list: API endpoint for returning a list of feats. retrieve: API endpoint for returning a particular feat.

GET /v2/feats/?format=api&ordering=-prerequisite
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 89,
    "next": "https://api-beta.open5e.com/v2/feats/?format=api&ordering=-prerequisite&page=2",
    "previous": null,
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/feats/equipped-for-justice/?format=api",
            "key": "equipped-for-justice",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain proficiency with all types of artisan’s tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools."
                },
                {
                    "desc": "You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gp."
                },
                {
                    "desc": "You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items and to attack rolls made using miscellaneous adventuring gear items."
                }
            ],
            "name": "Equipped for Justice",
            "desc": "* You gain proficiency with all types of artisan’s tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools.\r\n* You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gp.\r\n* You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items and to attack rolls made using miscellaneous adventuring gear items.",
            "prerequisite": "Vigilante feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/revenant/?format=api",
            "key": "revenant",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your destiny changes to Revenge."
                },
                {
                    "desc": "You gain resistance to necrotic and psychic damage."
                },
                {
                    "desc": "You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet)."
                },
                {
                    "desc": "You become immune to poison damage and the poisoned condition."
                },
                {
                    "desc": "If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points."
                },
                {
                    "desc": "You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned."
                },
                {
                    "desc": "You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta."
                }
            ],
            "name": "Revenant",
            "desc": "You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:\r\n* Your destiny changes to Revenge.\r\n* You gain resistance to necrotic and psychic damage.\r\n* You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).\r\n* You become immune to poison damage and the poisoned condition.\r\n* If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.\r\n* You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.\r\n* You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.",
            "prerequisite": "Vendetta, one other feat or previous Ability Score Improvement, dead",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/vampire-lord/?format=api",
            "key": "vampire-lord",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Speed increases by 10 feet."
                },
                {
                    "desc": "You gain an expertise die on Stealth checks."
                },
                {
                    "desc": "The range of your darkvision increases to 120 feet."
                },
                {
                    "desc": "Your bite damage increases to 1d10."
                },
                {
                    "desc": "You can use Charming Gaze twice between rests."
                },
                {
                    "desc": "When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage."
                },
                {
                    "desc": "You also gain the Vampiric Shapechange feature.\r\n\r\n**Vampiric Shapechange.** You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form. While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you. While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you."
                },
                {
                    "desc": "Additionally, you gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight."
                }
            ],
            "name": "Vampire Lord",
            "desc": "You gain the following benefits.\r\n* Your Speed increases by 10 feet.\r\n* You gain an expertise die on Stealth checks.\r\n* The range of your darkvision increases to 120 feet.\r\n* Your bite damage increases to 1d10.\r\n* You can use Charming Gaze twice between rests.\r\n* When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.\r\n\r\nYou also gain the Vampiric Shapechange feature.\r\n\r\n**Vampiric Shapechange.** You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form. While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you. While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.\r\n\r\nAdditionally, you gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.",
            "prerequisite": "Vampire Spawn",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/living-stampede/?format=api",
            "key": "living-stampede",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:\r\n* Advantage on Strength checks and Strength saving throws.\r\n* Resistance to bludgeoning, piercing, and slashing damage.\r\n* Temporary hit points equal to your level.\r\n* A bonus to damage rolls equal to your proficiency bonus."
                }
            ],
            "name": "Living Stampede",
            "desc": "Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:\r\n* Advantage on Strength checks and Strength saving throws.\r\n* Resistance to bludgeoning, piercing, and slashing damage.\r\n* Temporary hit points equal to your level.\r\n* A bonus to damage rolls equal to your proficiency bonus.",
            "prerequisite": "Untamed feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/power-caster/?format=api",
            "key": "power-caster",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "The range is doubled for any spell you cast that requires a spell attack roll."
                },
                {
                    "desc": "You ignore half cover and three-quarters cover when making a ranged spell attack."
                },
                {
                    "desc": "Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends\r\non the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock."
                }
            ],
            "name": "Power Caster",
            "desc": "* The range is doubled for any spell you cast that requires a spell attack roll.\r\n* You ignore half cover and three-quarters cover when making a ranged spell attack.\r\n* Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends\r\non the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.",
            "prerequisite": "The ability to cast at least one spell",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/primordial-caster/?format=api",
            "key": "primordial-caster",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\r\n\r\nWhen you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type."
