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Other Feats

General Feats

Feat Prerequisites Benefit
Action Hero 4th level Add d6 to roll with Action Point, spend 2 APs to gain extra action in a round
Aerenal Arcanist Aereni elf, Wizard 1 Arcana proficiency or expertise, learn extra spell per level
Binding Brand from The Demon Wastes, level 1 Learn guidance, resistance. protection from evil and good; +1 to Int, Wis, or Cha
Breath Control Constitution 13, Wisdom 13 Hold breath 4× normal, adv. on saves vs. breath-related spells and effects, +1 to Con or Wis
Child of the Swamps from The Shadow Marshes Perception or Survival proficiency, adv. on Athletics to swim, ignore difficult terrain in marshes/swamps
Chosen of the Deathless Aereni elf, Channel Divinity, Turn Undead Add Cha mod to healed damage, save DC for Turn Undead
Cold Endurance Constitution 13 Tolerate temperatures as low as 0°F, adv. on saves vs. cold weather hazards, +1 to Con or Wis
Compelling Imitation Changeling, Cha 15 or Wis 15 Adv. on Deception checks to impersonate, +1 to Wis or Cha
Divine Warrior Channel Divinity Spend Channel Divinity to add +2d6 radiant/necrotic to next attack
Elemental Helmsman Air or water vehicle prof. +5 and advantage to Persuasion or Intimidation vs. elemental-bound airships, +1 to Cha
Favored in House Member of a dragonmarked house Adv. on Persuasion vs. house members, favor checks, skill proficiency/expertise
Heroic Metamagic Sorcerer, 2nd-level spells, Metamagic option Spend action points in place of metamagic points, 1-to-1
Heroic Spirit Gain +5 action points per level, spend 2 APs to mitigate a natural 1
Jaws of Death Warforged, must get it installed Gain a bite attack to use in combat or bite through most things
Mutable Body Changeling, 2nd-level spells Free upcast a Transmutation spell cast on yourself, 1/LR
Quick Change Changeling, Charisma 13 Shapechange a bonus action, also +1 to Cha or Dex
Relic Hunter Intelligence 13; Arcana, History, Religion, or Investigation Make those skills checks on Dhakaani or Xen'drik ruins with adv., +1 to Int or Wis
Sacred Resilience Channel Divinity Spend Channel Divinity as reaction to grant advantage and +Wis to ally's save
Spontaneous Casting Cleric, Druid or Wizard level 5 Spend 2 APs to spontaneously cast, +1 to key stat
Stable Footing Warforged or Dwarf Adv. on saves vs. being shoved, knocked prone or grappled
Talentan Dinosaur Rider Halfling, Animal Handling proficiency While riding a dinosaur, adv. on Animal Handling, and use Dodge as a bonus action 2/SR
Westerlander Self-Possession from Eldeen Reaches, Shadow Marshes or Droaam Adv. on saves vs. Charm, adv. on Insight to detect charmed condition or enchantment
Action Hero

You have the ability to alter your luck drastically in dire circumstances.

Prerequisite: 4th level

Benefits:

  • When you spend an action point to alter the result of an attack roll, a skill check, or a saving throw, or a death save, you roll a d6 instead of a d4.

  • You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions. You must complete a short rest before you can use this ability again.

Aerenal Arcanist

Your arcane heritage runs deep. Raised in the disciplined magical traditions of Aerenal, you received rigorous arcane training from an early age.

Prerequisite: Elf, region of origin Aerenal, Wizard level 1

Benefits:

  • You gain proficiency in the Arcana skill. If you are already proficient in Arcana, you instead gain Expertise in it, allowing you to double your proficiency bonus when making Arcana checks.

  • Each time you gain a level in the wizard class, you can add one additional spell to your spellbook. The spell must be of a level you can prepare and must be from the wizard spell list.

Binding Brand

You carry the brand of the binding flame, marking you as a warrior of the Ghaash'kala clans.

Prerequisite: region of origin The Demon Wastes, level 1

Special: When you take this feat, choose Intelligence, Wisdom, or Charisma. That ability is your spellcasting ability for this feat's spells.

Benefits:

  • Increase the spellcasting ability you chose by 1, to a maximum of 20.

  • You learn the cantrips guidance and resistance.

