Feats (Hyrule Supplement)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
The Forsaken
Southern Hyrule
Termina
Holodrum
Labrynna
Islands of the Great Sea
Islands of the Sky
Subrosia
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Revised Two-Weapon Fighting
Stacking Disadvantage
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This content is intended for the Hyrule campaign setting and the variant rules it uses. The feats on this page are intended to replace the feats available in the Player's Handbook.


A feat represents a talent or competence that gives a character extraordinary capabilities. It embodies training, experience, and abilities beyond what a class provides.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, a feat might require you you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from that feat until your Strength is restored. You can take each feat only once, unless the feat’s description says otherwise.

There are two main ways to gain a feat, though your DM may allow additional options.

Gaining a feat at 1st level

At character creation only, you can choose to decrease four of your ability scores by 1 each to gain a feat of your choice. This sacrifice represents a deficiency in other areas of your life spent dedicated to training and experience to master the feat you choose. The scores you choose to decrease are subject to two restrictions:

  1. You must choose four different ability scores to decrease, and cannot decrease the same ability score multiple times.
  2. If you are of a race that grants a bonus of 2 or higher to an ability score, you must choose any or all ability scores that your race increases by more than 1. For example, due to his or her race, a zora has +2 Wisdom, so if using this option a zora must choose to decrease Wisdom in addition to three other ability scores.
Gaining a feat at later levels

At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a feat of your choice instead.

General Feats[edit]

All-Nighter[edit]

You have mastered an ancient and infamous form of sleep deprivation. You gain the following benefits:

  • Increase your Constitution score by 1, if doing so does not exceed your maximum score for that ability.
  • You never need to sleep. You can complete and gain the benefits of a long rest while remaining conscious throughout.
  • Magic can't render you unconscious. You otherwise have advantage on any ability checks and saving throws made to avoid falling unconscious.
  • Unless your eyes are damaged, you have no need to blink. You have advantage on saving throws to avoid being blinded.

Ambusher[edit]

You are well-trained in guerilla warfare. You gain the following benefits:

  • When you attack a creature that is surprised, you gain +2 bonus on the attack roll.
  • You add a +2 bonus to your initiative rolls.
  • 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.

Climate Resistance[edit]

Through repeated and prolonged exposure to either heat or cold, you have built up a powerful tolerance to temperature extremes and harsh environments. Your Constitution score increases by 1, but does not exceed your maximum score for that ability. You also gain one of the following benefits:

  • You have resistance to cold damage. You can easily endure environments of extreme cold.
  • You have resistance to fire damage. You can easily endure environments of extreme heat.

Evasive Footwork[edit]

Prerequisite: Dexterity 13 or higher
You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:

  • The first 5 feet you move on your turn never provokes opportunity attacks.
  • When you use your action to Dash, your movement does not provoke opportunity attacks until the end of your turn.
  • When you are hit with a melee attack, you can use your reaction to move up to your speed without provoking opportunity attacks from that creature. If you do so, you cannot move again until after the end of your next turn.

Fated[edit]

The gods have already decided your fate. Whenever you finish a long rest, the DM rolls a d20 in secret. Until you next finish a long rest, anytime you make an ability check, attack roll, or saving throw and the d20 lands on a 2 or a 3, the result is replaced with the result the DM rolled earlier. You can discern a degree of success or failure for each replaced roll, but never gain knowledge of the exact number of your fated roll.

Foe Hunter[edit]

With study, practice, and perhaps a grudge, you have learned to excel at tracking and defeating your chosen quarry. Choose a creature type from aberrations, beasts, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You can elect to instead choose two humanoid races (such as moblins and lizalfos). You gain the following benefits:

  • In the first round of any combat, you have advantage on attack rolls against your chosen foe.
  • You have advantage on Wisdom (Survival) checks made to track your chosen foe, and any Intelligence checks made to recall lore about them.
  • When you are targeted by an attack from your chosen foe, you can use your reaction to impose disadvantage on the attack roll.
  • You have a +2 bonus on any saving throw forced on you by your chosen foe.

Grappler[edit]

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.

