Feats

Dark Gift feats

FeatWhat it does
Aberrant AnatomyRavenloft Dark Gift. Hold your breath for an hour, Expertise in Perception and Blindsight 15 feet; a natural 1 can leave you Stunned.
Echoing SoulRavenloft Dark Gift. Two skills, a language and an Expertise you can move each Long Rest; a natural 1 can leave you Incapacitated and slow.
Gathered WhispersRavenloft Dark Gift. Message, a free Augury and a Reaction that adds your Proficiency Bonus to AC; a natural 1 can drown you in whispers.
Living ShadowRavenloft Dark Gift. Your shadow works a Mage Hand and lengthens your reach; a natural 1 lets it take you over for a moment.
Mist WalkerRavenloft Dark Gift. The Mists carry you between the Domains of Dread and pull you 15 feet clear of harm; they won't let you sit still.
Second SkinRavenloft Dark Gift. Alter Self, free once per Long Rest and without Concentration; a catalyst can force the change on you.
Symbiotic BeingRavenloft Dark Gift. Something lives in you: a skill, a language and Hit Point Dice to shore up failed saves; on a natural 1 it may take the reins.
Touch of DeathRavenloft Dark Gift. Chill Touch that ignores Necrotic Resistance; death has a firmer grip on you.
WatchersRavenloft Dark Gift. Unseen watchers lend you Beast Sense, Speak with Animals and sharp eyes; a natural 1 lets them unnerve you.

Epic Boon feats

FeatWhat it does
Boon of BloodshedAn enemy you see fall gives you Advantage on your next attack, and while Bloodied you add your Proficiency Bonus to one hit's damage each turn.
Boon of Bountiful HealthAdd 5 whenever gaining Temporary HP. Hit Dice spent to heal use their maximum results.
Boon of Combat Prowess+1 to any ability (max 30); once per round, turn a missed attack roll into a hit.
Boon of CommunicationYou influence even Hostile creatures without Disadvantage, understand any language, and speak telepathically to creatures within 120 feet.
Boon of Desperate ResilienceWhile Bloodied, resist all damage except Force.
Boon of Dimensional Travel+1 to any ability (max 30); teleport up to 30 feet right after you take the Attack or Magic action.
Boon of Energy Resistance+1 to any ability (max 30); Resistance to two damage types, and a Reaction to redirect that damage at a foe.
Boon of Erupting SpellpowerOnce until you roll Initiative or rest, a damaging spell you cast with a slot turns its 1s and 2s into 3s and knocks the creatures it damages Prone.
Boon of Exquisite RadianceCreatures you fell can't rise as Undead, and once per Long Rest one Radiant damage roll uses the maximum on every die.
Boon of Fate+1 to any ability (max 30); add or subtract 2d4 on a D20 Test within 60 feet, recharging on Initiative or a rest.
Boon of Fluid FormsOnce per Long Rest, become a Beast, Humanoid or Monstrosity of Challenge Rating 10 or lower for an hour, with its Hit Points as Temporary Hit Points; every shape change gives you 20 more Temporary Hit Points.
Boon of Fortitude+1 to any ability (max 30); +40 Hit Point maximum, and extra healing equal to your Constitution modifier.
Boon of Fortune’s FavorReroll a failed save, keeping the new result. Recharges at the start of your next turn.
Boon of Irresistible Offense+1 Str or Dex (max 30); your physical damage ignores Resistance, and natural 20s add damage equal to that score.
Boon of Magic School Mastery (repeatable)Pick a school of magic: a level 1 spell of it is yours at will, and a spell of up to level 7 of it is always prepared with a free casting each Long Rest.
Boon of Poison MasteryImmune to Poison damage and the Poisoned condition; once per turn your Poison damage dice roll their maximum.
Boon of Recovery+1 to any ability (max 30); drop to 1 HP instead of 0 and heal half once per Long Rest, plus a 10d10 healing pool.
Boon of RevelryOtto's Irresistible Dance is always prepared with a free casting each Long Rest; you cast it without components, damage can't break your Concentration on it, and its dancers can't cast Verbal spells.
