Feats

From UESTRPG Wiki

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.

Heritage Feats

As a character levels up, they gain features from their class that help define what they can do. Sometimes, campaigns allow the use of Feats to help customize a character further. Feats are an optional rule described in the 5e Core Rules and the GM decides if Feats can be used in a campaign. They can also choose to allow some Feats, but not all.

This section provides additional Feats that can be used in a campaign, but they are dedicated to your character’s Heritage. These special feats are associated with the Heritage options provided in this book and are summarized in the Heritage Feats table below. A Heritage feat requires your character to have a particular Ancestry or Culture, and it represents a heightened connection to an aspect of your Heritage.

Some Heritage feats indicate a deeper knowledge in certain cultural facets of your Heritage, while others manifest physical changes or even transformations. How these changes come to fruition can be up to you and your GM to determine. Consider what happened to your character to facilitate these changes. Perhaps they experienced character growth through the stories told within the game. Or maybe they found a latent connection to their Heritage that emerged after personal development or maturation.

Heritage Feats

Race Feat Feat
Altmer Ancestry Heightened Magic
Altmer Culture Path to Alaxon
Argonian Ancestry Hist-Favored
Argonian Culture Root-People’s Resilience
Bosmer Ancestry Primeval Resistance
Bosmer Culture Green Magic
Breton Ancestry Ascendant Fortitude
Breton Culture Green Magic
Dunmer Ancestry Ancestor's Wrath
Dunmer Culture Tribunal Teachings
Imperial Ancestry Fortuitous Presence
Imperial Culture Traveled Cyrodilic
Khajiit Ancestry Hunter’s Senses
Khajiit Culture Moonwalker
Nord Ancestry Child of the Sky
Nord Culture Obduration Against Magic
Orsimer Ancestry Blood of Trinimac
Orsimer Culture Glory of Orsinium
Redguard Ancestry True Yukodan
Redguard Culture Obduration Against Magic

Ancestor's Wrath

Prerequisite: Dunmer Ancestry

Your connection with your Dunmer and Chimer ancestors heightens, perhaps from your own dedication, or perhaps because they see something in you. As an action you can call on them to wreathe you in flame for 1 minute. During this, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature of your choice within 10 feet of you takes fire damage equal to half your level (rounded up). Additionally, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with a weapon or spell attack. The extra damage equals your proficiency bonus.

You cannot use this ability again until you finish a long rest

Ascendant Fortitude

Prerequisite: Breton Ancestry

The blood of your Nedic ancestors runs more strongly in your veins than most Bretons, making you better built for the knightly path many Bretons have taken. Dragon Skin can be used a number of times equal to your proficiency bonus, instead of once, before you need to finish a long rest to use it again. In addition, it can now be used as a reaction whenever you take damage from any source, and grants resistance to all damage types, rather than just to those of the triggering damage types.

Blood of Trinimac

Prerequisite: Orsimer Ancestry

The warrior-elf Trinimac tore out the Heart of Lorkhan, and eventually became the Orc-Father Mauloch. You now exemplify some of his traits:

  • You truly possess the might of a warrior. For Berserk’s duration, when you roll damage for an attack, you can treat a roll below half the damage dice’s maximum damage as that number. For example, the roll of a d8 can do no less than 4 damage. You also are immune to the charmed condition and ignore all levels of exhaustion for its duration.
  • Your elvish roots grant you superior resistance to magic. Once on each turn, when you take damage from a spell or other magical effect, the total damage is reduced by an amount equal to your proficiency bonus.

Child of the Sky

Prerequisite: Nord Ancestry

The harsh conditions of Skyrim are channeled throughout your body. You gain the following benefits:

  • You are immune to cold damage, and you become resistant to either lightning damage or thunder damage (your choice when you chose this feat).
  • You can use your Battlecry trait twice, instead of once, before you need to finish a short or long rest to use it again.
  • After you expend a use of your Battlecry trait, you are immune to the frightened condition for 1 minute.
  • When you hit a creature with a melee attack, you can expend a use of your Battlecry trait to deal additional thunder damage equal to your level and force the creature to make an Endurance saving throw, using the same save DC as Battlecry. If it fails the saving throw, it is then staggered until the start of your next turn and knocked prone.

