Welcome to our top ten Wizard spell list! We went through every available spell in the Wizard's arsenal and came out with a list that we believe to have the most reliable and efficient spells a Wizard can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. Wizard spells, much like with Druid spells, offer a variety of powerful options. So without further ado, here is our Wizard Spells 5E Rankings.
10. Counterspell
A wizard has at its disposal a number of spell slots of certain levels that act as a 'charge', or 'mana', for the spells: whenever it wants it can consume a spell slot to cast any spell of the same spell level or lower. Said spell slots are managed completely indipendently from the prepared spells. Preparing and Casting Spells. Table: The Wizard shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you. Highest level spells known is still based on a levels in each individual class. That means a Wizard 4/Cleric 5 will have 5th level spell slots but will only be able to learn/prepare upto 2nd level wizard spells and prepare upto 3rd level cleric spells. There may be clarification on this somewhere such as sage advice or the PHB errata.
- School: Abjuration
- Level: 3rd
- Casting Time: Reaction to another character casting a spell within range
- Range: 60 feet
- Components: Somatic
- Duration: Instantaneous
The first entry on our Wizard Spells 5E List is Counterspell. Counterspell allows you to interrupt another character's casting process. If the spell they are casting is at the same or at a lower casting slot than Counterspell's, the spell fails instantly. If the spell is above the casting level, you need to make a successful spellcasting ability roll against the spells DC, which is equal to the spell's level plus ten.
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9. Find Familiar
- School: Conjuration
- Level: 1st
- Casting Time: 1 Hour
- Range: 10 feet
- Components: Verbal, Somatic, Material (10 gold worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
You summon a spirit that takes one of these forums: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Your familiar acts independently of you, but it will listen to your commands via telepathy. Also, as an action, you can see through the familiar's eyes, leaving all of your bodily functions behind. You can only have one familiar at a time; if you attempt to summon a new familiar, instead, your current familiar changes to a new forum. You can dismiss the familiar into a pocket dimension, where it will wait for you to call for it. And lastly, you can cast a spell through the familiar, essentially extending your reach.
8. Haste
- School: Transmutation
- Level: 3rd
- Casting Time: 1 Action
- Range: 30 feet
- Components: Verbal, Somatic, Material (a shaving of licorice root)
- Duration: Instantaneous
A willing target doubles their speed, gets a plus two to their AC, has an advantage with Dexterity saving throws, and gains an additional action per turn. That additional action can be used to Attack, Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target loses their next turn.
7. Light
- School: Evocation
- Level: Cantrip
- Casting Time: One Action
- Range: Touch
- Components: Verbal, Material (a firefly or phosphorescent moss)
- Duration: One Hour
For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but it can also be used to redirect a potential thread in a different direction.
6. Shield
- School: Adjuration
- Level: First
- Casting Time: One Reaction to when you are targeting by an attack or spell
- Range: Thirty Feet
- Components: Verbal, Somatic
- Duration: One Round
In response to an attack, you can cast Shield to give yourself a plus five bonus to your AC for one round. Normally, your AC is 10 plus your Dexterity modifier. The additional plus five will make it nearly impossible to take damage while under Shield's protection. This will be incredibly useful if your team is facing a horde of enemies.
See Also: Coup de Grace 5E Guide5. Invisibility
- School: Illusion
- Level: 2nd
- Casting Time: One Action
- Range: Touch
- Components: Verbal, Somatic, Material (an Eyelash encased in Gum Arabic)
- Duration: Concentration, up to 1 hour
A friendly target (including yourself) that you touch along with everything that they are carrying becomes invisible. If you prepare Invisibility in a higher spell slot, you can target an additional friendly character for each slot above the second level you prepare this at. Unfortunately, you cannot attack or take anything while invisible, or else it will break the spell. But it is the easiest way to escape from impending doom when necessary.
