Feats

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A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. See the feats in the 5e Core Rules for more information.

At certain levels, your class gives you the Attribute Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

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.

Racial Feats

Leveling up in a class is the main way a character evolves during a campaign. Some GM's also allow the use of feats to customize a character. Feats are an optional rule in Chapter 6, “Customization Options,” of the 5e Core Rules. The GM decides whether they're used and may also decide that some feats are available in a campaign and others aren't.

This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race as summarized in the Racial Feats table. A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.

The cause of a particular transformation is up to you and your GM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story.

Racial Feats

Race Feat
Altmer Elven Accuracy
Altmer High Elven Magic
Argonian Potion Master
Argonian Saxhleel Resilience
Bosmer Elven Accuracy
Bosmer Wood Elf Magic
Breton Arcane Protection
Breton Prodigy
Breton Nimbleness
Dunmer Ancestor's Wrath
Dunmer Elven Accuracy
Imperial Bountiful Luck
Imperial Imperious Tenacity
Khajiit Carnage of Jone
Khajiit Feline Reflexes
Nord Fearful Cry
Nord Heroic Fortitude
Orsimer Nimbleness
Orsimer Orsimer Constitution
Orsimer Pride of Malacath
Redguard Vigilance of the Alik'r
Redguard Heroic Fortitude

Ancestor's Wrath

Prerequisite: Dunmer
Your connection with your dunmer and chimer ancestors heightens and you can call on them to wreathe you in flame. As a bonus action, you emanate an aura of flame which extends 10 feet from you in every direction, but not through cover. For the next minute, you can use a bonus action to activate the aura's effects again. All creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels, increasing to 3 damage at 5th level, 4 at 10th, 5 at 15th, and 6 at 20th.

Once you use this trait, you must complete a long rest before you are able to use it again.

Arcane Protection

Prerequisite: Breton
Your resistance against magic heightens. You gain the following benefits:
  • Increase your Intelligence, Willpower, or Personality score by 1, to a maximum of 20
  • You gain advantage on saving throws against spells and other magical effects.

Bountiful Luck

Prerequisite: Imperial
Your bloodline is extraordinarily lucky, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a for an attack, an attribute check, or a saving throw, you can use your reaction and expend one of your Luck Dice to let the ally roll the die and add it to their total.

Carnage of Jone

Prerequisite: Khajiit
The light of Jone shines favor upon you, giving you the upper hand when hidden from your foes. You gain the following benefits:
  • Increase your Strength, Agility, or Endurance, or score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics or Stealth skill (your choice).
  • If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an additional 2d6 damage to it. You can use this feat only once per combat.

Elven Accuracy

Prerequisite: Altmer, Bosmer, or Dunmer
The accuracy of elves is legendary, especially that of Altmer spellcastsers, Bosmer archers, and Dunmer duelists. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
  • Increase your Agility, Intelligence, Willpower, or Personality score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Agility, Intelligence, Willpower, or Personality, you can reroll one of the dice once.

Fearful Cry

Prerequisite: Nord
When angered, you can radiate menace. You gain the following benefits:
  • Increase your Strength, Endurance, or Personality score by 1, to a maximum of 20.
  • When you use your Battlecry trait, you can choose to make a fearful display forcing all creatures within 30 feet of you to make a Willpower saving throw (DC 8 + your proficiency modifier + your Endurance modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Feline Reflexes

Prerequisite: Khajiit
You have a keen eye for danger, especially when someone tries to strike you. You gain the following benefits:
  • Increase your Agility, Endurance, or Personality score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Heroic Fortitude

Prerequisite: Nord or Redguard
You have the blood of heroes flowing through your veins. You gain the following benefits:
  • Increase your Endurance score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Dice to heal yourself. Roll the die, and your Endurance modifier, and regain a number of hit points equal to the total (minimum of 1).

High Elven Magic

Prerequisite: Altmer
You learn more of the magic typical of high elves. You learn the detect magic spell and can cast it at will, without expending magicka points. You also learn a 2nd level spell and a 3rd level spell of your choice from the mage spell list, each you can cast once without expending magicka points. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells.

Imperious Tenacity

Prerequisite: Imperial
Your ego, fostered by a proud lineage, is a force in and of itself. You have attained a stubbornness so strong that it is hard for you to be ordered around. You gain the following benefits:
  • Increase your Personality score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill.
  • You gain advantage on saving throws against spells and other effects that attempt to read your thoughts, charm you, or otherwise control your actions.

Nimbleness

No longer in use

Orsimer Constitution

Prerequisite: Orsimer
The blood of your ancestors runs through you, unlocking a resilience rarely seen. You gain the following benefits:
  • Increase your Endurance score by 1, to a maximum of 20.
  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against becoming poisoned.

Potion Master

Prerequisite: Argonian
As with many argonians, you have a natural talent for alchemical arts. You gain the following benefits:
  • Increase your Intelligence or Willpower score by 1, to a maximum of 20.
  • You gain expertise with artisan's tools (alchemist's supplies), which means your proficiency bonus is doubled for any attribute check you make with them. You can't benefit twice from a feature, such as Expertise, that doubles your proficiency.
  • When you drink a healing potion to restore hit points, you always restore the maximum amount, rather than rolling.

Pride of Malacath

Prerequisite: Orsimer
Your are proud of your combat mastery, to the point that you are careful not to show weakness in front of your allies, for fear of losing status. You gain the following benefits:
  • Increase your Strength, Agility, or Endurance score by 1, to a maximum of 20.
  • You gain proficiency with two weapon types of your choice.
  • If you miss with an attack roll or fail an ability check or a saving throw, you can give a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this feat, you can't use it again until you finish a short or long rest.

Prodigy

Prerequisite: Breton
You take a scholarly interest in many subjects and have a knack for learning new things. You gain the following benefits:
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any attribute 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.

Saxhleel Resilience

Prerequisite: Argonian
Your hide thickens and you become more resistant to the harms of nature. You gain the following benefits:
  • Increase your Strength or Endurance score by 1, to a maximum of 20.
  • Your hide thickens or your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Agility modifier. You can use a shield and still gain this benefit.
  • You gain immunity to disease, poison damage, and the poisoned condition.

Vigilance of the Alik'r

Prerequisite: Redguard
You have a deep suspicion of spellcasters and you have honed your reflexes to fend off the effects of those who would stoop to using magic.
  • Increase your Endurance or Willpower score by 1, to a maximum of 20.
  • You gain advantage on saving throws against spells and other magical effects.

Wood Elf Magic

Prerequisite: Bosmer
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one warden cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending magicka points. You regain the ability to cast these two spells in this way when you finish a long rest. Willpower is your spellcasting ability for all three spells.