Fortuitous Presence

Prerequisite: Imperial Ancestry

Luck is in your blood, and it can rub off onto your allies when you desire it, making you their lucky charm.

Your Luck Dice become d6’s instead of d4’s. Additionally, when an ally you can see within 30 feet of you rolls 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. You can wait until after the ally rolls the d20 before deciding to use this reaction, but must decide before the DM determines whether the roll succeeds or fails.

Glory Of Orsinium

Prerequisite: Orsimer Culture

Orcish society values honor above all else, even City Orcs hold onto it tightly. To suffer the shame of loss is unimaginable. You gain the following benefits:

  • You will not tremble in the face of danger. You are immune to the frightened condition.
  • When a creature deals damage to you, as a reaction, you can move up to half your speed towards the creature. If the creature is within reach when this movement ends, you can make a melee weapon attack against the creature.


You can use this benefit a number of times equal to your proficiency bonus. You regain all uses after you finish a long rest.

Green Magic

Prerequisite: Bosmer or Breton Culture

You have learned primeval magic, having a deep bond with nature; the Green. Through you, Y’ffre invokes his wrath. You gain the following benefits:

  • You learn the shillelagh cantrip, and the weapon imbued by shillelagh can be wood or bone. In addition to quarterstaffs and clubs, it can imbue javelins, longbows and shortbows, benefiting ranged attacks made with these weapons. Wisdom is your spellcasting attribute for this spell.
  • When you hit a creature with an attack using a weapon imbued by shillelagh, you can cause thorny vines to grow from the point of impact, dealing 2d4 piercing damage to the creature and forcing it to make a Strength saving throw. The DC of this saving throw is 8 + your Willpower modifier + your proficiency bonus. On a failed save, the creature is restrained until the start of your next turn, at which point the vines wither. Once you use this benefit twice, you cannot do so again until you finish a long rest. While you have no uses, you can use 2 magicka points to use this benefit again.

Heightened Magic

Prerequisite: Altmer Ancestry

You have learnt to use your innate magic more skillfully than other 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 of your choice from the mage spell list, which you can cast with magicka points. It uses the spellcasting ability of your Highborn trait.

Hist-Favored

Prerequisite: Argonian Ancestry

Hist sap resides in your body. Through it, the Hist gives you glimpses into your past lives that can at times allow you to exercise greater might and skill. You can use this feat a number of times equal to your proficiency bonus. You can use it for the following effects:

  • When you move on your turn, you can expend one use to increase your movement and swimming speed by 5 x your proficiency bonus until the end of your turn.
  • When you roll an attribute check in which you are not proficient, you can expend one use to add your proficiency bonus to the roll.
  • You can expend two uses to cast the augury spell, the Hist giving your answer. When cast in this way, the spell has a casting time of 1 action, and has no spell components.
  • As an action, you can expend two uses to regain a number of hit points equal to three times your proficiency bonus. Additionally, any missing parts will regrow and return to full functionality after a passing of time, based on the body part, such as:
    • Fingers & Toes: 1 minute
    • Hands & Feet: 10 minutes
    • Arm (to elbow), Leg (to knee) & Tail: 1 hour
    • Arm (to shoulder) & Leg (to hip): 8 hours


You regain all expended uses at the end of a long rest.

Hunter’s Senses

Prerequisite: Khajiit Ancestry

You have acute senses that are superior even compared to most of your kind. You gain the following benefits:

  • Increase your Willpower score by 1, to a maximum of 20.
  • Eye of Night allows you to see in darkness as if it were bright light within your darkvision’s range. Additionally, you have advantage on Willpower (Perception) checks relying on smell and hearing.

Moonwalker

Prerequisite: Khajiit Culture

Your people venerate the moons, Jode and Jone. You have managed to channel their light in ways that reflect their nature.

  • Lantern of Love. You provide a beacon of light for those you cherish. You learn the Light cantrip, its light counts as moonlight, and you can cast it as a bonus action. When you cast Light on a weapon, you can choose for it to deal an additional 1d4 radiant damage on a hit for the first minute after being cast. When you cast Light in this way, you cannot do so again until you finish a long rest.
  • Lantern of Mercy. You protect yourself or others from wrath with blinding radiance. As a reaction when you see a creature within 30 feet of you being attacked by another creature you can see, you can impose disadvantage on the attack roll, causing moonlight to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after you finish a long rest.