                },
                {
                    "desc": "When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1."
                },
                {
                    "desc": "This feat can be selected multiple times, choosing a different damage type each time."
                }
            ],
            "name": "Primordial Caster",
            "desc": "Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\r\n* When you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type.\r\n* When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1.\r\nThis feat can be selected multiple times, choosing a different damage type each time.",
            "prerequisite": "The ability to cast at least one spell",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/night-master/?format=api",
            "key": "night-master",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier."
                }
            ],
            "name": "Night Master",
            "desc": "You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.",
            "prerequisite": "Subtly Skilled feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/a5e-grappler/?format=api",
            "key": "a5e-grappler",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain advantage on attack rolls against a creature you are grappling."
                },
                {
                    "desc": "You can use your action to try to pin a creature you are grappling. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained  until the grapple ends."
                }
            ],
            "name": "Grappler",
            "desc": "* You gain advantage on attack rolls against a creature you are grappling.\r\n* You can use your action to try to pin a creature you are grappling. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained  until the grapple ends.",
            "prerequisite": "Strength 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/grappler/?format=api",
            "key": "grappler",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You have advantage on attack rolls against a creature you are grappling."
                },
                {
                    "desc": "You can use your action to try to pin a creature grappled by you. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends."
                }
            ],
            "name": "Grappler",
            "desc": "You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\r\n* You have advantage on attack rolls against a creature you are grappling.\r\n* You can use your action to try to pin a creature grappled by you. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends.",
            "prerequisite": "Strength 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/shadow-assassin/?format=api",
            "key": "shadow-assassin",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "While you are hidden from a target and are in an area of darkness or dim light, you can apply your Sneak Attack damage to an eldritch blast."
                }
            ],
            "name": "Shadow Assassin",
            "desc": "While you are hidden from a target and are in an area of darkness or dim light, you can apply your Sneak Attack damage to an eldritch blast.",
            "prerequisite": "Shadowmancer feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/shadowmancer/?format=api",
            "key": "shadowmancer",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You regain 1 spell point whenever you cast a spell from the shadow school."
                },
                {
                    "desc": "You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have  advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light."
                },
                {
                    "desc": "Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action."
                }
            ],
            "name": "Shadowmancer",
            "desc": "You gain the following benefits.\r\n* You regain 1 spell point whenever you cast a spell from the shadow school.\r\n* You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have  advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light.\r\n* Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action.",
            "prerequisite": "Shadowdancer feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/true-revenant/?format=api",
            "key": "true-revenant",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You cannot be charmed, fatigued, frightened, paralyzed, or stunned."
                },
                {
                    "desc": "You have advantage on saving throws against spells and other magical effects."
                },
                {
                    "desc": "You regain all of your hit points after you do not take any damage for 1 minute."
                },
                {
                    "desc": "In addition, you also gain the Fearsome Pursuit and Burning Hatred features. \r\n**Fearsome Pursuit.** You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.\r\n**Burning Hatred.** You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its\r\nnext turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest."
                }
            ],
            "name": "True Revenant",
            "desc": "One year and one day after you select this feat or when your vendetta has ended, you are doomed. Until then, you gain the following benefits.\r\n* You cannot be charmed, fatigued, frightened, paralyzed, or stunned.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* You regain all of your hit points after you do not take any damage for 1 minute.\r\nIn addition, you also gain the Fearsome Pursuit and Burning Hatred features. \r\n**Fearsome Pursuit.** You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.\r\n**Burning Hatred.** You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its\r\nnext turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.",
            "prerequisite": "Revenant feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/battle-caster/?format=api",
            "key": "battle-caster",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain a 1d6 expertise die on concentration checks to maintain spells you have cast."
                },
                {
                    "desc": "While wielding weapons and shields, you may cast spells with a seen component."
                },
                {
                    "desc": "Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action. The spell must be one that only targets that creature."
                }
            ],
            "name": "Battle Caster",
            "desc": "You're comfortable casting, even in the chaos of battle.\r\n\r\n* You gain a 1d6 expertise die on concentration checks to maintain spells you have cast.\r\n* While wielding weapons and shields, you may cast spells with a seen component.\r\n* Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action. The spell must be one that only targets that creature.",
            "prerequisite": "Requires the ability to cast at least one spell of 1st-level or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/arcanum-master/?format=api",
            "key": "arcanum-master",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects."
