Difference between revisions of "Feats"
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+ | A '''feat''' represents a talent or an area of expertise that gives a player-character special capabilities. It embodies training, experience, and abilities beyond what a [[classes|class]] provides. At certain levels, your class gives you the Improvement feature. As one of the options for that feature, you can gain a feat of your choice. | ||
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+ | You can take each feat only once. 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, the {{feat|Grappler}} feat requires you to have a {{str}} of 13 or higher. If your {{str}} score is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the {{feat|Grappler}} feat until your {{str}} is restored. | ||
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+ | The following tables detail all feats available in the [[Hyrule Compendium]]. Your DM may enable feat options beyond those listed here. | ||
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==General feats== | ==General feats== | ||
Listed below are feats without prerequisites or restrictions. | Listed below are feats without prerequisites or restrictions. | ||
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<noinclude>[[Category:Core Compendium]] | <noinclude>[[Category:Core Compendium]] | ||
− | [[Category:Feats]] | + | [[Category:Feats|*]] |
[[Category:Lists]]</noinclude> | [[Category:Lists]]</noinclude> |
Revision as of 11:24, 26 October 2019
A feat represents a talent or an area of expertise that gives a player-character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Improvement feature. As one of the options for that feature, you can gain a feat of your choice.
You can take each feat only once. 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, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength score is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.
The following tables detail all feats available in the Hyrule Compendium. Your DM may enable feat options beyond those listed here.
General feats
Listed below are feats without prerequisites or restrictions.
Name | Effects |
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%PAGE% | You have mastered an ancient and infamous form of sleep deprivation, rendering sleep unnecessary for you. You gain the following benefits:
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%PAGE% | You are well-trained in guerilla warfare, and gain the following benefits:
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%PAGE% | You have trained all varieties of weapons, to the point you can pick up almost anything and wield it like a master. Gain two of the following benefits of your choice:
You can gain this feat multiple times. |
%PAGE% | You have trained extensively with armor. Gain two of the following benefits of your choice.
You can gain this feat multiple times. |
%PAGE% | You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
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%PAGE% | You have practiced casting spells in the midst of combat, learning tricks that grant you the following benefits:
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%PAGE% | You have become so talented with the culinary arts that you can prepare dishes with seemingly supernatural benefits. You become an expert in cook's utensils. When you have access to these utensils, you can spend 1 hour preparing any one of the following special dishes. When you prepare one of these special dishes, you can prepare any number of servings of that dish. Each serving requires you to consume 500 rupees' worth of appropriate ingredients or spoils in the cooking process. Any creature that consumes one of these servings before it spoils has sufficient food for the day. While your meals may be best best enjoyed over time, a creature can consume one serving as an action. Any uneaten serving you prepare spoils after 8 hours, becoming inedible.
Most creatures need time to digest and grow hungry before gaining such special benefits again. Regardless of how many meals or servings you prepare, a creature can only gain the benefits of one special meal, and regains the capability to do so when it finishes a long rest. |
%PAGE% | Alert to the traps and treasures present in many dungeons, you gain the following benefits:
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%PAGE% | You specialize in one damage type of your choice from from acid, cold, fire, lightning, necrotic, poison, and radiant.
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%PAGE% | You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:
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%PAGE% | Incomplete. See downtime. |
%PAGE% | Whether hunting game or hunting bounties, you are a specialist in the hunt of your chosen foe. As your chosen foe, choose a creature type from beasts, dragons, fiends, monstrosities, or undead. You can elect to instead choose two humanoid races (such as blins and lizal). Your DM may enable other options suited to the campaign. You gain the following benefits:
If different features add bonus dice to your roll, they don't combine. Add only the highest. |
%PAGE% | You have developed impeccable mimicry and acting skills. You gain the following benefits:
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%PAGE% | Through instinct or study, you have mastered impressive but fundamental spellcasting ability. You gain the following benefits:
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%PAGE% | You are able to store magic power more efficiently than others. When you gain this feat increase your magic point maximum by 2 + half your current character level (rounded down). Your magic point maximum increases by 1 at every even-numbered level you gain after this. |
%PAGE% | You've learned to manipulate and transform the spells you cast, using a practice called metamagic. When you cast a spell, you can expend 1 extra magic point when you cast it to give it one of the following effects. This extra magic point is subject to your Magic Limit.
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%PAGE% | With training and cunning, you have become exceptionally agile on the field of combat. You gain the following benefits:
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%PAGE% | You have learned to direct your physical power into some of your spells, gaining several benefits:
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%PAGE% | You have spent much time honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:
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%PAGE% | You have learned to sprint with the forceful intensity of a legendary beast. You gain the following benefits:
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%PAGE% | As a studied linguist, you have mastered many tongues and scripts. Gain any three of the following benefits:
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%PAGE% | 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:
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%PAGE% | Instead of casting a spell as normal, you can increase its casting time by 10 minutes, but only if the spell has the ritual tag. You need not expend magic points (or spell slots) to cast the spell when casting it in this way. When casting it in this way, you cannot overpower the spell (nor cast it with a higher level spell slot). |
%PAGE% | You learn the craft rod spell and can cast it with the magic points you have. Whenever you would expend charges from a rod, you can instead expend an equal number of your own magic points. This feat can't be used with any effect that draws upon a number of charges that exceeds your proficiency bonus. |
%PAGE% | You gain proficiency in any two skills of your choice. You also gain one of the following benefits, as you decide:
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%PAGE% | You have mastered tricks to enhance your attacks with certain kinds of spells, gaining the following benefits:
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%PAGE% | Your combat training has awakened in a unique style of fighting you adopt as your specialty. Gain any one fighting style of your choice. |
%PAGE% | Drawing on your combat experience, you learn any one martial technique that draws upon 2 or fewer stamina points, and can use this technique by expending stamina points as normal. If you have no stamina points, you can use the technique once without stamina points, and regain the ability to use it when you finish a short or long rest. |
Feats with prerequisites
The list below includes only feats with prerequisites but excludes feats which require any specific race.
Name | Prerequisites | Effects |
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Racial feats
The following feats can normally only be acquired by members of a specific race. Consequently, only a small portion of adventurers have access to these feats.
Name | Prerequisites | Effects |
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%PAGE% | Rito lineage, character level 4th | Through training and perhaps even physical transformation, you have learned to fly effortlessly. It is easy for you to rapidly switch between flapping your wings and using your hands even while maintaining flight. This gives you the following benefits:
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%PAGE% | Goron lineage | Among the incredibly stalwart gorons, there some even more resilient than their peers. Whether the result of intense training or natural aptitude, you gain the following benefits:
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%PAGE% | Kokiri race | You have learned an esoteric form of combat using simple weapons easily found and made in your woodland home:
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%PAGE% | Lynel race, proficiency with all martial weapons | You have learned a brutally powerful form of archery, gaining several benefits when you attack with a shortbow.
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%PAGE% | Goron race | Through arduous training you have learned to roll effortlessly, switching between walking and rolling in the blink of an eye. Your speed has become the envy of any racing goron. You gain the following benefits:
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%PAGE% | Deku scrub race | You have learned an esoteric form of magic innate to your race, and gain the following benefits:
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%PAGE% | Sunlight Sensitivity racial trait | After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
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%PAGE% | Lizal race | You have trained to be an elite warrior among lizal, embodying traditional combat styles and tactics of your people. You gain the following benefits:
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%PAGE% | Zora race | Your fins have been trained to slice through water and foes alike, granting you the following benefits:
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