Obduration Against Magic

Prerequisite: Redguard or Nord Culture

You come from a people distrustful of magic, and regardless of whether you feel this way as an individual, you have been taught to hone your reflexes to fend off the effects of those who would stoop to using it.

  • Increase your Endurance or Willpower score by 1, to a maximum of 20.
  • You can give yourself advantage on a saving throw against a spell or other magical effect. This benefit has a number of uses equal to your proficiency bonus, which are only expended when you successfully save against a spell or magical effect using it. You regain all uses after you finish a long rest.

Path to Alaxon

Prerequisite: Altmer Culture

One of the dominant philosophies in Altmer society is ‘Alaxon’, a striving for perfection. You pursue this state in everything you do, and it shows. You gain the following benefits:

  • When you roll an attribute check that you are proficient in, you can add a bonus equal to your Intelligence modifier to the result. You can wait until after you roll the d20 before deciding to use this benefit, but must decide before the GM determines whether the roll succeeds or fails. 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 gain proficiency with a skill of your choice from arcana, history, nature, or religion.

Primeval Resistance

Prerequisite: Bosmer Ancestry

You have a superior ability to endure nature’s hardships and adapt to the elements, perhaps a remnant of your blood’s shifting abilities before the Green Pact. You gain the following benefits:

  • You gain immunity to non-magical diseases. Additionally, you gain immunity to poison damage and the poisoned condition.
  • When you take cold, fire or lightning damage, you can use your reaction to give yourself resistance to the triggering damage type and immunity to the burning, chilled and dazed conditions until the start of your next turn. 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.

Root-People’s Resilience

Prerequisite: Argonian Culture

You have become more accustomed to the risks in nature –especially those that could be easily encountered in Black Marsh. You gain the following benefits:

  • You gain immunity to non-magical diseases. Additionally, you gain immunity to poison damage and the poisoned condition.
  • You are easily woken by danger, and it is difficult to force you into a drowse. Your passive Perception is unaffected whilst sleeping, and magic can’t put you to sleep. Additionally, you can immediately stand up from prone when you wake up (no action required). If you stand up after waking outside your turn, the movement is expended at the start of your next turn.

Traveled Cyrodilic

Prerequisite: Imperial (Colovian or Nibenese) Culture

Although east and west Cyrodiil have varied cultures, you have spent much time in the province and among all of its people, both local and traveling. You gain the following benefits:

  • Increase your Personality score by 1, to a maximum of 20.
  • If you have the Colovian subculture, you gain the traits of the Nibenese subculture from this feat. If you have the Nibenese subculture, you gain the traits of the Colovian subculture.
  • You can add a bonus equal to half your proficiency bonus to Personality (Persuasion) rolls while you speak to a creature in its native language.

Tribunal Teachings

Prerequisite: Dunmer Culture

You carry the lessons of the Tribunal, whether it be the ‘False’ Living Tribunal, or the ‘True’ Tribunal of the Good Daedra.

  • You have foresight that allows you to have a certain result at a pivotal moment. For an attack, saving throw or attribute roll, you can forgo rolling the d20 to get a 10 on the die. Once you use this benefit, you cannot do so again until you finish a long rest.
  • You can guide the ferocity of your allies’ strikes. A creature’s attack being aided by you from the Help action adds your proficiency bonus to the damage on a hit.
  • You have an intimate relationship with duality and contradiction. As an action, choose a creature within 30 feet of you. You can either frighten or rally it until the end of your next turn. Once you use this benefit, you cannot do so again until you finish a long rest.

True Yokudan

Prerequisite: Redguard Ancestry

You are naturally more swift and durable than even most other Redguards. You gain the following benefits:

  • At the start of your first turn during combat, you can choose to add a d4 to all of your attacks and their damage rolls for the next minute, instead of only one attack on the first turn. You cannot use this benefit again until you finish a long rest.
  • You have advantage on saving throws against poison, and you have resistance against poison damage.