A creature can do so only once per rest, regardless of how many Hit Dice it spends. Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. The powers that they possess are more powerful than the wide magic that serves as the foundation of the magical economy. When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. It was believed that with Shield Master, you could charge at your foes, shove them prone using a bonus action, and then attack them at an advantage. You gain the following benefits: Prerequisite: Dragonborn (UA: Feats for Races). This feat affects glaives, halberds, spears(very exciting), and quarterstaffs. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. These spells are written in a ritual book, which you must have in hand while casting one of them. You can use an action to polymorph into a Medium snake or back into your true form.
You gain the following benefits: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. Feats should expand your character’s options and aim to always benefit your campaign. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. For players who understand that killing the evil villain and traversing dungeons involves more than hitting stuff with a big axe, you’ll love Bountiful Luck. As normal, after you use this trait, you can’t use it again until you finish a short or long rest. You can use a shield and still gain this benefit. You have a knack for learning new things. When an opponent moves close to attack, you stop them 10 feet away, because of Sentinel and Polearm Master’s opportunity attacks.
You become more nimble, gaining the following benefits: You master the techniques needed to train and handle animals. You gain the following benefits: You have honed your ability to shape your personality and to read the personalities of others. You gain proficiency in the History skill. I can’t count how many times Alert has made an ambush trivial for my players. Then choose a skill you’re already proficient with and you now double any proficiency bonus you gain from that skill. Though you have to use this before knowing whether you succeeded or failed, Lucky can bail you out of those bad situations. You grow retractable claws from the tips of your fingers.
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At the end of a long rest, you gain inspiration.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The reason I’m not ranking Mobile higher on this list is because most encounters are usually designed in enclosed spaces. Choosing Magic Initiate could give you that extra edge in combat, or make use of utility spells you otherwise wouldn’t have access to. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (investigation) scores. You gain proficiency in the Arcana skill. Charisma is your spellcasting ability for all three spells. But what should you be picking for your next build?
If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain proficiency in the Deception and Persuasion skills. You gain the following benefits: You master the arts of diplomacy, gaining the following benefits: You possess keen insight into how other people think and feel. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. You gain the following benefits: Your ability to shrug off some injuries is legendary, even for your race. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. You have advantage on attack rolls against a creature you are grappling. Increase your Constitution or Wisdom score by 1, to a maximum of 20. added; Improved initiative: you gain +6 to initiative roll. You regain your expended luck points when you finish a long rest. You gain the following benefits: You are a dangerous foe to face while mounted. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
Squat Nimbleness lets you gain 5 feet of walking speed, an increase to your Strength or Dexterity, proficiency in Acrobatics or Athletics, and gain advantage when trying to escape a grapple. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore.
Heavy Armor Master increases your Strength by 1, but becomes powerful with its other benefit. You can mimic the speech of another person or the sounds made by other creatures. Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. This ability allows you to cast nondetection on yourself at will, without needing a material component. While you are mounted and aren’t incapacitated, you gain the following benefits: Quick to notice details of your environment, you gain the following benefits: Prerequisite: Intelligence 13 or higher (Plane Shift: Kaladesh). This feat is so good that you could make a Barbarian with as much Strength and Constitution as you can get, and only get Great Weapon Master, and you’ll still have one of the most dangerous builds available. You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. Lucky is, hands down, the best feat in 5th edition. You could also shove enemies into a spell’s area of effect.
You learn the detect magic spell and can cast it at will, without expending a spell slot. If you’re already proficient, your proficiency bonus is doubled for checks you make with it. You are proficient with improvised weapons. You gain the following benefits: The innate resistance to magic that angels possess extends to you.
Teleportation, instant communication across vast distances—these services are rare, remarkable, and largely unique to the dragonmarked houses. It allows you to ignore a crossbow’s loading property, and you no longer suffer a disadvantage on your ranged attacks. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. Sharpshooter lets you basically ignore cover, and you can take a -5 to hit in exchange for +10 damage. You gain the following benefits: Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: You are accustomed to using others to avoid being attacked. This doesn’t mean Shield Master is useless. You can try to hide when you are lightly obscured from the creature from which you are hiding. Surely a sign of fortune’s favor! You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: You study the arcane arts, gaining the following benefits: You become stronger, gaining the following benefits: You pride yourself on your quickness and your close study of certain clandestine activities. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag.
In this list, I do my best to pick out the best feats in the core D&D 5e source books: the Player’s Handbook and Xanathar’s Guide to Everything. You can take each feat only once, unless the feat’s description says otherwise. Second Chance is a racial feat available to Halflings, and can be activated when a creature hits you.
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