You gain a feat at character level 1 and whenever you gain an even level in a class thereafter. This is in
addition to the ASIs gained at certain class levels. You cannot forgo taking an ASI to gain an additional
feature, except when you gain the ASI feature in the fighter class.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s
prerequisite, you cannot use that feat until you regain the prerequisite.
When your race grants you a feat at level 1 (e.g. variant human), you gain this feat in addition (i.e., you
gain two feats at level 1). For this feat, you may ignore all requirements and take any feat you like, as
long as it does not require a character level above 4 and no other feats – however, you will still need to
meet all prerequisites in order to use it. Basically, if you take a feat for which you do not yet fulfill
all prerequisites, you have a latent talent that will awaken only under the right circumstances.
The prerequisite
Martial Knowledge requires either at least one class level in
barbarian, fighter, monk, paladin, ranger, or rogue; or the
Fighting Initiate
feat.
You have trained to master the use of light armor, granting you proficiency with it.
You have trained to master the use of medium armor and shields, granting you proficiency
with both.
Prerequisites: Character level 2, proficiency with a martial weapon
Your martial training grants you martial knowledge, and has helped you develop a
particular style of fighting. As a result, you learn one Fighting Style option of your
choice from the fighter class. If you already have a style, the one you choose must be
different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can
replace this feat’s fighting style with another one from the fighter class that you
don’t have.
Prerequisites: Character level 2
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two
cantrips and one 1st-level spell of your choice from that class’s spell list.
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.
While you have no spell slots from any other source, this feat grants you a number of
1st-level spell slots equal to your proficiency bonus.
You can select this feat multiple times.
Prerequisite: Character level 2, 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.
You have practiced extensively with a variety of weapons, granting you proficiency with
four weapons of your choice. Each one must be a simple or a martial weapon.
Prerequisites: Character level 2, 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.
Prerequisites: Character level 2, martial knowledge
Once per turn when you roll damage for a melee weapon attack, you can reroll the
weapon’s damage dice and use either total.
Sentinel
Prerequisites: Character level 2, martial knowledge
You have mastered techniques to take advantage of every drop in an 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 provoke opportunity attacks from you even if the 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 the target doesn’t have this feat), you can use your reaction to make a
melee weapon attack against the attacking creature.
Shield Master
Prerequisites: Character level 2, martial knowledge, proficiency with shields
You 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.
Level 4
Common
Fey Touched
Prerequisite: Character level 4
Powers have awakened due to your past exposure to the Feywild’s magic. You learn the
misty step spell and one 1st-level spell of your choice. The 1st-level spell
must be from the divination or enchantment school of magic. You can cast each of these
spells without expending a spell slot. Once you cast either of these spells in this
way, you can’t cast that spell in this way again until you finish a long rest. You can
also cast these spells using spell slots you have of the appropriate level. The spells’
spellcasting ability is Intelligence, Wisdom, or Charisma; choose one when you take this
feat.
Lucky
Prerequisite: Character level 4
You 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 make an additional roll. You can choose to spend
one of your luck points after you roll the die, but before the outcome is determined.
If the roll is to be made at advantage or disadvantage, you make the additional roll
with advantage or disadvantage, respectively, too. You choose which of the roll results
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. Repeat the
attack roll (with advantage or disadvantage, if applicable), 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.
Shadow Touched
Prerequisite: Character level 4
Powers have awakened due to your past exposure to the Shadowfell’s magic. You learn the
invisibility spell and one 1st-level spell of your choice. The 1st-level spell
must be from the illusion or necromancy school of magic. You can cast each of these
spells without expending a spell slot. Once you cast either of these spells in this
way, you can’t cast that spell in this way again until you finish a long rest. You can
also cast these spells using spell slots you have of the appropriate level. The spells’
spellcasting ability is Intelligence, Wisdom, or Charisma; choose one when you take this
feat.
Telepathic
Prerequisite: Character level 4
You awaken the ability to mentally connect with others, granting you the following
benefits:
-
You can speak telepathically to any creature you can see within 120 feet of you.
Your telepathic utterances are in a language you know, and the creature
understands you only if it knows that language. Your communication doesn’t give
the creature the ability to respond to you telepathically.
-
You can cast the detect thoughts spell, requiring no spell slot or
components, and you must finish a long rest before you can cast it this way
again. Your spellcasting ability for the spell is Intelligence, Wisdom, or
Charisma; choose one when you take this feat. If you have spell slots of 2nd
level or higher, you can cast this spell with them.
Magic
War Caster
Prerequisites: Character level 4, 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.
Multiclassing
Artificer: Mechanical Adept
Prerequisites: Character level 4, proficiency with an artisan’s tool
Tinkering around, you have found yourself quite talented at finding magic in inanimate
things. You learn two artificer infusions of your choice. If an infusion has a
prerequisite of any kind, you can choose it only if you’re an artificer who meets the
prerequisite. You can choose the the Replicate Magic Item infusion, but only for
2nd-Level Artificer items.
Whenever you gain a level, you can replace one of the infusions with another one.
If you have the artificer’s “Infuse Item” feature, you can use these infusions with it,
and increase your Infused Items count by one.