  • You learn the spell protection from evil and good as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Breath Control

You have trained your body and mind to regulate your breath with exceptional discipline.

Prerequisite: Constitution 13, Wisdom 13

Benefits:

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

  • You can hold your breath four times as long as normal.

  • You have advantage on saving throws against effects that involve breathing or inhalation, such as suffocation, altitude sickness, smoke, toxic gas, or spells like cloudkill, stinking cloud, or incendiary cloud.

Child of the Swamps

You are at home in the deep bogs and dense undergrowth of the marshlands. Years spent surviving in such hostile terrain have sharpened your instincts and strengthened your body.

Prerequisite: Region of origin Shadow Marshes

Benefits:

  • You gain proficiency in either Perception or Survival (your choice).

  • You have advantage on Strength (Athletics) checks made to swim.

  • While in swamp or marsh terrain, you can ignore movement penalties caused by shallow bogs, waterlogged ground, or light undergrowth. You treat such terrain as normal ground for movement and don’t require extra movement to pass through it.

Chosen of the Deathless

The positive energy that suffuses the City of the Dead has left a lasting mark on your soul.

Prerequisite: Elf, region of origin Aerenal, Channel Divinity, Turn Undead

Benefits:

  • When you cast a spell that restores hit points, you may add your Charisma modifier to the total amount healed.

  • When you use Turn Undead, you may add your Charisma modifier to the saving throw DC to resist the effect.

Cold Endurance

You’ve hardened your body and trained your mind to endure freezing temperatures without strain.

Prerequisite: Constitution 13

Benefit:

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

  • You can exist comfortably in temperatures as low as 0°F without needing to make saving throws or suffer the effects of extreme cold.

  • You have advantage on saving throws against cold weather and cold terrain related effects, such as exhaustion from extreme cold.

Special: This feat does not grant resistance to cold damage or advantage on saves vs. cold-themed spells.

Compelling Imitation

You possess uncanny skill at mimicking the form and mannerisms of others.

Prerequisites: Changeling, Charisma 15 or Wisdom 15

Benefit:

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

  • When you use your Shapechanger ability to take the form of a specific person, you have advantage on Wisdom (Deception) or Charisma (Deception) checks made to impersonate them.

Divine Warrior

You can infuse your deity’s favored weapon with divine power to strike down enemies of your faith.

Prerequisite: Channel Divinity feature

Benefit: When you use your Channel Divinity, you can choose to imbue the weapon in your hand with divine energy. When you take this feat, choose radiant or necrotic damage.

The next time you hit with an attack before the end of your turn, the target takes an extra 2d6 damage the type you chose, and the attack counts as magical if it wasn't already.

Elemental Helmsman

You have a natural connection to bound elementals and can exert greater control over arcane vessels.

Prerequisite: Proficiency with air or water vehicles

Benefits:

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

  • You have advantage on Charisma (Persuasion) or Charisma (Intimidation) checks to control or influence an elemental-bound vehicle such as an airship.

  • When using a wheel of wind and water or lightning reins, you gain a further +5 bonus on these checks in addition to advantage.

Favored in House

You are a recognized and respected member of one of the dragonmarked houses, and your connections grant you access to influence, resources, and information through the house’s network.

Prerequisite: Member of a dragonmarked house

Benefits:

  • You have advantage on Charisma (Persuasion) checks made when dealing with other members of your dragonmarked house or their trusted representatives.

  • You can request favors from your house’s contacts a number of times per week equal to half your character level (rounded down, minimum 1). Each request must be made through a different contact. When requesting a favor, describe what you need (information, documents, temporary equipment, etc.), and make a Favor Check: roll a d20 and add your proficiency bonus. The DC is set by the DM, based on the complexity or risk involved, as given below. You cannot retry a favor check for the same or a substantially similar request. If successful, the contact provides the favor within a timeframe the DM deems appropriate. The DM may rule that a request automatically fails.

