Feats



Feats são uma regra opcional na 5ed. As feats listadas a seguir são novas ou alteradas.


Feats
Feat SourceRequisito 
Alert PH-
Athlete PH-[ PH variant ] Hit Dice options
Actor PH-
Charger PH-[ PH variant ] Get dmg bonus after moving even if its not a dash action.
Crossbow Expert PH-
Defensive Duelist PHDexterity 13 or higher
Dual Wielder PH--
Dungeon Delver PH-
Durable PH-[ PH deprecated ] - see Tough
Elemental Adept PHThe ability to cast at least one spell
Grappler PHStrength 13 or higher[ PH variant ] - Chokehold Maneuver
Great Weapon Master PH-[ PH variant ] - -PB to attack roll / +2 PB to dmg roll , only allowed on Attack action
Healer PH-
Heavily Armored PH-[ PH variant ] - proficiency with all armor
Heavy Armor Master PHProficiency with heavy armor
Inspiring Leader PHCharisma 13 or higher
Keen Mind PH-
Lightly Armored PH-[ PH deprecated ] - see Heavily Armored
Linguist PH-
Lucky PH-
Mage slayer PH-
Magic Initiate PH-
Martial Adept PH-
Medium Armor Master PHProficiency with medium armor [ PH variant ] - DEX bonus may go up to 4 (at DEX 18)
Mobile PH-
Moderately Armored PHProficiency with light armor [ PH deprecated ] - see Heavily Armored
Mounted Combatant PH-
Observant PH-
Polearm Master PH-
Resilient PH-
Ritual Caster PHIntelligence or Wisdom 13 or higher
Savage Attacker PH-
Sentinel PH-
Sharpshooter PH- [ PH variant ] - -PB to attack roll / +2 PB to dmg roll , only allowed on Attack action
Shield Master PH-
Skilled PH-
Skulker PHDexterity 13 or higher
Spell Sniper PHThe ability to cast at least one spell
Tavern Brawler PH-
Tough PH- [ PH variant ] - add double CON bonus when you roll HD to recover.
War Caster PHThe ability to cast at least one spell
Weapon Master PH-[ PH deprecated ]
Tasha's Cauldron Feats
Artificer Initiate TCE variant-[TCE Variant].
Chef TCE-You are skilled with the art of cooking.
Crusher TCE-master bludgeon weapons.
Eldritch Adept TCE-Learn a Warlock Invocation
Fey Touched TCE-Feyblood runs in your veins
Fighting Initiate TCE-Fight like a professional
Gunner TCE-You know how to use firearms
Metamagic Adept TCE variant-[TCE Variant] Learn Sorcerer metamagics
Piercer TCE-master piercing weapons
Poisoner TCE variant-You know how to create and use poisons
Shadow Touched TCE-Touched by the shadow world
Skill Expert TCE-Get expert in one skill
Slasher TCE-master slash weapons
Telekinetic TCE- -
Telepathic TCE- -
New Feats
Negotiator -You are good at negotiations.
Overwhelming Ability one ability score of 20increase one ability score to 22
Shield Training UA-You know how to use shields more effectively
Tandem Tactician UA-You aid more effectively in combat
Teamwork -fight better with an nearby ally
Racial Feats
Changeling
Adept Shapeshifter-You are more adept on shapeshift to a particular species.
Read Mind -You may read surface thoughts by touching someone.
Dragonborn
Dragon blood --Tap into your draconic heritage
Dragon fear XGE-Radiate fear
Dragon hide XGE-deprecated
Mighty breath --Improve your breath weapon attack
Dwarf
Dwarven fortitude XGE-
Squat Nimbleness XGE-
Elf
Elven Accuracy XGE-
Drow High Magic XGEDark Elf
Fey Teleportation XGESidhelien
Highborn Elf SidhelienYou have more natural aptitude with magic
Wood Elf Magic XGEKilloren
Halfling / Darkling
Bountiful Luck XGE-
Second Chance XGE-
Squat Nimbleness XGE-
Shadow Touched UA -You are more attuned to the shadowfell
Human
Prodigy XGE-
Jotunkin
Firbolg Beast Magic DDBFirbolg
Mountains Endurance DDBGoliath
Troll Fortitude Trollblood
Merfolk
Shark Blood -You share some traits with sharks
Guardian of the Depths -You are used to deep underwater.
Ophidian
Serpent Form DDB-
Rakhashi
Feline Grace DDB-
Satyr
Panpipes -You learn how to cast faery magic by playing panpipes.
Vanara
Mindfulness Meditation -You learn how to focus your mind to resist magic.
Worgen
Wolf Shape -You learn how to shapechange into a wolf.


