Feats
A feat represents a talent or an area of expertise that gives a character special capabilities beyond what their class provides.
At First Level: your Background gives you the choice of any Level 1 Feat when you create a new 1st level character.
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At Higher Levels: When you level up in your chosen class to levels 4, 8, 12, and 16, you gain a feat of your choice. You can choose a higher level feat if your total character level is equal to or higher than the level of the feat. 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.
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Feats From Other Sources: Click here for information on how to use feats from outside Elkan 5e (1).
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To refine your results, you can add the following filters. Any selected filters will appear at the bottom, and can be deactivated by clicking them there. Feats will only display if they match at least one selected option in each category.
Armor Training
When you take this feat, you learn to fight in heavier armor than most with your skillset.
If you have no armor proficiencies, you gain light armor proficiency.
If you have only light, you gain medium armor proficiency.
If you have medium armor proficiency, you gain heavy armor proficiency.
If you later gain proficiency in the chosen armor type through some other means, you may gain proficiency in the next heaviest armor type (if applicable) or replace this feat with another level 1 feat.
Dabbler
Note: This feat can be chosen multiple times.
Pick four skills. You are now a dabbler in those skills (add half your proficiency bonus, rounded down). If you later gain proficiency in any of these skills, you can switch your Dabbler skills. If you later gain the Jack of All Trades feature, you can replace this feat.
Fast Loading
You can more easily load weapons that use ammunition.
When you attack with a weapon that has the Loading property, you can load it as part of the attack action without using a bonus action.
You can load a one-handed ammunition weapon (hand crossbows, pistols, and slings) using a hand holding a shield or another one-handed ammunition weapon (allowing you to dual wield some ranged weapons).
Find Familiar
During a Short Rest - Magical
You bind a familiar to your service. ​
Your familiar acts on its own initiative, but follows your commands to the best of its abilities.
Your familiar uses the stats of one of the following: a bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, quipper, rat, raven, spider, or weasel.Â
Your familiar has an armour class equal to 10 + your proficiency bonus, and 5 hit points.
Your familiar loses any attack it normally possesses, and gains a new attack instead. The new attack has an attack bonus equal to your proficiency bonus + your intelligence, wisdom, or charisma modifier. The attack now deals 1 + your chosen ability modifier damage. Choose whether bludgeoning, piercing, or slashing damage is most appropriate for your familiar.
When your familiar is within 100 feet of you, you can communicate with it telepathically.
When you finish a short or long rest, your familiar is revived, teleported to you, and regains all hit points.
Inspiring Performance
Prerequisite: Proficiency in Performance
You inspire your allies during downtime, using anything from a dramatic performance to a friendly pep talk.
During a Short or Long Rest - 10 Creatures - 8 Hours
Targets gain temporary hit points equal to your proficiency bonus. Targets lose these temporary hit points when you use this ability again.
Master of Minor Magics
Gain two of the following cantrips: dancing lights, elementalism, druidcraft, light, mage hand, mending, message, minor illusion, prestidigitation, or thaumaturgy.
Bonus Action
You can cast any of the above spells.
Mounted Combat
When you are mounted on a creature, you fight as one. You gain the following benefits, unless you are incapacitated.
The creature that was mounted does not roll initiative, and the mounted rider can replace one of their attacks every turn with one of the mount's attacks if they want. The mount provides its speed and mobility to the rider.
The mount cannot take damage. If the mount is targeted by an effect that does not target the rider, and the mount takes damage as a result, the rider instead takes the damage. All attacks against the mount target the rider instead. The mount can otherwise be affected by terrain, spells, and abilities normally.
If you are incapacitated, you fall prone next to the mount, and the mount takes its own turn after your initiative count if you are still incapacitated by the time of its turn.Â
Multitalented
Note: This feat can be chosen multiple times.
You gain proficiency with three Tools or Vehicles of your choice.
Polyglot
Note: This feat can be chosen multiple times.
You learn three languages of your choice. You also pick up bits of new languages very quickly, allowing you to learn bits of a new language from a fluent speaker, even without a translator. You can learn basic phrases like how to ask for directions or order food over the course of a short or long rest with the help of someone who knows the given language.
