New feats are presented in alphabetical order.
Prerequisite: Proficiency in Acrobatics or Athletics
Through grace and deftness you can spring into and out of battle. Once on your turn, you can perform an acrobatic feat in addition to your normal movement. Movement that is part of this feat doesn’t provoke opportunity attacks. During this acrobatic feat, you can use your reaction to make a weapon attack against a target within your melee reach. You can perform the following feats:
- You can back flip, moving 5 feet in any direction into an unoccupied space. You can land on a surface up to 5 feet tall.
- You can flip over a target your size or smaller, provided the space behind it is unoccupied. You occupy this space at the end of your maneuver.
- You can spring off of an object or creature that is larger than you, jumping again immediately.
Agile Weapon Training
Prerequisite: Proficiency with simple weapons
You have mastered techniques to adroitly use certain weapons, gaining the following benefits:
- Melee weapons that lack the heavy or reach property that you wield are treated as having the finesse property, allowing you to use your Dexterity modifier on attack and damage rolls with that weapon instead of your Strength.
- Once during your turn when you hit a target with a weapon that has the finesse property or an unarmed strike, you can deal damage equal to your proficiency bonus to a different creature within your reach. The damage is the same as the weapon’s damage type.
Your skill with lighter edged and pointed weapons is impressive. You gain the following benefits while wielding a bladestaff, estoc, great scimitar, longspear, scimitar, scythe, shortsword, or sickle:
- When you miss a creature with an attack, you have advantage on the next attack roll you make with the weapon before the end of your next turn.
- If during your turn you have advantage on an attack roll against a creature, you can forgo the advantage for that roll to make an additional attack with the weapon as a bonus action.
You have mastered several techniques when wielding a chain weapon (ball and chain, flail, light flail, sickle and chain, triple staff, war chain) or whip, gaining the following benefits:
- While wielding a ball and chain, flail, sickle and chain, or triple staff with two hands, you can treat the weapon as having the reach property.
- You have advantage on shove attempts to knock a target prone with a chain weapon or whip, and if you successfully knock a target prone, you can automatically pull that creature 5 feet toward you.
- As a bonus action you can enter a special stance. Once before the start of your next turn when a creature enters your weapon’s reach, you can make one attack with it. On a hit, this attack deal’s the weapon’s normal damage, except you don’t add your ability modifier unless it’s negative.
You are able to strategically reposition yourself in the heat of battle, gaining the following benefits:
- Increase your Strength or Intelligence score by 1, to a maximum of 20.
- When you damage a creature with a melee weapon attack on your turn, you can swap places with the target or move to an unoccupied space within 5 feet of it as a bonus action. This movement doesn’t provoke opportunity attacks.
Prerequisite: Proficiency with a martial weapon
Each time you hit a creature with a weapon that has the light property or an unarmed strike, the next time you hit that target with a weapon with the light property or an unarmed strike, you deal 1 extra damage with it. Consecutive hits increment this damage to a maximum bonus equal to your proficiency bonus. If you miss your target or attack a different creature, the extra damage bonus resets to 0.
You are adept at throwing daggers, darts, and similar items, gaining the following benefits:
- You can draw a weapon with the thrown property as part of the attack you make with it.
- When you throw a boomerang, dagger, or dart as part of the Attack action, you can make one attack with a different boomerang, dagger, or dart as a bonus action against a creature within the weapon’s normal range.
- When you miss a creature with a ranged attack using a weapon with the thrown property by 5 or less, the next attack a creature makes against the target before the start of its next turn has advantage.
While unrestricted by armor and shields, your movement is more precise and swift. While you wear no armor and don’t wield a shield other than an armguard or buckler, you have the following benefits:
- You increase your AC by 1.
- When you are attacked, you can choose to impose disadvantage on that attack. You can impose disadvantage this way a number of times equal to your proficiency bonus.
- When you fail a Dexterity saving throw, you can take a reaction to reroll your saving throw but the new saving throw has disadvantage and you must use the new roll. You can’t take this reaction if you already have disadvantage on the saving throw.
You are trained in dueling with one-handed weapons. You gain the following benefits:
- When a foe within 5 feet of you misses you with a melee weapon attack, you can use your reaction to make one attack with a one-handed weapon against that foe.
- When you successfully disarm a creature as part of the Attack action on your turn, you can make one melee weapon attack as a bonus action. If you have a second melee weapon in hand and use it to make this attack, you have advantage on the attack roll. If you have an open hand, you can grab a disarmed weapon as part of this bonus action, and if it’s a one-handed weapon, use it to attack as you would a second weapon in hand.
You are trained in the fighting style of the gladiatorial arena. You gain the following benefits:
- During your turn when you hit a creature with a melee weapon attack from a one-handed weapon that lacks the light property, you can attempt to shove. If the target is knocked prone, you can choose to deal 1d4 + your Strength modifier damage to it of the same type as the weapon as a bonus action.
- Whenever you shove a creature and push it away from you as part of the Attack action on your turn, you can throw a one-handed weapon at it as a bonus action, provided you have a free hand. You draw the weapon as part of the bonus action.
- You can throw a net up to 20 feet and never have disadvantage on attack rolls with one. Creatures caught in your net have disadvantage on Strength and Dexterity checks.
You are especially practiced with axes and hammers. You gain the following benefits:
- The first attack you make with each axe, halberd, hammer, maul, or hammer on your turn has advantage unless you draw the weapon.
- After making an attack with a weapon, you can draw a handaxe or light hammer, provided you have a free hand. You can then make a ranged attack with it as a bonus action.
Hand Switch Technique
You are proficient in swapping your active weapon hand when fighting with a weapon. You gain the following benefits when wielding a single one-handed weapon with nothing in your other hand:
- You have advantage on saving throws and ability checks against being disarmed.