Boon of Skill+1 to any ability (max 30); proficiency in every skill and Expertise in one.
Boon of Speed+1 to any ability (max 30); +30 feet of Speed, and Disengage as a Bonus Action that also frees you from grapples.
Boon of Spell Recall+1 Int, Wis or Cha (max 30); when you cast with a level 1-4 slot, roll 1d4 and keep the slot if it matches.
Boon of TerrorImmune to Frightened, with Expertise in Intimidation; once per rest, a Frightened creature you can see starting its turn near you must save or flee.
Boon of Truesight+1 to any ability (max 30); gain Truesight out to 60 feet.
Boon of the Bright SunAs a Bonus Action you shine with sunlight in a 30-foot Emanation that burns away magical Darkness, and you and your allies in it gain 10 Temporary Hit Points at the start of each of your turns.
Boon of the Furious StormResistance to Lightning and Thunder, immunity to both while Bloodied, and saves against your Lightning and Thunder spells have Disadvantage.
Boon of the Iron MindConcentration ends only when you begin another Concentration effect, become Petrified or Unconscious, or die.
Boon of the Night Spirit+1 to any ability (max 30); in Dim Light or Darkness, turn Invisible as a Bonus Action and resist most damage.
Boon of the Soul DrinkerResistance to Cold and Necrotic damage; once per rest, an enemy falling near you heals you 50 Hit Points.

Fighting Style feats

FeatWhat it does
Arcane WarriorLearn two Wizard cantrips, using a chosen mental ability; replace one on gaining a level.
Archery+2 bonus to attack rolls with Ranged weapons.
Blind FightingYou have Blindsight with a range of 10 feet.
Defense+1 bonus to Armor Class while you wear Light, Medium or Heavy armor.
Dueling+2 damage with a melee weapon held in one hand when you wield no other weapons.
Great Weapon FightingTreat 1s and 2s on damage dice as 3s with melee weapons held in two hands.
InterceptionReaction: reduce damage to an ally within 5 feet by 1d10 + your Proficiency Bonus.
ProtectionReaction with a Shield: impose Disadvantage on attacks against an ally within 5 feet until your next turn.
Thrown Weapon Fighting+2 damage when you hit with a ranged attack using a Thrown weapon.
Two-Weapon FightingAdd your ability modifier to the damage of the Light property's extra attack.
Unarmed FightingUnarmed Strikes deal 1d6 + Strength (1d8 empty-handed), and you deal 1d4 to a creature you grapple each turn.

General feats

FeatWhat it does
Ability Score Improvement (repeatable)Increase one ability score by 2, or two ability scores by 1 each, to a maximum of 20.
Abjuration AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Shield; Lesser Restoration; Protection from Energy; Banishment; Mass Cure Wounds. After an Abjuration spell cast with a slot, you or a visible creature within 30 feet gains Temporary Hit Points equal to twice the slot level.
Actor+1 Cha; Advantage on Deception and Performance while disguised, and convincing mimicry of sounds and voices.
Athlete+1 Str or Dex; Climb Speed equal to your Speed, stand up for 5 feet of movement, and jump after a 5-foot run.
Charger+1 Str or Dex; Dash grants +10 feet, and a 10-foot straight charge adds 1d8 damage or a 10-foot push.
Chef+1 Con or Wis; Cook's Utensils proficiency, rest meals that add 1d8 healing, and treats granting Temporary HP.
Cold CasterLearn Ray of Frost, or another Wizard cantrip if you know it, cast with the ability this feat raised. Once per turn, a hit that deals Cold damage gives the target −1d4 on its next saving throw before your next turn ends.
Conjuration AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Entangle; Misty Step; Conjure Animals; Dimension Door; Conjure Elemental. Concentration saves for Conjuration spells add the modifier of the ability increased by this feat.
Crossbow Expert+1 Dex; ignore Loading on crossbows, no Disadvantage firing them up close, add modifier to Light crossbow extra attacks.