Powerful Build
You are larger than most.
If you are a medium creature, you count as a large creature for determining how much you can lift or push, and you have the carrying capacity of a large creature. You also count as a large creature for the sake of grappling. Otherwise, you count as a medium creature.
If you are a small creature, you count as a medium creature for determining how much you can lift or push, and you have the carrying capacity of a medium creature. You also count as a medium creature for the sake of grappling. Otherwise, you count as a small creature.
Medium characters have a carrying capacity of their Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Large characters can carry twice as much.
Characters can push, drag, or lift a weight in pounds up to twice their carrying capacity (or 30 times your Strength score for medium characters, or 60 times their strength score for large characters).
Repressed Memory
You have a wealth of knowledge in your mind that remains buried most of the time. You could be an amnesiac, haunted by ghosts, or anything else that might cause you to have memories come and go.
During a Short Rest - Self
At the end of a short or long rest, you can swap one of your skill proficiencies for a different one. If you had expertise with the old skill for any reason, you have expertise with the new chosen skill instead.
Scavenger
Prerequisite: Proficiency in Survival
1 Minute - Self - 1/Short Rest
You scavenge nearby, finding what you need or a usable substitute. Choose from the following options:
Healing Draught, which you must use immediately, healing a nearby creature of your choice for 1d4 hit points.
50 ft. of rope.
Two weapons, each of which must be simple melee weapons or a sling (with 20 bullets).
Two of: a tinderbox, a backpack or other container, or a basic tool like a shovel or hammer.
Up to 5 lbs. of water.
5 torches.
Scroll Expert
You gain proficiency with Calligrapher's Tools, used to scribe scrolls. If you already have Calligrapher's Tools, you can pick a different tool.
You can cast any spell scroll without making a skill check, regardless of spell level or which class list the spell is from.
You use your spellcasting ability, spell attack bonus, and spellcasting save DC for all spell scrolls instead of only scrolls from your class spell list.
You can copy a scroll using Calligrapher's Tools. To do so, you follow usual scroll scribing rules, but you don't need to be able to cast the spell.
Skill Specialization
Note: This feat can be chosen multiple times.
Pick one skill you were already proficient in. You now have expertise with the skill(s), meaning your proficiency bonus is added twice for skill checks instead of added once.
Sprinter
Your walking speed increases by 5 ft. Any speed you have that is equal to your walking speed also increases by 5 ft.
Strong Swimmer
You have a swim speed equal to your walking speed. If you later gain a swim speed, you can replace this feat with a different level 1 feat.
Tough
You gain an extra number of hit points equal to your level. When you level up, you gain an extra hit point each time. Also, when you roll hit dice to regain hit points as part of a short rest, you regain an extra hit point per hit die.
Undead Nature
You are undead. Most often, that means a necromancer raised you from the dead in a way that didn't entirely restore your life.
You count as undead in addition to your normal type, as determined by your ancestry (usually humanoid).
You have resistance to either poison or necrotic damage (your choice).
When you roll a hit die to regain hit points during a short rest, you do not add your consititution bonus unless you are under the effects of the Gentle Repose spell.
If your character dies and is brought back from the dead in a way that would leave them undead, your DM may allow you to switch a feat for this one, or gain this feat as an extra feat.
Weapon Training
You have been trained much more extensively with weapons than most with your skillset. You have proficiency with all simple and martial weapons.
If you later gain proficiency in simple and martial weapons through some other means, you may replace this feat with another level 1 feat.
Ambush Leader
Prerequisite: Level 4 and Proficiency in Stealth
You coordinate your allies, allowing them to follow your lead and stay out of sight.
Reaction - 1 Creature (90 ft.)
After an ally other than yourself rolls a stealth check, you can roll a stealth check yourself to replace their roll, potentially allowing them to be undetected.A character can also not be affected by this feature more than once on a given roll.
Brawler
You have experience in close-quarters unarmed brawls, and know how to deal heavy blows with just about anything.