Hearty[edit]

Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:

Impostor[edit]

You have developed impeccable mimicry and acting ability, and gain the following benefits:

  • Increase your Charisma score by 1, if doing so does not exceed your maximum score for that ability.
  • 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.
  • You have advantage on Charisma checks made to pass yourself off as a different creature.
  • You gain proficiency with the disguise kit. If you are already proficient, or later would gain proficiency a second time, you instead gain expertise with the disguise kit.

Leaper of Roc[edit]

You have trained your capability to jump to the extremes. You gain the following benefits:

  • Increase your Strength score by 1, if doing so does not exceed your maximum score for that ability.
  • When determining how far or high you can jump, your Strength score is doubled. You make every jump as though you had a running start of 10 feet.
  • You have advantage on any ability check made to jump.
  • You can perform a single long jump or high jump in place of your normal movement. This movement still provokes opportunity attacks, but may enable you to ignore difficult terrain or other hazards more easily.
  • While you aren't incapacitated, you have resistance to damage incurred from falling.

Magic Container[edit]

Prerequisite: Spellcasting feature
You are able to store magic power more efficiently than others, and gain the following benefits:

  • When you gain this feat, add half your level (rounded down) to your magic point maximum. Your magic point maximum increases by 1 at every even-numbered level you gain after this.
  • When you complete a short rest and have 2 or fewer magic points remaining, you regain a number of magic points equal to your proficiency bonus.

Martial Artist[edit]

You have mastered the esoteric art of fighting unarmed. You gain the following benefits:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This kind of unarmed strike is considered a light weapon for the purpose of two-weapon fighting.
  • You can substitute your Dexterity modifier for your Strength modifier on attack and damage rolls with unarmed strikes.
  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.
  • When you are unarmed and both of your hands are free, you add a +1 bonus to your AC.

Medic[edit]

You are trained and knowledgeable in treating injuries on the field of battle, and other dire situations. You gain the following benefits:

  • You gain proficiency in your choice of either the Medicine skill or the apothecary's kit. If you are already proficient in both of these, you can instead gain proficiency in any tool of your choice.
  • When you use your action to successfully stabilize a dying creature, that creature also regains 1 hit point.
  • When you complete a short rest, you can treat your wounds and those of nearby creatures resting with you. When an affected creature rolls Hit Dice to restore hit points at the end of this rest, it can add your Wisdom or Intelligence modifier to the roll instead of its Constitution modifier.

Mounted Warrior[edit]

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 Strength-based 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 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.

Night Seer[edit]

You have spent many years honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:


Paragon[edit]

You have spent countless hours honing your mind or body to new peaks not often attainable by mere mortals. Choose one ability score. Your maximum score for your chosen ability increases by 2.

Pegasus[edit]

You are exceptionally swift on your feet. You gain the following benefits:

  • Your base walking speed increases by 10 feet.
  • The distance of your long jump increases by 5 feet if you have a running start.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • If 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 can roll one extra damage die for a Strength-based weapon attack if you hit with it, or gain advantage on the Strength (Athletics) check.

Perceptive[edit]

You are quick to notice details in your environment, and analyze visible phenomenon with relative ease. You gain the following benefits:

Powerlifter[edit]

Prerequisite: Strength 13 or higher

You have trained to lift weights and push your physical limits. You gain the following benefits:

  • Increase your Strength score by 1, if doing so does not exceed your maximum score for that ability.
  • The weight you can push, drag, or lift is doubled. Your carrying capacity or encumbrance is similarly doubled, unless you already benefit from an effect which doubles it.
  • You have advantage on all Strength checks made to push, drag, or lift objects.
  • You have advantage on all Strength (Athletics) checks to avoid being shoved or grappled.

Reactionary[edit]

Prerequisite: Stamina Meter feature
You have learned how to react faster than most can think, and this carries over to your combat capabilities. You gain the following benefits:

Sheikah Yogi[edit]

You have mastered ancient sheikah arts of focus and self-preservation. You gain the following benefits:

Spellcasting Adept[edit]

Your magic point maximum increases by 2.

Choose a class and subclass from researcher or sage. You learn two cantrips of your choice from that subclass'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 by expending 2 magic points.

Your spellcasting ability for these spells depends on the class you chose: Intelligence for researcher, or Wisdom for sage.

Tough as Nails[edit]

When you gain this feat, all of your Hit Dice increase in size by one step, and your hit points increase by an amount equal to your level. Whenever you gain Hit Dice and hit points after this, your newly gain Hit Die is treated as though it was one size larger. You cannot increase a Hit Die above d12.