Crusher+1 Str or Con; Bludgeoning hits shove foes 5 feet, and Bludgeoning Critical Hits grant Advantage against the target.
Defensive Duelist+1 Dex; while holding a Finesse weapon, use a Reaction to add your Proficiency Bonus to AC against melee attacks.
Divination AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Detect Evil and Good; Mind Spike; Clairvoyance; Divination; Scrying. Reaction when a visible creature within 60 feet makes a D20 Test: give it Advantage or Disadvantage. Once per Long Rest; a Divination spell cast with a slot restores the use.
DragonscarredChoose Acid, Cold, Fire, Lightning, or Poison Resistance. After you deal damage with an attack or a Magic action on your turn, you can use Dragon's Terror as a Bonus Action that turn.
Dual Wielder+1 Str or Dex; Bonus Action extra attack with any non-Two-Handed melee weapon, and draw or stow two weapons at once.
Durable+1 Con; Advantage on Death Saving Throws, and spend a Hit Point Die as a Bonus Action to heal.
Elemental Adept (repeatable)+1 Int, Wis or Cha; your spells of one chosen element ignore Resistance and treat 1s on damage dice as 2s.
Elemental FamiliarYour familiar resists Acid, Cold, Fire, Lightning or Thunder (your pick), and as a Bonus Action you can have it spend its Reaction to burst with that energy, hurting and toppling the creatures beside it.
Enchantment AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Dissonant Whispers; Enthrall; Hold Person; Dominate Beast; Modify Memory. Enchantment spells you cast with a slot need no Verbal or Somatic components, and no Material component without a cost.
Enclave MagicBeast Sense is always prepared, cast with the ability this feat raised; once per Long Rest cast it without a slot. Advantage on checks to influence Beasts.
Evocation AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Chromatic Orb; Shatter; Fireball; Vitriolic Sphere; Wall of Force. Once per turn, when an Evocation spell you cast deals damage, roll and spend up to two unused Hit Dice and add them to one damage roll.
Fairy TricksterAfter you Disengage on your turn, ignore Difficult Terrain’s extra movement cost for the rest of the turn. On an attack hit, force a Wisdom save against DC 8 + the increased ability’s modifier + Proficiency Bonus. Failure gives Disadvantage on saves until your next turn ends. Uses equal Proficiency Bonus per Long Rest.
Fey Touched+1 Int, Wis or Cha; Misty Step and a level 1 Divination or Enchantment spell, each free once per Long Rest.
Genie MagicOnce per Long Rest, use a Magic action to cast a chosen level 1 Sorcerer spell with an action casting time. Use the ability raised by this feat. Treat it as cast with a level 2 slot at character level 11, or level 3 slot at level 17.
Grappler+1 Str or Dex; damage and grapple with one Unarmed Strike, Advantage against foes you grapple, and drag them freely.
Great Weapon Master+1 Str; add your Proficiency Bonus to Heavy weapon hits, and attack again as a Bonus Action after a crit or kill.
Harper TeamworkYour Help on an attack also gives the enemy Disadvantage on its next save before your next turn. When you save to end your own Frightened or Paralyzed, you also end it on a visible ally within 30 feet.
Heavily Armored+1 Con or Str; gain training with Heavy armor.
Heavy Armor Master+1 Con or Str; in Heavy armor, reduce Bludgeoning, Piercing and Slashing damage from attacks by your PB.
Illusion AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Silent Image; Phantasmal Force; Major Image; Hallucinatory Terrain; Seeming. Illusion spells you cast with a slot need no Verbal or Somatic components, and no Material component without a cost. Checks to discern your illusions have Disadvantage.
Inspiring Leader+1 Wis or Cha; after a rest, a performance gives up to six allies Temporary HP equal to your level + modifier.
Keen Mind+1 Int; proficiency (or Expertise) in a knowledge skill, and take the Study action as a Bonus Action.
Lightly Armored+1 Str or Dex; gain training with Light armor and Shields.
