For characters created at level 4 or above, players may select a bonus feat
from the list below. Additional feats options may be negotiated or added
at later dates, with exclusion to feats that provide an ability score
increase.
Utility Feats:
| Charger |
https://www.dndbeyond.com/feats/14-charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). |
| Dungeon Delver |
https://www.dndbeyond.com/feats/18-dungeon-delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
|
|
Fighting Initiate |
https://www.dndbeyond.com/feats/451309-fighting-initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have. |
| Grappler |
https://www.dndbeyond.com/feats/10-grappler You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
|
| Healer |
https://www.dndbeyond.com/feats/22-healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
|
| Inspiring Leader | https://www.dndbeyond.com/feats/25-inspiring-leader You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. |
| Mage Slayer |
https://www.dndbeyond.com/feats/30-mage-slayer You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
|
| Mounted Combatant |
https://www.dndbeyond.com/feats/36-mounted-combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
|
| Skulker |
https://www.dndbeyond.com/feats/45-skulker You are expert at slinking through shadows. You gain the following benefits:
|
| Tough |
https://www.dndbeyond.com/feats/49-tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. |
Alternatively, You may select an armour or weapon proficiency from outside the options provided to your character using standard creation rules by providing a background for this selection.