Feats (Hyrule Supplement)
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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:
- You must choose four different ability scores to decrease, and cannot decrease the same ability score multiple times.
- 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]
Advanced Spellcaster[edit]
Prerequisite: Neophyte or Spellcasting Apprentice feat or Spellcasting feature.
Your continued studies in magic have advanced your skills. You gain the following benifits:
- Increase your Intelligence, Wisdom or Charisma ability score by 1, if doing so does not exceed your maximum score for that ability.
- If you have the Neophyte or Spellcasting Apprentice feat, you may add your spellcasting ability modifier to damage rolls of your chosen cantrips and spell.
- If you have the Spellcasting class feature but not the Neophyte or Spellcasting Apprentice feat, choose one cantrip from any of your spell lists. You may add your spellcasting ability modifier to damage rolls of that cantrip.
- If you have either the Neophyte or Spellcasting Apprentice feat and the Spellcasting class feature, you receive both of the above benefits
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 don't need to sleep, and magic can't put you to sleep. You can complete and gain the benefits of a long rest while remaining conscious throughout.
- You have advantage on any ability check or saving throw made to avoid falling unconscious.
- Under most circumstances, you have no need to blink. You have advantage on saving throws to avoid being blinded.
Ambusher[edit]
You are well-trained in shock and awe tactics, and know how to get the jump on your opponents. You gain the following benefits:
- Increase your Dexterity or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You can add your proficiency 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.
Attuned Elemental[edit]
Either through natural talent, practice or preference, you have a particular fondness for a specific element. You gain the following benifits:
- Increase your Intelligence, Wisdom or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- Choose 1 damage type other than slashing, bludgeoning or piercing. When casting a spell, you can change the damage dealt by that spell to the damage type you selected. However, you have a -2 penalty to damage rolls of spells if they do not inflict your chosen damage type.
- You gain resistance to your selected damage type. If you already had resistance to your chosen damage type, your resistance to that damage becomes an immunity instead.
You can take this feat multiple times, adding the damage type to the type(s) that don't get their damage halved.
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. You gain the following benefits:
- Increase your Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- Choose cold or fire damage. You gain resistance to your chosen damage type. If you already had resistance to your chosen damage type, your resistance to that damage becomes an immunity instead.
- You also gain the ability to protect up to 5 other creatures from adverse conditions depending on your chosen damage type; Extreme Cold if you chose cold damage, or Extreme Heat if you chose fire damage.
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 half of your speed without provoking opportunity attacks from the provoking creature.
Fated[edit]
The gods have already decided your fate. You gain the following benefit, which is a sign of divine meddling:
- Whenever you finish a long rest, roll two d20s and record the numbers rolled. These are your Fated rolls. You can replace any attack roll, ability check, or saving throw that you make with one of these Fated rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each Fated roll can be used only once. When you finish a Long Rest, you lose any unused Fated rolls.
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 the following list: aberrations, beasts, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, constructs, or undead. You can elect to instead choose two humanoid races (such as moblins and lizalfos). You gain the following benefits:
- The type of creature(s) you chose for this feat becomes your favored enemy. If you have a feature that already gives you a favored enemy, such as a Hunter's Favored Foe ability, creatures you chose with either ability are your favored enemies.
- In the first round of combat, you have advantage on attack rolls against your favored enemy.
- You have advantage on Dexterity (Stealth) checks made while you are tracking your favored enemy, and any Wisdom (Perception) checks to find your favored enemy.
- The first time each turn that you make a called shot against your favored enemy by spending stamina points, it only costs 1 stamina point instead of 2.
- If you do not have stamina points, you instead gain the ability to make a called shot against your favored enemy without expending stamina points once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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:
- Increase your Strength score by 1, if doing so does not exceed your maximum score for that ability.
- You have advantage on attack rolls against a creature you are grappling.
- You don't have to spend extra movement to move a creature grappled by you if the creature is your size or smaller.
- You can use your bonus action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, that creature is restrained until the grapple ends or you move 5 or more feet.
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:
- Increase your Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- When you are reduced to 0 hit points, but not killed outright, you are reduced to 1 hit point instead. You must complete a short or long rest before this feature can be used again.
- When you finish a long rest, you gain temporary hit points equal to your proficiency bonus plus your Constitution modifier.
