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PHB'24 General Feats

These General feats are included in the PHB'24


Ability Scores Improvement

General Feat (Prerequisite: Level 4+)

You increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. You can't increase an Ability Score above 20 using this feat. However, if you're at least level 19, that maximum increases to 22.

Repeatable You can take this feat more than once.


Actor

General Feat (Prerequisite: Level 4+, Charisma 13+)

You gain the following benefits.

Ability Score Increase

Increase your Charisma score by 1, to a maximum of 20.

Impersonation

While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.

Mimicry

You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).


Athlete

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Climb Speed

You gain a Climb Speed equal to your Speed.

Hop Up

When you are Prone, you can right yourself with only 5 feet of Movement.

Jumping

You can make a running Long or High Jump after moving only 5 feet


Charger

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Improved Dash

When you take the Dash Action, your Speed increases by 10 feet for that Action.

Charge Attack

If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.


Chef

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Constitution or Wisdom score by 1, to a maximum of 20.

Replenishing Meal

As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.

Bolstering Treats

With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.


Crossbow Expert

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity score by 1, to a maximum of 20.

Ignore Loading

You ignore the Loading property of crossbows.

Firing in Melee

Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows.

Dual Wielding

When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.


Crusher

General Feat (Prerequisite: Level 4+)

You are practiced in the art of crushing your enemies, granting you the following benefits:

Ability Score Increase

Increase your Strength or Constitution by 1, to a maximum of 20.

Push

Once per turn, when you hit a creature with an attack that deals image/svg+xml Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.

Enhanced Critical

When you score a Critical Hit that deals image/svg+xml Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.


Defensive Duelist

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity score by 1, to a maximum of 20.

Parry

If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armour Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.


Dual Wielder

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Enhanced Dual Wielding

When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Quick Draw

You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.


Durable

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Constitution score by 1, to a maximum of 20.

Defy Death

You have Advantage on Death Saving Throws.

Speedy Recovery

As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.


Elemental Adept

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Energy Mastery

Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Repeatable You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.


Fey Touched

General Feat (Prerequisite: Level 4+)

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Fey Magic

Choone one level 1 spell from the Divination or Enchantment school of magic. You always have that and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.


Grappler

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Punch and Grab

When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

Attack Advantage

You have Advantage on attack rolls against a creature Grappled by you.

Fast Wrestler

Your Speed isn't halved when you move a creature Grappled by you if the creature is your size or smaller.


Great Weapon Master

General Feat (Prerequisite: Level 4+, Strength 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength score by 1, to a maximum of 20.

Heavy Weapon Mastery

When you hit a creature with a weapon that has the Heavy property as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew

Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.


Heavily Armoured

General Feat (Prerequisite: Level 4+, Medium Armour Training)

You gain the following benefits.

Ability Score Increase

Increase your Constitution or Strength score by 1, to a maximum of 20.

Armour Training

You gain training with Heavy armour.


Heavy Armour Master

General Feat (Prerequisite: Level 4+, Heavy Armour Training)

You gain the following benefits.

Ability Score Increase

Increase your Constitution or Strength score by 1, to a maximum of 20.

Damage Reduction

When you're hit by an attack while you're wearing Heavy armour, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.


Inspiring Leader

General Feat (Prerequisite: Level 4+, Wisdom or Charisma 13+)

You gain the following benefits.

Ability Score Increase

Increase your Wisdom or Charisma score by 1, to a maximum of 20.

Bolstering Performance

When you finish a Short Rest or a Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.


Keen Mind

General Feat (Prerequisite: Level 4+, Intelligence 13+)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence score by 1, to a maximum of 20. Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you have proficiency in it, you gain Expertise in it.

Quick Study

You can take the Study Action as a Bonus Action.


Lightly Armoured

General Feat (Prerequisite: Level 4+)

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armour Training

You gain training with Light Armour and Shield.


Mage Slayer

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Concentration Breaker

When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

Guarded Mind

If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.


Martial Weapon Training

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Weapon Proficiency

You gain proficiency with Martial weapons.


Medium Armour Master

General Feat (Prerequisite: Level 4+, Medium Armour Training)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Dexterous Wearer

While you are wearing Medium armour, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.