Lista de Feats

Athlete [ PH variant ]

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet 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 5 feet on foot, rather than 10 feet.
Options :
  • Athletic Surge : You may expend a Hit Die while climbing, crawling, or swimming, to move an additional 10 feet until the end of the round.
  • Incredible Leap : When making a jump of any sort, you can expend a Hit Die to raise your Strength by the result of the die roll. This Strength boost only applies to making an Athletics check for jumping, and for determining how far or high you can jump. The boost lasts until the start of your next turn.

Charger [ PH variant ]

  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack and shove a creature.
  • If you move at least 10 feet in a straight line, you gain a +5 bonus to your attack's damage roll and you can knock prone the target and push it up to 10 feet away from you (if you chose to shove and succeed).

Grappler [ PH variant ]

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Options:
  • Chokehold Maneuver - As an action you apply a chokehold against a creature you have already grappled. The creature must make a CON save against DC 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature is unconscious for a number of rounds equal to your Strength modifier (minimum 1).

Great Weapon Master [ PH variant ]

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 O hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you use and Attack action to make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus If the attack hits, you add double your proficiency bonus to the attack's damage.

Heavily Armored [ PH variant ]

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

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with light, medium and heavy armor.

Medium Armor Master [ PH variant ]

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

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add up to 4, rather than 2, to your AC if you have a high Dexterity score.

Sharpshooter [ PH variant ]

You have mastered ranged weapons and can make shots that others find impossible. For each Attack action you take with a ragned weapon you gain one of the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Except when you are using the other benefits of this feat.
  • Your ranged weapon attacks ignore half cover and three-quarters cover. Except when you are using the other benefits of this feat.
  • Before you use an Attack action with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus . If the attack hits, you add double your proficiency bonus to the attack's damage. Except when you are using the other benefits of this feat.

Though [ PH variant ]

  • 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.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals your proficiency bonus.



Metamagic Adept [ TCE variant ]
Prerequisite: Spellcasting or Pact Magic feature

You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • 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.
  • You must use a bonus action to activate the metamagic in the same turn as you cast the spell. You can use this metamagic two times. You can use them again after a long rest.

Negotiator

You have honed the knack of the deal and counter offer, perhaps by crossing words with creatures used to getting the upper hand in negotiations. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • When you attempt to convince a creature to engage in a course of action or to change its attitude with a Charisma (Persuasion) check and fail, you can retry the check on your next turn with disadvantage.
  • When you purchase a good or service, you can attempt an opposed Charisma (Persuasion) check versus the seller’s Wisdom (Insight). If you win the contest, you secure a 10 percent discount on the transaction. Once you use this feature on a given individual, you can’t use it on them again for one week.
  • When you pay for lifestyle expenses during downtime, they are halved.

Poisoner [ TCE ] variant

You can prepare and deliver deadly poisons, gaining the following benefits:

  • *Your constant dealing with poisons grants you resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner’s kit [craft (poison)] if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 damage and become poisoned until the end of your next turn.

Shield Training [ UA ]

You’ve trained in the effective use of shields. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with shields.
  • In combat, you can don or doff a shield as the free object interaction on your turn.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Tandem Tactician [ UA ]

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • You can use the Help action as a bonus action.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.

Teamwork

You trained a lot to fight alongside other allies. You gain the following benefits :

  • Back to Back : You are not considered flanked by an opponent as long as you are adjacent to a friendly creature.
  • Coordinated Maneuvers : You are not subject to reaction attacks if you are adjacent to an ally in the threatened position.

Overwhelming Ability

You have mastered an ability beyond the limits of most beings. One ability score of your choice increases from 20 to 22. Once you have taken this feat, choose 3 other ability scores that cannot exceed 18, if one or more of them already do, they are reduced to 18.



Dragon blood Dragonborn

You have tapped into your draconic nature even further, and your body and senses develop in extraordinary ways. You gain the following benefits:

  • You gain blindsight out to 10 feet. In effect, you can see out to that range even if blinded or in a heavily obscured area, and you can see invisible creatures and objects within 10 feet unless they are successfully hiding.
  • The damage of your bite and claw attacks increases to 1d8. Your claws gain the light and finesse properties, and you can use your claws for two-weapon fighting.
  • At 4th level, you develop a pair of draconic wings that provide you a flying speed equal to your walking speed.