- When you miss a target with a weapon that has the versatile property, you can make another attack with that weapon as a bonus action. This attack deals the weapon’s versatile damage, but can count as using the weapon with one or two hands.
- When you hit a target with a one-handed weapon, you can increase your AC by 1 until the start of your next turn as a bonus action.
Your reflexes are especially swift in ranged combat, granting you the following benefits:
- Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- Your ranged weapons and weapons with the thrown property can be used to make opportunity attacks with a reach that is 5 feet greater than your normal melee reach.
- When you roll initiative while wielding a ranged weapon or a one with the thrown property and aren’t surprised, you can use your reaction make one ranged attack with the weapon against a creature you can see within 30 feet of you. You have disadvantage on this attack roll.
You follow a tradition of striking with your weapon as you draw it. After rolling initiative, the first attack you a make with a one-handed melee weapon has advantage provided the weapon is sheathed and your other hand is free. On a hit, you deal extra damage equal to three times your proficiency bonus.
While wielding a lance, rapier, spear, or trident, you can enter a special stance at the start of your turn. In this stance, you increase your reach with that weapon by 5 feet until the end of your turn, but each attack you make this turn must be against the same target.
Medium Armor Specialization
Prerequisite: Proficiency with medium armor
You are trained in using your armor to absorb and redirect impact, gaining the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- While wearing medium armor, you can add your Constitution modifier to your AC instead of Dexterity to a maximum of +2 (or +3 if you have the Medium Armor Mastery feat).
You use might to draw the strings of your ranged weapons, grant you the following benefits.
- Increase your Strength score by 1, to a maximum of 20.
- You can use Strength instead of Dexterity for attack and damage rolls with ranged weapons that have the heavy property.
- When you reduce a creature to 0 hit points with a ranged weapon attack, you can make one attack with the weapon against the first target within 10 feet in the path of the ammunition. On a hit, you deal the weapon’s damage without modifiers unless those modifiers are negative.
You can steady your aim with two-handed ranged weapons and slings, allowing for more precise attacks. As a bonus action, you can focus on a target within the weapon’s normal range. The next attack you make against the target deals 1d8 extra damage on a hit.
As an action, you can enter a special stance. While in this stance, opportunity attacks you make don’t require your reaction, but you can only make one opportunity attack against a creature each turn.
In addition, while wielding two one-handed weapons or a buckler, you can take a reaction when you are attacked by creature. Make a weapon attack using one weapon or a buckler (treat the buckler as a simple melee weapon) against an AC equal to the attack roll that hit you. You have advantage if your attack uses a dagger or buckler. On a hit, you can make one attack with a different weapon you hold against that creature. If this attack hits, it is automatically a critical hit.
Prerequisite: Unarmed strike damage of at least 1d4
Once each turn when you hit a creature or object with an unarmed strike, you can deal one extra die of damage. In addition, the first Strength, Dexterity, or Constitution saving throw the target makes before the start of your next turn is reduced by the amount of damage you dealt with this feat.
Prerequisite: Extra Attack feature
You have learned to use your shield to do more than block, gaining the following benefits:
- A shield, other than an armguard or tower shield, counts as a light weapon for you. You are proficient with your shield and it deals 1d6 bludgeoning damage on a hit (1d4 for a buckler).
- When you are missed by a melee attack while holding a shield, you can take a reaction to attempt to shove your attacker.
- When you hit a creature with an opportunity attack using a shield, the creature’s speed become 0 for the rest of the turn.
You are especially talented in wielding whip-like weapons. You gain the following benefits.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you make an attack with a sickle and chain, war chain, or whip, you can attack a second creature within the weapon’s reach. When you do so, you don’t add your ability modifier to the damage of the extra attack unless that modifier is negative.
You have mastered techniques to support your allies in battle, gaining the following benefits:
- Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
- When you take the Ready action to make a weapon attack against the same target that ally attacks during its turn, you have advantage on your attack roll and can move up to 10 feet as part of your reaction. On a hit, roll your weapon’s damage dice twice when determining your damage.
You are brutal in a fight, willing to pummel a foe to dispatch it. You gain the following benefits:
- While wielding a club or mace in one hand, the weapon’s damage die becomes a d8, and while wielding a greatclub in two hands, the weapon’s damage die becomes a d12.
- When you deal damage with a club, greatclub, mace, or morningstar to an incapacitated, prone, or restrained creature, you can cause the target takes an extra 1d8 + your proficiency bonus bludgeoning damage from the weapon as a bonus action.
Prerequisite: 15+ Strength
Your strikes with a heavy weapon are especially jarring, sending harmful vibrations within their targets. When you hit a creature or object within 5 feet of you with a weapon that has the heavy property, you can take a bonus action to deal 1d6 extra thunder damage to the target.
Twin Weapon Master
You are adept at aggressively fighting with two weapons, gaining the following benefits:
- While holding a one-handed melee weapon in each hand, opportunity attacks you make can strike with both weapons. Make a single attack roll. On a hit, you deal both weapon’s damage + the modifier you used to make the attack.
- Once during your turn when you attack with a one-handed weapon while taking the Attack action while fighting with two weapons, you can make one extra attack with the other weapon without using your bonus action.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Prerequisite: the Extra Attack class feature
When you take the Attack on your turn, you can replace each of the additional attacks you gained through the Extra Attack feature with a Whirlwind Strike. When you perform a Whirlwind Strike, you can make one attack with the weapon against each creature or object within 5 feet of you that you choose.
If you are engaging in two-weapon fighting, you can make a similar attack using the other weapon as a bonus action. This applies to each Whirlwind Strike you make during your turn.