Otherwise, whenever you finish a long rest, you can touch a nonmagical object and imbue
it with one of your artificer infusions, turning it into a magic item. An infusion
works on only certain kinds of objects, as specified in the infusion’s description. An
item can bear only one of your infusions. If the item requires attunement, you can
attune yourself to it the instant you infuse the item.
Your infusion remains in an item until you infuse another object, or if you replace your
knowledge of the infusion. When you die, the infusion vanishes after a number of days
equal to your Intelligence modifier (minimum of 1 day).
Barbarian: Furious Adept
Prerequisites: Character level 4, Constitution 13 or higher
A seasoned battle veteran, you are not afraid to go into a fight. Once per long rest,
on your turn, you can enter a rage as a bonus action. While raging, if you are not
wearing heavy armor, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
-
When you make a weapon attack using Strength, you gain a +2 bonus to your damage
roll.
- You have resistance to bludgeoning, piercing, slashing, and force damage.
You can’t cast spells or concentrate on spells while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your
turn ends and you haven’t attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your turn as a bonus action.
If you have the Rage feature already from a different source, when you enter that rage,
you can choose to expend one use of this feature’s rage uses to gain the following
benefits in addition to your normal rage benefits:
- You have advantage on all saving throws against spells and magical effects.
- You have resistance against damage from spells and magical effects.
- Your rage damage bonus increases by +2.
Bard: Inspirational Adept
Prerequisites: Character level 4, proficiency in a musical instrument or the
Inspiring Leader feat
Your musical performances have reached magical qualities, inspiring others who hear
them. By playing an instrument in which you are proficient, or with the sheer power of
your words if you have the Inspiring Leader feat, you can use a bonus action on your
turn to grant one creature other than you within 60 feet who can hear you a Bardic
Inspiration die, a d6.
Once within the next 10 minutes, the creature can expend and roll the die and add the
number rolled to one ability check, attack roll, or saving throw it makes, before or
after seeing the roll, but before knowing the outcome. A creature can have only one
Bardic Inspiration die at a time.
You gain two uses of Bardic Inspirations, which each allow you to hand out a d6 (these
are added to any Bardic Inspirations you have from another source). You regain these
inspirations when you finish a long rest.
Cleric: Divine Adept
Prerequisites: Character level 4, proficiency in Religion
Your prayers have reached a diety you choose, granting you their aid in time of need.
You gain one use of the Channel Divinity feature (which is added to any uses you have
from another source). As an action, you can expend one use of your Channel Divinity to
do either of the following:
- Cast the Bless spell at 1st level without expending a spell slot.
-
Restore 2d8 hit points to up to three creatures of your choice within 30 feet of
you. This has no effect on constructs. Any undead creatures that you target do
not regain hit points, but take that amount of radiant damage instead.
You regain the Channel Divinity granted by this feat when you finish a long rest.
Druid: Nature Adept
Prerequisites: Character level 4, proficiency in Nature
You understand the magic in nature all around you, allowing you to draw from it. You
gain one use of the Wild Shape feature (which is added to any uses you have from another
source). As long as you are not wearing metal armor, you can use an action to expend
one use of your Wild Shape, transforming you into one of the following beasts of your
choice: Axe Beak, Baboon, Boar, Elk, Giant Crab, Giant Frog, Giant Lizard (with
Hold
Breath), Giant Poisonous Snake, Giant Rat, Giant Wolf Spider, Panther, Reef Shark,
Wolf.
You can stay in this shape for one hour, and then revert to your normal form. You can
revert to your normal form earlier by using a bonus action on your turn. You
automatically revert if you fall unconscious, drop to 0 hit points, or die. While you
are transformed, the rules from the Druid’s Wild Shape feature apply.
You regain the Wild Shape granted by this feat when you finish a long rest.
Fighter: Martial Adept
Prerequisites: Character level 4, martial knowledge
You 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).
-
You gain two superiority dice, which are d8s (these dice are added to any
superiority dice you have from another source). These dice are 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.
Monk: Ki Adept
Prerequisites: Character level 4, Dexterity or Wisdom 13 or higher
You have learned to calm your mind to harness the mystic energy of ki:
-
You learn two of the ki techniques of your choice from the list below. You can
use them only while you are not wearing heavy armor. If a technique requires
your target to make a saving throw to resist the technique’s effects, the saving
throw DC equals 8 + your proficiency bonus + your Wisdom modifier.
-
You gain 2 ki points to spend on your ki techniques (these points are added to
any ki points you have from another source). You regain all spent ki points
when you finish a short or long rest.
Crippling Strike
When you hit a creature with an unarmed strike, you can spend 1 ki point to disturb the
flow of ki in its body, forcing the target to make a Constitution saving throw. On a
failed save, roll a d4. Until the end of your next turn, it:
- is blinded
- is poisoned
- has its speed reduced to 0
- suffers the effects of the Slow spell
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to
make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn.
Unarmed Strike Finesse
By spending 1 ki point, until the end of the current turn, you can choose to use
Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes,
and you can choose to have their damage die be a d4.