You can attempt to grapple a creature with an attack of opportunity if you have at least one hand is empty.
You have proficiency with unarmed strikes and improvised weapons. Your unarmed strikes and improvised weapons deal 1d6 damage if not already higher.
You can deal bludgeoning damage with any melee weapon.
Danger Sense
Prerequisite: Level 4 and Proficiency in Perception.
You gain an uncanny sense of your surroundings, always ready to leap out of danger.
You add your proficiency bonus to initiative rolls.
You are immune to the surprised condition.
You can also Initiative Swap with allies:
Reaction - 1 Creature
Trigger: You and an ally roll initiative.
You can swap your initiative with a willing ally, so long as neither you or they are incapacitated.
Escape Artist
Prerequisite: Level 4
You have advantage on athletics and acrobatics checks to avoid or escape a grapple, and you have advantage on strength and dexterity saving throws made to avoid or break out of abilities or spells that reduce your speed or cause you to become grappled, restrained, or slowed.
Fast Hands
Prerequisite: Level 4 and Proficiency in sleight of hand.
You can make sleight of hand checks that normally take an action using a bonus action. You can also use items that normally take an action, such as potions, caltrops, or a magical Meteor Stone using a bonus action instead. This does not allow you to activate scrolls, wands, or anything else that casts a spell or mimics a spell, due to the innate restrictions of magic.
Field Medic
Prerequisite: Level 4 and Proficiency in Medicine
You spend time during your rest tending to the wounds of your allies.
During a Short Rest - 6 Creatures
When you and your allies take a short rest, you choose up to 6 allied creatures who expend at least one hit die to heal, including yourself.
The chosen creatures regain additional hit points equal to your level.
Fighting Style
Prerequisite: Level 4
Note: This feat can be chosen multiple times, but you can't take the same Fighting Style option more than once, even if you later get to choose again.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Archery
You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.
Defense
While you are wearing armor, you gain a +1 bonus to Armor Class.
Protection
Reaction - 1 Ally (5 ft.)
When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.
Single Weapon Fighting
When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light.
Gymnast
Prerequisite: Level 4 and Proficiency in Acrobatics.
You can quickly jump, spring to your feet, or recover from a fall.
You can stand up from prone by using only 5 ft. of movement.
You can use your acrobatics skill instead of your athletics skill for any check related to climbing or jumping. You can use your dexterity to calculate your jump distance, if it's higher than your strength, and you always jump as if you had a running start, even if you are making a standing high jump or standing long jump.
You take no damage from falling if you fall 20 ft. or less unless you are incapacitated.
You do not fall prone when you fall unless you are incapacitated, regardless of height.
Magic Dilettante
Prerequisite: Level 4
Note: This feat can be chosen multiple times, choosing a different class each time.
Pick a spell list for a spellcasting class. You learn two cantrips from that class. You also learn one level 1 spell from the same class. You can cast this spell once per long rest without expending a spell slot. If you are a spellcaster, you count the spell as a spell you know and have prepared, and can cast it with a spell slot. This spell is a bonus on top of your normal number of spells known or prepared.
Quick Wit
Prerequisite: Level 4 and Proficiency in Persuasion, Deception, or Intimidation.
You know how to quickly get a point across or cover for the social ineptitude of your allies.
Bonus Action
You use the Influence action.
Reaction - 1 Ally (30 ft.)
When an ally rolls a deception, intimidation, or persuasion check, you can replace their skill bonus with your skill bonus. You must be proficient with the skill to use this reaction.
Scholar
Prerequisite: Proficiency in Arcana, History, Nature, or Religion.
You've done some studying outside your discipline, and sometimes you just happen to know some very unusual niche information.
No Action Cost - Self - 1/Short Rest
When you are about to roll an arcana, history, nature, or religion check, you can instead roll any one of the other skills from that list.
For example, maybe you use an arcana check instead of a history check for information about an undead king because his son was a powerful mage and you read the son's memoirs. Or maybe you just happen to have heard about the undead king from a friend in wizard school.
