Feats in Myths of Mudora | World Anvil
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Feats

The feat listed below include original feats, modfied feats, and feats lifted from the 2024 Player's Handbook Playtest. If you are using a feat from the Player's Handbook, you must use one of the ones listed below. Feats from other sourcebooks are also permitted, but are all classified as 4th-level Feats.

Any feat listed as a 1st-Level Feat can be taken with your Background or if playing as a Human.  

1ST LEVEL FEATS

Alert

1st-Level Feat
Prerequisite: None
Repeatable: No
Always on the lookout for danger, you gain the following benefits:   Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.   Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.  

Eldritch Adept

1st-Level Feat
Prerequisite: None
Repeatable: Yes
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can only choose that invocation if you're a Hand of Dread Pugilist that meets the prerequisites.   Whenever you reach a level that grants the Ability Score Improvement feature, you can replace the invocation with another one from the warlock class.  

Fighting Initiate

1st-Level Feat
Prerequisite: No
Repeatable: Yes
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.   Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.  

Healer

1st-Level Feat
Prerequisite: None
Repeatable: No
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:   Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.   Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell, item, class feature, or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.  

Lucky

1st-Level Feat
Prerequisite: None
Repeatable: No
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:   Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.   Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.  

Magic Initiate

1st-Level Feat
Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time
You have learned the basics of a particular magical tradition. Choose one Spell list: Cleric, Druid, Sorcerer, and Wizard. You gain the following benefits related to that choice:   Two Cantrips. You learn two cantrips of your choice from the Spell list.   1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from thechosen Spell list.  

Musician

1st-Level Feat
Prerequisite: None
Repeatable: No
You are a practiced musician, granting you the following benefits:   Instrument Training. You gain Tool Proficiency with three Musical Instruments of your choice.   Musician's Flare. You can use an Instrument you are proficient in as a spellcasting focus.   Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.  

Savage Attacker

1st-Level Feat
Prerequisite: None
Repeatable: No
You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target.  

Skilled

1st-Level Feat
Prerequisite: None
Repeatable: Yes
You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.  

Tavern Brawler

1st-Level Feat
Prerequisite: None
Repeatable: No
Accustomed to brawling, you gain the following benefits:   Enhanced Unarmed Strike. When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.   Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.   Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.   Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.  

Tough

1st-Level Feat
Prerequisite: None
Repeatable: No
Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.  

4TH LEVEL FEATS

 

Ability Score Improvement

4th-Level Feat
Prerequisite: None
Repeatable: Yes
You increase one ability score of your choice by 2, or you increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feat. However, if you are at least 19th level, that maximum increases to 22.  

Actor

4th-Level Feat
Prerequisite: Charisma 13+
Repeatable: No
Skilled at mimicry and dramatics, you gain the following benefits:   Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.   Impersonation. While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.   Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.  

Athlete

4th-Level Feat Prerequisite: Strength, Dexterity, or Constitution 13+
Repeatable: No
You have undergone extensive physical training to gain the following benefits:   Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.   Climb Speed. You gain a Climb Speed equal to your Speed.   Hop Up. When you are Prone, you can right yourself with only 5 feet of movement.   Jumping. You have Advantage on any Ability check when you jump.  

Charger

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have trained to charge headlong into battle, gaining the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action.   Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefitonly once on each of your turns.  

Chef

4th-Level Feat
Prerequisite: None
Repeatable: No
Time spent mastering the culinary arts has paid off, granting you the following benefits:   Ability Score Increase. Increase your Constitution or Wisdom by 1, to a maximum of 20.   Cooking Proficiency. You gain proficiency with cook's utensils if you don't already have it.   Lunch Time. As part of a short rest, you can cook special food, provided you have 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 1d8 hit points.   Traveling Snacks. With one hour of work or when you finish a long rest, you can cook 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 + your Wisdom or Constitution Modifier (whichever one was improved with this feat).  

Crossbow Expert

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
Thanks to extensive practice with crossbows, you gain the following benefits:   Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.   Ignore Loading. You ignore the Loading property of crossbows.   Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.   Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.  

Crusher

4th-Level Feat
Prerequisite: Proficiency with Any Weapon
Repeatable: No
You are practiced in the art of crushing your enemies, granting you the following benefits:   Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.   Heavy Blow. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.   Critical Strike. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.  