4. Mage Hand
- School: Conjuration
- Level: Cantrip
- Casting Time: One Action
- Range: Thirty Feet
- Components: Verbal, Somatic
- Duration: One Minute
A spectral hand appears that can do the following actions:
- Manipulate lightweight objects.
- Open an unlocked door or container.
- Pour contents out of a vial
The hand cannot pick anything up that is heavier than 10 pounds, activate enchanted items, or attack. Mage Hand is primarily used to solve puzzles and distract enemies.
3. Hold Person
- School: Enchantment
- Level: 2nd
- Casting Time: One Action
- Range: 60 feet
- Components: Verbal, Somatic, Material (small, straight Piece of Iron)
- Duration: Concentration, up to 1 minute
Near the top of our Wizard Spells 5E List is Hold Person. When cast, a humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.
2. Fireball
- School: Evocation
- Level: Third
- Casting Time: One Action
- Range: 150 Feet
- Components: Verbal, Somatic, Material (a tiny ball of bat poop and sulfur)
- Duration: Instantaneous
The first entry on our Wizard Spells 5E List is Counterspell. Counterspell allows you to interrupt another character's casting process. If the spell they are casting is at the same or at a lower casting slot than Counterspell's, the spell fails instantly. If the spell is above the casting level, you need to make a successful spellcasting ability roll against the spells DC, which is equal to the spell's level plus ten.
Ultimate Texas Hold'Em is decent but not comparable to a good BJ table, Craps table or VP table. The house edge on a perfectly played hand at UTH is around 2.5% and you have to be willing to push a 4x bet often meaning on a $5 table you gotta be willing to throw down a $30 bet quite often. Answer 1 of 2: Hey again everyone, In preparation for my vegas trip I have seen a lot of the Ultimate Texas Holdem game in my YouTube video feed. I played a variation of that years ago in Atlantic City. Ultimate texas holdem forum. As I have stated before, I have been playing this game a lot over the past few months. I basically have had two experiences while playing, (1) winning double to triple my original buy-in or (2) losing my original buy-in within a few minutes. Forums Casino Gaming Casino Gaming Table Games Welcome to VegasMessageBoard. Just search Ultimate Texas Holdem Tutorial on YouTube. Spdandpwr, Oct 13, 2016 #8.
9. Find Familiar
- School: Conjuration
- Level: 1st
- Casting Time: 1 Hour
- Range: 10 feet
- Components: Verbal, Somatic, Material (10 gold worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
You summon a spirit that takes one of these forums: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Your familiar acts independently of you, but it will listen to your commands via telepathy. Also, as an action, you can see through the familiar's eyes, leaving all of your bodily functions behind. You can only have one familiar at a time; if you attempt to summon a new familiar, instead, your current familiar changes to a new forum. You can dismiss the familiar into a pocket dimension, where it will wait for you to call for it. And lastly, you can cast a spell through the familiar, essentially extending your reach.
8. Haste
- School: Transmutation
- Level: 3rd
- Casting Time: 1 Action
- Range: 30 feet
- Components: Verbal, Somatic, Material (a shaving of licorice root)
- Duration: Instantaneous
A willing target doubles their speed, gets a plus two to their AC, has an advantage with Dexterity saving throws, and gains an additional action per turn. That additional action can be used to Attack, Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target loses their next turn.
7. Light
- School: Evocation
- Level: Cantrip
- Casting Time: One Action
- Range: Touch
- Components: Verbal, Material (a firefly or phosphorescent moss)
- Duration: One Hour
For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but it can also be used to redirect a potential thread in a different direction.
6. Shield
- School: Adjuration
- Level: First
- Casting Time: One Reaction to when you are targeting by an attack or spell
- Range: Thirty Feet
- Components: Verbal, Somatic
- Duration: One Round
In response to an attack, you can cast Shield to give yourself a plus five bonus to your AC for one round. Normally, your AC is 10 plus your Dexterity modifier. The additional plus five will make it nearly impossible to take damage while under Shield's protection. This will be incredibly useful if your team is facing a horde of enemies.