Favor Scope Example DC
Minor A rumor, small item, non-sensitive document 10
Moderate Access to restricted knowledge, use of a contact’s name, minor magical aid 15
Major Expensive or risky aid, incriminating info, access to high-level magic 20–25
  • You gain a skill proficiency, based on your dragonmarked house as given below. If you were not proficient in the skill you gain proficiency. If you were proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit. In the case of House Cannith the benefit applies to two tools instead.
Dragonmark House(s) Skill or Tools
Cannith alchemist's tools, calligrapher's tools, glassblower's tools, jeweler's tools, leatherworker's tools, smith's tools, tinker's tools
Deneith Insight
Ghallanda Persuasion
Jorasco Medicine
Kundarak Investigation
Lyrandar Acrobatics
Medani Perception
Orien Survival
Phiarlan, Thuranni Insight
Sivis Persuasion
Tharashk Investigation
Vadalis Animal Handling
Heroic Metamagic

In moments of heroic urgency, you can draw on your inner reserve to fuel magical power beyond your limits.

Prerequisite: Sorcerer, ability to cast 2nd-level spells, at least one Metamagic option

Benefit: You can spend action points in place of sorcery points on a 1-to-1 basis. These action points can only be used to fuel your Metamagic options. For example, if you want to use Twinned Spell on a 1st-level spell, which normally costs 1 sorcery point, you may instead spend 1 action point. You can mix action points and sorcery points as needed to meet the cost of a Metamagic option.

Heroic Spirit

You have a larger reservoir of luck than the average hero.

Benefits:

  • Your action point maximum per level is increased by 5. Thus, you now gain a number of action points equal to 10 + one half your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
  • You can spend 2 action points to mitigate a natural 1. Its automatic failure property is removed, and +1d4 is added to the roll. (Alternatively, if you have the Action Hero feat, +1d6 is added.)
Jaws of Death

Your reinforced jaw is fitted with gnashing mechanical teeth, allowing you to strike with devastating bites.

Prerequisite: Warforged, must work with artificer to install it

Benefit:

  • You can use your bite to make unarmed strikes. When you hit with it, the strike deals 1d6 piercing damage, instead of the normal bludgeoning damage for an unarmed strike. You can use Strength or Dexterity for the attack and damage rolls. If you take the Attack action on your turn and use a weapon or another natural weapon for one of the attacks, you can make a bite attack as a bonus action. Your bite counts as a simple melee weapon for the purposes of features and effects that apply to weapons.

  • You have advantage on Strength checks made to bite through restraints, chains, ropes, or similar subtances.

  • Your bite can never be disarmed, sundered, or removed by mundane means. It is considered part of your body and functions even while restrained or bound, as long as you can open your mouth.

Mutable Body

You possess exceptional control over your mutable form, allowing transmutation magic to resonate more powerfully within you.

Prerequisite: Changeling, able to cast 2nd-level spells

Benefit:

  • Once per long rest, when you cast a transmutation spell that targets only yourself, you can cast it as if using a spell slot one level higher, without using a higher-level spell slot.

  • The level of the spell must be at most one level less than the highest-level spell you can cast.

Quick Change

Your control over your mutable form is so refined that you can alter your appearance in the blink of an eye.

Prerequisite: Changeling, Charisma 13

Benefit:

  • Increase your Charisma or Dexterity by 1, to a maximum of 20.

  • You can use your Shapechanger trait as a bonus action, instead of an action.

Relic Hunter

Your studies of ancient cultures have made you an expert in identifying and understanding the remnants of lost civilizations.

Prerequisite: Intelligence 13, proficiency in Arcana, History, Religion, or Investigation

Benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.

  • When you examine ruins, artifacts, or inscriptions related to the Dhakaani Empire or ancient Xen'drik, you have advantage on Intelligence (Arcana, History, Religion, and Investigation) checks made to understand, identify, or analyze them.

  • Choose either the language Goblin or Giant when you take this feat. You learn this language.

Sacred Resilience

You can call upon divine power to shield your allies from supernatural threats, as a reaction.

Prerequisite: Channel Divinity feature

Benefit: When a character within 60 feet of you that you can see is forced to make a saving throw against a monster's spell or ability, you can use your reaction to invoke divine protection. Expend a use of Channel Divinity. That character makes the roll with advantage and gains a bonus to their saving throw equal to your Wisdom modifier. You can use this after the character has made the roll but it must be before the result is known.

Spontaneous Casting

You can swap a prepared spell on the fly.

