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 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 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.
Quick Search
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 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 Piercing damage to a creature, you can roll one additional damage die when determining the extra 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 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 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 Slashing damage to a creature, you can roll one additional damage die when determining the extra 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.