See Also: Coup de Grace 5E Guide5. Invisibility
- School: Illusion
- Level: 2nd
- Casting Time: One Action
- Range: Touch
- Components: Verbal, Somatic, Material (an Eyelash encased in Gum Arabic)
- Duration: Concentration, up to 1 hour
A friendly target (including yourself) that you touch along with everything that they are carrying becomes invisible. If you prepare Invisibility in a higher spell slot, you can target an additional friendly character for each slot above the second level you prepare this at. Unfortunately, you cannot attack or take anything while invisible, or else it will break the spell. But it is the easiest way to escape from impending doom when necessary.
4. Mage Hand
- School: Conjuration
- Level: Cantrip
- Casting Time: One Action
- Range: Thirty Feet
- Components: Verbal, Somatic
- Duration: One Minute
A spectral hand appears that can do the following actions:
- Manipulate lightweight objects.
- Open an unlocked door or container.
- Pour contents out of a vial
The hand cannot pick anything up that is heavier than 10 pounds, activate enchanted items, or attack. Mage Hand is primarily used to solve puzzles and distract enemies.
3. Hold Person
- School: Enchantment
- Level: 2nd
- Casting Time: One Action
- Range: 60 feet
- Components: Verbal, Somatic, Material (small, straight Piece of Iron)
- Duration: Concentration, up to 1 minute
Near the top of our Wizard Spells 5E List is Hold Person. When cast, a humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.
2. Fireball
- School: Evocation
- Level: Third
- Casting Time: One Action
- Range: 150 Feet
- Components: Verbal, Somatic, Material (a tiny ball of bat poop and sulfur)
- Duration: Instantaneous
You target a specific spot that is at most 150 feet away with a giant ball of fire that forces every creature in a 20-foot radius from the impact spot to make a Dexterity saving throw. If they fail, they take 8d6 damage. If they succeed, they take half of 8d6 damage. For the cost of a little bit of bat poop, you can clear out an entire army!
1. Message
- School: Transmutation
- Level: Cantrip
- Casting Time: One action
- Range: 120 feet
- Components: Verbal, Somatic, Material (a short piece of copper wire)
- Duration: One round
And number one on our Wizard Spells 5E list is Message. You point your finger at your target that is in range, and you can whisper a message to that person. This is one of the strongest abilities in the game, as it will let you get information to your party without having to be right next to them. It could save your team a whole lot of time, especially if you are in a situation where you both need to remain silent. This spell is also on our list of the Best Wizard Cantrips in 5e.
Related
Dnd 5e Wizard Spell Slot Table
Feat | Description |
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Feat | Description |
Alert | Always on the lookout for danger, you gain the following benefits: • You gain a +5 bonus to initiative. • You can't be surprised while you are conscious. • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. |
Athlete | You have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • When you are prone, standing up uses only 5 feet of your movement. • Climbing doesn't halve your speed. • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. |
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 pass yourself 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 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. |
Charger | When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). |
Crossbow Expert | Thanks to extensive practice with the crossbow, you gain the following benefits: • You ignore the loading quality of crossbows with which you are proficient. • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. |
Defensive Duelist | Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. |
Dual Wielder | You master fighting with two weapons, gaining the following benefits: • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. • You can draw or stow two one-handed weapons when you would normally b e able to draw or stow only one. |
Dungeon Delver | Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. • You have advantage on saving throws made to avoid or resist traps. • You have resistance to the damage dealt by traps. • You can search for traps while travelling at a normal pace, instead of only at a slow pace. |
Durable | Hardy and resilient, you gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). |
Elemental Adept | Prerequisite: The ability to cast at least one spell When you gain this feat, 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. You can select this feat multiple times. Each time you do so, you must choose a different damage type. |
Grappler | Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: • You have advantage on attack rolls against a creature you are grappling. • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. • Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple. |
Great Weapon Master | You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. |
Healer | You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. |
Heavily Armored | Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: • Increase your Strength score by 1, to a maximum of 20. • You gain proficiency with heavy armor. |
Heavy Armor Master | Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: • Increase your Strength score by 1, to a maximum of 20. • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. |
Inspiring Leader | Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. |