- Whenever you regain hit points as a result of a spell, potion, or class feature, you regain additional hit points equal to your Constitution modifier (minimum of 1).
Hero's Shade[edit]
Prerequisite: Have one or more Tunic Techniques or an Instructor who does.
Through extensive guidance, you have learned the ways of the ancient Heroes of Hyrule. You gain the following benefit:
- Your stamina point maximum increases by 2.
If you know one or more Tunic Techniques, you gain the following benefit:
- You may learn one additional Tunic Technique. You must have the necessary number of stamina points needed to use the technique.
If you are a Tunic of 14th level or higher, you may instead learn one Heroic Technique of your choice. You can only ever gain one Heroic Technique from this feat, even if you take this Feat again.
If you do not know a Tunic Techniques, you instead gain the following benefit:
- You may learn one Tunic Technique of your choice. You must have the necessary number of stamina points needed to use the technique. Your instructor does not have to know this technique, but they must be able to learn the technique they are trying to teach you.
Each time you gain a level, you can change a technique you gained from this Feat to another eligible technique.
You can take this feat more than once, but you must choose a different Tunic Technique each time.
Item Master[edit]
Prerequisite: Dexterity 13 or higher, or Proficiency with Sleight of Hand
You have an innate understanding of the tools at your disposal and move swiftly enough to switch between them at a moment’s notice. You gain the following benefits:
- Increase your Dexterity score by 1, if doing so does not exceed your maximum score for that ability.
- You gain an additional free interaction on each of your turns, which can involve an object or feature of the environment.
- If you use the use an object action or your free interaction and a roll is required to activate or use the item, you have advantage on that roll.
- You gain the ability gauge the function of most items via a short examination. If you study an item over the course of 10 minutes, you learn the item's properties as if you had cast identify on that item.
You also learn the item's intended function and whether or not a curse is present on the item (but not necessarily that curse's effects).
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 you make as part of a jump.
- The first 10 feet you jump each turn does not cost you any movement.
- 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:
- Increase your Intelligence, Wisdom or Charisma by 1, if doing so does not exceed your maximum score for that ability.
- 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.
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:
- Increase your Strength, Dexterity or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- While mounted, you have advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.
- While mounted, you can force an attack that hits your mount to hit you instead if you don't have the incapacitated condition
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be incapacitated.
Neophyte[edit]
Through herosim, pacts or research, you have gained limited magical power. You gain the following benefits:
- Increase your Charisma score by one, if doing so does not exceed your maximum score for that ability.
- Your magic point maximum increases by 2.
- Choose a Scion class and subclass. 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.
Charisma is your spellcasting ability for these spells
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:
- Increase your Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 30 feet.
- You can see through any lightly obscured area as if it wasn't obscured.
- No creature within 30 feet of you can make an attack roll with advantage against you unless you're incapacitated.
Occult Dabbler[edit]
You have peeked behind the veil of forbidden knowledge, and have returned stronger for it. You gain the following benefits:
- Increase your Intelligence, Wisdom or Charisma score by one, if doing so does not exceed your maximum score for that ability.
- You gain one General Occult Mutation of your choice. If your Occult Mutation requires an attack roll, damage roll or saving throw, you may use the ability score increased by this feat in place of your Intelligence modifier for that Mutation. You may change your chosen Occult Mutation upon gaining a level.
This feat can be gained multiple times. If you have already gained an Occult Mutation from this feat, you instead gain the following benefits:
- Increase your Intelligence, Wisdom or Charisma score by one, if doing so does not exceed your maximum score for that ability.
- You may now choose an Advanced Occult Mutation or a Study Field Mutation, as well as an Occult Subject in addition to the Occult Mutation chosen previously. You may use your character level in place of the required Occultist level prerequisite required by certain Occult Mutations. If you have Multiclassed, you may use the higher of your two class levels. You may change this Occult Mutation upon gaining a level, but cannot change your Occult Subject unless otherwise allowed by your DM.
Pack Leader[edit]
Prerequisite: Have taught at least one Trick to an Animal Companion
You have formed a strong bond with your Animal Companion, and have become a member of the pack. You gain the following benefits.
- You may have up to two Animal Companions at a time, instead of one.
- Your animal companion(s) can now be either Beasts or Monstrosities, but they must still be of size Large or smaller and have an Intelligence score of 3 or lower.