Spell Trap
Prerequisite: Level 4 and Proficiency with Calligraphy Tools
You can create magical spell traps, storing spells to trigger at a later time.
To create a spell trap, follow the normal rules for scroll scribing, consuming the normal component costs. Instead of creating a scroll, you create a spell trap: a glyph that triggers the spell's effects under specific circumstances.
You must choose a spell that targets either a single creature or an area of effect.
1 Hour - 10 ft. Cube (5 ft.) - Magical - Permanent
The spell trap glyph can be as large as a 10 ft. cube. You inscribe the writing on a surface (which could be the inside of a book or container). If the spell trap is somehow moved 5 ft. or more, it is either triggered or harmlessly dispelled (you choose when creating the spell trap).
You set a condition for the trap to trigger (such as a chest being opened, or at least two undead being within 10 ft. of the trap) You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Once a trap is triggered, is is destroyed and the spell you inscribed begins.
When the trap is triggered, the spell inscribed in the spell trap is cast on the triggering creature, centered on the triggering creature, or otherwise positioned at the GM's discretion to be as close as possible to the trigger.
If you create a spell trap using a spell that requires &reference[concentration], the spell trap effectively maintains its own concentration, but if the creator of the trap takes any damage while the trap is active, the spell's concentration is broken.
While otherwise permanent, spell traps can be dispelled as if they were the spell that was placed in the trap.
Stalwart
Prerequisite: Level 4
Note: This feat can be chosen multiple times, choosing a different saving throw each time.
You gain proficiency in one saving throw of your choice. If you later gain proficiency in this saving throw, you can gain a different saving throw proficiency instead. Alternatively, you can replace this feat.
Vigorous Study
Prerequisite: Proficiency in Investigation
You spend time researching a subject, allowing you to gain some information before you're next in danger.
During a Short or Long Rest - Self
You ask your GM one question about a person or group, place, object, or past event. Your GM then attempts to answer the question, giving you information that is either:
Something you could have pieced together yourself with information you've seen,
Something recorded in written records you have access to,
Or something you could learn from a nearby creature.
If the information you seek isn't something you could learn right now, or you need proof to confirm the information, the GM can choose to instead tell you where to go to find the answer you seek. If the answer doesn't exist, or you can't possibly find it, the GM can tell you your research is inconclusive.
Attunement Expert
Prerequisite: Level 8
You can attune to one more magic item than you would be able to normally (normally raising your maximum attuned items from 3 to 4). You can also attune to any item, regardless of normal restrictions. Note that some items may improve abilities you do not have: this feat does not allow you to gain any prerequisite features or spellcasting.
Challenger
Prerequisite: Level 8
You challenge your foe, goading them into attacking you instead of your allies.
Bonus Action - 1 Creature (60 ft.) - 1 Minute - Uses Equal to Proficiency Bonus/Long Rest
You can calculate the saving throw DC for this ability as 8 + proficiency bonus + strength or charisma modifier (whichever is higher).
Wisdom Save
Failure: Target is goaded (save ends).
Success: No effect.
Close Shot
Prerequisite: Level 8
You do not suffer disadvantage for using ranged weapon attacks against creatures within 5 ft. of you.
Fey Step
Prerequisite: Level 8
You say a word of power and vanish in a silvery mist, appearing a short distance away.
Bonus Action - Self - 2nd Level (Conjuration) - V - 1/Long Rest
You cast the Misty Step spell without expending a spell slot, using that spell's normal rules. This feat does not grant you the ability to cast the spell in any other way.
Teleportation
You teleport up to 30 feet to an unoccupied space that you can see.
Grapple Hold
Prerequisite: Level 8 and Proficiency in Athletics.
You are skilled at restraining creatures with your bare hands.
You can use a grapple check on a creature you are already grappling in place of an attack. If you succeed, the creature is restrained. This does not require another empty hand. You cannot restrain a creature more than one size larger than you.
When you are grappled, you can choose to automatically grapple the creature that grappled you if you have an empty hand to do so.
You can move at full speed while grappling a creature of your size or smaller, pulling any grappled creature(s) with you.
