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 Charisma (Deception) and Charisma (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 Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
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 your Initiative rolls.
- Other creatures don't gain Advantage on attack rolls against you as a result of being unseen by you.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are Prone, standing up uses only 2m of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 2m on foot, rather than 4m.
Charger
You are able to deftly use your swift charge to catch enemies off guard and strike, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you take the Dash action, your Speed increases by 4m for that action.
- If you move at least 6m in a straight line immediately before hitting with an attack as part of the Attack action on your turn, choose one of the following effects: (you can use this benefit only once on each of your turns)
- Gain a 1d6 bonus to the attack's damage roll.
- Push the target up to 4m, provided the target you want to push is no more than one size larger than you.
Crusher
Prerequisite: 4th-Level or higher
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals BLUNT damage, you can move it 2m to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals BLUNT damage to a creature, attack rolls against that creature are made with Advantage until the start of your next turn.
Defensive Duelist
Prerequisite: Dexterity 13 or higher
You are practiced in the ability to deflect melee attacks against you with finesse, granting you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- 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.
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.
- When you make an Attack of Opportunity* and are wielding two one-handed weapons, you can attack with both weapons as part of the same reaction.
- You can choose which hand is your main-hand when performing the Attack action.
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have Advantage on WIS (Perception) and INT (Investigation) checks made to detect the presence of secret doors.
- You have Advantage on Saving Throws made to avoid or resist traps.
- You reduce any damage dealt to you by traps in half.
- You can search for traps while travelling at a normal pace, instead of only at a slow pace.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the Knight 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.
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 aren't slowed when you try to move a creature grappled by you, provided that the creature is your size or smaller.
- You can use your action to try to pin a creature
by you. To do so, make another grapple check. If you succeed, you and the creature are both
until the grapple ends.
Great Weapon Master
Prerequisite: 4th-Level or higher
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a Healer's Kit to stabilise a dying creature, that creature also regains 1 HP.
- When you use a Healer's Kit to treat a creature's wounds for 10 minutes, you double the amount of healing if you are successful.
- As an action, you can spend one use of a Healer's Kit to tend to a creature and restore 1d6 + 4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Inspiring Leader
Prerequisite: Charisma 13 or higher
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 10m of you who can see or hear you and who can understand you. Each creature can gain temporary HP equal to your Level + your Charisma modifier. A creature can't gain temporary HP from this feat again until it has finished a short or long rest.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lucky
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 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 results is used for the attack roll, ability check, or saving throw (e.g. if you had Disadvantage and rolled a 2 and a 20, and decided to use Lucky and rolled a 16, you can choose between 2 and 16).
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.
You regain 1d3 expended luck points when you finish a long rest.
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within your reach casts a spell, you can use your reaction to make a melee weapon attack against that creature. This reaction triggers before that creature begins casting that spell. If this attack hits, the creature must succeed on a Concentration check, or else the spellcasting fails.
- When you damage a creature that is concentrating on a spell, they have Disadvantage on the saving throw it makes to maintain concentration.
- You have Advantage on saving throws against spells cast by creatures within 2m of you.
Martial Adept
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 on the Martial Maneuvers page. 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 one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is 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.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 4m.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke an Attack of Opportunity* from that creature for the rest of the turn, whether you hit or not.
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't Incapacitated, you gain the following benefits:
- You have Advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mystic Conflux
You possess an intuitive understanding of the way magick ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:
- You can attune to up to four magick items at once.
- You can cast the Identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.
Piercer
Prerequisite: 4th-Level or higher
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals PIERCE damage, you can re-roll one of the attack's damage dice, and you must use the new roll.
- When you score a critical hit with an attack that deals PIERCE damage to a creature, you can roll one additional damage die when determining the extra PIERCE damage the target takes.
Professional
You attain mastery in a particular skill, gaining the following benefits:
- Gain double proficiency for a skill in which you are already proficient.
- Increase the corresponding ability score by 1.
- Gain proficiency in a skill with which you are not already proficient.
Resilient
Prerequisite: 4th-Level or higher
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Sentinel
Prerequisite: 4th-Level or higher
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an Attack of Opportunity*, the creature's speed becomes 0* for the rest of the turn.
- Creatures provoke an Attack of Opportunity* from you even if they take the Disengage action.
- When a creature within 2m of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions. Also, instead of the creature's speed becoming 0, the creature's movement is disrupted and their speed is halved.
Sharpshooter
Prerequisite: 4th-Level or higher
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose Disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover, and three-quarters cover only provides a +2 AC bonus.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Skilled
You gain proficiency in any combination of 3 skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are Lightly Obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim Light doesn't impose Disadvantage on your Wisdom (Perception) checks relying on sight.
Slasher
Prerequisite: 4th-Level or higher
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals SLASH damage, you can reduce the speed of the target by 4m until the start of your next turn.
- When you score a critical hit with an attack that deals SLASH damage to a creature, you grievously wound it. Until the start of your next turn, the target has Disadvantage on all attack rolls.
Swift Striker
Prerequisite: 4th-Level or higher
Prerequisite: Dexterity 13 or higher
You become skilled in the delivery of swift attacks, striking in a blur of speed. You gain the following benefits:
- You gain Advantage on the first melee weapon attack you make this turn using a Light weapon after being teleported by a spell or ability, provided that you make the attack immediately after you teleport.
- If you have Advantage on an attack roll with a Light weapon against the target, you can forgo the Advantage for that roll to make an additional weapon attack against that target. You can do so no more than once per turn.
- After taking the Dash action, you can make one melee weapon attack using a Light weapon on up to two different creatures as part of this action while you are moving.
Telekinetic
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the Mage Hand cantrip. You can cast it without verbal (V) or somatic (S) components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 10m when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 10m of you. When you do so, the target must succeed on a STR saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 2m toward you or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 20m of you, and your telepathic utterances are in a language you know. The creature understands you only if it knows that language, and 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 the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Tough
Hardy and resilient, you gain the following benefits:
- Your maximum HP increases by an amount equal to twice your Level when you gain this Feat. Whenever you gain a Level thereafter, your maximum HP increases by an additional 2 HP.
- When you roll a Hit Dice to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Vital Sacrifice
You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 DARK damage to gain a blood boon. The damage you take to gain a blood boon can’t be reduced in any way. Your blood boon lasts for 1 hour or until expended. You can expend this blood boon to gain one of the following benefits:
- When you make an attack roll, you roll 1d6 and add it to the total.
- When you hit with an attack or spell, you deal an additional 2d6 DARK damage.
- When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.