                }
            ],
            "name": "Arcanum Master",
            "desc": "Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects.",
            "prerequisite": "Pure Arcanist feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/vengeful-protector/?format=api",
            "key": "vengeful-protector",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain proficiency with shields as weapons."
                },
                {
                    "desc": "You gain proficiency with the Double Team maneuver and do not have to spend exertion to activate it."
                },
                {
                    "desc": "When a creature reduces a party member (not including animal companions, familiars, or followers) to 0 hit points, you gain an expertise die on attacks made against it until the end of combat."
                }
            ],
            "name": "Vengeful Protector",
            "desc": "* You gain proficiency with shields as weapons.\r\n* You gain proficiency with the Double Team maneuver and do not have to spend exertion to activate it.\r\n* When a creature reduces a party member (not including animal companions, familiars, or followers) to 0 hit points, you gain an expertise die on attacks made against it until the end of combat.",
            "prerequisite": "Proficiency with shields",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/heavily-outfitted/?format=api",
            "key": "heavily-outfitted",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Strength score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "You gain proficiency with heavy armor."
                }
            ],
            "name": "Heavily Outfitted",
            "desc": "* Your Strength score increases by 1, to a maximum of 20.\r\n* You gain proficiency with heavy armor.",
            "prerequisite": "Proficiency with medium armor",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/medium-armor-expert/?format=api",
            "key": "medium-armor-expert",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks."
                },
                {
                    "desc": "When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3."
                }
            ],
            "name": "Medium Armor Expert",
            "desc": "* Medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.\r\n* When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3.",
            "prerequisite": "Proficiency with medium armor",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/moderately-outfitted/?format=api",
            "key": "moderately-outfitted",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "You gain proficiency with medium armor and shields."
                }
            ],
            "name": "Moderately Outfitted",
            "desc": "* Your Strength or Dexterity score increases by 1, to a maximum of 20.\r\n* You gain proficiency with medium armor and shields.",
            "prerequisite": "Proficiency with light armor",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/heavy-armor-expertise/?format=api",
            "key": "heavy-armor-expertise",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Strength score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3."
                }
            ],
            "name": "Heavy Armor Expertise",
            "desc": "* Your Strength score increases by 1, to a maximum of 20.\r\n* While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3.",
            "prerequisite": "Proficiency with heavy armor",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/martial-scholar/?format=api",
            "key": "martial-scholar",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain proficiency in a combat tradition of your choice."
                },
                {
                    "desc": "You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know."
                },
                {
                    "desc": "Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a rest."
                }
            ],
            "name": "Martial Scholar",
            "desc": "* You gain proficiency in a combat tradition of your choice. \r\n* You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.\r\n* Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a rest.",
            "prerequisite": "Proficiency with at least one martial weapon",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/ace-driver/?format=api",
            "key": "ace-driver",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain an expertise die on ability checks made to drive or pilot a vehicle."
                },
                {
                    "desc": "While piloting a vehicle, you can use your reaction to take the Brake or Maneuver vehicle actions."
                },
                {
                    "desc": "A vehicle you load can carry 25% more cargo than normal."
                },
                {
                    "desc": "Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result."
                },
                {
                    "desc": "Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus."
                },
                {
                    "desc": "When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward."
                }
            ],
            "name": "Ace Driver",
            "desc": "You are a virtuoso of driving and piloting vehicles, able to push them beyond their normal limits and maneuver them with fluid grace through hazardous situations. You gain the following benefits:\r\n* You gain an expertise die on ability checks made to drive or pilot a vehicle.\r\n* While piloting a vehicle, you can use your reaction to take the Brake or Maneuver vehicle actions.\r\n* A vehicle you load can carry 25% more cargo than normal.\r\n* Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result.\r\n* Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus.\r\n* When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward.",
            "prerequisite": "Proficiency with a type of vehicle",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/monster-hunter/?format=api",
            "key": "monster-hunter",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain an expertise die on checks made to learn legends and lore about a creature you can see."
                },
                {
                    "desc": "You learn the altered strike cantrip."
                },
                {
                    "desc": "You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it."
                },
                {
                    "desc": "You gain the tracking skill specialty in Survival."
