##### How to Use This Book
This compendium has several chapters:
**Classic Feats** is an overhaul of all feats introduced in official *Wizards of the Coast* books, as well as feats from *Unearthed Arcana* playtest documents.
**Racial Feats** contains spells for a specific race. For ease of use, the racial feats are broken into three chapters, for common, uncommon and rare races.
**Class Feats** collect all feats that require a levels in a specific class or access to a class feature.
**New Feats** introduces new feats from third-party sources, balanced against the overhauled classic feats.
**Spell Focus Feats** are intended for spellcasters who specialize in a specific spell that becomes more powerful.
##### Feat Icons
**Advanced Feats** with a
or
icons can only be taken if your character level is equal or higher than the icon value.
___
**Uncommon Feats** with a
cannot be taken at character creation. They can to be learned through training, or granted access by organizations within the game. Once you gain access to an Uncommon Feat, you can exchange any of your feats with an Uncommon feat for 1 month of downtime.
___
**Rare Feats** with a
icon are rewards for completing a campaign or a great achievement in the current campaign, and are among the most powerful feats with few limit or balance considerations. However, the reward grants the right to one player in the party to take that feat, once.
##### Banned Feats
The following feats are removed:
*Great Weapon Master* is pending a rewrite.
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### Acrobat
You become more nimble, gaining the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you gain expertise in Acrobatics.
* As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, nonmagical difficult terrain (but not greater difficult terrain) doesn’t cost you extra movement until the end of the current turn.
### Actor
Skilled at mimicry and dramatics, you gain the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.
* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to create a false impression of yourself to someone who doesn't know you, or pass yourself off as a different person to someone who is not familiar with the person you are impersonating.
* You have advantage on Wisdom (Insight) checks to tell if a person is creating a false impression of himself, or acting off as a different person.
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 10 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
### Alert
___
**Prerequisite:** proficiency in Perception.
___
Always on the lookout for danger, you gain the following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain a bonus to initiative equal to 2 + your proficiency modifier.
* You can't be surprised while you are conscious.
* Other creatures don't gain advantage on attack rolls as a result of being hidden from you.
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### Animal Handler
You master the techniques needed to train and handle animals. You gain the following benefits.
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain expertise in Animal Handling.
* You can use a bonus action on your turn to command one friendly beast within 60 feet to follow your command for one minute, such as to guard a particular area, move to specific location or perform an action it is capable of. Unless the beast is trained as your companion, you must make a DC 15 Wisdom (Animal Handling) check to make it fight for you or risk its health in any other way.
### Arcanist
You study the arcane arts, gaining the following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Arcana skill. If you are already proficient in the skill, you gain expertise in Arcana.
* You learn the *prestigitation* cantrip, as well as the *detect magic* and *identify* spells. You can cast each spell once without expending a spell slot or needing a material component, and you regain the ability to do so when you finish a long rest.
### Armor Mastery (Light)
___
**Prerequisite:** Dexterity of 13 or higher
___
You have trained how to protect yourself wearing light armor to gain the following benefits:
* Increase your Strength or Dexterity score by 1, up to a maximum of 20.
* You gain proficiency with light armor, if you don't already have it.
* If you aren't incapacitated, you can use your reaction and add a +2 bonus to one Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* You can use your bonus action to protect yourself with the padded parts of your body, gaining a +1 bonus to your AC until your next turn.
### Armor Mastery (Medium)
___
**Prerequisite:** Strength of 13 or higher, proficiency with light armor
___
You have trained how to protect yourself wearing medium armor to gain the following benefits:
* Increase your Strength or Dexterity score by 1, up to a maximum of 20.
* You gain proficiency with medium armor, if you don't already have it.
* Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks.
* When wearing medium armor, any slashing and piercing damage you take from non-magical weapons is reduced by 2.
* When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.
### Armor Mastery (Heavy)
___
**Prerequisite:** Strength of 15 or higher, proficiency with medium armor
___
You have trained how to protect yourself wearing heavy armor to gain the following benefits:
* Increase your Strength or Constitution score by 1, up to a maximum of 20.
* You gain proficiency with heavy armor, if you don't already have it.
* Wearing heavy armor doesn't impose disadvantage on Dexterity (Stealth) checks.
* When wearing heavy armor, bludgeoning, slashing and piercing damage you take is reduced by your Constitution modifier (minimum of 3).
* You can take long rest while wearing heavy armor. However at the end of the long rest, you do not recover Exhaustion, and you recover hit points equal to half your maximum hit points rather than all lost hit points.
### Athlete
You have undergone extensive physical training to gain the following benefits:
* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics or Athletics skill.
* You ignore the effect of Exhaustion as long as you have exactly one level of Exhaustion.
* When you are prone, standing up uses only 10 feet of your movement and you add +5 to checks to stand up without provoking an opportunity attack.
* You gain a swimming and climbing speed equal to your walking speed.
* You count as if you were one size larger for the purpose of determining your carrying capacity.
*Dungeons and Dragons 5th Edition* is perhaps the best, and at the same time the very worst designed edition. Despite the simplicity and elegance of its core mechanics, it has glaring flaws and official content only makes it worse.
These rules attempt to fix the ambiguity of the core rules, make skills more important and add tactical depth to combat. You will also find DM advice on skill checks, XP rewards and making challenging combat encounters.
If you like this compendium, use it along with:
* [5E Feats]()
* [5E Player Options]()
* [5E Grit and Survival]()
This campaign is maintained by [Apostol Apostolov](https://www.reddit.com/user/theapoapostolov) for personal use with his group. Feedback and suggestions are greatly appreciated.