Into the Fray
Prerequisite: Level 8
During the first round in combat, your speed increases by half, rounded down (so a 30 ft. speed becomes 45 ft. and a 25 ft. speed becomes 35 ft.)
Marksman
Prerequisite: Level 8
You gain the following benefits when using weapons you are proficient with:
When you attack a creature in cover with a ranged or thrown weapon, they are less able to benefit from cover. If they are in half-cover, they gain no bonus, and if they are in three-quarters-cover, they instead gain the benefits of half-cover.
Additionally, you do not suffer disadvantage for attacking at long range. You still cannot fire at long range when you have disadvantage.
Shifty
Prerequisite: Level 8
Attacks of opportunity have disadvantage against you.
When you take the disengage action, you also move 5 ft. without expending any movement.
Battle Cry
Prerequisite: Level 12
You let out a battle cry, inspiring your allies to fight longer.
Bonus Action - 6 Creatures (60 ft.) - 1 Minute - 1/Short Rest
Targets must be able to hear you.
Each ally gains temporary hit points equal to twice your proficiency bonus.
Extra Attack
Prerequisite: Level 12 and a Fighting Style.
Some classes already gain this feature at level 5, and gain no further benefit from this feat. Barring unusual multiclassing, the only classes that benefit from this feat are Bards, Clerics, Druids, Sorcerers, Wizards, and some Warlocks.
You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.
Human Versatility
Ancestry Feat
Prerequisite: Human or Part-Human Mixed Ancestry
You gain proficiency in two skills of your choice.
Naturally Stealthy
Ancestry Feat
Prerequisite: Small or Tiny Size*
You can move into a space occupied by an ally of at least one size category larger than you, and they don't count as difficult terrain.
You can end your turn in a larger ally's space (but only one creature can hide in this way in an ally's space).
You can take the Hide action to hide inside a larger ally's space.
If the you or the ally moves or you otherwise reveal yourself, you are no longer hidden.
*Halflings, gnomes, goblins, and kobolds are always small. Aasimar, changelings, constructs, genasi, and tieflings can be small or medium.
Draconic Breath Control
Ancestry Feat
Prerequisite: Level 4 and Breath Weapon Feature from Dragonborn or Draconic Origin Sorcerer
You now recharge your breath weapon when you finish a short rest.
Draconic Flight
Ancestry Feat
Prerequisite: Level 8 and Dragonborn
You channel draconic magic, sprouting spectral wings made of the same energy as your breath weapon.
Bonus Action - Self - 10 Minutes - 1/Short Rest - Magical
You gain a flying speed equal to your walking speed.
This ability ends early if you become incapacitated or you choose to dismiss the wings.
Stonecunning
Ancestry Feat
Prerequisite: Level 8 and Dwarf or Earth Genasi
You gain tremorsense with a range of 60 ft.
Oathcaster
Class Feat
Prerequisite: Paladin Level 1
You learn to draw on the magical power of your oath more readily, both to support yourself and smite your foes.
You gain two cantrips from the cleric spell list, which count as paladin spells for you.
You can use Divine Smite or other smite abilities on cleric or paladin cantrips as if they were weapon attacks.
Ranger-Mage
Class Feat
Prerequisite: Ranger Level 1
You study magic in more depth, learning to use it to support yourself and strike at your enemies directly.
You gain two cantrips from the druid spell list, which count as ranger spells for you.
You can deal extra damage from Mark for Death when using cantrips as if they were weapon attacks.
Spirit Steed
Class Feat
Prerequisite: Paladin Level 1
Action - 5 ft. - 1/Short Rest
You summon a magical steed to your side, either a spirit or a magically bound beast. This steed has the statistics of a warhorse, but can be medium size if you are small and has an intelligence of 6.
The spirit steed acts on your initiative but cannot take actions. While you are mounting it, you can replace one of your attacks every turn with one of the steed's attacks if you want.
While you are mounting the spirit steed, the steed cannot take damage. If the steed is targeted by an effect that does not target you, and the steed takes damage as a result, you instead take the damage. All attacks against the steed target you instead. The mount can otherwise be affected by terrain, spells, and abilities normally.