                }
            ],
            "name": "Monster Hunter",
            "desc": "* You gain an expertise die on checks made to learn legends and lore about a creature you can see.\r\n* You learn the altered strike cantrip.\r\n* You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.\r\n* You gain the tracking skill specialty in Survival.",
            "prerequisite": "Proficiency with Survival, 8th level or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/divine-orator/?format=api",
            "key": "divine-orator",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Divine Inspiration.** When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.\r\n**Persuasive Speech.** Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed\r\nby you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has\r\nyour alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way."
                }
            ],
            "name": "Divine Orator",
            "desc": "You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Divine Inspiration.** When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.\r\n**Persuasive Speech.** Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed\r\nby you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has\r\nyour alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.",
            "prerequisite": "Proclaimer feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/well-heeled/?format=api",
            "key": "well-heeled",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You are treated as royalty (or as closely as possible) by most commoners and traders, and as an equal when meeting other authority figures (who make time in their schedule to see you when requested to do so)."
                },
                {
                    "desc": "You have passive investments and income that allow you to maintain a high quality of living. You have a rich lifestyle and do not need to pay for it."
                },
                {
                    "desc": "You gain a second Prestige Center. This must be an area where you have spent at least a week of time."
                }
            ],
            "name": "Well-Heeled",
            "desc": "* You are treated as royalty (or as closely as possible) by most commoners and traders, and as an equal when meeting other authority figures (who make time in their schedule to see you when requested to do so).\r\n* You have passive investments and income that allow you to maintain a high quality of living. You have a rich lifestyle and do not need to pay for it.\r\n* You gain a second Prestige Center. This must be an area where you have spent at least a week of time.",
            "prerequisite": "Prestige rating of 2 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/untamed/?format=api",
            "key": "untamed",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Strength or Wisdom score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "You may enter a rage and assume a wild shape using the same bonus action."
                },
                {
                    "desc": "While using a wild shape, you can use Furious Critical with attacks made using natural weapons."
                },
                {
                    "desc": "Any temporary hit points you gain from assuming a wild shape while raging become rage hit points instead."
                },
                {
                    "desc": "You may cast and concentrate on druid spells with a range of Self or Touch while raging."
                }
            ],
            "name": "Untamed",
            "desc": "* Your Strength or Wisdom score increases by 1, to a maximum of 20.\r\n* You may enter a rage and assume a wild shape using the same bonus action.\r\n* While using a wild shape, you can use Furious Critical with attacks made using natural weapons.\r\n* Any temporary hit points you gain from assuming a wild shape while raging become rage hit points instead.\r\n* You may cast and concentrate on druid spells with a range of Self or Touch while raging.",
            "prerequisite": "Prerequisites: 3 levels in berserker, 3 levels in druid (Skinchanger archetype)",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/subtly-skilled/?format=api",
            "key": "subtly-skilled",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You can add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks."
                }
            ],
            "name": "Subtly Skilled",
            "desc": "You can add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks.",
            "prerequisite": "Nightstalker feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/vampire-spawn/?format=api",
            "key": "vampire-spawn",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish any\r\nrest."
                },
                {
                    "desc": "You also gain the Spider Climb and Vampiric Regeneration features.\r\n**Spider Climb.** You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.\r\n**Vampiric Regeneration.** Whenever you start your turn with at least 1 hit point and you haven’t taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus. When you end your turn in contact with running water, you take 20 radiant damage."
                }
            ],
            "name": "Vampire Spawn",
            "desc": "Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish any\r\nrest. You also gain the Spider Climb and Vampiric Regeneration features.\r\n\r\n**Spider Climb.** You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.\r\n**Vampiric Regeneration.** Whenever you start your turn with at least 1 hit point and you haven’t taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus. When you end your turn in contact with running water, you take 20 radiant damage.",
            "prerequisite": "Newblood",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/pure-arcanist/?format=api",
            "key": "pure-arcanist",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "**Divine (Radiant).** When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level."
                },
                {
                    "desc": "**Pure Arcanum (Force).** When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn."
                }
            ],
            "name": "Pure Arcanist",
            "desc": "You gain the following manifestations:\r\n**Divine (Radiant).** When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level. \r\n**Pure Arcanum (Force).** When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.",
            "prerequisite": "Mystic Arcanist feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/newblood/?format=api",
            "key": "newblood",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and  darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet)."
                },
                {
                    "desc": "You also gain a bite natural weapon and the Charming Gaze feature.\r\n\r\n**Bite.** You gain a bite natural weapon you are proficient with. You are only able to bite grappled,   incapacitated, restrained, or willing creatures. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). In addition, once per turn you can choose for your bite to also deal 1d6\r\nnecrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.\r\n**Charming Gaze.** Once between long rests, you magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours."