Normal
HD
Enhanced
HD
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

Vessel of Stamina[edit]

Prerequisite: Stamina Meter feature
You are a paragon of athletic endurance, and gain the following benefits:

  • When you gain this feat, add half your level (rounded down) to your stamina point maximum. Your stamina point maximum increases by 1 at every even-numbered level you gain after this.
  • As a bonus action, you can expend 1 stamina point to take the Dash action.
  • You have advantage on Constitution saving throws and ability checks to push your body to the extremes of athletic stamina over an abnormally long period of time, such as running a marathon or climbing a mountain.

Whirling Blade[edit]

Prerequisite: Extra Attack feature
After much effort and training, you have mastered the esoteric martial technique referred to by some as the spin attack. You gain the following benefits:

  • As an action, you can make one melee weapon attack against any or all creatures within 5 feet of you. If you hit a swarm with this attack, it does not resist the damage you deal.
  • You can expend 6 stamina points or 3 magic points to either perform two Whirling Blade attacks with one action, or increase its range to 10 feet.
  • When you use your action to break free from being grappled or restrained, you spin your body in such a way that you gain advantage on any ability check or saving throw to escape.


Mastery Feats[edit]

Feats in this section primarily grant proficiency.

Library of Knowledge[edit]

You have studied and retained more book-borne knowledge than should be humanly possible, and gain the following benefits:

  • Increase your Intelligence score by 1, if doing so does not exceed your maximum score for that ability.
  • You gain proficiency in any any two of following skills: Arcana, History, Medicine, Nature, and Religion. You can replace any or all of these skills with proficiency in an equal number of tools.
  • You can accurately remember anything you've read in the past month. Even if it was in a language you didn't understand, you can reproduce the characters or runes you saw.

Master of Bombs[edit]

Prerequisite: Proficiency with at least one martial weapon
You gain the following benefits:

Master of Armor[edit]

You have trained extensively with armor. Choose two of the following benefits. You gain those two benefits.

  • Increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.
  • You gain proficiency with light armor.
  • You gain proficiency with medium armor, and with shields (but not heavy shields). To choose this option, you either must have been proficient with light armor before you gained this feat, or must gain proficiency with light armor as one of the two benefits from this feat.
  • If you are proficient with medium armor, or become proficient with it due to this feat: you gain proficiency with heavy armor, and with all shields. To choose this option, you must have been proficient with medium armor before you gained this feat, or must gain proficiency with medium armor as one of the two benefits from this feat.

You can gain this feat multiple times.

Master of Rods[edit]

You gain the following benefits:

Master of Skills[edit]

You gain proficiency with a combination of any three skills or tools of your choice.

Master of Weapons[edit]

You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, if doing so does not exceed your maximum score for that ability.
  • You gain proficiency with all simple weapons, or any combination of four simple or martial weapons of your choice.

Resilience[edit]

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, if doing so does not exceed your maximum score for that ability.
  • You gain proficiency in saving throws using the chosen ability.
  • If you chose Intelligence, your heightened mental resilience also gives advantage on saving throws against the charmed and frightened conditions.


Expertise Feats[edit]

The feats in this section primarily grant expertise in at least one tool or skill.

Aggressor[edit]

You are unnaturally eager to take out your aggression on your enemies, and gain the following benefits:

  • As a bonus action, you can move up to half your speed directly towards a hostile creature you can see or hear.
  • You gain proficiency in the Intimidation skill. If you are already proficient, or would gain proficiency a second time, you instead gain expertise in Intimidation.

Beast Kin[edit]

You have an unusually strong bond with animals, and can even converse with them as easily as humanoids converse with another. You gain the following benefits:

Expert[edit]

You have trained and studied to be the very best, like no one ever was. Choose one skill or one professional tool in which you are proficient. You gain the following benefits:

  • You gain expertise in the skill or tool you chose.
  • If you chose a professional tool, the Medicine skill, or an Intelligence-based skill, increase your Intelligence score by 1 if doing so does not exceed your maximum score for that ability.
  • When you make an ability check with the chosen skill or tool and the d20 lands on a 1 or 2, you can roll again and use the new result.

