Feats


A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.

Grappler

Prerequisite: 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.


Alert

Always on the lookout for danger, you gain the following benefits:

You can’t be surprised while you are conscious.

You gain a +5 bonus to initiative.

Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.


Crossbow Expert

Thanks 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 hand crossbow you are holding.


Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

You gain a +1 bonus to attack rolls you make with the weapon.

On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.

When you make an opportunity attack with the weapon, you have advantage on the attack roll.


Animal Mastery

You master the techniques needed to train and handle animals. You gain the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.


Charger

When 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).


Arcanist

You study the arcane arts, gaining the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.

You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it

You learn the prestidigitation and detect magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.


Dual Wielder

You 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 be able to draw or stow only one.


Actor

Skilled at mimicry and dramatics, you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You have an advantage on Deception and 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 Insight check contested by your Deception check allows a listener to determine that the effect is faked.


Brawny

You become stronger, gaining the following benefits:

Increase your Strength score by 1, to a maximum of 20.

You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

You count as if you were one size larger for the purpose of determining your carrying capacity.


Defensive Duelist

Prerequisite: 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.


Acrobat

You become more nimble, gaining the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.

You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.


More to come, probably