- You can use your bonus action to command both of your Animal Companions at the same time, but you must command both of them to perform the same action. If this action requires knowing a Trick, it must be a Trick both animals know.
- You can attempt to teach an Animal Companion a new trick over the course of a single day, rather than over the course of a week.
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. You gain the following benefits:
- Your maximum score for the chosen ability score increases by 2.
- Increase the chosen ability score by 1, if doing so does not exceed your new maximum score for that ability.
You may take this feat multiple times, but you must choose a different ability score each time.
Pegasus[edit]
You are exceptionally swift on your feet. You gain the following benefits:
- Increase your Dexterity or Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- Your base walking speed increases by 10 feet.
- When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
- Opportunity Attacks have Disadvantage against you.
Perceptive[edit]
You are quick to notice details in your environment, and analyze visible phenomenon with relative ease. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- You have advantage on sight-based Wisdom (Perception) and Intelligence (Investigation) checks (this does not apply to your passive scores for either skill).
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 saving throws and Strength (Athletics) checks to avoid being shoved or grappled.
- An armor's Strength Requirement is reduced by 5 for you while you wear it.
Provocative Fighter[edit]
You have learned to fight a way that protects your allies by goading your enemies and intercepting attacks. You gain the following benefits:
- Increase your Strength, Dexterity, or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- Immediately after you hit a creature with a melee attack, you can attempt to goad your target into a duel. As a bonus action, you can expend 1 magic point in order to have your target make a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you for the next minute. The DC for this ability is calculated as: 8 + your Charisma modifier + your proficiency bonus.
At the end of each of its turns and each time it takes damage from a creature other than you, the target makes another Wisdom saving throw. On a successful save, this effect ends for it. - When a creature within 5 feet of you is attacked by a creature you can see, you can use your reaction jump in front of the attack, causing you to be hit by it instead. The attacking creature makes its attack roll as normal, except it is against your AC, and you take any damage that the attack deals if it hits. You must use this reaction before you know if the attacking creature hit or missed. Once you use this reaction, you cannot use it again until you complete a long rest.
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:
- Once per round, you can expend 2 stamina points in order to take an additional reaction this turn.
- When you make a Dexterity saving throw, you can expend 1 stamina points to gain advantage on that roll.
- When you make an initiative roll, you can expend 1 to 3 stamina points to gain a bonus to your initiative roll equal to twice the number of stamina points you expended.
Sentinel[edit]
You have mastered techniques to take advantage of every drop in any enemy's guard. 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.
- Immediately after a creature within 5 feet of you takes the disengage action or hits a target other than you with an attack, you can make an opportunity Attack against that creature.
- When you hit a creature with an opportunity Attack, the creature's speed becomes 0 for the rest of the current turn.
Sheikah Yogi[edit]
You have mastered ancient sheikah arts of focus and self-preservation. You gain the following benefits:
- Increase your Constitution, Intelligence, or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You have advantage on Constitution saving throws that you make to maintain concentration or resist disease.
- You can perform the Somatic components of spells even when you have an object, weapon, or shield in one or both hands.
- You know the spell sheikah meditation. As an action, you can cast it on yourself without expending magic points. Wisdom is your casting ability for this spell.
Spellcasting Apprentice[edit]
By dabbling in the magical arts, you have gained limited magical power. You gain the following benefits:
- Increase your Intelligence or Wisdom score by one, if doing so does not exceed your maximum score for that ability.
- 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]
You have obtained a physical hardiness not commonly seen by members of your Class. You gain the following benefits:
- All of your Hit Dice increase in size by one step, and your maximum hit points increase by an amount equal to your level. This increase cannot raise your Hit Dice above d12s.
- Whenever you gain a level after taking this feat, you use your enhanced Hit Die for the purposes of determining your maximum hit point increase.
- This feat increases all hit dice in your hit dice pool by one stage, even if they are of different sizes due to Multiclassing.
Normal Hit Die |
Enhanced Hit Die |
---|---|
d4 | d6 |
d6 | d8 |
d8 | d10 |
d10 | d12 |
d12 | d12 |
Trained Warrior[edit]
You have trained your physical prowess in a certain manner that changes how you fight. You gain the following benefits:
- If you do not have the Style Sync feature, you can increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- You gain one Fighting Style of your choice that is available to the Hyrulean fighter class.
