{ "feats": [ { "name": "Grappler", "description": "

Prerequisite: Strength 13 or higher

\n

You've developed the skills necessary to hold your own in close-quarters grappling.

\n

You gain the following benefits:

\n", "source": "", "requirements": "STR 13 or higher" }, { "name": "Infernal Constitution", "description": "

Prerequisites: Tiefling

\n

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

\n\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Tiefling" }, { "name": "Dungeon Delver", "description": "

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

\n\n

Source: PHB, page 166

", "source": "PHB, page 166", "requirements": "" }, { "name": "Durable", "description": "

Hardy and resilient, you gain the following benefits:

\n\n

Source: PHB, page 166

", "source": " PHB, page 166", "requirements": "" }, { "name": "Second Chance", "description": "

Prerequisites: Halfling

\n

Fortune favors you when someone tries to strike you. You gain the following benefits:

\n\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Halfling" }, { "name": "Charger", "description": "

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

\n

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).

\n

 

\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "" }, { "name": "Medium Armor Master", "description": "

Prerequisites: Proficiency with medium armor

\n

You have practiced moving in medium armor to gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": " Proficiency medium armor" }, { "name": "Squat Nimbleness", "description": "

Prerequisites: Dwarf or a Small race

\n\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Dwarf or a Small race" }, { "name": "Dual Wielder", "description": "

You master fighting with two weapons, gaining the following benefits:

\n\n

Source: PHB, page 165

", "source": " PHB, page 165", "requirements": "" }, { "name": "Inspiring Leader", "description": "

Prerequisites: Charisma 13 or higher

\n

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.

\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "CHA 13 or higher" }, { "name": "Drow High Magic", "description": "

Prerequisites: Elf (drow)

\n

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.

\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Elf (drow)" }, { "name": "Heavy Armor Master", "description": "

Prerequisites: Proficiency with heavy armor

\n

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "Proficiency heavy armor" }, { "name": "Defensive Duelist", "description": "

Prerequisites: Dexterity 13 or higher

\n

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.

\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "DEX 13 or higher" }, { "name": "Magic Initiate", "description": "

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

\n

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 using this feat.

\n

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.

\n

 

\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Great Weapon Master", "description": "

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Orcish Fury", "description": "

Prerequisites: Half-Orc

\n

Your fury burns tirelessly. You gain the following benefits:

\n\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Half-Orc" }, { "name": "Svirfneblin Magic", "description": "

Prerequisites: Gnome (deep)

\n

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.

\n

Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

\n

 

\n

Source: MTF, page 114. Additional information from EEPC, page 7; SCAG, page 115.

", "source": "MTF, page 114", "requirements": "Gnome (deep)" }, { "name": "Tavern Brawler", "description": "

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Actor", "description": "

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

\n\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "" }, { "name": "Elemental Adept", "description": "

Prerequisites: The ability to cast at least one spell

\n

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

\n

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.

\n

 

\n

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

\n

 

\n

Source: PHB, page 166

", "source": " PHB, page 166", "requirements": "Caster" }, { "name": "Fey Teleportation", "description": "

Prerequisites: Elf (high)

\n

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:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": " Elf (high)" }, { "name": "Flames of Phlegethos", "description": "

Prerequisites: Tiefling

\n

You learn to call on hellfire to serve your commands. You gain the following benefits:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Tiefling" }, { "name": "Skilled", "description": "

You gain proficiency in any combination of three skills or tools of your choice.

\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Linguist", "description": "

You have studied languages and codes, gaining the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Tough", "description": "

Your 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.

\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Elven Accuracy", "description": "

Prerequisites: Elf or half-elf

\n

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:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Elf or half-elf" }, { "name": "Skulker", "description": "

Prerequisites: Dexterity 13 or higher

\n

You are expert at slinking through shadows. You gain the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "DEX 13 or higher" }, { "name": "Ritual Caster", "description": "

Prerequisites: Intelligence or Wisdom 13 or higher

\n

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.

\n

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.

\n

 

\n

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.

\n

 

\n

Source: PHB, page 169

", "source": "PHB, page 169", "requirements": " INT or WIS 13 or higher" }, { "name": "Athlete", "description": "

You have undergone extensive physical training to gain the following benefits:

\n\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "" }, { "name": "Sharpshooter", "description": "

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Fade Away", "description": "

Prerequisites: Gnome

\n

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:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Gnome" }, { "name": "Dwarven Fortitude", "description": "

Prerequisites: Dwarf

\n

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Dwarf" }, { "name": "Bountiful Luck", "description": "

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!

\n
 
\n

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.

