How to get feats in D&D 5e Edition – D&D Rookies Guild
In Dungeons & Dragons 5e Edition, feats are special abilities that provide unique enhancements to a character. Here’s a summary of some notable feats:
- Lucky: You can reroll a d20 three times per long rest, adding an element of chance in your favor.
- Great Weapon Master: If you take a -5 penalty to your attack roll, you can deal an additional 10 damage on a hit. It also allows for an extra attack on a critical hit or when you reduce a creature to 0 hit points.
- Sharpshooter: You can ignore disadvantage on ranged attacks, and you can take a -5 penalty to attack rolls for an additional 10 damage, similar to Great Weapon Master.
- Mobile: Your speed increases by 10 feet, and you can ignore difficult terrain when you dash. You also don’t provoke opportunity attacks from creatures you’ve attacked.
- Spell Sniper: You double the range of your spells that require an attack roll, and you ignore half and three-quarters cover.
- War Caster: You have advantage on Constitution saving throws to maintain concentration, can perform somatic components of spells even when holding weapons or shields, and can cast spells as opportunity attacks.
- Resilient: You gain proficiency in one saving throw of your choice and increase your chosen ability score by 1.
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat.
- Alert: You gain a +5 bonus to initiative, and you cannot be surprised while you are conscious.
- Actor: You gain advantage on Deception and Performance checks when trying to pass yourself off as a different person.
How do I get feats in D&D 5e Edition?
In Dungeons & Dragons 5e Edition, you can gain feats in a few ways:
- Leveling Up: When you reach certain levels (usually levels 4, 8, 12, 16, and 19 for most classes), you can choose to either increase your ability scores or take a feat instead. This is outlined in the “Ability Score Improvement” feature of your class.
- Customizing Your Character: Some classes and subclasses, like the Fighter or the Variant Human, provide specific opportunities for feats. The Variant Human race allows you to start with a feat at level 1 instead of taking the standard ability score increases.
- Multiclassing: If you multiclass into a class that has the ability to gain feats, you can choose feats when you meet the appropriate level requirements.
- House Rules: Some Dungeon Masters may allow feats to be gained in other ways, such as through specific events in the campaign, items, or milestones. Always check with your DM to see if they have any house rules regarding feats.
Make sure to choose feats that align with your character’s abilities and play style for the best effect!
- The most common way to get a feat is by taking it instead of an ability score improvement at levels 4, 8, 12, 16, or 19.
- There are some homebrew rules that might give you access to feats sooner or more frequently though.
- I common homebrew rule that my friends and I use is that every one may take a free feat at level 1.
These are just a few examples, and there are many more feats available in the Player’s Handbook and other supplements. Choose feats that complement your character’s build and play style!
Feats are just an alternative to ability score increases(ASIs) at select levels. Typically players get the opportunity to gain two ability score points at levels 4, 8, 12, 16, and 19. Fighter also gain ASIs at the 6th and 14th levels, and Rogues gain one additional ASI at the 10th level. As an alternative to ASIs your character may pick up few new languages.
Maybe they want to become a barroom brawler, master their crossbow or increase their spell casting range.
So, by the time you get to your first ASI, you usually have a pretty good idea about who you want to be in life and in this world feats equal flavor.
The first thing to know about feats is that although pretty much all tables use them, they are actually optional, so just make sure your DM is okay with you using them. Also keep in mind that some feats have prerequisites, so keep an eye out for those.
For players, there’s three ways to get a feat based on the official rules:
- Whenever you have the option to take an Ability Score Improvement, you may instead take a feat
- If you pick the Variant Human race during character creation, your character starts off with a feat at 1st level
- If your DM allows the Custom Lineage option as a race from Tasha’s Cauldron of Everything, your character may start off with a feat at 1st level
Now for DMs, I personally enjoy granting my players “feats” in different homebrew ways like these:
- If you need a quick and easy way to make a unique homebrew magic item, you can just have the magical effect be a feat.