- If your chosen fighting style requires you to expend stamina points, you may use magic points for that fighting style instead.
You can take this feat more than once, but you must choose a select a different fighting style each time from the Hyrulean fighter class.
Twilight Shifter[edit]
Prerequisite: A race other than a Twili
At some point in your past, you touched the Twilight Realm. Its dark magic seeped into your soul, destabilizing your form and granting you another more suited to its inhospitable terrain. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- When you gain this feat, select any one beast of challenge rating 1/4 or lower. As an action, you can transform into that creature for up to 1 hour. Your transformation follows the rules of a Hunter's Shifter's Shape feature, although you do not retain your class features. Once you transform using this feature, you must complete a long rest before transforming again.
- If you are targeted by a spell or effect that would forcibly alter your form while you are in your normal form, you may use your reaction to instead transform into your chosen creature. You cannot use a bonus action to revert to your normal form if you transform this way, for as long as the triggering spell or effect's normal duration. Transforming in this way does not expend a use of this feat's transformation ability.
You may take this feat again, to a maximum of three times. If you take it multiple times, you gain the following benefits:
- The second time you take this feat, the beast you select can be of challenge rating 1/2. The third time you take this feat, it can be of challenge rating 1.
- You can transform into each of your chosen forms per long rest. For example, if you chose a wolf the first time you took this feat and a skulltula the second, you could shift into both forms before you needed to complete a long rest to shift again. You must revert to your original form before transforming into the form of your other chosen creature(s).
Vessel of Stamina[edit]
Prerequisite: Stamina Meter feature
You are a paragon of athletic endurance, and gain the following benefits:
- Increase your Strength, Dexterity or Constitution by 1, if it does not exceed your maximum.
- 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.
- While you have 2 or fewer stamina points remaining, you may use your action to regain a number of stamina points equal to your proficiency bonus. You can use action twice before you must complete a short or long rest to use it again.
Wild Attacker[edit]
Prerequisite: Have Multiclassed and have obtained the Extra Attack feature
Your wide range of training has led to you being able to attack quickly and efficiently. You gain two of the following benefits of your choice:
- You may attack three times, instead of twice, when you take the attack action. If you have already gained this benefit (though the Brute class or otherwise), you gain an extra attack to a maximum of five attacks.
- You may cast Spin Attack by expending 2 magic points. When you cast Spin Attack using this feature, you cast it at a level equal to the number of attacks your character can make with a single attack action without the use of features other than Extra Attack or an equivalent.
- While you have no conditions, no creature within 30 feet of you can make an attack roll with advantage against you. Having the invisible condition does not prevent you from using this feature.
- As a bonus action, you can make one melee attack with a weapon you are holding. You can use this feature a number of times up to your Constitution modifier before you need to complete a long rest to use this feature again.
Whirling Blade[edit]
Prerequisite: Extra Attack or another feature that allows you to attack more than once, whenever you take the Attack action
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 3 magic points to cast the spell spin attack. When you cast Spin Attack using this feature, you cast it at a level equal to the number of attacks your character can make with a single attack action without the use of features other than Extra Attack or an equivalent.
- 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 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 Chef[edit]
As accustomed to the road as you are to the kitchen, you’ve got a lot of experience cooking with unusual ingredients. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You gain proficiency with cook’s utensils if you don’t already have it. Additionally you can use cook’s utensils in place of an apothecary’s kit to brew potions.
- As part of a short rest, you can cook special food, provided you have access to ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d6 hit points. You can cook monster parts in this way, and if you do so the food you prepare is safely edible and restores 1d8 hit points to creatures that consume it.
- With one hour of work or when you finish a long rest, you can prepare a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. You may choose to use monster parts when making these treats, and if you do creatures that eat those treats gain temporary hit points equal to your proficiency bonus +1.
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.
- You gain proficiency with heavy armor and shields (including heavy 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.
- While wearing armor, you gain a +1 bonus to your AC. To choose this option, you must have been proficient with heavy armor before you gained this feat, or must gain proficiency with heavy armor as one of the two benefits from this feat.
You can gain this feat multiple times, but each time you do, you must choose either two benefits you have not chosen before or one benefit you have not chosen before and this feat's first benefit.
