Feats
Search every feat by name, rules text or prerequisite — plus the fighting styles list.
Game Rules Feats
Fighting Styles
Certain melee classes allow you to gain a fighting style that reflects the additional training your character has undergone. You cannot select the same fighting style more than once.
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Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
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Blind Fighting: You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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Defense: While you are wearing armor, you gain a +1 bonus to AC.
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Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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Interception: When a creature you can see hits a target, other than you, within 5 ft of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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Protection: When a creature you can see attacks a target other than you that is within 5 ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. 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.
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Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
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Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
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Close Quarters Shooter: When making a ranged attack while you are within 5 ft of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore Half Cover and Three Quarters Cover against targets within 30 ft of you. You have a +1 bonus to attack rolls on ranged attacks.
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Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
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Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 ft while within your reach.
Feats
A feat represents a talent or area of expertise that grants a character special capabilities. It reflects training, experience, and abilities beyond what a class provides. At certain levels, your class grants you the Ability Score Improvement feature. Using the optional feats rule, you can choose to forgo this feature and instead take a feat of your choice. Each feat can only be taken once unless its description specifies otherwise.
To take a feat, you must meet any prerequisites specified in its description. If you ever lose a feat's prerequisite, you can no longer use the feat until you regain the required prerequisite. For example, the Grappler feat requires you to have a STR of 13 or higher. If your STR drops below 13—perhaps due to a curse—you cannot benefit from the Grappler feat until your STR is restored.
This is a list with basic information about each feat. Please look up more information to get a comprehensive look at each feat’s abilities and restrictions at https://dnd5e.wikidot.com/#toc70.
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