Prerequisite: Cleric, Druid, or Wizard level 5th

Benefits:

  • Increase your Wisdom score (for clerics or druids) or your Intelligence score (for wizards) by 1, to a maximum of 20.
  • By spending 2 action points, you can exchange a spell you have prepared for another spell on your spell list (or for wizards, out of your spellbook) of the same level.
Stable Footing

Prerequisite: Warforged or Dwarf

Your body and combat instincts are built for staying upright and unyielding, even amid chaos.

Benefit:

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

  • You have advantage on saving throws to resist being shoved, knocked prone, or grappled.

Talentan Dinosaur Rider

You were raised in the halfling traditions of the Talenta Plains, where dinosaurs are more than beasts—they are lifelong companions, partners in battle, and sacred symbols.

Prerequisite: Halfling, proficiency in Animal Handling

Benefits:

  • While riding on a dinosaur, you gain advantage on Wisdom (Animal Handling) checks related to riding.

  • While riding a dinosaur mount, you can take the Dodge action as a bonus action. After you use this ability twice, you must complete a short rest before you can use it again.

Westlander Self-Possession

Your mind is hardened by natural discipline and the harsh demands of life near the depths of Khyber. You have learned to resist unnatural influence and mental intrusion.

Prerequisite: Region of origin Eldeen Reaches, Shadow Marshes, or Droaam

Benefits:

  • You have advantage on saving throws against being Charmed.

  • You have advantage on Insight checks made to identify whether a character has the charmed condition or is under the effect of an enchantment spell.

Druid Initiate Feats

Feat Prerequisites Benefit
Ashbound Initiate Druid level 1st, initiated, no other initiate feat Gain cantrip and have destruction-themed spells 1st - 5th level always prepared
Children of Winter Initiate Druid level 1st, initiated, no other initiate feat Gain cantrip and have decay and death themed spells 1st - 5th level always prepared
Gatekeeper Initiate Druid level 1st, initiated, no other initiate feat Gain cantrip and have spells useful for fighting the unnatural 1st - 5th level always prepared
Greensinger Initiate Druid level 1st, initiated, no other initiate feat Gain cantrip and have fey themed spells 1st - 5th level always prepared
Moonspeakers Initiate Shifter, Druid level 1st, initiated, no other initiate feat Gain cantrip and have nature-protection and beasts spells 1st - 5th level always prepared
Wardens of the Wood Initiate Druid level 1st, initiated, no other initiate feat Gain cantrip and have healing spells 1st - 5th level always prepared
Ashbound Initiate

You have been trained in the druidic traditions of the Ashbound, seeing yourself as one of nature’s avengers. You consider the use of arcane magic to be a vile and unnatural act.

Prerequisites: Druid level 1st, must have been initiated into the Ashbound sect, must not have any other druid Initiate feat

Benefits:

  • You learn the resistance cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st faerie fire
3nd flame blade
5rd flame arrows
7th fire shield
9th insect plague
Children of Winter Initiate

You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay.

Prerequisites: Druid level 1st, must have been initiated into the Children of Winter sect, must not have any other druid Initiate feat

Benefits:

  • You learn the infestation cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st fog cloud
3nd wither and bloom
5rd sleet storm
7th blight
9th antilife shell
Gatekeeper Initiate

You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations.

Prerequisites: Druid level 1st, must have been initiated into the Gatekeepers sect, must not have any other druid Initiate feat

Benefits:

  • You learn the produce flame cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st protection from evil and good
3nd hold person
5rd dispel magic
7th freedom of movement
9th commune with nature
Greensinger Initiate

You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.

Prerequisites: Druid level 1st, must have been initiated into the Greensingers sect, must not have any other druid Initiate feat

Benefits:

  • You learn the shillelagh cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st faerie fire
3nd pass without trace
5rd summon fey
7th conjure woodland beings
9th wrath of nature
Moonspeakers Initiate

You have been initiated into the Moonspeaker tradition, a shifter druidic sect dedicated to lunar spirituality, shape-changing magic, and safeguarding the heritage and future of the shifter race.

Prerequisites: Shifter, Druid level 1st, must have been initiated into the Wardens of the Wood sect, must not have any other druid Initiate feat

Benefits:

  • You learn the primal savagery cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st beast bond
3nd moonbeam
5rd conjure animals
7th guardian of nature
9th wrath of nature
Wardens of the Wood Initiate

You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting the eastern plain and the great woods of the Eldeen Reaches.

