The master feat list, merged from Chapter 16 and the later “Feats” list. Feats with no text yet are listed by name at the bottom.
Feat trees
The Additional Info notes arrange some feats as trees (each feat requires the one above it):
- Cleave → Great Cleave
- Close Quarters Combatant → Close Quarters Expert
- Combat Casting → Words (new, not written) → War Caster / Battlecaster
- Improved Critical → Staggering Critical, Hemorrhaging Critical; Overwhelming Critical sits in the same group
- Marksman’s Dedication → Concentrated Assault
- Mounted Combatant → Mounted Specialization → Mounted Mastery (the new name for Squire of Solamnia)
Feat trees should be at most 4 feats long (see Feats).
Written feats
Alert. Always on the lookout for danger:
- You can’t be surprised while conscious.
- +5 bonus to initiative.
- Other creatures don’t gain advantage on attack rolls against you from being unseen by you.
Bull Rush. When you take the Charge action, you can either gain +5 to the attack’s damage, push the target up to 10 feet away, or take the opponent with you if you have movement left.
Cleave. Once per round, if you deal enough damage to make a creature drop (typically by dropping it to 0 hit points or killing it), you get an immediate extra melee attack.
Great Cleave (Requirement: Cleave). Your might carries your weapon through multiple foes. When you Cleave, if your strike also kills a target or knocks it unconscious, you can keep making melee attacks until one doesn’t, or until no creatures are adjacent to the last creature you attacked while cleaving.
Concentrated Assault (Requirement: Marksman’s Dedication). You and your spotter combine efforts to bring down a target. If you both use the Ready action to attack the same opponent with the same trigger, resolve the attacks at the same time. Each of you can use the higher of the two attack rolls, with your own modifier; this is a unison effect. If both attacks hit, gain a bonus to the total damage of the unison attack.
Crossfire. Deflect projectile attacks with your own.
Hemorrhaging Critical (Requirement: ?). Whenever you score a critical hit with a melee or ranged attack, the target also suffers half the attack’s damage as bleeding damage at the end of its next turn.
Improved Critical. Choose one weapon, such as a longsword or greataxe. With that weapon, your critical range increases by 1.
Staggering Critical (Requirement: Improved Critical). When you land a critical hit with your Improved Critical weapon, the target is also slowed for 1 round.
Marksman’s Dedication. Choose one willing, non-minion ally as your spotter. You only gain these benefits while both of you are conscious. You and your spotter ignore light cover as long as one of you has a clear shot. Whenever one of you hits a target, the other gains +1 damage against it until the end of their next turn.
Mobile (repeatable).
- Your speed increases by 5 feet.
- When you dash, mundane difficult terrain doesn’t cost extra movement.
- When you attack a creature, you don’t provoke opportunity attacks from it for the rest of the turn.
- Each extra time you take this feat, your speed increases by 5 feet.
Mounted Combatant. Advantage on melee and projectile attack rolls against any unmounted creature smaller than your mount. (More bullets to come.)
Point Blank Shot.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your projectile attacks.
- The Loading property of projectiles costs one less Action Point.
Ferocity (Requirement: +3 Might or Dexterity). Before you attack with a proficient weapon, you can take −5 to the attack roll and add it to the damage if the attack hits. (More to come.)
Rapid Reload.
- With a Loading weapon, the action cost is reduced by one point (minimum 1).
- Attacks of opportunity against you while reloading have disadvantage.
- When you take the Attack action with a one-handed weapon, you can spend one Action Point to attack with a one-handed ranged weapon you’re holding.
Remarkable Recovery. Your body recovers from terrible injuries quickly and is unusually receptive to healing magic:
- Gain one rank in Survival.
- When you successfully stabilize, you regain hit points equal to your Resolve score.
- Whenever you regain hit points from a spell, potion or class feature, you regain additional hit points equal to your Resolve score.
Sharpshooter.
- Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
- +2 to ranged weapon attacks.
- Before you attack with a proficient ranged weapon, you can take −5 to the attack roll. If it hits, add +10 damage.
War Caster / Battlecaster (offense and defense) (Requirement: Combat Casting).
- Spell and Sword. If you damage a foe with a spell, gain +1 to your first melee attack roll against that foe next round.
- Sword and Spell. If you make a melee attack against a foe, gain +1 to the spell DC of the first spell you use against that foe next round. This applies only to foes you attacked.
- Defensive Targeting. If you successfully attack an enemy that threatens you with a touch attack, gain +2 to any touch attack you make against it on your next turn.
- Steady Casting. When you successfully cast a spell defensively in two consecutive rounds, you gain advantage (or +10) on any concentration check to cast defensively next round.
- Safe Retreat. When you successfully cast defensively, your movement on your next turn doesn’t provoke attacks of opportunity from creatures that were threatening you when you cast. It still provokes from other creatures.
Feats with two versions
- Rapid Reload: The Chapter 16 version lacks “(minimum 1)”; the later version adds a first bullet that’s the same as Point Blank Shot’s (“within 5 feet doesn’t impose disadvantage”). The merged version above leaves that bullet out.
- Sharpshooter: Chapter 16 has only the first two bullets; the later list adds the −5/+10 trade (which overlaps with Ferocity).
- War Caster: Chapter 16’s fourth bullet is “When you succeed on a spell you cast defensively, you ignore the penalty to cast a spell defensively the next round.” The later list replaces it with Steady Casting (used above).
- The Additional Info notes use the Chapter 16 versions of Rapid Reload, Sharpshooter and War Caster.
- Alert appears twice (Tier 1 general and skill feats), identical.
- Power Attack (later list) vs Ferocity (Chapter 16) are probably the same feat.
Feats with names only
Actor (see General Feats) · Charger · Chef · Close Quarters Combatant · Close Quarters Expert · Combat Casting · Combat Expertise · Crossbow Expert · Crusher · Divine Adept · Dual Wielder · Dungeon Delver · Durable · Elemental Adept · Fade Away · Far Shot · Fighting Initiate · Great Weapon Master · Gunner · Healer · Improved Disarm · Improved Initiative · Improved Sunder · Improved Trip · Inspiring Leader · Keen Mind · Knight of the Crown · Magic Initiate · Magical Aptitude · Martial Arts Adept · Master Thrower · Master Trapsetter · Metamagic Adept · Mounted Specialization · Nimble Fingers · Observant · Overrun · Overwhelming Critical (choose one type of weapon) · Piercer · Polearm Mastery · Power Attack · Precise Shot · Projectile Expert · Rapid Shot · Resilient · Ritual Caster · Rune Shaper · Savage Attacker · Sentinel · Shield Master · Shot on the Run · Skulker · Slasher · Spell Penetration · Spell Sniper · Spring Attack · Squire of Solamnia (renamed Mounted Mastery in the Additional Info notes) · Stoutfolk Fortitude · Sunder · Titan Grip · Tough · Weapon Specialization · Whirlwind Attack
Names to change
Knight of the Crown and Squire of Solamnia are Dragonlance names. The source already flags Squire of Solamnia for renaming.