                },
                {
                    "desc": "Additionally, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight."
                }
            ],
            "name": "Newblood",
            "desc": "You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and  darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet). You also gain a bite natural weapon and the Charming Gaze feature.\r\n\r\n**Bite.** You gain a bite natural weapon you are proficient with. You are only able to bite grappled,   incapacitated, restrained, or willing creatures. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). In addition, once per turn you can choose for your bite to also deal 1d6\r\nnecrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.\r\n**Charming Gaze.** Once between long rests, you magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours.\r\n\r\nAdditionally, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.",
            "prerequisite": "Must have been bitten by a vampire or taken necrotic damage equal to quadruple your level from a single attack or spell",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/wild-rioter/?format=api",
            "key": "wild-rioter",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury."
                },
                {
                    "desc": "When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creature’s turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is  immune to it for the remainder of your rage."
                }
            ],
            "name": "Wild Rioter",
            "desc": "While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury. When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creature’s turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is  immune to it for the remainder of your rage.",
            "prerequisite": "Living Stampede feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/rite-master/?format=api",
            "key": "rite-master",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain a ritual book containing spells that you can cast as rituals while holding it."
                },
                {
                    "desc": "Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell\r\nlist. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or\r\nsorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock."
                },
                {
                    "desc": "If you come across a written spell with the ritual tag (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell."
                }
            ],
            "name": "Rite Master",
            "desc": "You gain a ritual book containing spells that you can cast as rituals while holding it.\r\nChoose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell\r\nlist. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or\r\nsorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.\r\nIf you come across a written spell with the ritual tag (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell.",
            "prerequisite": "Intelligence or Wisdom 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/a-symbol-that-strikes-fear/?format=api",
            "key": "a-symbol-that-strikes-fear",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego."
                },
                {
                    "desc": "In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw."
                }
            ],
            "name": "A Symbol That Strikes Fear",
            "desc": "Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego. In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.",
            "prerequisite": "Equipped for Justice feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/arrow-enchanter/?format=api",
            "key": "arrow-enchanter",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever you make a ranged weapon attack, you can choose to expend a 1st-level or higher spell slot to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a\r\nturn in this way. \r\n**Empowered.** The shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st. \r\n**Unerring.** The shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st."
                }
            ],
            "name": "Arrow Enchanter",
            "desc": "Whenever you make a ranged weapon attack, you can choose to expend a 1st-level or higher spell slot to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a\r\nturn in this way. \r\n**Empowered.** The shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st. \r\n**Unerring.** The shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st.",
            "prerequisite": "Eldritch Archer feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/harbinger-of-things-to-come/?format=api",
            "key": "harbinger-of-things-to-come",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Preach Despair.** A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.\r\n**Preach Hope.** Creatures of your choice within 60 feet of you gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead."
                }
            ],
            "name": "Harbinger of Things to Come",
            "desc": "You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Preach Despair.** A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.\r\n**Preach Hope.** Creatures of your choice within 60 feet of you gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.",
            "prerequisite": "Divine Orator feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/deflector/?format=api",
            "key": "deflector",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack."
                }
            ],
            "name": "Deflector",
            "desc": "When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack.",
            "prerequisite": "Dexterity 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/stealth-expert/?format=api",
            "key": "stealth-expert",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You can try to hide from a creature even while you are only lightly obscured from that creature."
                },
                {
                    "desc": "Your position isn’t revealed when you miss with a ranged weapon attack against a creature you are hidden from."
                },
                {
                    "desc": "Dim light does not impose disadvantage when you make Perception checks."
                }
            ],
            "name": "Stealth Expert",
            "desc": "* You can try to hide from a creature even while you are only lightly obscured from that creature.\r\n* Your position isn’t revealed when you miss with a ranged weapon attack against a creature you are hidden from.\r\n* Dim light does not impose disadvantage when you make Perception checks.",
            "prerequisite": "Dexterity 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/rallying-speaker/?format=api",
            "key": "rallying-speaker",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains 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 rest."
                }
            ],
            "name": "Rallying Speaker",
            "desc": "When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains 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 rest.",
            "prerequisite": "Charisma 13 or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/eldritch-volley-master/?format=api",
            "key": "eldritch-volley-master",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition."
                }
            ],
            "name": "Eldritch Volley Master",
            "desc": "Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.",
            "prerequisite": "Arrow Enchanter feat",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/deadeye/?format=api",
            "key": "deadeye",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them."
                },
                {
                    "desc": "Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit."
                },
                {
                    "desc": "You ignore half cover and three-quarters cover when making a ranged weapon attack."
                }
            ],
            "name": "Deadeye",
            "desc": "Your natural talent or skill makes you lethal with a ranged weapon.\r\n\r\n* You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them. \r\n* Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.\r\n* You ignore half cover and three-quarters cover when making a ranged weapon attack.",
            "prerequisite": "8th level or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/swift-combatant/?format=api",
            "key": "swift-combatant",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Speed increases by 5 feet."
                },
                {
                    "desc": "You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them."
                }
            ],
            "name": "Swift Combatant",
            "desc": "* Your Speed increases by 5 feet. \r\n* You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them.",
            "prerequisite": "8th level or higher",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/shadowdancer/?format=api",
            "key": "shadowdancer",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "You gain darkvision to a range of 60 feet. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet."
                },
                {
                    "desc": "You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend."
                }
            ],
            "name": "Shadowdancer",
            "desc": "* You gain darkvision to a range of 60 feet. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet. \r\n* You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend.",
            "prerequisite": "3 levels in rogue, 3 levels in warlock",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/eldritch-archer/?format=api",
            "key": "eldritch-archer",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity. Ammunition conjured in this way disappears at the end of the turn it was fired."
                },
                {
                    "desc": "When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may\r\nchoose not to deal damage with a ranged weapon attack used to cast a spell."
                }
            ],
            "name": "Eldritch Archer",
            "desc": "* Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity. Ammunition conjured in this way disappears at the end of the turn it was fired.\r\n* When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may\r\nchoose not to deal damage with a ranged weapon attack used to cast a spell.",
            "prerequisite": "3 levels in fighter, 3 levels in wizard, Fighting Style (Archery)",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/mystic-arcanist/?format=api",
            "key": "mystic-arcanist",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Wisdom or Charisma score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier."
                },
                {
                    "desc": "You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Gaining a spell in this way costs a number of sorcery points equal to the spell’s level. You cannot gain a spell that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest."
                }
            ],
            "name": "Mystic Arcanist",
            "desc": "* Your Wisdom or Charisma score increases by 1, to a maximum of 20. \r\n* When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier.\r\n* You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Gaining a spell in this way costs a number of sorcery points equal to the spell’s level. You cannot gain a spell that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest.",
            "prerequisite": "3 levels in cleric, 3 levels in sorcerer",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/proclaimer/?format=api",
            "key": "proclaimer",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check."
                },
                {
                    "desc": "You can use your voice Art Specialty to cast herald spells."
                },
                {
                    "desc": "You can spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level."
                },
                {
                    "desc": "When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed."
                }
            ],
            "name": "Proclaimer",
            "desc": "* Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check.\r\n* You can use your voice Art Specialty to cast herald spells.\r\n* You can spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level.\r\n* When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed.",
            "prerequisite": "3 levels in bard, 3 levels in herald",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/nightstalker/?format=api",
            "key": "nightstalker",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Dexterity or Wisdom score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "You can deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons."
                },
                {
                    "desc": "You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks."
                },
                {
                    "desc": "In addition, you gain the following special focus feature:\r\n**Twilight Vanish.** On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear: after moving this way you may immediately take the Hide action."
                }
            ],
            "name": "Nightstalker",
            "desc": "* Your Dexterity or Wisdom score increases by 1, to a maximum of 20.\r\n* You can deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons.\r\n* You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks.\r\n\r\nIn addition, you gain the following special focus feature:\r\n**Twilight Vanish.** On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear: after moving this way you may immediately take the Hide action.",
            "prerequisite": "3 levels in adept, 3 levels in rogue",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/vigilante/?format=api",
            "key": "vigilante",
            "has_prerequisite": true,
            "capabilities": [
                {
                    "desc": "Your Wisdom or Dexterity score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "You have an alter ego, an identity associated with a costume or disguise. This alter ego can be as  complicated as a full outfit with a history or legends surrounding it or a simple mask or cowl. You can assume or remove this alter ego as an action and it can be worn with all types of armor."
                },
                {
                    "desc": "You gain a 1d8 expertise die and advantage on Deception checks made regarding your alter ego,  Persuasion checks made to dissuade others from connecting you to your alter ego, and on disguise kit checks."
                },
                {
                    "desc": "Your alter ego has its own Prestige rating that may increase or decrease as you perform deeds while in your alter ego. In addition, while in your alter ego you gain a 1d8 expertise die on Prestige checks."
                },
                {
                    "desc": "While in your alter ego, you may make a Prestige check and use that result in place of any Intimidation or Persuasion check you would otherwise make."
                }
            ],
            "name": "Vigilante",
            "desc": "* Your Wisdom or Dexterity score increases by 1, to a maximum of 20.\r\n* You have an alter ego, an identity associated with a costume or disguise. This alter ego can be as  complicated as a full outfit with a history or legends surrounding it or a simple mask or cowl. You can assume or remove this alter ego as an action and it can be worn with all types of armor. \r\n* You gain a 1d8 expertise die and advantage on Deception checks made regarding your alter ego,  Persuasion checks made to dissuade others from connecting you to your alter ego, and on disguise kit checks.\r\n* Your alter ego has its own Prestige rating that may increase or decrease as you perform deeds while in your alter ego. In addition, while in your alter ego you gain a 1d8 expertise die on Prestige checks.\r\n* While in your alter ego, you may make a Prestige check and use that result in place of any Intimidation or Persuasion check you would otherwise make.",
            "prerequisite": "3 levels in adept, 3 levels in ranger",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/athletic/?format=api",
            "key": "athletic",
            "has_prerequisite": false,
            "capabilities": [
                {
                    "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20."
                },
                {
                    "desc": "When you are prone, standing up uses only 5 feet of your movement (instead of half)."
                },
                {
                    "desc": "Your speed is not halved from climbing."
                },
                {
                    "desc": "You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet)."
                }
            ],
            "name": "Athletic",
            "desc": "Your enhanced physical training grants you the following benefits:\r\n\r\n* Your Strength or Dexterity score increases by 1, to a maximum of 20.\r\n* When you are prone, standing up uses only 5 feet of your movement (instead of half).\r\n* Your speed is not halved from climbing.\r\n* You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet).",
            "prerequisite": "",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/attentive/?format=api",
            "key": "attentive",
            "has_prerequisite": false,
            "capabilities": [
                {
                    "desc": "When rolling initiative you gain a +5 bonus."
                },
                {
                    "desc": "You can only be surprised if you are unconscious. A creature attacking you does not gain advantage from being hidden from you or unseen by you."
                }
            ],
            "name": "Attentive",
            "desc": "Always aware of your surroundings, you gain the following benefits:\r\n\r\n* When rolling initiative you gain a +5 bonus.\r\n* You can only be surprised if you are unconscious. A creature attacking you does not gain advantage from being hidden from you or unseen by you.",
            "prerequisite": "",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/brutal-attack/?format=api",
            "key": "brutal-attack",
            "has_prerequisite": false,
            "capabilities": [
                {
                    "desc": "After making a melee attack, you may reroll any weapon damage and choose the better result. This feat can be used no more than once per turn."
                }
            ],
            "name": "Brutal Attack",
            "desc": "After making a melee attack, you may reroll any weapon damage and choose the better result. This feat can be used no more than once per turn.",
            "prerequisite": "",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/feats/bull-rush/?format=api",
            "key": "bull-rush",
            "has_prerequisite": false,
            "capabilities": [
                {
                    "desc": "After dashing (with the Dash Action) at least ten feet towards a foe, you may perform a bonus action to select one of the following options.\r\n**Attack.** Make one melee weapon attack, dealing an extra 5 damage on a hit. \r\n**Shove.** Use the Shove maneuver, pushing the target 10 feet directly away on a success."
                }
            ],
            "name": "Bull Rush",
            "desc": "Your headlong rush devastates your foes. After dashing (with the Dash Action) at least ten feet towards a foe, you may perform a bonus action to select one of the following options.\r\n**Attack.** Make one melee weapon attack, dealing an extra 5 damage on a hit. \r\n**Shove.** Use the Shove maneuver, pushing the target 10 feet directly away on a success.",
            "prerequisite": "",
            "document": "https://api-beta.open5e.com/v2/documents/a5esrd/?format=api"
        }
    ]
}