Moderately Armoured

General Feat (Prerequisite: Level 4+)

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Armour Training

You gain training with Medium Armour.


Mounted Combatant

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

Mounted Strike

While mounted, you have Advantage on attack rolls against any creature that is within 5 feet of your mount and at least one size smaller than it.

Leap Aside

If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.

Veer

While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition


Observant

General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

Keen Observer

Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

You can take the Search action as a Bonus Action.


Piercer

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Puncture

Once per turn, when you hit a creature with an attack that deals image/svg+xml Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.

Enhanced Critical

When you score a Critical Hit that deals image/svg+xml Piercing damage to a creature, you can roll one additional damage die when determining the extra image/svg+xml Piercing damage the target takes.


Poisoner

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Potent Poison

When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

Brew Poison

You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 500 SP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.


Polearm Master

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity or Strength score by 1, to a maximum of 20.

Pole Strike

Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, a War Scythe, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals image/svg+xml Bludgeoning damage, and the weapon's damage die for this attack is a d4.

Reactive Strike

While you are holding a Quarterstaff, a Spear, a War Scythe, or a weapon that has the Heavy and Reach properties, you can use a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.


Resilient

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.

Saving Throw Proficiency

You gain Saving Throw Proficiency with the chosen ability.


Ritual Caster

General Feat (Prerequisite: Level 4+, Intelligence, Wisdom, or Charisma 13+)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Ritual Spells

Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.

Quick Ritual

With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.


Sentinel

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Guardian

Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.

Halt

When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.


Shadow Touched

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Shadow Magic

Choone one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the [ Invisibility] spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.


Sharpshooter

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity score by 1, to a maximum of 20.

Bypass Cover

Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

Firing in Melee

Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.

Long Shots

Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.


Shield Master

General Feat (Prerequisite: Level 4+, Shield Training)

You gain the following benefits.

Ability Score Increase

Increase your Strength score by 1, to a maximum of 20.

Shield Bash

If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.

Interpose Shield

If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are wielding a Shield.


Skill Expert

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase one ability score of your by 1, to a maximum of 20.

Expertise

Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.


Skulker

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity score by 1, to a maximum of 20.

Blindsight

You have Blindsight with a range of 10 feet.

Fog of War

Exploiting the distractions of battle, you have Advantage on any Dexterity (Stealth) check you make as part of the Hide Action during combat.

Sniper

If you make an attack roll while hidden and the roll misses, making the attack roll doesn't end the Hidden condition on you.


Slasher

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Hamstring

Once per turn, when you hit a creature with an attack that deals image/svg+xml Slashing damage, you can reduce that Speed of that creature by 10 feet until the start of your next turn.

Enhanced Critical

When you score a Critical Hit that deals image/svg+xml Slashing damage to a creature, you can roll one additional damage die when determining the extra image/svg+xml Slashing damage the target takes.


Speedy

General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)

You gain the following benefits.

Ability Score Increase

Increase your Dexterity or Constitution score by 1, to a maximum of 20.

Speed Increase

Your Speed increases by 10 feet.

Dash Over Difficult Terrain

When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra Movement for the rest of that turn.

Agile Movement

Opportunity Attacks have Disadvantage against you.


Spell Sniper

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Bypass Cover

Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.

Casting in Melee

Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.

Increased Range

When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.


Telekinetic

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Minor Telekinesis

You learn the [ Mage Hand] cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

Telekinetic Shove

As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you.


Telepathic

General Feat (Prerequisite: Level 4+)

You awaken the ability to mentally connect with others, granting you the following benefits:

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Telepathic Uttrance

You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Telepathic Uttrance

You can cast the [ Detect Thoughts] spell, requiring no spell slot or components, and you must finish a Long Rest before you can cast it this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.


War Caster

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Concentration

You have Advantage on Constitution saving throws that you make to maintain your Concentration.

Reactive Spell

When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Somatic Components

You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.


Weapon Master

General Feat (Prerequisite: Level 4+)

You gain the following benefits.

Ability Score Increase

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Mastery Property

Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind or change the weapon's mastery property to other eligible kind.