This Spirit Steed understands you when you speak and will follow any orders you give to it. While your steed is within 1 mile of you, you can communicate with it telepathically.
While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form, and you fall prone. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, using this ability again summons the same steed, restored to its hit point maximum.
Enraged Presence
Class Feat
Prerequisite: Barbarian Level 4
You adopt a powerful presence of personality.
You add your rage bonus to your deception, intimidation, performance, and persuasion checks. You gain no benefit from this feat for a skill with which you have expertise.
Enraged Prowess
Class Feat
Prerequisite: Barbarian Level 4
You can easily put your body into overdrive.
You add your rage bonus to your acrobatics, athletics, sleight of hand, and stealth checks. You gain no benefit from this feat for a skill with which you have expertise.
Extra Invocation
Class Feat
Prerequisite: Warlock Level 4
Note: This feat can be chosen multiple times.
You choose a Warlock Invocation that you meet the requirements for.
Extra Precision Attack Option
Class Feat
Prerequisite: Rogue Level 4
Note: This feat can be chosen multiple times.
You learn another Precision Attack. You can choose one of the level 7 or 11 Precision Attack options if you are high enough level to know one.
Extra Smite Option
Class Feat
Prerequisite: Paladin Level 4
Note: This feat can be chosen multiple times.
You learn another smite option. You can choose one of the level 5, 9, or 13 smite options if you are high enough level to know one.
Mark of Affliction
Class Feat
Prerequisite: Ranger Level 4
Bonus Action - Self - 1 Minute - Magical
Using this ability consumes a use of Mark for Death. You cannot use this ability alongside Mark for Death or any other ranger mark.
While you use the Mark of Affliction, once on each of your turns, when you hit a creature with a weapon attack or damage a creature with a ranger spell, you can attempt to poison them with your magic. This ability ends early if you become incapacitated.
Constitution Saving Throw
This ability uses your ranger spellcasting DC.
Failure: Target is poisoned until this ability ends (save ends).
Success: No effect.
Mark of Thorns
Class Feat
Prerequisite: Ranger Level 4
Bonus Action - 1 Ally (60 ft.) - 1 Minute - Magical
Using this ability consumes a use of Mark for Death. You cannot use this ability alongside Mark for Death or any other ranger mark.
Buff
You surround your target with magical thorns. Whenever your target is struck by a melee attack, their attacker takes 1d4 magical piercing damage*. This ability ends early if you become incapacitated.
*This extra damage increases as you gain ranger levels. The damage dealt by this ability is equal to your Mark for Death damage.
Master Ritualist
Class Feat
Prerequisite: Wizard Level 4
You can now place ritual scrolls in your spellbook.
You can cast spell scrolls as rituals for spells that can be ritually casted. You use the normal ritual casting time and do not consume the spell scroll when you do. When you cast a spell scroll as a ritual, you don't need to roll a skill check.
You immediately gain two level 1 spell scrolls that can be cast as rituals.
1st level ritual spells include Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Identify, Purify, Sanctify, Speak with Animals, Unseen Servant, and any first level spell from other 5e sources that include the ritual tag.
Secondary Domain
Class Feat
Prerequisite: Cleric Level 4
Your faith is multifaceted, allowing you to draw on holy rituals of a greater variety than some clerics.
Choose a Divine Domain you did not choose at level 1. You learn the Channel Divinity option that clerics of this domain normally learn at level 3. If there are more than one for your chosen domain, pick one.
Turn the Unholy
Class Feat
Prerequisite: Cleric Level 4
You present your holy symbol and speak a prayer censuring creatures anathema to you.
Action - 30 ft. Emanation (Self) - 1 Minute - Magical
This consumes one use of your Channel Divinity feature.
Wisdom Save
Failure: Any aberration, celestial, fey, fiend, or undead of your choice are frightened for 1 minute (save ends). While frightened in this way:
They must spend all of their movement trying to move as far away from you as it can.
They can't take reactions.
They can use their action and bonus action normally before, during, or after moving.