Defensive Duelist

4th-Level Feat
Prerequisite: Dexterity 13+
Repeatable: No
You’ve learned to deftly parry attacks, granting you the following benefits:   Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.   Parry. If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.  

Dual Wielder

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You master fighting with two weapons, gaining the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Enhanced Dual Wielding. When you are holding two weapons without the Light property in either hand, you can treat a non-Light Weapon in either hand as if it had the Light property, provided that both weapons lacks the Two-Handed property. In addition, your Off-Hand attack is made as part of your Attack action instead of as a Bonus Action.   Defender. You gain a +1 bonus to AC when you are wielding a melee weapon in each hand.  

Durable

4th-Level Feat
Prerequisite: Constitution 13+
Repeatable: No
Hardy and resilient, you gain the following benefits:   Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.   Defy Death. You have Advantage on Death Saving Throws.   Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.  

Elemental Adept

4th-Level Feat
Prerequisite: None
Repeatable: Yes, but you must choose a different Damage Type each time for Energy Mastery
You can harness a particular form of energy with deadly mastery, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   Energy Mastery. Choose one of the following Damage Types: Earth, Ice, Fire, Lightning, Water, or Wind. When you deal damage with this damage type, you can ignore Resistance to damage of the chosen type. In addition, when you roll damage of that type, you can treat any 1 on a damage die as a 2.   Energy Resistance. When you are hit by the same damage type as your Energy Master, you can use your reaction to gain resistance to that instance of damage.  

Fey Touched

4th-Level Feat
Prerequisite: None
Repeatable: No
Your exposure to the Fey magic has changed you, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.   Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action.   Fey Magic. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.  

Grappler

4th-Level Feat
Prerequisite: Strength or Dexterity 13+
Repeatable: No
You’re an accomplished wrestler, granting you the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.   Fast Wrestler. You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.   Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.    

Great Weapon Master

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:   Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.   Cleave. Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.   Heavy Weapon Mastery. When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.  

Heavily Armored

4th-Level Feat
Prerequisite: Medium Armor Training
Repeatable: No
You have trained to use Heavy Armor effectively, gaining the following benefits:   Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.   Armor Training. You gain Heavy Armor Training  

Heavy Armor Master

4th-Level Feat
Prerequisite: Heavy Armor Training
Repeatable: No
You can use your Heavy Armor to deflect strikes, granting you the following benefits:   Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.   Damage Reduction. When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.  

Inspiring Leader

4th-Level Feat
Prerequisite: Wisdom or Charisma 13+
Repeatable: No
You are adept at encouraging others, granting you the following benefits:   Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.   Encouraging Performance. At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.  

Keen Mind

4th-Level Feat
Prerequisite: Intelligence 13+
Repeatable: No
You have trained to rapidly recall or discover vital details, granting you the following benefits:   Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.   Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.   Quick Study. You can take the Study Action as a Bonus Action.  

Mage Slayer

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have practiced techniques useful in battling magic-users, gaining the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.   Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.  

Martial Adept

4th-Level Feat
Prerequisite: No
Repeatable: No
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Flexible Strategist. You learn two maneuvers of your choice from among those available to your current Martial level.   Improved Stamina. You gain one additional Superiority die.  
Martial Maneuvers
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Medium Armor Master

4th-Level Feat
Prerequisite: Medium Armor Training
Repeatable: No
You have practiced moving in medium armor to gain the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Dexterous Wearer. While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.  

Mounted Combatant

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have developed a bond with your mounts, granting you the following benefits:   Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.   Mount Handler. You have Advantage on Wisdom Checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts.   Mounted Strike. While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.   Leap Aside. 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.   Veer. While mounted, you can use your Reaction to force an attack that hits your mount to hityou instead.  

Observant

4th-Level Feat
Prerequisite: Intelligence or Wisdom 13+
Repeatable: No
Quick to notice details around you, you gain the following benefits:   Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.   Keen Observer. Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.   Quick Search. You can take the Search Action as a Bonus Action.  

Piercer

4th-Level Feat
Prerequisite: Proficiency with Any Weapon
Repeatable: No
You have achieved a penetrating precision in combat, granting you the following benefits:   Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.   Piercing Blow. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.   Critical Strike. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.  