Lordly ResolveOnce per Long Rest, Bonus Action: up to three allies within 60 feet who see you can stand up with a Reaction and can't be Charmed, Frightened or possessed for 1 minute.
Mage Slayer+1 Str or Dex; foes you damage have Disadvantage to keep Concentration; once per rest, pass a failed mental save.
Magic ConnoisseurA level 1 and a level 2 spell from your Magic Initiate list, always prepared, each cast once free per Long Rest.
Martial Weapon Training+1 Str or Dex; gain proficiency with Martial weapons.
Medium Armor Master+1 Str or Dex; in Medium armor, add up to 3 from Dexterity to AC if your Dexterity is 16 or higher.
Moderately Armored+1 Str or Dex; gain training with Medium armor and Shields.
Mounted Combatant+1 Str, Dex or Wis; Advantage against smaller foes while mounted, shield your mount, and take hits meant for it.
Mythal TouchedReference-only: Reaction when hit by a spell attack or failing a spell save: roll on the Mythal-Touched Magic table in the source. DC 8 + modifier of the increased ability + PB; PB uses per Long Rest. Table effects require manual resolution.
Necromancy AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Inflict Wounds; Ray of Enfeeblement; Vampiric Touch; Blight; Raise Dead. After a Necromancy spell cast with a slot, roll and spend up to two unused Hit Dice to regain their total plus the slot level in Hit Points.
Observant+1 Int or Wis; proficiency (or Expertise) in Insight, Investigation or Perception, and Search as a Bonus Action.
Order’s ResilienceStanding up from Prone costs you only 5 feet. While you and an ally within 5 feet of you aren't Incapacitated, both of you have Advantage on Strength saves.
Otherworldly FamiliarYour familiar resists Necrotic, Poison, Psychic, Radiant or Thunder (your pick) and can drift through creatures and objects.
Piercer+1 Str or Dex; reroll one Piercing damage die once per turn, and roll an extra die on Piercing Critical Hits.
Poisoner+1 Dex or Int; your Poison damage ignores Resistance, and you brew doses that deal 2d8 Poison and poison foes.
Polearm Master+1 Str or Dex; Bonus Action butt-end attack (d4 Bludgeoning) and a Reaction attack when foes enter your reach.
Purple Dragon CommandantBonus Action: a visible ally within 30 feet gains 2d6 + the raised ability's modifier Temporary Hit Points. Proficiency Bonus uses per Long Rest. While Bloodied, your attack rolls have Advantage.
Resilient+1 to an ability whose saving throw you lack, and gain proficiency in that saving throw.
Ritual Caster+1 Int, Wis or Cha; always have PB level 1 Ritual spells prepared, and cast one quickly once per Long Rest.
Sentinel+1 Str or Dex; Opportunity Attacks when nearby foes Disengage or hit others, and your hits with them stop foes.
Shadow Touched+1 Int, Wis or Cha; Invisibility and a level 1 Illusion or Necromancy spell, each free once per Long Rest.
Sharpshooter+1 Dex; ranged weapon attacks ignore Half and Three-Quarters Cover, nearby enemies and long range penalties.
Shield Master+1 Str; bash foes with your Shield to push them or knock them Prone, and block area damage with it.
Skill Expert+1 to any ability; gain one skill proficiency and Expertise in one skill you are proficient in.
Skulker+1 Dex; Blindsight 10 feet, Advantage on Stealth to Hide in combat, and missed attacks don't give you away.
Slasher+1 Str or Dex; Slashing hits cut Speed by 10 feet, and Slashing Critical Hits give the foe Disadvantage on attacks.
Soothing FamiliarWhile your familiar is within 120 feet of you, you and your allies within 5 feet of it treat 1s and 2s on healing dice as 3s.
Speedy+1 Dex or Con; +10 feet of Speed, Dash through Difficult Terrain, and Opportunity Attacks against you have Disadvantage.
Spell ResistantChoose Necrotic, Psychic, Radiant, or Thunder Resistance. add 1d6 to a failed save against magic. Uses equal PB per Long Rest.
