| Feat Name | Type | Prerequisite | Effect |
| Actor | General Feat | None | You may have your voice mimic anyone you have heard speak 3 sentences or more. Gain +1 to Deception and Persuasion. |
| Adaptive Armor | Combat Feat | None | Whenever you are hit with an attack, increase your AC by 1. Each round on your turn, reset you AC back to normal. |
| Armor Proficiency | Weapon and Armor Feat | None | Choose an Armor Type. Gain Proficiency with armor of that type. Gain +1 AC |
| Athlete | General Feat | Athletic or Acrobatic Skill Check | Gain Advantage on all Athletics and Acrobatics Checks. Gain +1 to Fort Saves Gain +10 Max HP |
| Axe Mastery | Weapon and Armor Feat | Weapon Specialization: Axe | Gain +1 to AC when wielding Axes. Whenever you take someones HP down to 0 with an Axe, Gain +10 Damage on attacks with Axes this turn. |
| Battlefield Awareness | Combat Feat | Weapon Proficiency | The first critical miss you roll on an attack roll each turn is a 2 instead. |
| Bow Mastery | Weapon and Armor Feat | Weapon Specialization: Bow | Gain +3 to Damage when wielding Bows. Ranged Shot is a passive instead of an ability, and doesn’t require a full round action. |
| Cantrip Caster | Magic Feat | Wis Score at least 12 | Learn and gain the ability to cast all level 0 spells. If you cannot already cast spells, you may cast wis mod spells per day. |
| Club Mastery | Weapon and Armor Feat | Weapon Specialization: Club | Gain +1 to AC when wielding Clubs. You may use Crush as a standard action instead of a full round action. |
| Counter | Combat Feat | None | As long as you saved an action last turn, if someone attacks you with a melee weapon, you may roll a reflex save vs their attack roll. If you Succeed, you block the attack and may attack them once as a free action. |
| Crossbow Mastery | Weapon and Armor Feat | Weapon Specialization: Crossbow | Gain +3 to Damage when wielding a Crossbow. Reloading Crossbows is a free action. |
| Dagger Mastery | Weapon and Armor Feat | Weapon Specialization: Dagger | Gain +3 to Damage when wielding Daggers. You may move before and after you attack with Daggers. If you already can, Gain +2 to AC. |
| Dextrous Fighter | Combat Feat | Dexterity Score at least 20 | Melee Attacks made with your dex mod gain +3 to damage and to hit. Gain +1 AC |
| Distance Shooter | Combat Feat | Weapon Proficiency (Ranged) | Double the range of ranged weapons you are proficient with |
| Driver | General Feat | None | Gain Animal Handling and Piloting as class skills. Gain +1 as Misc mods to Animal Handling and Piloting. If they were already class skills, Add +4 instead. |
| Durable | General Feat | None | Gain +2 AC |
| Firearm Mastery | Weapon and Armor Feat | Weapon Specialization: Firearm | Gain +3 to Damage when wielding a Firearm. Reloading Firearms is a free action. |
| Flurry | Combat Feat | None | As long as you don’t take a movement action during your turn, you may double the amount of melee attacks you make each round with a weapon you are proficient with. |
| Fresh Start | Metamagic Feat | Spell Caster | The first 3 spells you cast each day are free. |
| Grappler | Combat Feat | None | You Gain +5 on Grapple checks. Gain +1 to your Base attack bonus. |
| Hammer Mastery | Weapon and Armor Feat | Weapon Specialization: Hammer | Gain +1 to AC when wielding Hammers. Crush and dismount may be used as a standard action. |
| Healer | General/ Metamagic Feat | None | Healing spell, potions, and special abilities you cast have advantage on the healing dice rolled. |
| Heavy Handed | Combat Feat | Strength Score at least 20 | Melee Attacks with 2 Handed weapons deal 3 times your strength mod instead of 2. |
| High Saves | General Feat | You haven’t taken Wide Saves | Gain +6 to any saving throw |
