D&D Feats – A complete guide

Dungeons and Dragons Feats D&D Talente

Feats are an optional Dungeons and Dragons rule, but are used by most adventuring groups. They allow you to specialize your characters and make them stronger or more role-playable. So D&D Feats help you build exactly the character you want!

  1. How do I get feats?
  2. Which D&D feats are best?
  3. List of D&D feats

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How do I get feats in D&D?

Most classes have the option to either increase their attributes by two points or choose a feat (talent) when leveling up to level 4, 8, 12, 16, and 19. Additional Feats can be obtained by choosing the Human (Variable) race or by playing the Fighter class. Of course, you can always talk to your Dungeon Master to get feats in other ways.

The rules for D&D Feats can be found for the most part in Chapter 6 of the Player’s Handbook. In addition, Xanathar’s Guide to Everything introduces race-specific feats. As the name suggests, you can only choose these feats if you have chosen the appropriate race. But you can also find more feats in other books like Tasha’s Cauldron of Everything and even in some of the adventure modules.

Which D&D feats are best?

Of course, it depends on what you want to achieve when you choose your D&D feats. If you want to be especially strong in combat, for example, you can choose weapon feats like Polearm Master, Crossbow Master, or even Sharpshooter. These make your character especially deadly with this type of weapon, but then also limit you a bit, since of course you don’t get a bonus to other parts of your character.

If you’re more into roleplaying, feats like Actor, Poisoner, Telekinetic, or even Skilled are a good choice. With these you can get mechanical bonuses as well as roleplay options that allow you to make your character more interesting.

Often there are also situations where you can increase one of your attribute values to the next round number, improving your bonus. Observant, for example, is a feat that gives you +1 to Wisdom. If you already have 13 Wisdom (which is a +1 bonus), you can choose it to have 14 (which is a +2 bonus) while still having the interesting effects of the Feat.

If you can’t decide, but also don’t want to increase your attributes, there are some D&D Feats that are almost always good. Lucky, Skill Expert and Mobile can make almost any character better, as they are very flexible to use.