Prerequisites: Druid level 1st, must have been initiated into the Wardens of the Wood sect, must not have any other druid Initiate feat

Benefits:

  • You learn the druidcraft cantrip.

  • When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st cure wounds
3nd healing spirit
5rd aura of vitality
7th divination
9th mass cure wounds

Shifter Feats

Feat Prerequisites Ability Other Benefit
Beasthide Elite Beasthide shifter +1 to Str or Con Shifting AC bonus to +2
Healing Factor Shifter, Constitution 13 +1 to Con Heal level + Con mod when shifting ends
Longtooth Elite Longtooth shifter, 5th level +1 to Str or Dex Bite attack damage = 1d8+Str
Shifter Acrobatics Shifter, Acrobatics proficiency +1 to Dex Adv. on Acrobatics while shifted, keep balance w/o Acrobatics check
Shifter Agility Shifter, Dexterity 13 +1 to Dex or Int Dodge as a bonus action while shifted
Shifter Ferocity Shifter, Constitution 13 +1 to Dex or Con Once per LR resist dying and heal 1hp
Shifter Stealth Shifter, Stealth proficiency +1 to Dex Adv. on Stealth while shifted, hide in light obscurement
Swiftstride Elite Swiftstride shifter +1 to Dex or Cha Speed becomes 40ft, shifting speed bonus to +20ft
Wildhunt Elite Wildhunt shifter +1 to Dex or Wis Gain proficiency or expertise in Perception
Beasthide Elite

Your hide grows tougher, making you even harder to wound while transformed.

Prerequisite: Beasthide Shifter

Benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While shifting, your armor bonus increases to +2.
Healing Factor

Your body recovers from injury with supernatural speed once your transformation ends.

Prerequisites: Shifter, Constitution 13.

Benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When your shifting ends, you regain hit points equal to your level + your Constitution modifier (minimum of 1). You can benefit from this healing only once per short rest.
Longtooth Elite

Your fangs strike deeper and deadlier, honed by countless hunts.

Prerequisites: Longtooth shifter, 5th level

Benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While shifted, the unarmed strike you can make with your fangs does piercing damage equal to 1d8 + your Strength modifier.
Shifter Acrobatics

Your natural agility sharpens when you embrace your shifting heritage, granting you superior balance and movement.

Prerequisites: Shifter, Acrobatics proficiency

Benefits:

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

  • While you are shifted, you have advantage on Dexterity (Acrobatics) checks.

  • While you are shifted, you can move across narrow ledges or unstable surfaces without needing to make a check unless otherwise ruled by the DM.

Shifter Agility

Your reflexes become razor-sharp in the heat of the moment.

Prerequisite: Shifter, Dexterity 13

Benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • While shifted, you can take the Dodge action as a bonus action.
Shifter Ferocity

Even on the edge of death, you fight with relentless tenacity.

Prerequisites: Shifter, Constitution 13

Benefits:

  • Increase your Dexterity or Constitution, to a maximum of 20.
  • While shifting, when you would be reduced to 0 Hit Points but not immediately killed, you avoid becoming unconscious and dying. You instead recover 1 Hit Point. You must complete a long best before you can use this ability again.
Shifter Stealth

Your natural agility sharpens when you embrace your shifting heritage, granting you superior balance and movement.

Prerequisites: Shifter, Stealth proficiency

Benefits:

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

  • While you are shifted, you have advantage on Dexterity (Stealth) checks.

  • While you are shifted, Vou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and olher nalural phenomena.

Swiftstride Elite

Your movements become a blur, whether charging into battle or slipping away from danger.

Prerequisite: Swiftstride shifter

Benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • The increase to your land speed while shifted becomes 20 feet.
  • Your base walking speed increases to 40 feet.
Wildhunt Elite

Your senses sharpen beyond mortal limits, attuned to every sound and subtle movement.

Prerequisite: Wildhunt shifter

Benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • If you do not have proficiency in Perception, you gain proficiency in it. Otherwise, you gain Expertise in Perception. If you already had Expertise in Perception you gain no further benefit.