Dragon fear Dragonborn

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

Mighty Breath Dragonborn

You have tapped into your draconic nature even further and are now capable of unleashing the full force of your breath weapon. You gain the following benefits:

  • Increase the DC of your breath weapon by 2.
  • The damage caused by your breath weapon increases from d6s to d10s.
  • Increase the area of your breath weapon: a 5-by-30-foot line becomes a 5-by-60-foot line, and a 15-foot cone becomes a 30-foot cone.
  • After using your breath weapon, roll 1d6 at the start of each of your turns. Your breath weapon recharges on a 6.
  • Depending on your ancestry, your breath weapon gains an additional effect :
    • Black Dragon: Se uma criatura na área falhar o save, o ácido continua a corroer a criatura e seu equipamento. O alvo deve repetir o save no início de seu próximo turno. Ela toma 1d6 de dano de ácido se falhar, o efeito termina se suceder.
    • Blue Dragon: Se uma criatura na área falhar o save, ela fica atordoada até o começo de seu próximo turno.
    • Green Dragon: Se uma criatura falhar o save, ela ganha a condição de envenenada. Ao final de cada um de seus turnos ela pode repetir o save, o efeito termina se ela passar no save.
    • Red Dragon: The damage dealt by your breath weapon ignores damage resistance (immunity still functions as normal). Your fire breath causes d12s instead of d10s.
    • White Dragon: Se uma criatura falhar o save, sua velocidade de movimento cai pela metade. Ao final do seu turno, a vítima pode repetir o save. O efeito termina se suceder.

Highborn Elf Elf, Sidhelien

  • You know one extra cantrip of the Sorcerer spell list. INT is your spellcasting ability for this spell.
  • After you successfully cast a cantrip, you may cast it again as a bonus action.
  • All damage you take from spells or magical effects is reduced by your proficiency bonus.

Shadow Touched Halfling / Darkling

You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the darkness 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 the ability increased by this feat.

Read Mind Changeling

You have an innate ability that is similar to the Detect Thoughts spell with the following differences :

  • You don't need to use components, just touch the desired creature.
  • You must be touching the creature all the time for the duration of the spell.
Once you use this power you can only use it again after a long rest.

Adept Shapershift Changeling

You have more afinity with one race, when you shapeshift into a member of this race you gain one of the physical traits of the race. You must choose one race when you gain this feat, if you choose this feat again you may choose a different race.

  • Dragonborn - You got hard scales that gave you a base AC of 13 + Dex Mod.
  • Dwarf - You got 1 extra HP per level
  • Elf - Darkvision
  • Halfling - size Small, Nimbleness
  • Merfolk - Water breathing
  • Ophidian - Poison immunity
  • Rakhashi - Razorclaw
  • Satyr - Cliffwalk
  • Vanara - Brachiation
  • Worgen - Longtooth

Shark Blood Merfolk

Your lineage has an ancient connection with the greatest hunter of the ocean. You gain the following traits :

  • You have advantage on Wisdom (Nature) checks to track by scent any creature with blood who's hit points below their maximum.
  • Your swimming speed increases by 10ft.
  • You are immune to diseases.

Guardian of the Dephts Merfolk

Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Feline Grace Rakhashi

Your incredible reflexes and agility further improve. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
  • You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
  • You can use your Dexterity modifier to calculate your jump distances.

Firbolg Beast Magic Firbolg

Your connection to animals deepens. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship and beast sense 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.

Mountains Endurance Goliath

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You may use your Stone's Endurance a number of times equals to your proficiency bonus, you can’t use it again until you finish a short or long rest.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.

Troll Fortitude Trollblood

  • When you spend HD to heal while you rest you recover an extra 1d6 HPs for each HD spent.
  • As an action you may spend a number of HD up to your proficiency bonus to heal your wounds. Once you use this power you must finish a short or long rest before you use it again.

Serpent Form Ophidian

You have unlocked more of your serpentfolk heritage. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form.
  • While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest.

Mindfullness Meditation Vanara

You learn how to focus your mind to resist magic. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have advantage on saving throws against spells and other magical effects.

Panpipes Satyr

You can use panpipes as an arcane focus to cast spells. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast Dissonant Whispers with this trait, and starting at 5th level, you can also cast suggestion with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Wolf Shape Worgen

You can use your action to polymorph into a medium wolf, or back into your true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + your Dexterity modifier + your proficiency bonus, and you gain an extra 10ft of speed. Any equipment you are wearing or carrying transforms with you, becoming part of your wolf form. Your corpse transforms back into your true form if you die while in your wolf shape. While transformed, your sharp teeth become a natural weapon, which you can use to make unarmed strikes. If you hit with your bite you deal 2d4 piercing damage and if the target is large or smaller you can use your bonus action to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. You cannot speak or cast spells while transformed. The damage of your bite increases to 2d6 at 11th level.