- For example, you might have magic lance grant the wielder the Charger feat
- Or an amulet the party finds could give the Keen Mind feat to whoever puts it on
- Granting feats as boons or rewards for big accomplishments or character development can be a fun way to reward players instead of just giving them the boring old treasure that they always get.
- For example maybe your players just won a major battle on behalf of an Elven King, so as a reward the King agrees to share their people’s ancient secrets of archery, granting them the Elven Accuracy feat.
- Or you might notice that a player is really dedicated to consistently hyping up the party before every battle, so you might give them the Inspiring Leader feat as a reward for good role playing and for naturally developing that skill in game.
*If you need a free collective source of all the feats, there’s some really good apps out there. I personally use the ‘5e Character’ app that has tons of player options
Feats are an alternative to ability score gains when attaining certain levels, generally at the Fours (4, 8, 12, 16, 20) though some classes may get more chances (fighter in particular). If you are a variant type human instead of a ‘standard’ type, you can also pick up one at first level.
They are also kind of an ‘alternative system’ entirely, in 5E, so you also will need your DM’s permission. It m
Whenever you get an attribute increase at lvl4, 8, 12, 16 and 19 (and a few more for fighter), you can choose to get a feat instead of this increase. A variant human can also get a feat at lvl1 instead of a bunch of racial boons.
Either race or class features usually, but I and my DM also try to let PCs learn through paying a certain amount of money and over roughly a month in-universe if they want to learn certain feats like Sentinel, Alert, or others that aren’t dictated by race or certain kinds of mystic bullshit like Lucky or Tough
The most common way to get a feat is by taking it instead of an ability score improvement at levels 4, 8, 12, 16, or 19.
There are some homebrew rules that might give you access to feats sooner or more frequently though.
I common homebrew rule that my friends and I use is that every one may take a free feat at level 1.
You have to have a DM that allows the optional rule of using feats. Then you may select a feat instead of an Ability Score Improvement (ASI) on the levels that your class gives you the ASI feature.
How to get feats in D&D 5e?
So when do you get feats in 5e? Most character classes can choose feats at levels 4, 8, 12, 16, and/or 19. These are the standard levels for ability score increases. At level 4, for example, Druids can increase an ability score by 2 or two ability scores by 1.
In Dungeons & Dragons 5e Edition, you can gain feats through the following methods:
- Ability Score Improvement (ASI): When you reach certain levels (usually levels 4, 8, 12, 16, and 19 for most classes), you can choose to increase your ability scores or take a feat instead. This option is available to all classes.
- Variant Human Trait: If you choose to play as a Variant Human, you can select a feat at 1st level instead of taking the standard ability score increases.
- Multiclassing: When you multiclass into a new class, you can still choose feats when you reach levels that grant ASIs, provided the new class allows for it.
- DM’s Discretion: Some DMs might allow feats to be acquired through specific character development, story milestones, or magical items. Always check with your DM about any house rules they might have regarding feats.
When selecting feats, consider how they enhance your character’s abilities and fit with your play style!
What is the feat rule in 5e?
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
In Dungeons & Dragons 5e Edition, the feat rule allows players to enhance their characters with unique abilities instead of, or in addition to, increasing their ability scores. Here’s a breakdown of how the feat system works:
- Ability Score Improvement: When your character levels up, they typically receive Ability Score Improvements (ASI) at certain levels (4th, 8th, 12th, 16th, and 19th for most classes). At these levels, you can either:
- Increase one ability score by 2.
- Increase two ability scores by 1 each.
- Choose a feat instead of increasing your ability scores.
- Choosing a Feat: Feats provide various benefits, such as improving your combat abilities, enhancing skills, or granting new powers. When you choose a feat, you cannot also take an ability score increase at that level.
- Multiclassing: If you multiclass into another class, you can still choose feats when you reach levels that grant ASIs, as long as those levels allow for it.
- Variant Human Race: If you choose the Variant Human option, you can select one feat at 1st level instead of the standard ability score increases.
- DM’s Discretion: Some DMs may allow feats to be acquired through different means, such as story milestones or special items, so it’s important to check with your DM for any house rules.