| Iron Will | Combat Feat | Constitution Score At least 16 | Your Maximum Bleed Out HP is -20. You remain conscious when below 1 HP. |
| Keen Mind | General Feat | None | You may as a DM to recall any information spoken in front of you within the last week (game time). Gain +1 skill point Gain +1 to will saves |
| Light Footed | Combat Feat | Dexterity Score at least 18 | You dont lose your Dex Mod on AC when Flat footed due to being attacked by more than one enemy. |
| Lucky | General Feat | None | Reroll the first crit miss you roll each day in game. |
| Magic Initiate | Magic Feat | Wis Score at least 16 | Choose one Level 1, and one level 2 Spell. Learn and gain the ability to cast these spells. If you cannot already cast spells, you may cast wis mod spells per day. |
| Melee (unarmed) Mastery | Weapon and Armor Feat | Weapon Specialization: Melee | Gain +1 to AC when wielding Melee weapons, or unarmed. Unarmed strikes deal +5 damage. |
| Melee Adept | Weapon and Armor Feat | None | Gain +1 to hit and +1 to damage with Melee Weapons |
| Memorization Techniques | Metamagic Feat | Spell Caster | Learn 3 new spells. Gain +1 to Will Saves If you lose your Spell book, you can create a copy as if the old one was next to you. |
| Mobile Fighter | Combat Feat | None | Whenever you use a melee attack, you may take a 5 foot step either before or after the attack. |
| Net Mastery | Weapon and Armor Feat | Weapon Specialization: Net | Gain +1 to Hit when wielding nets. Nets you throw cannot be cut. |
| Observant | General Feat | None | Gain +3 Mis mod to Perception, Investigation, and Insight. |
| On Point | General Feat | None | Attacks of Opportunity May not be made on you. The First time each combat you would be flat footed, you are not. Gain + 4 to initiative Gain+1 to Reflex |
| Opt Out | Metamagic Feat | Spell Caster | You may not cast counterspells. Your spells cannot be countered. |
| Piercing Mastery | Weapon and Armor Feat | Weapon Specialization: Piercing | Gain +1 to AC when welding Piercing Weapons. Armor Pierce may be used as a standard action. |
| Polearm Mastery | Weapon and Armor Feat | Weapon Specialization: Polearm | Gain +1 to AC when welding a Polearm. Reach is a passive instead of an ability, and no longer takes a full round action. |
| Potent Spells | Metamagic Feat | Spell Caster | Damage Spells cast by you have advantage on the damage rolls. |
| Power Attack | Combat Feat | Strength Score at least 18 | Before you roll your attack, you may subtract any number up to 10 from your attack roll. If you do, you may add that number to your damage. |
| Quick Draw | Combat Feat | None | You may draw weapons as a free action |
| Ranged Adept | Weapon and Armor Feat | None | Gain +1 to hit and +1 to damage with Ranged Weapons |
| Rapid Reload | Combat Feat | None | Reloading a weapon is a free action |
| Rapid Shot | Combat Feat | None | As long as you don’t take a movement action during your turn, you may double the amount of ranged attacks you make each round with a weapon you are proficient with. |
| Rope Mastery | Weapon and Armor Feat | Weapon Specialization: Rope | Gain +1 to AC when welding Ropes. Disarm may be used as a standard action once per turn, and you may catch the weapon that you disarm. |
| Scribe | Magic Feat | Wis and Int Scores at least 14 | You can make an identical copy of any writing you have the time to copy. Gain +1 to Deception If you do not already have a craft, gain “Craft: Scribe” |
| Scythe Mastery | Weapon and Armor Feat | Weapon Specialization: Scythe | Gain +1 to AC when wielding Scythes. Slash may be used as a standard action. |