Polearm Master

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have trained extensively with pole weapons that have Reach, granting you the following benefits:   Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.   Pole Strike. Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon’s damage die for this attack is a d4, and it deals Bludgeoning Damage.   Reactive Strike. While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.  

Reptilian Adaptation

4th-Level Feat
Prerequisite: Lizalfos
Repeatable: Yes
You may belong to one Lizalfos clan, but it is not uncommon to develop traits common to different clans.   Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.   Adaption. You gain the traits of another Lizalfos clan that you don’t already have. When you gain the Breath Attack feature again, the Save DC is increased by 1, you can choose a different element, and you gain 1 more use of the ability per long rest.   This feat is repeatable.  

Resilient

4th-Level Feat
Prerequisite: No
Repeatable: No
Choose one ability score. You gain the following benefits:   Ability Score Increase. Increase the chosen ability score by 1, to a maximum of 20.   Saving Throw. You gain proficiency in saving throws using the chosen ability.  

Ritual Caster

4th-Level Feat
Prerequisite: Intelligence, Wisdom, or Charisma 13+
Repeatable: No
You have studied ritual magic, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   Ritual Spells. Choose two 1st-level Spells that have the Ritual tag. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells’ Spellcasting Ability is the ability increased by this Feat.   Quick Ritual. With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.  

Sentinel

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Guardian. 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.   Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn  

Shadow Touched

4th-Level Feat
Prerequisite: None
Repeatable: No
Your exposure to the Twilight has changed you, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.   Shadow Magic. You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.  

Sharpshooter

4th-Level Feat
Prerequisite: Proficiency with Any Martial Weapon
Repeatable: No
You can make shots that others find impossible, granting you the following benefits:   Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.   Bypass Cover. Your Ranged Attacks with Weapons ignore Half Cover and Three Quarters Cover.   Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.   Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.  

Skill Expert

4th-Level Feat
Prerequisite: None
Repeatable: Yes
You have honed your proficiency with particular skills, granting you the following benefits:   Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.   Skilled. You gain proficiency in one skill of your choice.   Mastery. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.  

Shield Master

4th-Level Feat
Prerequisite: Shield Training
Repeatable: No
You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:   Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.   Shield Bash. If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.   Interpose Shield. If you are 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 wielding a Shield, interposing your shield between yourself and the source of the effect  

Skulker

4th-Level Feat
Prerequisite: Dexterity 13+
Repeatable: No
You are expert at slinking through shadows, granting you the following benefits:   Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.   Blindsight. You have Blindsight with a range of 10 feet.   Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.   Sniper. If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.  

Slasher

4th-Level Feat
Prerequisite: Proficiency with Any Weapon
Repeatable: No
You've learned where to cut to have the greatest results, granting you the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Slashing Blow. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.   Critical Strike. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.  

Speedster

4th-Level Feat
Prerequisite: Dexterity or Constitution 13+
Repeatable: No
You possess exceptional speed and stamina, granting you the following benefits:   Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.   Speed Increase. Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.   Dash Over Difficult Terrain. When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.  

War Caster

4th-Level Feat
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No
You have practiced casting spells in the midst of combat, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.   Reactive Spell. When a creature provokes an Opportunity Attack from you by moving out of your Reach, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature.    

Weapon Training

4th-Level Feat
Prerequisite: None
Repeatable: No
You have practiced extensively with a variety of weapons, gaining the following benefits:   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Weapon Proficiency. You gain Martial Weapon Proficiency.  

8th Level Feats

 

Current Charger

8th-Level Feat
Prerequisites: Geozard, Lizalfos (Tokay Clan), or Zora
Repeatable: No
As a creature of the sea, you have learned to control the natural electric energy inside you to navigate the dark currents below.   Resistance. You gain resistance to your choice of Lightning or Water damage.   Current Rider. You can take the Dash action as a Bonus Action when you are using your swim speed. Attacks made against you when you Dash while swimming are made with disadvantage.   Electric Field. When you are hit with a melee attack by a creature within ten feet of you, you can use your reaction to generate an electrical field around you. The attacker takes 2d8 lightning damage and makes a Strength Saving Throw (DC is equal to 8 + your Proficiency Bonus + your Constitution Modifier). On a failure, the creature is pushed back ten feet and is knocked prone. If the creature fails the saving throw while underwater, it is instead stunned until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus and regain all uses after a short rest. The damage of this feature increases by another d8 at 11th and 17th level.  

