Alpha 0.0.27 feat changes

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Alpha 0.0.27 feat changes is the full breakdown of every class, subclass, and skill feat reworked in Alpha 0.0.27.

Warrior

  • Added Master of Arms. Dual wield any one-handed weapon, off hand included, and turn your shield into a weapon that bashes for your Strength.
  • Reworked Intimidating Glare. Declare it on an Intimidation roll to frighten a target, lowering their Strength and Dexterity.
  • Reworked Second Wind. Heals more on activation and recharges on a Long Rest. Was a day-long cooldown.

Knight (Warrior)

  • Added Dualist. While wielding a single one-handed weapon with an empty off hand, attack with advantage and land far more critical hits.
  • Added Armored Basher. Equip a shield in your main hand and bash with it for blunt damage that scales with the shield's armor rating.
  • Added Bastion. While you hold a shield, party members in the scene gain a standing armor bonus that scales with your level, renewed each turn the shield remains equipped.
  • Reworked Guardian. Now a passive: grants standing armor that scales with level. While holding a shield, blocks incoming hits, with block chance increasing as you level. No longer redirects ally damage onto you.
  • Reworked Commanding Presence. Grants you and every party member in the scene advantage on their next attack, and recharges on a Long Rest.
  • Reworked Severing. A hit on a severely wounded normal enemy can sever a limb, lowering its Dexterity and movement until treated. Elites and bosses resist.
  • Removed Duelist's Retort.
  • Removed Knockdown Charge.

Barbarian (Warrior)

  • Added Colossal Grip. Wield a two-handed weapon in each hand, at the cost of your accuracy and defenses.
  • Added Relentless Rage. While raging, the first blow that would drop you leaves you at 1 health instead, once per rage.
  • Added Skull Cracker. A critical hit with a blunt weapon can stun the target and leave them permanently concussed. A skull only cracks this way once.
  • Reworked Rage. Now an activated ability with limited uses per Long Rest. While active, increases your damage, halves incoming physical damage, and frightens nearby enemies. Ends when combat ends or you release it.
  • Reworked Bear Skin. While unarmored, grants armor and evasion that climb as you grow more battle-hardened, instead of a flat armor bonus.
  • Reworked Come and Get Me. When critically wounded, now lands critical hits more often on top of attacking with advantage, lasts until the fight ends, and recharges on a Long Rest.
  • Reworked Combat Grab. Landing a melee strike with a free hand grapples the target, who cannot move and must keep saving to break free.
  • Removed Deafening Cry.
  • Removed Titan's Leap.

Rogue

  • Added Sneak Attack. The new core Rogue ability. Striking from stealth with a finesse or ranged weapon deals extra damage that grows as you level.
  • Reworked Future Sight. Once per Long Rest, a blow that would drop you below zero health is dodged entirely.
  • Reworked Survivor's Wit. Grants a stronger passive poison resistance, shrugging off tainted food, venom, and poisoned blades.
  • Removed Shadow Striker.

Assassin (Rogue)

  • Added Death's Precision. Striking from stealth with a finesse or ranged weapon lands far more critical hits.
  • Added Exsanguinate. Striking a bleeding enemy triggers all of its active bleeds at once, dealing half their remaining damage instantly.
  • Reworked Silent Killer. A stealth strike now executes any normal or elite enemy already near death.
  • Reworked Deadly Strike. Upgrades your Sneak Attack to a larger die when you strike from stealth with a finesse or ranged weapon, hitting harder.
  • Reworked Terrorizer. A kill seen by other enemies makes normal hostiles save against fear or become unnerved. Elites and bosses are now immune.
  • Reworked Hemorrhaging. A melee critical hit now guarantees internal bleeding that drains health and deepens with your skill.
  • Reworked Pinpoint. Now raises your Dexterity instead of Strength.
  • Removed Toxin Tolerance.

Thief (Rogue)

  • Added Vanisher. Killing from stealth lets you re-enter stealth. The clearer your escape, the better your odds.
  • Added No Witnesses. Make re-entering stealth from kill strike a lot easier.
  • Added Third Wheel. Attack with advantage against any enemy an ally is already fighting.
  • Reworked Disarm. A stealth strike now always strips the target's weapon, leaving them unable to make weapon attacks until they recover it.
  • Reworked Sticky Fingers. A successful lift grants Quick Hands, raising both your Thieving and your Deception to wave off suspicion.
  • Reworked Nimble Escape. A successful acrobatic disengage grants Slippery, raising your evasion as you slip free of reaching hands.
  • Reworked Pocket Sand. Declared on a Thieving check to blind a target, lowering their perception and letting their targets dodge at advantage.
  • Removed Cunning Distraction.
  • Removed Improvised Tools.