Master of Bombs[edit]
Prerequisite: Proficiency with at least one martial weapon
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 bombs, including bombchu and other explosive weapons.
- On a successful save, creatures take half damage from a bomb's explosion.
Master of Medicine[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 (its choice).
Master of Rods[edit]
You gain the following benefits:
- Increase your Intelligence, Wisdom or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- You gain proficiency with Magic Rods.
- You gain a bonus to attack and damage rolls with Magic Rods equal to half your proficiency bonus (rounded down) .
Master of Trades[edit]
You've had a diverse upbringing, and have learned a lot from your experiences. You gain the following benefit:
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 and/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:|
- Increase your Strength or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- 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 with this skill, you add double your proficiency bonus to checks you make with it
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:
- Increase your Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You gain proficiency in the Animal Handling skill. If you are already proficient with this skill, you add double your proficiency bonus to checks you make with it.
- You learn the speak with animals spell, and can cast it without expending magic points.
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:
- Increase your Intelligence, Wisdom, or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- You add double your proficiency bonus to checks you make involving the skill or tool you chose.
- When you roll a 1 or 2 on an ability check with the chosen skill or tool, you can reroll the die, but you must use the new roll.
Expert 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, Wisdom or Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- You add double your proficiency bonus to checks you make with the chosen tool.
- When you use your chosen tool to craft an item during downtime, you make progress in 2000 rupee increments per week instead of 1000 rupee increments per week, and can sell the finished item for 1.5 times its normal price.
- 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 your chosen tools.
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 gain proficiency with the disguise kit. If you are already proficient with the disguise kit, you add double your proficiency bonus to checks you make with it.
- 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.
Perfect Pitch[edit]
Prerequisite: Proficiency in at least one musical instrument
Through legendary talent or unending practice, your skill in the art of music is unrivaled. You gain the following benefits:
- Increase your Charisma score by 1, if doing so does not exceed your maximum score for that ability.
- You add double your proficiency bonus with all musical instruments with which you are proficient.
- If you make a Charisma (Performance) check to perform with a musical instrument with which you are proficient, you make the check with advantage.
- When you use a musical instrument to make a living during a downtime activity, you make double the amount of rupees you otherwise would.
Theologian[edit]
Your extensive study of religion rewards you with the following benefits.
- Increase your Intelligence or Wisdom score by 1, if doing so does not exceed your maximum score for that ability.
- You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending magic points, and you regain the ability to do so when you finish a long rest.
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.
All In[edit]
Your strikes are thunderous, but may not always land. You gain the following benefits:
- Increase your Strength or Dexterity ability score by 1, if doing so does not exceed your maximum score for that ability.
- Once on your turn, if you are wielding a melee weapon that you are proficient in and you score a critical hit or reduce a creature to 0 hit points, you can make one additional melee weapon attack as part of the same action.
- Before you make a melee attack with a melee weapon that you are proficient in, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Boomeranger[edit]
You gain the following benefits when you throw a weapon or make an unarmed strike 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 or unarmed strike that has the returning property.
- Attacks made by a weapon or unarmed strike that has the returning property ignore half cover and three-quarters cover.
Ball and Chain Soldier[edit]
Prerequisite: Proficiency with the ball and chain / Ball and Chain (Variant)
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. While you wield one, it gains the Reach property.
- 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.
- When you 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 free interaction to pull the ball back to your space. Alternatively, you can move to where the ball landed. In either case, you lift the ball and begin wielding it 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:
- Increase your Strength or Dexterity score by 1, if doing so does not exceed your maximum score for that ability.
- You can don or doff a shield (but not a heavy shield) using your free interaction, rather than as an action.
- You can hold or grasp an item (but not a weapon) with an arm that's wearing a shield.
- 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.
- If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw and are holding a Shield.
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 that lacks the special property:
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- When you make an extra attack as a result of using two-weapon fighting, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
- You can draw or stow two one-handed weapons using your free interaction.
Hawkeye[edit]
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking a creature within 5 feet of you or at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to gain one of the following benefits:
- You may choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
- You may choose to gain a +5 bonus to the attack roll. However, each of the attack's damage dice have the value of their roll replaced with a 1 (Attacks made with this option cannot be Called Shots).