Failure: If a target of one of the above creature type's hit point maximum is equal to or less than three times your cleric level, it is destroyed.
Success: No effect.
Versatile Wild Shaper
Class Feat
Prerequisite: Druid Level 4
You learn another Wild Shape option. This can be an Advanced Wild Shape or Greater Wild Shape if you are high enough level to know one already. You can exchange this wild shape option for any other wild shape you are high enough level to know when you finish a long rest.
Countercharm
Class Feat
Prerequisite: Bard Level 8
You start a performance, using musical notes or words of power to disrupt mind-influencing effects.
Reaction - 6 Creatures (60 ft.) - Magical
You expend a use of Bardic Inspiration to use this ability.
You can use this ability when a creature is affected by the charmed, confused, frightened, or goaded conditions, or when one of those conditions forces a creature to do something or prevents them from doing something.
If the creature just failed a save against the condition, or would normally be able to roll another save to end the effect at the end of their turns (as with a dragon's Frightful Presence), then you can immediately make a charisma save and add your bardic inspiration die to your roll. If you succeed (with the same DC the target rolls against), the target(s) lose the listed conditions. You roll only once, affecting all targets and effects simultaneously.
Holy Strike
Class Feat
Prerequisite: Cleric Level 8
Once Per Turn - 1 Creature - Magical
You infuse your deity's power into your weapon strikes. When you hit with a weapon attack, you deal an additional 1d8 radiant damage.
If you chose a Divine Domain that wasn't published in Elkan 5e, it might have granted you a similar feature. In that case, you cannot also pick this feat.
Spirit Speech
Class Feat
Prerequisite: Monk Level 8
You learn to touch the ki of other minds.
You understand all spoken languages.
Any creature that can understand a language can understand what you say.
Improved Archery
Class Feat
Prerequisite: Fighter Level 12, Archery Fighting Style
You add +2 to your damage rolls with ranged and thrown weapons.
Improved Defense
Class Feat
Prerequisite: Fighter Level 12, Defense Fighting Style
You add an additional +1 to your armor class from your fighting style.
Improved Protection
Class Feat
Prerequisite: Fighter Level 12, Protection Fighting Style
Reaction - 1 Ally (5 ft.)
When an ally within 5 ft. of you is hit by an attack roll, you can choose to redirect the attack to you. The attacker rerolls the attack against you. Until the end of your next turn, all attacks directed at the ally you are protecting are made against you instead.
Improved Single-Weapon Fighting
Class Feat
Prerequisite: Fighter Level 12, Single-Weapon Fighting Style
You add an additional +2 to your damage when wielding one melee weapon and no other weapons.
Improved Two-Weapon Fighting
Class Feat
Prerequisite: Fighter Level 12, Two-Weapon Fighting Style
When you take the attack action, you can make up to two additional attacks with a weapon equipped in your off-hand, rather than one.
Advance
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
You charge into battle.
Bonus Action - Self - Uses Equal to Proficiency Bonus/Long Rest
You can move up to your movement speed immediately towards a hostile creature.
Bodyblock
Combat Maneuver
Prerequisite: Level 4
You get in the way of your enemy and pin them down.
Reaction - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest - 1 Round
Trigger: a creature of your size or smaller* moves to a location within 5 ft. of you.
Strength Save
Failure: Target's speed is reduced to 0 and they stop moving.
Success: No effect.
*If you have the Powerful Build feat, you count as large for the purposes of this feature.
Brace
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
You prepare yourself for an oncoming blow.
Reaction - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest
When a creature attacks you, you can use brace to impose disadvantage on their first attack against you.
Deadly Aim
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
At the start of your turns, you can focus on a single creature you can see that is within range of a ranged or thrown weapon you are holding.
Bonus Action - Ranged - Self - Uses Equal to Proficiency Bonus/Long Rest
You gain advantage on an attack roll with a ranged or thrown weapon.
Distracting Strike
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
You leave your opponent open to another creature's attack.
Once Per Turn - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest
After attacking a creature, you distract your target. The next attack against them by a creature other than you has advantage.