List of D&D feats

Actor+1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature.Player┬┤s Handbook
Alert+5 to initiative, you can’t be surprised, and creatures you don’t see don’t gain advantage on attack roll against you.Player┬┤s Handbook
Artificer InitiateYou learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan’s tools.Tasha┬┤s Cauldron of Everything
Athlete+1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run.Player┬┤s Handbook
Bountiful LuckHalflingYou can let an ally within 30 ft of you to reroll a 1 on a d20.Xanathar┬┤s Guide to Everything
ChargerAs part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.Player┬┤s Handbook
Chef+1 in Con. or Wis., proficiency with cook’s utensils and cook special food to regain hp.Tasha┬┤s Cauldron of Everything
Crossbow ExpertYou ignore the loading property of crossbows and don’t have disadvantage for being in contact with a creature when you shoot.Player┬┤s Handbook
Crusher+1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit.Tasha┬┤s Cauldron of Everything
Defensive DuelistDexterity 13 or higherYou can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.Player┬┤s Handbook
Dragon FearDragonborn+1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages.Xanathar┬┤s Guide to Everything
Dragon HideDragonborn+1 in Str., Con., or Cha., your AC becomes 13+Dex. modifier and your retractable claws deal 1d4+Str. modifier slashing damage.Xanathar┬┤s Guide to Everything
Drow High MagicElf (drow)Xanathar┬┤s Guide to Everything
Dual Wielder+1 to AC if you’re wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.Player┬┤s Handbook
Dungeon DelverAdvantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace.Player┬┤s Handbook
Durable+1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.Player┬┤s Handbook
Dwarf FortitudeDwarf+1 in Con., and you can spend one Hit Die to heal yourself taking the Dodge action.Xanathar┬┤s Guide to Everything
Eldritch AdeptSpellcasting or Pact Magic featureYou learn one Eldritch Invocation.Tasha┬┤s Cauldron of Everything
Elemental AdeptThe ability to cast at least one spellYour spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.Player┬┤s Handbook
Elven AccuracyElf or half-elf+1 in Dex., Int., Wis., or Cha., and you can reroll one attack roll if you have advantage.Xanathar┬┤s Guide to Everything
Fade awayGnome+1 in Dex. or Int., and you can use your reaction to become invisible if you take damage.Xanathar┬┤s Guide to Everything
Fey TeleportationElf (high)Xanathar┬┤s Guide to Everything
Fey TouchedTasha┬┤s Cauldron of Everything
Fighting InitiateProficiency with a martial weaponYou learn one Fighting Style option from the fighter class.Tasha┬┤s Cauldron of Everything
Flames of PhlegethosTiefling+1 in Int. or Cha., reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell.Xanathar┬┤s Guide to Everything
GrapplerStrength 13 or higherYou have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you.Player┬┤s Handbook (SRD)
Great Weapon MasterExtra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.Player┬┤s Handbook
Gunner+1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.Tasha┬┤s Cauldron of Everything
HealerYou can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.Player┬┤s Handbook
Heavily ArmoredProficiency with medium armor+1 in Str. and you gain proficiency with heavy armor.Player┬┤s Handbook
Heavy Armor MasterProficiency with heavy armor+1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.Player┬┤s Handbook
Infernal ConstitutionTiefling+1 in Con., resistance to cold and poison damage, and you have advantage on saving throws against being poisoned.Xanathar┬┤s Guide to Everything
Inspiring LeaderCharisma 13 or higherUp to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.Player┬┤s Handbook
Keen Mind+1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.Player┬┤s Handbook
Lightly Armored+1 in Str. or Dex. and you gain profociency with light armor.Player┬┤s Handbook
Linguist+1 in Int., you learn three languages, and you can ably create ciphers.Player┬┤s Handbook
LuckyYou can reroll one d20 or force to reroll an attack roll against you (3/long rest).Player┬┤s Handbook
Mage SlayerYou can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.Player┬┤s Handbook
Magic InitiateYou learn two cantrips and one 1st-level spell from one class.Player┬┤s Handbook
Martial AdeptYou learn two maneuvers from Battle Master archetype and gain one superiority die (d6).Player┬┤s Handbook
Medium Armor MasterProficiency with medium armorNo disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2.Player┬┤s Handbook
Metamagic AdeptSpellcasting or Pact Magic featureYou learn two metamagic options and gain 2 sorcery points.Tasha┬┤s Cauldron of Everything
MobileYour speed increase by 10 ft, you can Dash on difficult terrain without malus, and don’t provoke opportunity attacks in melee.Player┬┤s Handbook
Moderately ArmoredProficiency with light armor+1 in Str. or Dex. and you gain proficiency with medium armor and shields.Player┬┤s Handbook
Mounted CombatantAdvantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.Player┬┤s Handbook
Observant+1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.Player┬┤s Handbook
Orcish FuryHalf-orc+1 in Str. or Con., add one of the weapon’s damage dice, and use a reaction to attack after using Relentless Endurance.Xanathar┬┤s Guide to Everything
Piercer+1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.Tasha┬┤s Cauldron of Everything
PoisonerProficiency with poisoner’s kit, apply as a bonus action and your attacks ignore resistance to poison damage.Tasha┬┤s Cauldron of Everything
Polearm MasterYou can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach.Player┬┤s Handbook
ProdigyHalf-elf, half-orc, or humanYou gain proficiency with one skill, one tool or one language, and you gain expertise with one skill.Xanathar┬┤s Guide to Everything
Resilient+1 in one ability and you gain proficiency in saving throws using this ability.Player┬┤s Handbook
Ritual CasterIntelligence or Wisdom 13 or higherYou have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.Player┬┤s Handbook
Savage AttackerYou can reroll melee weapon attack damage once per turn.Player┬┤s Handbook
Second ChanceHalfling+1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you.Xanathar┬┤s Guide to Everything
SentinelA successful OA reduce creature’s speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.Player┬┤s Handbook
Shadow TouchedTasha┬┤s Cauldron of Everything
SharpshooterYour ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.Player┬┤s Handbook
Shield MasterAttack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw.Player┬┤s Handbook
Skill Expert+1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency.Tasha┬┤s Cauldron of Everything
SkilledYou gain proficiency with three skills or tools.Player┬┤s Handbook
SkulkerDexterity 13 or higherRanged weapon attack doesn’t reveal your position and possibility to hide in a lighlly obscured area.Player┬┤s Handbook
Slasher+1 in Str. or Dex., reduce target’s speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.Tasha┬┤s Cauldron of Everything
Spell SniperThe ability to cast at least one spellOffensive spell’s range doubled, these spells ignore some cover, and you learn one offensive cantrip.Player┬┤s Handbook
Squat NimblenessDwarf or a Small race+1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks.Xanathar┬┤s Guide to Everything
Tavern Brawler+1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action.Player┬┤s Handbook
TelekineticTasha┬┤s Cauldron of Everything
TelepathicTasha┬┤s Cauldron of Everything
ToughYour hit point maximum increases by an amount equal to twice your level then by +2 at each level.Player┬┤s Handbook
War CasterThe ability to cast at least one spellYou have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction.Player┬┤s Handbook
Weapon Master+1 in Str. or Dex. and you gain proficiency with four weapons.Player┬┤s Handbook
Wood Elf MagicElf (wood)Xanathar┬┤s Guide to Everything

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