Feats are part of the official Dungeons & Dragons Players Handbook (PHB). Due to copyright reasons, I can only note any changed or new feats
available in this system. Hence, if a feat doesn't have a description, you can look it up in your copy of the PHB with the page number provided.
The following feats from the PHB are not available: Crossbow Expert, Defensive Duelist, Dungeon Delver, Great Weapon Master, Healer, Inspiring Leader, Magic Initiate, Martial Adept, Mounted Combat, Polearm Master, Ritual Caster, Shield Master, Spell Sniper
New
A Beautiful Mine
You're an ace with explosives.
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You know how to sculpt explosives into works of art.
You have advantage on disarming landmines that you find
Enemies who trigger your mines make their Dexterity saving throw at disadvantage.
You can sculpt the mine's explosion: Choose two 2m squares. Any creature within those squares take no damage from the mine's explosion.
PHB
Actor
+1 Charisma, skilled at mimicry and dramatics
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p. 165
PHB
Alert
+5 to Initiative, can't be surprised, no advantage for hidden attackers
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p. 165
PHB
Athlete
+1 to Strength or Dexterity - you have undergone extensive physical training
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p. 165
New
Big Game Hunter
+1 Strength, additional damage to larger, organic creatures
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The bigger they are, the harder you take them down.
Increase your Strength score by 1, to a maximum of 20.
Non-sentient, organic creatures any size larger than yourself, gain a permanent +2 to damage rolls against them.
PHB
Biotic Slayer
You have practiced techniques useful in melee combat against biotic wielders
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p. 168
PHB
Charger
Make a melee attack or shove after the Dash action
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p. 165
PHB
Dual Wielder
+1 AC bonus, wield heavier weapons, draw or stow two weapons at once
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p. 165
PHB
Durable
+1 Constitution, minimum Con modifier x2 on spent Hit Dice
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p. 166
PHB
Elemental Adept
Spells you cast ignore resistance to damage of the chosen type
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p. 166
New
Enhanced Optics
Increased vision. Proficiency in Perception, Investigation, and Insight
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Your optic nerves have been enhanced by science to perceive more, and better. Gain low-light vision. If you already have low-light vision, gain darkvision. You now gain proficiency in Perception, Investigation, and Insight. If you are already proficient in any of these, gain a permanent +2 to the proficient skill(s).
New
Featherlight
+1 Dexterity, increased speed and you don't set off weight based traps
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Travel light, travel fast.
Increase your Dexterity score by 1, to a maximum of 20.
If you are wearing all light armor and only one weapon, your speed increases by 4m and you avoid triggering any pressure-activated traps or mines.
PHB
Grappler
Hold your own in close-quarters grappling
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p. 167
New
Grenadier
Additional grenades. Can throw grenades for as an action for additional benefits.
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+2 grenade capacity
Improvised Grenades. You can make grenades from scrap metal and scavenged materials. Acquire 1 frag grenade every long rest.
When you use a grenade, you may choose to make a ranged weapon attack on a creature instead of choosing a target location. Add your dexterity modifier and proficiency bonus to the attack roll.
On a hit, the grenade deals 1d4 + dexterity modifier bludgeoning damage to the target and it has disadvantage on the saving throw caused by the grenade. The grenade lands at the target's location.
On a miss, the grenade lands 2m beyond the target.
On a critical miss, roll 2d4. The first die represents the number of spaces away from the target in which the grenade lands. The second die represents the direction (1 = North, 2= East, 3 = South, 4 = West). E.g., 2 & 2, the grenade would land 2 spaces east of the target.
Once the grenade's location is determined, it resolves normally.
PHB
Heavily Armored
+1 Strength, proficiency with heavy armor
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p. 167
New
Hair Trigger
+1 Dexterity, mastery of Double Tap weapons
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You've mastered Double Tap weapons:
Increase your Dexterity score by 1, to a maximum of 20.
When wielding only one Double Tap weapon, you may make a second ranged attack on the same target as your first ranged attack as a free action. You may do this once per turn.
When you make a second ranged attack with a Double Tap, you add your ability modifier to the damage roll.
PHB
Heavy Armor Master
+1 Strength, damage reduction from nonmagical weapons
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p. 167
PHB
Keen Mind
+1 Intelligence, track time, direction, and detail with uncanny precision
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p. 167
PHB
Lightly Armored
+1 Strength or Dexterity, proficiency with light armor
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p. 167
PHB
Linguist
+1 Intelligence, additional languages, create written ciphers
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p. 167
PHB
Lucky
You have inexplicable luck
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p. 167
PHB
Medium Armor Master
You have practiced moving in medium armor
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p. 168
New
Melee Specialist
+1 Strength or Dexterity, additional attacks with melee weapons
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You've trained extensively in melee weapon combat. +1 Strength or Dexterity
When wielding a two-handed ranged weapon, you can use a bonus action to make a melee weapon attack with an omni-tool weapon (a weapon you can equip as a free action).
When wielding a single-handed ranged weapon, you can use a bonus action to make a melee weapon attack with a light or versatile (one-handed attack) melee weapon.
When wielding only melee weapons: When you take the Attack action, you can use a bonus action to make another melee weapon attack.
PHB
Mobile
You are exceptionally speedy and agile
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p. 168
PHB
Moderately Armored
+1 Strength or Dexterity, proficiency with medium armor and shields
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p. 168
PHB
Observant
+1 Wisdom, quick to notice details of your environment
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p. 168
PHB
Resilient
+1 and proficiency with saving throws to a chosen ability score
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p. 168
PHB
Savage Attacker
Reroll damage dice for melee weapon attacks
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p. 169
PHB
Sentinel
Take advantage of every drop in any enemy's guard
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p. 169
PHB
Sharpshooter
Ranged weapons mastery - make shots that others find impossible
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p. 170
PHB
Skilled
Gain proficiency in 3 additional skills
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p. 170
PHB
Skulker
You are expert at slinking through shadows
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p. 170
New
Squad Leader
Heal and inspire allies to overcome negative conditions.
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You know just what to say in a tight situation. As a bonus action, you can inspire all allies within earshot to instantly roll a hit die and regain that many hit points. This does not expend a hit die from their pool. Allies immediately recover from the following conditions: charmed, frightened, frozen, grappled, incapacitated, paralyzed, poisoned, prone, restrained, and stunned. You may use this ability once per short rest.
PHB
Tavern Brawler
+1 Strength or Constitution, improved improvised weapons
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p. 170
PHB
Tough
Gain +2 hit points per character level
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p. 170
PHB
War Caster
You have practiced casting spells in the midst of combat
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p. 170
New
Wealth of Knowledge
+1 Intelligence, advantage on Intelligence based skill checks
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Your grasp of random factoids knows no bounds.
Increase your Intelligence score by 1, to a maximum of 20.
You have advantage on the first Intelligence based skill check you make after a short rest.
PHB
Weapon Master
+1 Strength or Dexterity, 2 additional weapon proficiencies
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p. 170
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