- You may choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Iron Knuckle[edit]
Prerequisite: Proficiency with gauntlets, heavy gauntlets, clawed gloves and/or lizal gauntlet
You've learned how to move your Glove weapons and fists as one. You gain the following benefits:
- While wielding a weapon with the Glove property, that weapon's damage dice increase by one stage. (See Weapons of Unusual Size. 2d4 → 1d12)
- While you are wielding two Glove weapons, you can engage in two-weapon fighting with them even if they are not light, and you can add your ability modifier to the damage of the second attack if you aren't already doing so.
- You can wield other weapons while wearing Glove weapons, provided they do not possess the finesse, light or ammunition properties.
- As a bonus action, you can raise your fists and enter into a guard stance until the start of your next turn. Whenever an enemy within your reach targets you with a melee attack while you are in guard stance, you can use your reaction to make an opportunity attack against that creature with a Glove weapon. If an enemy deals damage to you with a melee attack, your guard stance ends.
Man-at-Arms[edit]
You have extensively trained with many weapons, to the point where you know how to use a weapon with a property it normally wouldn't have. You gain the following benefits:
- Increase your Strength or Dexterity ability score by 1, if doing so does not exceed your maximum score for that ability.
- Choose one of the following property options. Weapons you wield that lack the ammunition and special properties gain the chosen property(s).
You can take this feat more than once, but you must choose a different weapon property each time.
Perfect Guard[edit]
Prerequisite: Dexterity 13 or higher
- Increase your Dexterity or Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you use your reaction to reduce the attack's damage by 1d10 plus your Dexterity modifier and proficiency bonus.
If you reduce the attack's damage to 0, you redirect the attack to strike a different target. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to 1d10 plus your Dexterity modifier. The damage is the same type dealt by the original attack.
Swift Striker[edit]
Prerequisite: Level 8 or higher, and Dexterity 13 or higher
Your time wielding light weapons has vastly increased the speed at which you can attack. While wielding a weapon that lacks the heavy and two-handed properties, you gain the following benefits:
- You may attack twice, instead of once, when taking the Attack action. If you are already able to attack twice when you take the Attack action, this feature does not grant you an additional attack.
- You may use your Dexterity modifier, in place of your Strength modifier for attack and damage rolls, even if the weapon does not have the finesse property.
- Once per turn, when you hit a creature with a weapon attack, you can reroll one of the attack's damage dice, but you must use the new roll.
Titan Fighter[edit]
Prerequisite: Tiny or Small size, and 13 Strength or higher
You've trained extensively to battle with weapons built for creatures larger than you. Regardless of your size, you gain the following benefit:
- 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 a creature one size larger. (See Weapons of Unusual Size)
- Your size is considered one size larger for the purposes of grappling and riding mounts.
- The weight you can push, drag, or lift is calculated as if you were one size larger, as is your carrying capacity.
Weapon Specialist[edit]
Prerequisite: Proficiency with simple and martial melee weapons
You are at your best when you know your weapon. You obtain one of the following weapon paths and its associated benefits:
One Handed:
- Melee weapons that lack the two-handed and special properties have their damage dice split into smaller dice while you wield them (Weapons that deal 2d4, 1d6, or less damage are unchanged):
- 2d12 → 4d6, 2d10 → 2d6+2d4, 2d8 → 4d4, 2d6 → 3d4, 1d12 → 2d6, 1d10 → 1d6+1d4, 1d8 → 2d4.
- You can utilize the improved damage dice of a versatile melee weapon while wielding it in only one hand, as long as you are donning a shield.
- If you take the Attack action on your turn, you can use your bonus action to make an additional attack with the same weapon. Once you use this benefit a number of times equal to your proficiency bonus, you must finish a short or long rest before you can use it again.
Two-Handed:
- Two-Handed melee weapons that lack the special property have their damage dice split into smaller dice while you wield them (Weapons that deal 2d4, 1d6, or less damage are unchanged):
- 2d12 → 4d6, 2d10 → 2d6+2d4, 2d8 → 4d4, 2d6 → 3d4, 1d12 → 2d6, 1d10 → 1d6+1d4, 1d8 → 2d4.
- Once per turn, when you hit a creature with an attack from a two-handed melee weapon, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- The first time each turn that you make a called shot with a two-handed melee weapon by spending stamina points, it only costs 1 stamina point instead of 2.