Spell Sniper+1 Int, Wis or Cha; spell attacks ignore partial cover and nearby enemies, and gain 60 feet of range.
Spell SubterfugeAfter casting a spell with an action and a slot, a Bonus Action lets you both Dash and Hide. Uses equal the modifier of the ability this feat raised, per Long Rest. While Invisible from Hide, casting a Verbal spell or making a spell attack doesn't reveal you if you end the turn behind Three-Quarters or Total Cover.
Spellfire AdeptOnce per turn, when your spell deals Radiant damage, roll and spend up to two Hit Dice and add them to one damage roll. Your Radiant damage ignores Resistance.
Street JusticeYour allies have Advantage on attacks against creatures you have Grappled. Add Proficiency Bonus to the DC to escape or break Chain, Manacles, or Rope you use to restrain a creature. Hostility does not give Disadvantage to your Intimidation checks to influence a creature.
Telekinetic+1 Int, Wis or Cha; an invisible, silent Mage Hand with 30 more feet of range, and a Bonus Action 5-foot shove.
Telepathic+1 Int, Wis or Cha; speak telepathically to creatures within 60 feet, and cast Detect Thoughts free once per Long Rest.
Transmutation AdeptAlways prepare these spells when you have slots of levels 1, 2, 3, 4, and 5 respectively: Jump; Spider Climb; Slow; Polymorph; Animate Objects. On your turn, a slotted Transmutation adds 5 feet times slot level to Speed until that turn ends.
War Caster+1 Int, Wis or Cha; Advantage to keep Concentration, spells as Opportunity Attacks, Somatic components with full hands.
Warlike FamiliarReference-only: Always prepare Battle Familiar with your Familiar Friend casting ability; cast it free once per Long Rest or using slots. Your familiar can use a Reaction when a creature within 5 feet is hit to add your PB to that creature’s AC against the attack.
Weapon Master+1 Str or Dex; use the mastery property of one Simple or Martial weapon kind, changeable after a Long Rest.
Zhentarim TacticsAfter a creature within 5 feet hits you with a melee attack, you can make an Opportunity Attack against it. Expertise in one skill you're proficient in, changed after each Long Rest.

Origin feats

FeatWhat it does
AlertAdd your Proficiency Bonus to Initiative, and swap Initiative with a willing ally right after rolling.
Arcane ArtistAlways prepared: Minor Illusion; choose Intelligence, Wisdom, or Charisma for casting. After casting an Illusion spell, grant Heroic Inspiration to one ally within 30 feet who can see you. Once per Long Rest.
Arcane EloquenceAlways prepared: Vicious Mockery; choose Intelligence, Wisdom, or Charisma for casting. Add 1d4 to your Deception, Intimidation, and Persuasion checks.
Arcane InfiltratorAlways prepared: Friends; choose Intelligence, Wisdom, or Charisma for casting. Dodge as a Bonus Action, up to Proficiency Bonus times per Long Rest.
Arcane OmensAlways prepared: Guidance; choose Intelligence, Wisdom, or Charisma for casting. Reaction after you or a visible creature within 30 feet fails a save: add 1d4 to its total, possibly making it succeed. Uses equal Proficiency Bonus per Long Rest.
Arcane OverloadAlways prepared: Fire Bolt; choose Intelligence, Wisdom, or Charisma for casting. When an Evocation spell you cast deals damage, add Proficiency Bonus to one of its damage rolls. Once per Long Rest.
Arcane SafeguardAlways prepared: Resistance; choose Intelligence, Wisdom, or Charisma for casting. Cast Resistance as a Bonus Action Proficiency Bonus times per Long Rest. Help that assists an ally's ability check also grants it Temporary Hit Points equal to your Proficiency Bonus.
Arcane UndertakerChoose one Cleric or Wizard Necromancy cantrip and Intelligence, Wisdom, or Charisma for casting. Add 1d4 to History and Medicine checks. Gain Heroic Inspiration after using Help to stabilize a creature at 0 Hit Points. Once per Long Rest.