\n

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

", "source": "XGE, page 73", "requirements": "Halfling" }, { "name": "Prodigy", "description": "

Prerequisites: Half-Elf, half-orc, or human

\n

You have a knack for learning new things. You gain the following benefits:

\n\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Half-Elf, half-orc, or human" }, { "name": "Sentinel", "description": "

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

\n\n

Source: PHB, page 169

", "source": "PHB, page 169", "requirements": "" }, { "name": "Lucky", "description": "

You have inexplicable luck that seems to kick in at just the right moment.

\n

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.

\n

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.

\n

You regain your expended luck points when you finish a long rest.

\n

 

\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Mobile", "description": "

You are exceptionally speedy and agile. You gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Mounted Combatant", "description": "

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Dragon Fear", "description": "

Prerequisites: Dragonborn

\n

When angered, you radiate menace. You gain the following benefits:

\n

Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.

\n

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 on the save 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.

\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Dragonborn" }, { "name": "Heavily Armored", "description": "

Prerequisites: Proficiency with medium armor

\n

You have trained to master the use of heavy armor, gaining the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "Proficiency medium armor" }, { "name": "Keen Mind", "description": "

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Mage Slayer", "description": "

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Moderately Armored", "description": "

Prerequisites: Proficiency with light armor

\n

You have trained to master the use of medium armor and shields, gaining the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "Proficiency light armor" }, { "name": "War Caster", "description": "

Prerequisites: The ability to cast at least one spell

\n

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "Caster" }, { "name": "Weapon Master", "description": "

You have practiced extensively with a variety of weapons, gaining the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Resilient", "description": "

Choose one ability score. You gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Healer", "description": "

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Lightly Armored", "description": "

You have trained to master the use of light armor, gaining the following benefits:

\n\n

Source: PHB, page 167

", "source": "PHB, page 167", "requirements": "" }, { "name": "Observant", "description": "

Quick to notice details of your environment, you gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Martial Adept", "description": "

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Dragon Hide", "description": "

Prerequisites: Dragonborn

\n

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

\n\n

Source: XGE, page 74

", "source": "XGE, page 74", "requirements": "Dragonborn" }, { "name": "Wood Elf Magic", "description": "

Prerequisites: Elf (wood)

\n

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 longstrider 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.

\n

Source: XGE, page 75

", "source": "XGE, page 75", "requirements": "Elf (wood)" }, { "name": "Crossbow Expert", "description": "

Thanks to extensive practice with the crossbow, you gain the following benefits:

\n\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "" }, { "name": "Savage Attacker", "description": "

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

\n

Source: PHB, page 169

", "source": "PHB, page 169", "requirements": "" }, { "name": "Polearm Master", "description": "

You can keep your enemies at bay with reach weapons. You gain the following benefits:

\n\n

Source: PHB, page 168

", "source": "PHB, page 168", "requirements": "" }, { "name": "Revenant Blade", "description": "

Prerequisites: Elf

\n

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

\n\n

Source: ERLW, page 22. Also found in WGE, page 74.

", "source": "ERLW, page 22", "requirements": "Elf" }, { "name": "Spell Sniper", "description": "

Prerequisites: The ability to cast at least one spell

\n

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "Caster" }, { "name": "Shield Master", "description": "

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

\n\n

Source: PHB, page 170

", "source": "PHB, page 170", "requirements": "" }, { "name": "Aberrant Dragonmark", "description": "

Prerequisites: No other dragonmark

\n

 

\n\n\n\n\n\n\n\n\n\n
\n
\n

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

\n
 
\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
  • \n
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
  • \n
\n

You also develop a random flaw from the Aberrant Dragonmark Flaws table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aberrant Dragonmark Flaws
d8Flaw
1Your mark is a source of constant physical pain.
2Your mark whispers to you. Its meaning can be unclear.
3When you're stressed, the mark hisses audibly.
4The skin around the mark is burned, scaly, or withered.
5Animals are uneasy around you.
6You have a mood swing any time you use your mark.
7Your looks change slightly whenever you use the mark.
8You have horrific nightmares after you use your mark.
\n
\n
\n
Option: Greater Aberrant Powers\n

At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.

\n

If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means.

\n
\n
\n
\n
\n
Source: ERLW, page 52. Also found in WGE, page 112.
", "source": "ERLW, page 52", "featType": { "value": "passive", "_deprecated": true, "type": "String", "label": "Feat Type" }, "requirements": "No other dragonmark" }, { "name": "Alert", "description": "

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

\n\n

Source: PHB, page 165

", "source": "PHB, page 165", "requirements": "", "flags": { "dynamicitems": { "cursed": { "value": true } } } } ] }