Deku Defense

8th-Level Feat
Prerequisite: Deku Scrub or Kokiri
Repeatable: No
You are a natural creature of the forest and possess a connection to the plant life around you. When you or an ally are in danger, you can call on this plant life to aid you or hinder your enemies.   Plant Pal. You are unaffected by difficult terrain created by plants and have resistance to damage caused by plants.   Chloromancy. You can cast the spells Plant Growth and Spike Growth. You can cast each of these spells once. You regain the ability to cast these spells after a long rest.   Primal Shield. You can manifest protective vines that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral vines around the target for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Draconic Superiority

8th-Level Feat
Prerequisite: Lizalfos and Repitilian Adaptation feat
Repeatable: No
The perfected form of a Lizalfos warrior is one that has mastered the air. These Lizalfos have been uniquely gifted wings from Volvagia.   Glide. You possess wings and possess the ability to glide. You can slow your descent down to five feet per round. Your wings make it possible to make use of updrafts to reach the maximum height provided by the updraft. While you are gliding, your movement speed increases by 10 feet.   Standing Leap. You have a high jump of thirty feet with or without a running start.   Dragon's Breath. Your breath attack is extended into a twenty foot cone.  

Flower Flyer

8th-Level Feat
Prerequisite: Deku Scrub
Repeatable: No
You've refined your natural abilities granted by your unique plant physiology.   Bubble Blast. Your Deku Shot feature can now be used to fire a magical bubble of acidic liquid. This improved Deku Shot deals Water damage equal to 1d8 + your Dexterity modifier on a hit and does not require ammunition. When a creature is hit by you Bubble Blast, you can cause it to do a d8 of splash damage to any creatures within five feet of the target.   Flower Crown. You sprout a flower from your head, allowing you to use Flower Fall without using your hands. While you are using Flower Fall, you gain the effects of Half Cover. Additionally, your use of Flower Fall no longer requires a reaction.   Deku Flower. As a bonus action, you can create a spectral Deku Flower beneath you which lasts until the end of your turn, which can launch you up to sixty feet in the air. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.  

Gargantuan Build

8th-Level Feat
Prerequisite: Strength of 17 or higher and one of Bulblin, Gerudo, Goron, or Moblin
Repeatable: No
With your great size, you are nearly a giant compared to others. Your impressive size and might allows you handle larger threats and stand against forces that would humble your smaller allies.   Adamant. When you fail a saving throw that would cause you to be Grappled, Restrained, Paralyzed, or Stunned, you can add your Strength modifier to the result, potentially turning it into a success. Once you use this feature, you can’t use it again until you roll initiative or complete a short or long rest.   Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.   Sturdy. You count as one size larger when taking the Grapple or Shove action. Once on each of your turns when you hit a creature with a Melee attack, you can make a Shove attack as part of the same attack.  

Gift of the Great Fairy

8th-Level Feat
Prerequisites: Fey Creature type (Fairy, Kokiri, or Minish)
Repeatable: No
All fey contain a natural primal magic for healing wounds. By channeling your natural fey powers, you gain the following traits:   Guiding Light. When you or a creature you can see fails a saving throw, you can use your reaction to roll a d6 and add it to that roll, potentially turning it into a success. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.   Fey Touch. You can channel your fey energy to heal wounds. You have a pool of d4s to spend to fuel this healing equal to your level. As a bonus action, you can heal one creature you can see within 15 feet of you, spending dice from the pool. The maximum number you can spend at once is equal to your proficiency bonus. Your pool is restored when you finish a long rest.  