- If you do not have stamina points, you instead gain the ability to make a called shot with a two-handed melee weapon without expending stamina points once per turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can take this feat more than once, but you must choose a different weapon path each time.
Racial Feats[edit]
Certain exotic races, such as Lizalfos and Twili, have unique feats known as Racial Feats. These races all have prerequisites that can only be fulfilled by members of the proper race.
Dawn Visitor[edit]
Prerequisite: Twili race or Dark Lizalfos variant
After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
- Your Constitution or Wisdom score increases by 1, if doing so does not exceed your maximum score for that ability.
- You may ignore your Sunlight Sensitivity feature.
- You have advantage on any saving throw against being blinded.
- You gain proficiency in your choice of either the Perception skill or the Investigation skill.
Daybreaker[edit]
Prerequisite: Poe or Stalfos race
After brutal and arduous training, your undead physiology has become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
- Your Strength, Constitution or Charisma score increases by 1, if doing so does not exceed your maximum score for that ability.
- While in sunlight, you still suffer disadvantage on Constitution and Wisdom saving throws, but you may otherwise ignore your Sunlight Weakness trait.
- If a spell or other magic would affect an undead but not a humanoid, you have advantage on any saving throw imposed by that effect.
Flame Evoker[edit]
Prerequisite: Lynel race
Many lynels are capable of conjuring supernatural fire, but doing so takes immense training. You are one such lynel who has trained to this extent. You gain the following benefits:
- Increase your Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- Once on each of your turns, when you take the Attack action, you can replace one of your attacks with one of the following options:
- Fire Breath. You exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a success.
- Flame Burst. You thrust your weapon into the ground and cause a wave of flame to sweep out from you. Each other creature within 10 feet from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.
- The DC for either action equals 8 + your proficiency bonus + your Constitution modifier. This feature's damage increases by one 1d6 at 5th level (4d6 and 3d6), 11th level (5d6 and 4d6), and 17th level (6d6 and 5d6).
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Incorporeal Specter[edit]
Prerequisite: Level 8 or higher, Poe race
You have learned to use your spectral capabilities to fly to even greater heights and pass through thin walls. You gain the following benefits:
- You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside a creature or object, as you are shunted to the nearest unoccupied space.
- Your racial flying speed increases to 50 feet, and you can hover in place effortlessly. There is no limit to the distance you can ascend.
Sorcerous Twili[edit]
Prerequisite: Spellcasting feature, Twili race
You have studied the depths of twilit magic, and have empowered your spellcasting capabilities. You gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, if doing so does not exceed your maximum score for that ability.
- The following spells are added to your class's spell list, and when you cast any of these spells, you gain an additional benefit as noted in the following list.
- 2nd: misty step. If there is a willing creature of Medium or smaller size in your space or adjacent, you can teleport that creature with you. Its movement mirrors yours; if you teleport 20 feet north for instance, so does that creature.
- 3rd: fly. If you cast this spell on yourself, the duration increases to, "concentration, up to 1 hour."
- 4th: dimension door. If there is a willing creature of Medium or smaller in your space or adjacent, you can teleport that creature with you, in addition to any objects or creatures otherwise allowed by dimension door.
- 5th: arcane hand. You conjure two hands instead of one, both of which can appear anywhere in range. When you cast the spell and use a bonus action on your subsequent turns, you can control both hands at the same time, but you must command each hand to perform a different effect.
Titan of Resilience[edit]
Prerequisite: Lizalfos, Lynel, or Moblin race
It is common for some monsters to push their bodies to the limits of their natural endurance. You, in particular, have adapted to the harshest heat, the most brutal cold, and you are resolute in virtually any climate.
- Increase your Constitution score by 1, if doing so does not exceed your maximum score for that ability.
- You gain resistance to cold and fire damage, and you immediately acclimate to any natural climate, including altitudes above 20,000 feet.
Trained Twili[edit]
Prerequisite: Twili race
You have trained under the tutelage of another twili whose subrace is opposite from yours, and have learned to emulate their capabilities. You gain the following benefit:
- You gain the features of a twili subrace that is not your own, including that subrace's Ability Score Increase, if doing so does not exceed your maximum score for that ability.
You can take this feat more than once, but you must choose a different twili subrace each time.
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