Harrying Blow
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
Your assault prevents your target from moving quickly.
Once Per Turn - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest
When you damage a creature of large size or smaller with a weapon attack, you can choose to halve the creature's speed.
Tide of Iron
Combat Maneuver
Prerequisite: Level 4 and a Fighting Style.
Your assault presses your target back.
Once Per Turn - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest
When you damage a creature with a melee attack and that creature is no more than one size category larger than you, you can choose to push the creature up to 10 ft. in a direction of your choice.
Bull Rush
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You use your momentum to try to shove your target.
Bonus Action - Self - Uses Equal to Proficiency Bonus/Long Rest
If you move at least 20 ft. in a straight line towards a creature, you can attempt to shove the creature.
Cleave
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You cleave through foes that are packed together.
Once Per Turn - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest
You replace one weapon attack with a cleaving attack. You swing, targeting one creature and all creatures of your choice within 5 ft. of the first target. You are still limited by your weapon's normal reach. You roll a single synchronous attack roll for all targets, dealing the same damage to each.
Cleave counts as an area of effect ability for the purposes of attacking swarms, and if targeting a creature with Mirror Image active, you target all images and the caster.
Dazing Blow
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
Your attack scrambles your target's senses and leaves them slow to react.
Once Per Turn - Melee/Ranged - 1 Creature - 1 Round - Uses Equal to Proficiency Bonus/Long Rest
When you damage a creature with a weapon, you can try to daze your target. Your DC for this ability equals 8 + your proficiency bonus + your STR or DEX modifier (your choice).
Constitution Save
Failure: Target is dazed.
Success: No effect.
Opportunistic Strike
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You are always able to threaten opponents within your reach.
No Action Cost - Melee - 1 Creature - Uses Equal to Proficiency Bonus/Long Rest
You can make an attack of opportunity without expending your reaction. You can do this multiple times a round, even more than once in a turn.
Parry
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You quickly raise your defenses against an incoming attack.
Reaction - Melee - Self - Uses Equal to Proficiency Bonus/Long Rest
When a creature hits you with an attack roll, you can add +4 to your armor class against that attack, blocking the attack. Your game master should tell you what your attacker rolled on their attack roll before you decide to use Parry. If your attacker somehow rerolls their attack after you parry it, you keep the +4 bonus against the new roll. You must be holding a melee weapon or shield to use this maneuver.
Powerful Attack
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You strike fast and hard, sacrificing accuracy for power.
No Action Cost - Melee/Ranged - Uses Equal to Proficiency Bonus/Long Rest
For this turn, you subtract your proficiency bonus from each attack roll. If you hit, add twice your proficiency bonus to each damage roll.
Volley
Combat Maneuver
Prerequisite: Level 8 and Extra Attack.
You unleash a group of projectiles which rain down on an area.
Action - Ranged - 10 ft. Radius - Uses Equal to Proficiency Bonus/Long Rest
You make a single ranged weapon attack against each creature within a 10 ft. radius of a point within range of your weapon. You can use thrown weapons with Volley, but you need ammunition or separate throwing weapons for each attack.
Notes
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(1) Regarding Feats From Other Sources
Generally, our feats are weaker than the strongest feats from baseline 5e rules. This is because we adjusted the rules to allow characters to gain both a feat and an ability score improvement at levels 4, 8, 12, and 16. We encourage our players to only use the feats listed here, both because of game balance and also because some old feats no longer function as originally intended. If you want to use a 5e feat that wasn't designed for Elkan 5e, get your game master's approval first. We recommend that if you do pick an old feat, that it should replace both the feat and the ability score improvement for that level.
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(2) Regarding Qualifying for Combat Maneuver Feats:
In order to take a combat maneuver as a feat, you need to have a Fighting Style.
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Fighting Styles are granted for free to every martial-oriented class. If you have at least 1 level of the Barbarian, Fighter, Monk, Paladin, Ranger, or Rogue class, you have a Fighting Style. You might also choose the Fighting Style feat, or gain the Fighting Style feature somewhere else, such as with the Warlock's Pact of the Warrior.
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