Feats add depth to character customization and can greatly influence gameplay, so it’s a good idea to choose ones that align with your character’s concept and role in the party!
How many feats do you get in 5e?
Feats are an optional rule that allows you to take a special ability from a specific list instead of spending that level up reward of increasing a stat by 2. Most classes will have the ability to get about 5 of these increases over 20 levels but some classes get more, such as Rogues who get 6 and Fighters who get 7.
In Dungeons & Dragons 5e Edition, the number of feats you can acquire depends on your character’s progression and choices. Here’s how it generally works:
- Leveling Up: You can choose a feat instead of increasing your ability scores at certain levels. Most classes allow you to choose a feat at levels 4, 8, 12, 16, and 19.
- Variant Human Race: If you play as a Variant Human, you can choose one feat at 1st level.
- Multiclassing: If you multiclass, you can still select feats at the appropriate levels when your new class allows for an Ability Score Improvement.
In total, a character could potentially acquire multiple feats over their progression, especially if they start with a feat as a Variant Human and continue to choose feats instead of ability score increases at various levels. Depending on these factors, a character could have anywhere from 1 to 6 or more feats by the time they reach higher levels.
Do humans get a feat in 5e?
The vast majority of the time that you play a human, you’re going to play a variant human. +1 to two ability scores means that you can increase as many important ability scores as the standard human in almost any build (Monks being a possible exception), but you also get a free skill/tool proficiency and a feat.
Yes, in Dungeons & Dragons 5e Edition, if you choose to play as a Variant Human, you can select one feat at 1st level instead of the standard ability score increases. This allows you to start your character with an additional ability right from the beginning, making Variant Humans a versatile choice for many builds.
Keep in mind that this option is only available for Variant Humans; regular Humans do not receive a feat but gain a +1 bonus to all ability scores instead.
Character Feats for Dungeons & Dragons (D&D) Fifth
Here’s a list of some popular character feats from Dungeons & Dragons 5e Edition, along with brief descriptions of their effects:
1. Lucky
You can reroll a d20 three times per long rest, allowing for more favorable outcomes in crucial moments.
2. Great Weapon Master
You can take a -5 penalty to your attack rolls to deal an additional 10 damage on a hit, plus you gain an extra attack on a crit or when you reduce a creature to 0 hit points.
3. Sharpshooter
You ignore disadvantage on ranged attacks at long range, and you can take a -5 penalty to attack rolls for an additional 10 damage.
4. Mobile
Your speed increases by 10 feet, and you can dash through difficult terrain without penalty. You don’t provoke opportunity attacks from creatures you’ve attacked.
5. Spell Sniper
Your ranged spell attacks have double the range, and you ignore half and three-quarters cover when making those attacks.
6. War Caster
You have advantage on Constitution saving throws to maintain concentration, can perform somatic components of spells even when holding weapons or shields, and can cast spells as opportunity attacks.
7. Resilient
You gain proficiency in one saving throw of your choice and increase that ability score by 1.
8. Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat.
9. Alert
You gain a +5 bonus to initiative, and you cannot be surprised while you are conscious.
10. Actor
You gain advantage on Deception and Performance checks when trying to impersonate someone else, and you can mimic speech and sounds.
11. Healer
You can use a healer’s kit to stabilize a dying creature and restore hit points to them, enhancing your healing capabilities.
12. Insightful Manipulator
You can use your insight to better read people, gaining bonuses on Deception and Insight checks.
13. Fey Touched
You gain proficiency in a skill of your choice, and you learn the misty step spell and one other spell from the bard or wizard spell list.
14. Telekinetic
You can cast the mage hand spell and increase your Intelligence, Wisdom, or Charisma score by 1.
15. Heavy Armor Master
You gain a +1 bonus to Strength, and you can reduce damage from non-magical bludgeoning, piercing, and slashing attacks while wearing heavy armor.
These feats can significantly enhance your character’s abilities and playstyle, so consider how they align with your character’s concept and role in your party!