Improved Companion

8th-Level Feat
Prerequisite: Kokiri
Repeatable: No
Your bond with your Forest Fairy companion has improved, granting it the following benefits:   Emergency Aid. When you are reduced to 0 hit points, your fairy companion can its its reaction so that you have 1 hit point instead. It cannot use this feature again until you complete a long rest.   Analyze. Your fairy can make an Insight check against a creature's Charisma Saving Throw to determine one of the following: creature type and armor class, resistances/vulnerabilities, condition immunities, or two highest saving throws. Once a creature has failed this saving throw to the Forest Fairy, it is immune to this ability for the next 24 hours.   Additional Fairy Spells. It can cast each of the following spells once a day: Cure Wounds, Detect Good and Evil, Shield, and Sleep  
Improved Forest Fairy
Generic article | Dec 15, 2023
 

Master of Shadows

8th-Level Feat
Prerequisite: Sheikah or Twili
Repeatable: No
Within you is an intrinsic connection the Twilight Realm. Owing to this connection with the darkness, you are able to navigate the shadow with supernatural skill.   One With Darkness. You gain resistance to Dark damage.   Enhanced Step When you use your Hidden Step or Shadow Step feature, you gain an additional effect that you can choose when you reappear in another location.
  • You gain the effects of Pass Without A Trace on yourself until the end of your next turn.
  • When you reappear, you can touch a willing creature within 5 feet of you. The creature then teleports to an unoccupied space of your choice you can see within 10 feet of you.
  • When you reappear, you can choose a creature within ten feet of you. That creature must make a Wisdom Saving Throw (DC = 8 + your Proficiency Bonus + your Intelligence, Wisdom, or Charisma modifier) or be Frightened of you and cannot take reactions until the end of your next turn.
  • The space you leave behind is filled with a column of Magical Darkness until the start of your next turn. This column of darkness fills a five foot cube. A spell that casts light must be of a spell level higher than half your Proficiency Bonus to dispel this darkness.
 

Mountain’s Endurance

8th-Level Feat
Prerequisite: Goron
Repeatable: No
The hardiness of your kind is further enhanced as a result of your experience as an adventurer.   Thick Skin: Your stony skin had grown more resilient. When you take Bludgeoning, Piercing, or Slashing Damage, you can use your reaction to have resistance to that instance of damage.   Enhanced Boulder Roll: When you activate your Boulder Roll ability, you can cast Ashardalon’s Stride as part of the same bonus action and it does not require concentration. Fiery spikes grow from your back and remain active as long as you are in your boulder form. These spikes last for one minute or until you are incapacitated. Once you use this feature, you cannot do so again until you complete a short or long rest.
  At 11th level, Ashadalon's Stride is cast as a fourth level spell instead. At 17th level, it is cast as a fifth level spell.  

Necrotic Surge

8th-Level Feat
Prerequisite: Stalfos
Repeatable: No
You've lingered between life and death long enough that you can terrify the living and are even more resilient against oblivion.   Undeath Before Death: When you hit 0 hit points, you are not knocked unconscious. You instead gain a condition known as 'Ravaged'. While Ravaged, you cannot take reactions and have disadvantage on any d20 test, and creatures have advantage on saving throws against your different DCs. Each time you take damage, you count it in the negative against your hit points. If you reach more than half your maximum hit points in the negative, you die. Any healing you take while Ravaged is applied as normal healing against your negative hit points and not as temporary hit points. When you have 1 or more hit points, you lose the Ravaged condition. Once you have used this feature, you can't use it again until after you complete a long rest.   Terrifying Screech: You can use your Bonus Action to bellow out a Terrifying Screech. Living creatures within ten feet of you must make a Wisdom Saving Throw (DC = 8 + your Proficiency Bonus + your Constitution modifier) or be Frightened until the end of its next turn. A creature that is frightened by this effect also has the Slowed condition. Undead and Constructs are immune to this effect. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
 

Wind Rider

8th-Level Feat
Prerequisite: Rito or Draconic Superiority feat
Repeatable: No
A great champion of the Rito discovered a latent ability to create powerful updrafts of wind and spread his teachings among his people. Those with exceptional skill can recreate his technique.   Heavy Burden. You can carry and grapple a medium sized creature with your talons while gliding.   Safe Descent. You have resistance to fall damage. If you are knocked prone, you can continue to glide, but fall at a rate of 10 feet per turn instead.   Windswept. You can create an updraft as a bonus action. This updraft has a five foot radius and can ascend as high as sixty feet and remains active until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.   Windblast. You can also cast Gust of Wind as a bonus action. If you direct the Gust of Wind directly below you, it functions as an updraft for you and will propel you upwards sixty feet. You can cast this spell once and can cast it again after a long rest.

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