D&D5/Feats

=Regional=

Cormyr and Sembia

 * Caravanner: Proficiency Animal Handling and Geography.


 * Discipline: Advantage Wisdom save.


 * Foe Hunter (goblinoids): Advantage Deception, Insight, Perception and Survival against goblinoids.


 * Furious charge: +d6 damage when making attack after moving 20+ feet in straight line.


 * Saddleback: Advantage Animal Handling when riding.


 * Mercantile: Advantage on Appraise and Persuasion for selling things.


 * Silver palm: Proficiency Deception and Insight.


 * Twin Sword style: +1 AC.

Amn

 * Silver palm: Proficiency Deception and Insight.
 * Cosmopolitan: Proficiency Persuasion and Deception.
 * Street Smart: Proficiency Intimidation and Streetwise.

Ankheg Tribe Ambush
You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt.

You gain a Expertise on Stealth when prone in tall grass. During a surprise round, you can leap up from prone position as a free action.

Fleet of Foot
You run nimbly.

Benefit: +10 feet move.

Horse Nomad
You have been raised in a culture that relies upon riding and shooting.

Benefit: You gain Martial Weapon Proficiency (light lance), Martial Weapon Proficiency (scimitar), and Martial Weapon Proficiency (composite shortbow), and Proficiency in Animal Handling.

Survivor
Your people thrive in places that others find almost uninhabitable, and they know many of the secrets of the wilderness.

Benefit: Advantage Con saves and Survival.