Paladin: Righteous Adept
Prerequisites: Character level 4, a strong belief in what is right
A world so full of creatures that do not share your sacred beliefs has filled you with
pain. You have learned to channel this pain into fury, allowing you to smite your
enemies: Once a turn, when you hit a creature with a melee weapon attack, you can have
it deal an additional 2d8 extra damage. If the target is one of the creature types you
despise most, the damage increases by 1d8.
The damage type of the extra damage you deal and the creature types you despise most are
decided based on what you believe to be right: When you take this feat, choose one
extreme of one alignment axis that corresponds to what you believe to be “right”. This
need not necessarily be your own alignment; you can be evil and still strongly believe
that being good is right.
- Good: Radiant damage – fiends, undead
- Evil: Necrotic damage – celestials, plants
- Lawful: Force damage – aberrations, monstrosities
- Chaotic: Thunder damage – celestials, constructs
You can use this feature two times, and you regain all spent uses when you finish a long
rest.
Ranger: Wilderness Adept
Prerequisites: Character level 4, proficiency in Animal Handling
At home in nature, you can make some animals your companions. Once a day, when you have
no companion, and you meet a wild beast of CR¼ or lower with an Intelligence of 3 or
lower, you can make a Wisdom (Animal Handling) check against a DC of 15. If you
succeed, the animal will remain loyal and friendly to you and your companions, as long
as your remain friendly to it.
Your companion behaves as if under the
Beast Bond spell, meaning you can
communicate simple concepts telepathically while within line of sight. It also has
advantage on attack rolls against any creature within 5 feet of you that you can see.
In combat, your companion acts during your turn. It can move and use its reaction on
its own, but the only action it takes is the Dodge action, unless you take a bonus
action on your turn to command it to take another action. That action can be one in its
stat block or some other action. You can also sacrifice one of your attacks when you
take the Attack action to command your companion to take the Attack action. If you are
incapacitated, your companion will take any action necessary to defend you, not just
Dodge.
When your companion drops to 0 hit points, it makes death saving throws as normal. If
your companion has died within the last minute, you can spend an action to perform a
quick ritual, praying to nature, and returning your companion to life with 0 hit points,
but stable. It will return to 1 hit point and awaken after 1d4 hours. Once you have
performed this ritual, you can’t do so again until you finish a long rest.
As an action, you can sever the bond to your companion whenever you wish, releasing it
into the wild. It will no longer obey your commands, but if it so wishes, it may still
stay in your vicinity for a while. The bond will also be severed 1d4 days after you
die.
Rogue: Sneak Adept
Prerequisites: Character level 4, proficiency in Stealth
Mastering the art of stealth, you gain the following benefits:
-
You gain expertise in Stealth, i.e. you may double your proficiency bonus for
any ability check you make that uses Stealth. If you already have expertise in
Stealth, you may choose to either gain proficiency in Sleight of Hand or
Deception, or expertise if you already have proficiency.
-
You have learned to stealthily sneak up on your foes. Once per turn, you can
deal an extra 2d6 damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is
within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
You can use this feature two times, and you regain all spent uses when you
finish a long rest.
Prerequisites: Character level 4, spell slots, proficiency in either Arcana or a
different skill relating to your source of magic (Nature, Religion)
You’ve learned how to exert your will on your spells to alter how they function:
-
You learn two Metamagic options of your choice from the sorcerer class. You can
use only one Metamagic option on a spell when you cast it, unless the option
says otherwise. Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace one of these Metamagic options with another
one from the sorcerer class.
-
You gain 2 sorcery points to spend on Metamagic (these points are added to any
sorcery points you have from another source but can be used only on Metamagic).
You regain all spent sorcery points when you finish a long rest.
Warlock: Eldritch Adept
Prerequisites: Character level 4, proficiency in Arcana
Studying occult lore, you have unlocked eldritch power within yourself: you learn one
Eldritch Invocation option of your choice from the warlock class. If the invocation has
a prerequisite of any kind, you can choose that invocation only if you’re a warlock who
meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the
warlock class.
Wizard: Arcane Adept
Prerequisites: Character level 4, spell slots, proficiency in Arcana
You have begun to understand how to formalize the inner workings of spells. You acquire
an empty spell book, in which you can write spell formulas and from which you can recall
spells without needing to keep them in your mind.
Copying a Spell into the Book. When you find a wizard spell, or a spell
that is on your class’s spell list, or a spell that you can cast, you can add it to your
spellbook if it is of a level for which you have spell slots, and not higher than second
level. For each level of the spell, doing so takes 2 hours and costs 50 gp. You
can do this not only for spells that you find in written form, but also for spells that
you can cast (i.e. know and have prepared).
Copying the Book. You can copy one or more spells from your spellbook into
another book, which takes only 1 hour and 10 gp for each level of the spell.
Preparing Spells from the Book. Whenever you finish a long rest, you can
prepare up to two spells from the book. They must be of a level for which you have
spell slots. Doing so takes at least 1 minute per spell level for each of the spells
that you prepare. If you do not prepare new spells this way, you instead retain the
knowledge of the spells you had previously prepared. The spells’ spellcasting ability
is Intelligence, Wisdom, or Charisma; choose one when you take this feat.