Skill Feats

Potions

  • Reworked No Potions. No longer fires on every bite. Declare it when eating a raw, unrefined ingredient to roll on a random table of boons and hazards. Consuming refined potions now drains Constitution for a time.
  • Reworked Blade Venom. Declare a Potions check to coat your weapon with a carried potion. Your next strike poisons the target, damaging them over time and scaling with your proficiency.
  • Reworked The Guzzler. Still downs a potion in one uninterruptible motion without losing your action, and now each potion you drink restores a little bonus healing.
  • Reworked Metabolize. Now a declared save, hinted when a poison takes hold. On success the toxin dissipates and you recover a little health.
  • Reworked Healthy Dose. Faster regeneration now restores extra health when you drink a potion or finish a rest, instead of from eating food.

Endurance

  • Reworked Stomach of Steel. Now an always-on party benefit: while you travel together, everyone needs less food to be fully provisioned for a rest. You still eat raw or spoiled meat without harm.
  • Reworked Weather the Storm. Now halves the extra fatigue that harsh terrain like mountains, swamp, and deep snow piles on.
  • Reworked Marathon Runner. Overland travel now tires you at roughly two-thirds the normal rate.
  • Reworked Cauterize. Sear a wound with a heat source to end one bleed or poison on you, taking some burn damage. Now a deliberate declared action.
  • Reworked Venom Veins. When you shrug off a poison, your next strike converts the venom to adrenaline and hits harder.
  • Reworked Iron Lungs. Strong resistance to inhaled poison and smoke and raised poison resistance, letting you function in gas and dust and hold your breath far longer. Was outright immunity.

Resting

  • Reworked Soldier's Sleep. A successful Resting check can flip a hostile-terrain rest penalty into that terrain's favorable bonus, and you always sleep lightly, alert to threats.
  • Reworked A Quiet Life. Now requires a short or long rest, it grants advantage on your next Intelligence or Wisdom check for an hour, at the cost of making a favorable campsite less likely.
  • Reworked High Maintenance. Tending camp grants a Wisdom bonus and makes meal and campsite buffs last far longer, but your meal quality is read from the plainest dish eaten, so the whole party must eat well.
  • Reworked Campfire Chef. Cooking now upgrades the party's rest meal by a tier and feeds everyone Well Fed, at the cost of twice the provisions.
  • Reworked Campsite Fortification. Fortifying camp now grants the whole party a Perception bonus during rest and ensures you are never surprised in camp.
  • Reworked Dream Walker. Resting near an unexplored area reveals a rough map and whether hostiles are present, and now grants an Insight bonus for an hour after.

Athletics

  • Reworked Boar Rush. Now a chargeable stance: close a wide gap at several times your speed and slam a foe for bonus blunt damage scaled by proficiency.
  • Reworked Mighty Wingspan. Thrown blunt objects hit harder the heavier they are, up to a proficiency cap.
  • Reworked Human Projectile. Hurl a grabbed creature to a target's position, knocking it prone and dealing bonus blunt damage.
  • Reworked Iron Anchor. Now a declared brace: bank a charge that boosts your next Athletics check, once per rest.
  • Reworked Strongman's Challenge. Triggers when you issue a public strength challenge, granting raised Charisma, instead of only after you win.
  • Reworked Grip of Iron. Declared flat bonus to climbing checks.
  • Reworked Spring Loaded. Declared maneuver rolling extra dice on jump and leap checks.
  • Reworked Bulging Muscles. Declaring a flex grants a timed buff that raises your Charisma.
  • Reworked Arm-legs. Now an always-on passive that increases your movement speed at all times and allows you to close gaps or escape in combat much more effectively.

Slayer

  • Reworked Kill Strike. A killing blow now banks a charge that adds bonus damage to your next strike.
  • Reworked Soft Spot. After a successful slayer check, grant added bonus damage to your next attack, no called shot needed.
  • Reworked Trophy Hunter. Carrying a trophy from a slain enemy grants a stronger Intimidation bonus, triggered the moment you loot it.
  • Reworked Patient Hunter. While running down tracked prey, gain a flat bonus to Investigation, Perception, and Slayer checks.
  • Reworked Relentless Pursuit. Chasing a fleeing wounded creature grants a burst of movement to close the gap.
  • Reworked Headhunter. Recalling lore on a creature whose trophy you carry sharpens your Slayer and Investigation checks against that kind of creature.
  • Renamed Monster Venom Immunity to Venom Hardened. Still toughens you against poison.

Acrobatics

  • Reworked Catfall. Once per Short Rest, shrug off an incoming knockdown or restraint, and bracing this way guards you against the next hit even if you dodge it clean.
  • Reworked Catch and Redirect. Once per Short Rest, snatch an incoming ranged attack out of the air, turning the hit into a miss, then hurl it back at whoever loosed it. Can be called on deliberately.
  • Reworked Tumble Through. A successful tumble past an engaged foe leaves you behind them, so your next strike against that enemy lands at advantage.
  • Reworked Nick of Time. Still sharpens your guard against incoming ranged attacks, but no longer reacts to magic, only thrown and fired projectiles.
  • Reworked Wall Runner. Declared flat bonus to running up or along walls.
  • Reworked Boneless. Declared flat bonus to escaping grapples and bindings. Still squeezes through any gap a foot wide.

