Feats
Gain feats when your background, species, class, or another rule grants them. Follow that grant's category and prerequisite requirements. Origin feat quick reference.
Feat Descriptions
The feats that follow are organized by category--Origin, General, Fighting Style, or Epic Boon--and alphabetized in each category.
Parts of a Feat
The description of a feat contains the following parts, which are presented after the feat's name.
Category. A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you can choose from any category.
Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat.
Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits.
Repeatable. A feat can be taken only once unless its description states otherwise in a "Repeatable" subsection.
Origin Feats
Alert
Origin Feat
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Magic Initiate
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Savage Attacker
Origin Feat
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Skilled
Origin Feat
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
General Feats
Ability Score Improvement
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.
Repeatable. You can take this feat more than once.
Grappler
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
Fighting Style Feats
Archery
Fighting Style Feat (Prerequisite: Fighting Style Feature)
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Two-Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Epic Boon Feats
Boon of Combat Prowess
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.
Boon of Dimensional Travel
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.
Boon of Fate
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.
Boon of Irresistible Offense
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.
Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.
Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type.
Boon of Spell Recall
Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Free Casting. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.
Boon of the Night Spirit
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
Boon of Truesight
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Truesight. You have Truesight with a range of 60 feet.
Bible5e Custom Feats
These retained setting options are General feats with a level-4 prerequisite. They are not Origin feats and cannot fill a background or Human Origin feat choice. Each can be taken only once. Their original benefits are retained except for the compatibility wording described in their entries.
Demon Slayer
Bible5e General Feat (Prerequisite: Level 4+)
This is not your first time running into beings from the spiritual realm. You have experience entering combat against dark forces that grant you the following benefits:
- You can speak and read Infernal.
- You are automatically aware of the presence of fiends within 60 ft.
- You have advantage on attack rolls against fiends.
Evangelist
Bible5e General Feat (Prerequisite: Level 4+)
Your passion for your faith is overwhelming, and you feel the need to share the good news with others. You are a prolific speaker and people often enjoy interacting with you, even though they think you're a little crazy. You gain the following benefits:
- Your Charisma score increases by 1, to a maximum of 20.
- You gain proficiency in Religion and Persuasion.
- You learn the Message cantrip. Charisma is your spellcasting ability for it.
- You have advantage on all Persuasion checks.
Faith Healer
Bible5e General Feat (Prerequisite: Level 4+)
Whenever you cast a spell that restores hit points, roll the healing dice twice and use either total.
Peacemaker
Bible5e General Feat (Prerequisite: Level 4+)
You are committed to avoiding violence whenever possible. Your skills of nonviolence are legend, and you gain the following benefits:
- Your Charisma score increases by 1, to a maximum of 20.
- You always have the Calm Emotions spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way after taking a short or long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for this spell (chosen when you take this feat).
- When you take the Dash action, your movement does not provoke Opportunity Attacks for the rest of that turn.
Poor in Spirit
Bible5e General Feat (Prerequisite: Level 4+)
Despite how far you have come, you still recognize your need for God in your life. You recognize and accept your past failings, resolve to do better, and gain the following benefits:
- Your Wisdom score increases by 1, to a maximum of 20.
- You always have the Enhance Ability spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way after taking a short or long rest. Wisdom is your spellcasting ability for this spell.
Sheol Touched
Bible5e General Feat (Prerequisite: Level 4+)
A brush with death has left traces of Sheol in your soul. You gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- You gain Darkvision out to 60 feet. If you already have Darkvision, increase its range by 30 feet.
- When you are in dim light or darkness, you may use your bonus action to teleport 60 feet to an unoccupied space you can see that is also in dim light or darkness. Once you have used this feature, you cannot use it again until finishing a long or short rest.
Treasure Hunter
Bible5e General Feat (Prerequisite: Level 4+)
You are skilled at finding hidden treasures. You gain the following benefits:
- Your Intelligence score increases by 1, to a maximum of 20.
- When you are searching for something specific (such as the solution to a puzzle, enemy footprints, etc.), you gain a +5 bonus to one Investigation check. Once you have used this feature, you cannot do so again until finishing a long rest.
- When you find gold as the result of an Investigation check, you gain additional gold equal to 25% of the total gold found.
- Whenever you roll on a table to determine what kind of items or treasure you find, you may roll twice and choose one of the two results rolled.
Visionary
Bible5e General Feat (Prerequisite: Level 4+)
You have a strange relationship with a mysterious Angel. Although this celestial creature has never appeared to you physically, it sometimes manifests in dreams to give you advice or cryptic messages.
Once per long rest, there is a chance that this angelic messenger might appear. When you sleep, roll a d6. If you roll a 5 or 6, your messenger appears to you in a dream and leads you through a prophetic vision of great importance. This vision is chosen by the GM or determined randomly by rolling on the "Visions" table on page 136.
Ward of the Raven
Bible5e General Feat (Prerequisite: Level 4+)
The famous prophet Elijah is a distant relative of yours, and something about your connection to him has earned you the favor of ravens. You gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20.
- Ravens mysteriously congregate around you, flying overhead while you travel and perching on rooftops wherever you stay.
- Whenever you are hungry or thirsty, Ravens appear to bring you whatever food or water you need, no matter where you are. This feature can only provide enough food to sustain one creature.
- Once per day, when a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll as nearby ravens scatter into the air in a distracting flurry. You must use this feature before knowing whether the attack hits or misses. Once you use this feature, you cannot use it again until you finish a short or long rest.