeat w/Ability Score Increase
StrengthAthlete, Heavily Armored, Heavy Armor Master, Lightly Armored, Moderately Armored, Resilient, Tavern Brawler, Weapon Master, Dragon Fear, Dragon Hide, Orcish Fury, Squat Nimbleness
DexterityAthlete, Lightly Armored, Moderately Armored, Resilient, Weapon Master, Elven Accuracy, Fade Away, Second Chance, Squat Nimbleness
ConstitutionDurable, Resilient, Tavern Brawler, Dragon Fear, Dragon Hide, Dwarven Fortitude, Infernal Constitution, Orcish Fury, Second Chance
IntelligenceKeen Mind, Linguist, Observant, Resilient, Elven Accuracy, Fade Away, Fey Teleportation, Flames of Phlegethos
WisdomObservant, Resilient, Elven Accuracy
CharismaActor, Resilient, Dragon Fear, Dragon Hide, Elven Accuracy, Fey Teleportation, Flames of Phlegethos, Second Chance

Now that you have a direction for what feats you can choose based on your class and race, it will be much easier to choose which feat will work best for your character build.

Official feats

These are the official feats for DnD 5e.

A Complete List of DnD 5e Feats

FeatDescription
ActorSkilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
AlertAlways on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
AthleteYou have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Barbed Hide
(UA: Feats for Races)
Prerequisite: Tiefling
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
• Increase your Constitution or Charisma score by 1, up to a maximum of 20.
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
• You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
Bountiful Luck
(UA: Feats for Races)
Prerequisite: Halfling
Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
Bountiful Luck
(XGE)
Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Critter Friend
(UA: Feats for Races)
Prerequisite: Gnome (Forest)
Your friendship with animals mystically deepens. You gain the following benefits:
• You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:
• You ignore the loading quality of crossbows with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Defensive DuelistPrerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dragon Fear
(UA: Feats for Races)
Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Fear
(XGE)
Prerequisite: Dragonborn
When angered, you radiate menace. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Hide
(UA: Feats for Races)
Prerequisite: Dragonborn
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. • Your scales harden; you gain a +1 bonus to AC while you aren’t wearing armor.
Dragon Hide
(XGE)
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
• Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20.
• Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dragon Wings
(UA: Feats for Races)
Prerequisite: Dragonborn
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.
Drow Hide Magic
(XGE)
Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells.
Drow High Magic
(UA: Feats for Races)
Prerequisite: Elf (drow)
You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Dual WielderYou master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally b e able to draw or stow only one.
Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while travelling at a normal pace, instead of only at a slow pace.
DurableHardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Dwarf Resilience
(UA: Feats for Races)
Prerequisite: Dwarf
You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Dwarven Fortitude
(XGE)
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Elemental AdeptPrerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elven Accuracy
(UA: Feats for Races)
Prerequisite: Elf or half-elf
You have uncanny aim. You gain the following benefits:
• Increase your Dexterity score by 1, up to a maximum of 20.
• Whenever you have advantage on an attack roll, you can reroll one of the dice once.
Elven Accuracy
(XGE)
Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Everybody's Friend
(UA: Feats for Races)
Prerequisite: Half-elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Fade Away
(UA: Feats for Races)
Prerequisite: Gnome
You can draw on your magical heritage to escape danger. You gain the following benefits:
• Increase your Intelligence score by 1, up to a maximum of 20.
• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Fade Away
(XGE)
Prerequisite: Gnome
Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Fey Teleportation
(UA: Feats for Races)
Prerequisite: Elf (high)
Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Fey Teleportation
(XGE)
Prerequisite: Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You learn to speak, read, and write Sylvan.
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Flames of Phlegethos
(UA: Feats for Races)
Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Flames of Phlegethos
(XGE)
Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
GrapplerPrerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Great Weapon MasterYou’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Grudge-Bearer
(UA: Feats for Races)
Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.
HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Heavily ArmoredPrerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor.
Heavy Armor MasterPrerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Human Determination
(UA: Feats for Races)
Prerequisite: Human
You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Infernal Constitution
(UA: Feats for Races)
Prerequisite: Tiefling
Fiendish blood runs strong in you. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• You have resistance to cold and poison damage.
• You have advantage on saving throws against being poisoned.
Infernal Constitution
(XGE)
Prerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You have resistance to cold damage and poison damage.
• You have advantage on saving throws against being poisoned.
Inspiring LeaderPrerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with light armor.
LinguistYou have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
LuckyYou have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic InitiateChoose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor MasterPrerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
• Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
MobileYou are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.
Moderately ArmoredPrerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields.
Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
ObservantQuick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Orchish Fury
(XGE)
Prerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Orcish Aggression
(UA: Feats for Races)
Prerequisite: Half-orc
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Orcish Fury
(UA: Feats for Races)
Prerequisite: Half-orc
Your fury burns tirelessly. You gain the following benefits:
• Increase your Strength or Constitution score by 1, up to a maximum of 20.
• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Polearm MasterYou can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Prodigy
(UA: Feats for Races)
Prerequisite: Half-elf or human
You have a knack for learning new things. You gain the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Prodigy
(XGE)
Prerequisite: Half-elf, half-orc, or human
You have a knack for learning new things. You gain the following benefits:
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
ResilientChoose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
Ritual CasterPrerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Second Chance
(UA: Feats for Races)
Prerequisite: Halfling
Fortune favors you. You gain the following benefits:
• Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest.
Second Chance
(XGE)
Prerequisite: Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:
• Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
SentinelYou have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
SkilledYou gain proficiency in any combination of three skills or tools of your choice.
SkulkerPrerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell SniperPrerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Squat Nimbleness
(UA: Feats for Races)
Prerequisite: Dwarf, gnome, or halfling
You are uncommonly nimble for your race. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
Squat Nimbleness
(XGE)
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics skill (your choice).
• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
War CasterPrerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with four weapons of your choice.
Wonder Maker
(UA: Feats for Races)
Prerequisite: Gnome (rock)
You master the tinker techniques of your people. You gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
• When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator. This device makes doing sums easy.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
Wood Elf Magic
(UA: Feats for Races)
Prerequisite: Elf (wood)
You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Wood Elf Magic
(XGE)
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
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Homebrew feats