Masterful Artisan[edit]

Prerequisite: Proficiency with an artisan's tool
Whether by natural talent or exceptional training, you are abnormally talented with tools. Choose one artisan's tool with which you are proficient. You gain the following benefits:

  • Increase your Intelligence score by 1, if doing so does not exceed your maximum score for that ability.
  • You gain expertise in the chosen tool.
  • When you use your chosen tool to craft an item as a downtime activity, you make progress per day in 100 rupee increments instead of 50 rupee increments.
  • When you use your chosen tool to make a living during a downtime activity, you make double the amount of rupees you otherwise would.
  • If an item has been damaged by rust, fractures, or other repairable damage, you can flawlessly repair that item as part of a short rest if you have access to appropriate tools. You can do this even if you aren't proficient with the appropriate tools.


Weapon and Shield Feats[edit]

The feats in this section primarily improve your capabilities with a type of weapon or a type of shield with which you are already proficient.

Boomeranger[edit]

You gain the following benefits when you throw a weapon with the returning property:

  • The weapon returns to you even if you hit your target.
  • There are no space requirements. The weapon returns to you even if there are obstructions near the target.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with a weapon that has the returning property.
  • Attacks made by a weapon that has the returning property ignore half cover and three-quarters cover.

Ball and Chain Soldier[edit]

Prerequisite: Proficiency with the ball and chain
You have trained to notorious levels of skill and power with the fearsome weapon known as the ball and chain. You gain the following benefits:

  • Increase your Strength score by 1, if doing so does not exceed your maximum score for that ability.
  • You master wide, sweeping attacks with the ball and chain. When you wield one it has a reach of 10 feet instead of 5 feet.
  • You can use the weapon's bulk as an improvised shield. While wielding a ball and chain in two hands, you add a +1 bonus to your AC.
  • If you use your action to throw a ball and chain a distance of 20 feet or less, you can maintain a grip on the chain. While you maintain this grip, you can use your interaction for the turn to hurl the thrown weapon back to your space. Alternatively, you can use your normal movement to move to where the weapon landed. In either case you are considered to be wielding the thrown weapon again.

Deft Aegis[edit]

Prerequisite: Proficiency with shields
Your familiarity with shields allows you to handle them with an ease others envy. You gain the following benefits:

  • You can don or doff a shield (but not a heavy shield) as if you were drawing or stowing a weapon, rather than as an action.
  • You can hold or grasp an item with an arm that's wearing a shield (but not a heavy shield). You can't make attacks using anything you're grasping with this arm.
  • When making ranged attacks using a one-handed weapon and wearing a shield (but not a heavy shield), you are considered to have a hand free for the purposes of both the Ammunition and Loading weapon properties.
  • You know just how to maneuver your shield to help you in sticky situations. Whenever you make an ability score contest to avoid being shoved or grappled, you may use your reaction to move your shield in the way, adding a +2 bonus to the check.

Dual-Wielding Ace[edit]

You have mastered the art of two-weapon fighting. You gain the following benefits while you wield a separate weapon in each hand:

  • You gain a +1 bonus to your AC.
  • You can add your ability modifier to the damage of the attack you make as a bonus action.
  • When you use the Attack action and land a critical hit with at least one attack, you gain advantage on the attack roll you make as a bonus action.

Perfect Guard[edit]

Prerequisite: Dexterity 13 or higher
While you are wielding a finesse weapon or a shield 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 it to miss you.

If you use this reaction against a ranged weapon attack that deals bludgeoning damage, and the attack misses you, you can redirect the attack back at who sent it as part of this same reaction. Make a ranged attack roll against the target, adding your Dexterity bonus but not your proficiency modifier. On a hit, damage for the attack is rolled as normal, using the original attacker's ability modifiers and features.

Titan Fighter[edit]

Prerequisite: Small or Medium size, and 13 Strength or higher
You've trained extensively to battle with weapons built for creatures larger than you. If you are Small, you gain the following benefits:

  • Your Strength score increases by 1, if doing so does not exceed your maximum score for that ability.
  • You can wield weapons as if you were of Medium size.
  • Your size is considered Medium for the purpose of grappling.

If you are Medium, you instead only gain the following benefit:



Back to Main Page5e HomebrewCampaign SettingsHyrule

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors