Out of the 75 official feats for DND 5E, a few have a racial prerequisite. This article will list those race specific feats to help you know what is available to the next character that you make. All 15 feats are from Xanathar’s Guide to Everything.
Race Exclusive Feats in DND 5E
|Bountiful Luck||Halfling||An ally within 30 ft of you can reroll a 1 on a d20 if you let them. (Reaction)|
|Dragon Fear||Dragonborn||+1 in Strength, Constitution, or Charisma (Choose one) [Max 20]|
Your Breath Weapon can frighten instead of dealing damage.
|Dragon Hide||Dragonborn||+1 in Strength, Constitution, or Charisma (Choose one) [Max 20]|
Your armor class becomes 13 + your Dexterity Modifier
Your retractable claws deal 1d4 + your Strength modifier slashing damage.
|Drow High Magic||Drow Elf||You can cast the following spells:|
Detect Magic (at will)
Levitate (1 per long rest)
Dispel Magic (1 per long rest)
|Dwarf Fortitude||Dwarf||+1 in Constitution|
Using the Dodge Action, you can spend one Hit Die to heal yourself while in combat.
|Elven Accuracy||Elf or Half-Elf||+1 in Dexterity, Intelligence, Wisdom, or Charisma (Choose one) [Max 20]|
You can reroll one of your D20 Dice for an attack that you have advantage with (Once per attack)
|Fade Away||Gnome||+1 in Dexterity or Intelligence (Choose one) [Max 20]|
If you take damage, you can use your reaction to turn invisible.
|Fey Teleportation||High Elf||+1 in Intelligence or Charisma (Choose one) [Max 20]|
You gain the ability to speak, read, and write in Sylvan
You can cast the misty step spell (1/short rest).
|Flames of Phlegethos||Tiefling||+1 in Intelligence or Charisma (Choose one) [Max 20]|
If you roll a 1 for damage for any fire spell you cast, you may reroll to get greater damage. You must take the new roll, even if it is another 1.
When you cast a fire spell, a wreath of flames surrounds you. These flames do not damage you or your possessions but emit 30 feet of bright light and 30 feet of dim light centered on you. If a melee attack from a creature within 5 feet hits you, the flames will inflict 1d4 fire damage to the attacker in retaliation. [Lasts until the end of your next turn]
|Infernal Constitution||Tiefling||+1 in Constitution [Max 20]|
You gain Resistance to cold and poison damage.
You have advantage on saving throws against being poisoned.
|Orcish Fury||Half-Orc||+1 in Strength or Constitution (Choose one) [Max 20]|
When you hit with an attack using a simple or martial weapon, you may roll one of the weapon’s damage dice an additional time, adding it as extra damage. The damage type is whatever the weapon damage type is. (1 per short or long rest)
Immediately after you trigger Relentless Endurance, you can use your reaction to make a single weapon attack.
|Prodigy||Half-Elf, Half-Orc, Human||You gain proficiency with a skill and tool|
You learn another language of your choice
You gain Expertise with one skill that you are proficient in. Expertise doubles your proficiency bonus with that skill.
|Second Chance||Halfling||+1 in Dexterity, Constitution, or Charisma (Choose one)|
Force a creature to reroll its attack roll if it hits you.
|Squat Nimbleness||Dwarf or a Small Race||+1 in Strength or Dexterity (Choose one)|
Your speed increases by 5 ft
Gain proficiency and advantage to escape with Acrobatics or Athletics checks.
|Wood Elf Magic||Woof Elf||You learn one druid cantrip of your choice.|
Gain the ability to cast long strider and pass without trace spells (1/long rest).
Homebrew Race Specific Feats
The 15 race specific feats that come with Xanathar’s Guide to Everything only include feats for the original races from the Player’s Handbook. Therefore, many races are excluded from this list and must instead choose from the pool of 60 feats.
To help remedy this, I’ve developed a few Homebrew Race-specific feats to broaden your selection.
|Strength of the Mountain||Mountain Dwarf||Your hands are rough and calloused from your youth traversing the mountain range from your homeland. As a result, you have excellent gripping capabilities.|
+1 Strength, or +1 Dexterity (Choose one)
Gain Advantage on the Grapple Action against creatures the same size as you and one size larger.
Able to grapple targets up to two sizes larger than you, with disadvantage at the limit.
Enemies grappled by you have disadvantage in escaping your grapple unless they are two sizes larger than you.
|Embrace of the Wild||Forest Gnome||Your time spent living in the forest in your youth has granted you an excellent sense of perception and balance.|
Gain Proficiency in Perception checks or Expertise if already proficient.
|Elemental Sturdiness||Stout Halfling||You were born in a plane filled with powerful Magic. That Magic has seeped into your body, granting you elemental Resistance.|
+1 Constitution, +1 Wisdom, or +1 Intelligence (Choose one)
Choose a type of Elemental damage to become resistant to. (Fire, Cold, Lightning, Thunder, Acid, Poison)