If you give people the opportunity to create something for a game they love, they will jump at it. Feats for DnD are no different. There is a large list of homebrew feats that you can try to use in your own campaigns at DnD Beyond. I counted over 7,000 with a positive rating.

Some of these feats have become pretty popular, with the top one having over 1500 players adding it to their list for future use!

Top 20 Homebrew Feats

FeatDescription
Feline GractPrerequisite: Tabaxi

Your incredible reflexes and agility further improve. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
• You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
VentriloquistYou've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.
• You can speak without moving your lips.
• You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.
Sky WardenPrerequisite: Aarakocra

You are trained for both scouting the skies and aerial combat. You gain the following benefits:

• Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
• Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Angelic ProtectionThe innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects.
Blind FightingPrerequisite: must have proficiency in the Perception skill.

Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor's edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn't begin imagine.

• You develop blindsight up to a range of 20 feet.
• Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
• You gain advantage on Perception checks relying on hearing and scent.
Mountain's EndurancePrerequisite: Goliath

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.
Tortle ProtectionPrerequisite: Tortle

You have mastered using your shell to better protect yourself and others. You gain the following benefits:

• Increase your Strength or Wisdom score by 1, to a maximum of 20.
• Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number.
• As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.
Master of MimicryPrerequisite: Kenku

You have learned to temporarily mimic even the training of others. You gain the following benefits:

• Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
• Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.
Firbolg Beast MagicPrerequisite: Firbolg

Your connection to animals deepens. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship and beast sense spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
Urd WingsPrerequisite: Kobold

You manifest leathery wings, transforming into an urd. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.
• You gain a flying speed of 30 feet.
Djinn HeritagePrerequisite: Genasi (air)

You manifest more of the magical power of your djinn heritage. You gain the following benefits:

• Increase your Dexterity or Constitution score by 1, to a maximum of 20.
• You learn the detect magic spell and can cast it at will, without expending a spell slot.
•You have resistance to lightning and thunder damage.
Efreet HeritagePrerequisite: Genasi (fire)

You manifest more of the magical power of your efreet heritage. You gain the following benefits:

• Increase your Constitution or Intelligence score by 1, to a maximum of 20.
• You learn the detect magic spell and can cast it at will, without expending a spell slot.
• Your darkvision has a radius of 120 feet.
Dao HeritagePrerequisite: Genasi (earth)

You manifest more of the magical power of your dao heritage. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You learn the detect magic spell and can cast it at will, without expending a spell slot.
• You gain natural armor. While you aren’t wearing armor, you can calculate your AC as  13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Marid HeritagePrerequisite: Genasi (water)

You manifest more of the magical power of your marid heritage. You gain the following benefits:

• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• You learn the detect magic spell and can cast it at will, without expending a spell slot.
• You have resistance to cold damage.
Serpent FormPrerequisite: Yuan-ti Pureblood

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form.
• While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest.
Triton Deep MagicPrerequisite: Triton

You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Well-RestedPrerequisite: Bugbear

Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.
• At the end of a long rest, you gain inspiration (described in chapter 4 of the Player’s Handbook).
AcrobatPrerequisite: Dexterity score of 15 or higher

You're extraordinary agile and dexterous and can bend, contort and control your body in ways that almost seem inhuman. 

• Your Dexterity Score increases by 1 (up to a maximum of 20).
• You gain Expertise in the Acrobatics skill.
• Once per short rest, you can reroll a failed Acrobatrics check and have to use the new result. 
Uphold the LegionPrerequisite: Hobgoblin

You were born for life in the legion. You gain the following benefits:

• Increase your Constitution or Intelligence score by 1, to a maximum of 20.
• You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated. You can use this trait only once per combat.
• You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5). As normal, once you use this trait, you can’t use it again until you finish a short or long rest.
Whip MasterPrerequisite: Requires Dexterity 13 or higher and proficiency with a whip.

You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

• You gain a +1 bonus to attack rolls you make with a whip.
• When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
• While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
• You have advantage on ability checks and attacks made to disarm or grapple enemies when using a whip as a part of the check or attack.
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Frequently Asked Questions

How many feats can be taken in DnD 5e?

There is no hard cap on feats, it is determined by your ability score and your race/class.

Which levels do you gain feats in DnD 5e?

Although it is based on ability score. Typically, you take your first feat at level 1 and then others at every odd number (levels 3, 5, 7, etc.)

Where do you keep track of feats?

Typically, there is a section on the character sheet for background and feats. This is where you would keep track of your characters feats.

Can feats be trained during downtime?

Since this is DnD, anything goes. However, feats are much better than tools and languages which can be trained during downtime.

So technically, you can make your own rules and allow it but it may unbalance the game quite a bit.

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