| Sentinel | Combat Feat | None | You may take attacks of opportunity on anyone who is 5 feet from you and: attacks a target within 5 feet of you moves out of a space 5 feet from you or casts a spell within 5 feet from you as long as you have an action to attack with. You gain one free action per round to use an attack of opportunity. |
| Shield Mastery | Weapon and Armor Feat | Weapon Specialization: Shield | Gain +3 to AC when wielding a Shield. Bash may be used as a standard action. |
| Silent Caster | Metamagic Feat | Spell Caster | Spells you cast may be cast silently Gain +2 misc Score to stealth |
| Simple Ranged Mastery | Weapon and Armor Feat | Weapon Specialization: Simple Ranged | Gain +3 to Damage when wielding Simple Ranged Weapons. Ranged Shot is a passive instead of an ability, and doesn’t require a full round action. |
| Skilled | General Feat | None | Gain a +3 Misc mod on any 2 skills |
| Sneak Attack | Combat Feat | None | As long as you catch a target unaware or they are flat footed when you attack them, deal an additional 1d6 damage if you hit. |
| Spell Accuracy | Metamagic Feat | Spell Caster | Add your wis mod to ranged attacks made with spells |
| Spell Adept | Metamagic Feat | Spell Novice | Gain +2 on Ranged attacks and saves made to cast spells. This stacks with Spell Novice. |
| Spell Caster | Magic Feat | Wis Score at least 20 | Choose any 3 spells level 6 or lower. Learn and gain the ability to cast these spells. If you cannot already cast spells, you may cast wis mod spells per day. |
| Spell Master | Metamagic Feat | Spell Adept | Gain +3 on Ranged attacks and saves made to cast spells. This stacks with Spell Adept. |
| Spell Novice | Metamagic Feat | Spell Caster | Gain +1 on Ranged attacks and saves made to cast spells. |
| Spell Sniper | Metamagic Feat | Spell Caster | Double the range of Spells single and multi target spells you cast that you know. |
| Spell Specialization | Metamagic Feat | Spell Caster, You can’t have taken spell Specialization | Choose a Spell type. Ranged attacks and Saves used with these spells have a +5. |
| Spring Attack | Combat Feat | None | You may split you movement action before and after you attack. |
| Sprinter | Combat Feat | None | You may take any number of movement actions each turn instead of the standard 1. Gain +5 Speed. |
| Summon Master | Metamagic Feat | Can cast at least 1 summon spell | Creatures and undead who are summoned by you do not leave until commanded by you. |
| Sure Shot | Combat Feat | None | As an action, you may give your next shot a +5 to hit and a +5 to damage. |
| Sword Mastery | Weapon and Armor Feat | Weapon Specialization: Sword | Gain +1 to AC when wielding Swords. Slash may be used as a standard action. |
| Tenacious | General Feat | None | Debuffs on you are dispelled or negated after 3 rounds. This includes Poisons, Spells, Abilities, and Traveling illnesses such as sea legs Gain +1 to Fort Saves Gain +1 to Initiative |
| Throwing Adept | Weapon and Armor Feat | None | Gain +1 to hit and +1 to damage with Throwing Weapons |
| Toughness | General Feat | None | Gain +10 Max HP, Gain +1 to Con |
| Two Weapon Defense | Weapon and Armor Feat | Two Weapon Fighting | As long as you are dual wielding, Gain +2 to AC |
| Two Weapon Fighting | Weapon and Armor Feat | None | You may attack with both you regular and off hand weapon each action. |
| Weapon Proficiency | Weapon and Armor Feat | None | Choose a Weapon Type. Gain proficiency with weapons of that type. Gain +1 Base Attack Bonus |
| Weapon Specialization | Weapon and Armor Feat | Weapon Proficiency | Choose a weapon type that you are proficient with. Gain +2 to hit with weapons of this type. |
| Well Rested | General Feat | None | Whenever you wake up after a full rest, gain 10 Temporary HP. Gain +1 to Initiative |
| Wide Saves | General Feat | You haven’t taken High Saves | Gain +2 to each saving throw |