CrafterProficiency with three Artisan's Tools, 20% off nonmagical purchases, and temporary gear made after a Long Rest.
Cult of the Dragon InitiateLearn Draconic, or another language if you already know it. Magic action: a visible creature within 30 feet makes a Wisdom save (DC 8 + Wisdom modifier + Proficiency Bonus) or is Frightened of you until your next turn ends; afterwards it's immune for 24 hours. When you make a creature Frightened of you, gain Heroic Inspiration if you lack it, once per Short or Long Rest.
Emerald Enclave FledglingAlways prepared: Speak with Animals; choose Intelligence, Wisdom, or Charisma for casting. As a Ritual it lasts 8 hours. As part of Help, trade places with a willing, non-Incapacitated ally within 5 feet without provoking Opportunity Attacks.
Familiar FriendFind Familiar is always prepared, with one free casting per Long Rest; your familiar is tougher, and while it's beside you it gives you Advantage on checks with skills you're proficient in, Proficiency Bonus times per Long Rest.
Harper AgentYou know Thieves’ Cant. Choose one Musical Instrument proficiency. When Help assists an ally’s attack, you may distract an enemy 30 feet away if it can see or hear you.
HealerSpend a Healer's Kit use so a creature can roll a Hit Point Die plus your Proficiency Bonus; reroll healing 1s.
Lords’ Alliance AgentOnce per turn on a Critical Hit against a creature, grant Heroic Inspiration to an ally within 30 feet who can see or hear you and lacks it. After a visible enemy damages an ally within 5 feet of you, your next attack against that enemy has Advantage until your next turn ends.
LuckyLuck Points equal to your Proficiency Bonus give you Advantage or attackers Disadvantage; refill on a Long Rest.
Magic Initiate (repeatable)Learn two cantrips and a level 1 spell from the Cleric, Druid or Wizard list; cast the spell free once per Long Rest.
MusicianProficiency with three Musical Instruments; a song after a rest gives allies Heroic Inspiration.
Portal JumperChoose Necrotic, Psychic, or Radiant Resistance. Once per turn, spend 15 feet of movement to teleport to a visible empty space within 15 feet. Uses equal Proficiency Bonus per Long Rest.
Purple Dragon RookChoose proficiency in Insight, Performance, or Persuasion. When rolling Initiative while not Incapacitated, grant Heroic Inspiration to up to Proficiency Bonus visible creatures within 30 feet. Once per Long Rest.
Savage AttackerOnce per turn when you hit with a weapon, roll its damage dice twice and use either result.
Sharp EyeAdvantage on a Search or Study action's check, Proficiency Bonus times per Long Rest; a failed check keeps the use.
Skilled (repeatable)Gain proficiency in any combination of three skills or tools.
Spellfire SparkOnce per turn, reduce damage you take from a spell by 1d4 while not Incapacitated. Always prepared: Sacred Flame; choose Intelligence, Wisdom, or Charisma for casting. Cast Sacred Flame as a Bonus Action Proficiency Bonus times per Long Rest.
SurvivorReroll an Initiative of 9 or lower, and once per Long Rest add your Proficiency Bonus to a save against being Charmed or Frightened.
Tavern BrawlerUnarmed Strikes deal 1d4 + Strength and reroll 1s, push foes 5 feet; proficiency with improvised weapons.
ToughYour Hit Point maximum increases by twice your character level.
Transmuted AnatomyYour Speed increases by 5 feet. Gain Advantage on saves against involuntary shape-shifting. After failing a Constitution save, use a Reaction to add 1d4, possibly succeeding instead; uses equal Proficiency Bonus per Long Rest.
Tyro of the GauntletReaction: prevent an ally within 5 feet from being pushed or pulled, provided it is not Incapacitated. Taking Ready gives Disadvantage to the next attack against you before your next turn starts.
Zhentarim RuffianRoll the damage dice for your Opportunity Attack twice and choose which result to use. When rolling Initiative, spend your Heroic Inspiration to give yourself and your allies Advantage on that Initiative roll.