Keen Mind | You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You always know which way is north. • You always know the number of hours left before the next sunrise or sunset. • You can accurately recall anything you have seen or heard within the past month. |
Lightly Armored | You have trained to master the use of light armor, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with light armor. |
Linguist | You have studied languages and codes, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You learn three languages of your choice. • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. |
Lucky | You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. |
Mage Slayer | You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. • You have advantage on saving throws against spells cast by creatures within 5 feet of you. |
Magic Initiate | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. |
Martial Adept | You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. |
Medium Armor Master | Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. |
Mobile | You are exceptionally speedy and agile. You gain the following benefits: • Your speed increases by 10 feet. • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. |
Moderately Armored | Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with medium armor and shields. |
Mounted Combatant | You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. • You can force an attack targeted at your mount to target you instead. • 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. |
Observant | Quick to notice details of your environment, you gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. |
Polearm Master | You can keep your enemies at bay with reach weapons. You gain the following benefits: • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. |
Resilient | Choose one ability score. You gain the following benefits: • Increase the chosen ability score by 1, to a maximum of 20. • You gain proficiency in saving throws using the chosen ability. |
Ritual Caster | Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. 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 spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. |
Savage Attacker | Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. |
Sentinel | You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. |
Sharpshooter | You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. • Your ranged weapon attacks ignore half cover and three-quarters cover. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. |
Shield Master | You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. |
Skilled | You gain proficiency in any combination of three skills or tools of your choice. |
Skulker | Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits: • You can try to hide when you are lightly obscured from the creature from which you are hiding. • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. |
Spell Sniper | Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: • When you cast a spell that requires you to make an attack roll, the spell's range is doubled. • Your ranged spell attacks ignore half cover and three-quarters cover. • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. |
Tavern Brawler | Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. |
Tough | Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. |
War Caster | Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. |
Weapon Master | You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice. |
Barbed Hide (UA: Feats for Races) | Prerequisite: Tiefling One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: • Increase your Constitution or Charisma score by 1, up to a maximum of 20. • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. • You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. |
Bountiful Luck (UA: Feats for Races) | Prerequisite: Halfling Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. |
Critter Friend (UA: Feats for Races) | Prerequisite: Gnome (Forest) Your friendship with animals mystically deepens. You gain the following benefits: • You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. |
Dragon Fear (UA: Feats for Races) | Prerequisite: Dragonborn When angered, you radiate menace. You gain the following benefits: • Increase your Strength or Charisma score by 1, up to a maximum of 20. • Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. |
Dragon Hide (UA: Feats for Races) | Prerequisite: Dragonborn You inherited the might and majesty of your dragon ancestors. You gain the following benefits: • Increase your Strength or Charisma score by 1, up to a maximum of 20. • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. • Your scales harden; you gain a +1 bonus to AC while you aren't wearing armor. |
Dragon Wings (UA: Feats for Races) | Prerequisite: Dragonborn You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. |
Drow High Magic (UA: Feats for Races) | Prerequisite: Elf (drow) You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. |
Dwarf Resilience (UA: Feats for Races) | Prerequisite: Dwarf You inherited the might and majesty of your dragon ancestors. You gain the following benefits: • Increase your Constitution score by 1, up to a maximum of 20. • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). |
Elven Accuracy (UA: Feats for Races) | Prerequisite: Elf or half-elf You have uncanny aim. You gain the following benefits: • Increase your Dexterity score by 1, up to a maximum of 20. • Whenever you have advantage on an attack roll, you can reroll one of the dice once. |
Everybody's Friend (UA: Feats for Races) | Prerequisite: Half-elf You develop your magnetic personality to ease your way through the world. You gain the following benefits: • Increase your Charisma score by 1, up to a maximum of 20. • You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. |
Fade Away (UA: Feats for Races) | Prerequisite: Gnome You can draw on your magical heritage to escape danger. You gain the following benefits: • Increase your Intelligence score by 1, up to a maximum of 20. • When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. |
Fey Teleportation (UA: Feats for Races) | Prerequisite: Elf (high) Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. |
Flames of Phlegethos (UA: Feats for Races) | Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits: • Increase your Intelligence or Charisma score by 1, to a maximum of 20. • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. |
Grudge-Bearer (UA: Feats for Races) | Prerequisite: Dwarf You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient. |
Human Determination (UA: Feats for Races) | Prerequisite: Human You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. |
Infernal Constitution (UA: Feats for Races) | Prerequisite: Tiefling Fiendish blood runs strong in you. You gain the following benefits: • Increase your Constitution score by 1, up to a maximum of 20. • You have resistance to cold and poison damage. • You have advantage on saving throws against being poisoned. |
Orcish Aggression (UA: Feats for Races) | Prerequisite: Half-orc As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. |
Orcish Fury (UA: Feats for Races) | Prerequisite: Half-orc Your fury burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution score by 1, up to a maximum of 20. • When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. |
Prodigy (UA: Feats for Races) | Prerequisite: Half-elf or human You have a knack for learning new things. You gain the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. |
Second Chance (UA: Feats for Races) | Prerequisite: Halfling Fortune favors you. You gain the following benefits: • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest. |
Squat Nimbleness (UA: Feats for Races) | Prerequisite: Dwarf, gnome, or halfling You are uncommonly nimble for your race. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Increase your walking speed by 5 feet. • You gain proficiency in the Acrobatics or Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it. |
Wonder Maker (UA: Feats for Races) | Prerequisite: Gnome (rock) You master the tinker techniques of your people. You gain the following benefits: • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check. • When you make a device with your Tinker trait, you have the following additional options for what you make: Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. Calculator. This device makes doing sums easy. Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. Timekeeper. This pocket watch keeps accurate time. Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. |
Wood Elf Magic (UA: Feats for Races) | Prerequisite: Elf (wood) You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. |
Bountiful Luck (XGE) | Prerequisite: Halfling Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn. |
Dragon Fear (XGE) | Prerequisite: Dragonborn When angered, you radiate menace. You gain the following benefits: • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20. • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. |
Dragon Hide (XGE) | Prerequisite: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: • Increase your Strength, Constitution or Charisma score by 1, up to a maximum of 20. • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. |
Drow Hide Magic (XGE) | Prerequisite: Elf (drow) You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. |
Dwarven Fortitude (XGE) | Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: • Increase your Constitution score by 1, up to a maximum of 20. • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). |
Elven Accuracy (XGE) | Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. |
Fade Away (XGE) | Prerequisite: Gnome Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. |
Fey Teleportation (XGE) | Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: • Increase your Intelligence or Charisma score by 1, to a maximum of 20. • You learn to speak, read, and write Sylvan. • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. |
Flames of Phlegethos (XGE) | Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits: • Increase your Intelligence or Charisma score by 1, to a maximum of 20. • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. |
Infernal Constitution (XGE) | Prerequisite: Tiefling Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • You have resistance to cold damage and poison damage. • You have advantage on saving throws against being poisoned. |
Orchish Fury (XGE) | Prerequisite: Half-orc Your inner fury burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 20. • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. |
Prodigy (XGE) | Prerequisite: Half-elf, half-orc, or human You have a knack for learning new things. You gain the following benefits: • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. |
Second Chance (XGE) | Prerequisite: Halfling Fortune favors you when someone tries to strike you. You gain the following benefits: • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20. • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. |
Squat Nimbleness (XGE) | Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Increase your walking speed by 5 feet. • You gain proficiency in the Acrobatics or Athletics skill (your choice). • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. |
Wood Elf Magic (XGE) | Prerequisite: Elf (wood) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. |