Stealth

  • Reworked Dead Silent. A successful Stealth check wraps you in absolute silence so your actions make no sound, then leaves you winded with reduced movement.
  • Reworked Smoke and Mirrors. On a successful Stealth check, breaking line of sight makes you Slippery, raising evasion and making you harder to pin down.
  • Reworked The Nobody. Each successful Stealth check reinforces a Forgettable condition making you hard to recall or describe, at the cost of building no fame or reputation.
  • Reworked Misdirection. Declared on a Stealth check against whoever spotted you; on a failed save they second-guess what they saw and lose perception.
  • Reworked Terror from Shadows. Declared on a Stealth check against a target; on a failed save they suffer Shadow Dread, with lowered perception and dexterity.
  • Reworked Freezeframe. Freezing still in the dark after being spotted now forces nearby hostiles to save or lose their certainty, lowering perception.

Intimidation

  • Reworked Stand Down. A declared command makes a bloodied foe surrender, dropping weapons until threatened or left too long. Only on a target no stronger than you, and elites and bosses now resist.
  • Reworked The Answer is Violence. On a successful Intimidation check, frightens every hostile in the scene who witnessed your destruction.
  • Reworked The Smile. Declared against an already-frightened target to press the advantage and force a truthful answer, short of its deepest secret. It remembers being coerced.
  • Reworked Soul Stare. Declared on an Intimidation check to fold in extra rolling power; afterward your charm sours for a while. Twice per Short Rest.
  • Reworked The World. A declared slow advance that improves Intimidation and frightens the target you advance on. The edge fades the moment you stop.
  • Reworked Solid Pipes. A declared shout that, on a failed save, rattles the target's wits and presence of mind. Everyone nearby hears where you are.

Primalism

  • Reworked Territory. Now a rest ability: resting in wild land you have claimed raises your Strength and Dexterity, while anyone resting alongside you loses Charisma.
  • Reworked Serpent's Kiss. Invokable on a connecting melee hit: channel the Serpent Aspect to gain raised Evasion and poison the target, at the cost of lowered Constitution for the duration.
  • Reworked Primal Feast. Tear into raw meat from a fresh kill to gain raised Strength for a time. No longer triggers from ordinary food and no longer stacks.
  • Reworked Den Finder. Find a natural shelter to reveal its direction, distance, and whether it is occupied, and gain bonuses to resting and a few hours of raised max health.
  • Reworked Beast Tongue. Declared flat bonus to talking to and influencing animals.
  • Reworked Survivor's Touch. Declared flat bonus to foraging, and you never accidentally forage something poisonous.

Religion

  • Reworked Back to Dust. Present your holy symbol to kill weaker undead outright and turn tougher undead, driving them to flee.
  • Reworked Paragon of Belief. A successful rest in a sacred place aligned with your faith grants Sacred Rest, sharpening your Wisdom and Religion for the day.
  • Reworked Break the Chain. Channel your faith against a curse or binding; a strong success loosens it, but falling short recoils into a backlash that lowers your Wisdom.
  • Reworked Last Words. Commune with the lingering spirit of the recently dead, once per corpse, to question it about its life.
  • Reworked Martyr's Zeal. Triggers when you are critically wounded defending others or your faith, hardening your resolve.

Deception

  • Reworked Sympathetic Villain. A successful mid-combat sob story makes every nearby enemy save or turn Hesitant, unable to strike you for a beat. Now hits all hostiles in the scene at once.
  • Reworked Gaslighter. Contradicting someone's memory on a successful check now reliably leaves them with Self-Doubt, worse at reading people for a while.
  • Reworked Seeds of Doubt. Spreading rumors about an ally now reliably turns the target Paranoid, refusing to cooperate with the accused. Resisting it turns them on you.
  • Reworked Dead Man's Face. Study a defeated humanoid, then roll Deception to take on their look and mannerisms (not their voice). Those who knew them may see through it.
  • Reworked Confidently Wrong. A declared lie told with absolute certainty boosts your Deception roll; the more brazen, the better it sells. Anyone who later uncovers it turns hostile.
  • Reworked The Innocent. A declared show of wounded innocence adds a die to Deception when accused; still useless on guards and trained investigators.

Persuasion

  • Reworked Convert the Faithful. After a long talk with a defeated or demoralized foe at or below your level, win a contested check to turn them to your side.
  • Reworked Peer Pressure. A declared social play that forces the target to comply or look weak, cracking their resolve and lowering their Wisdom.
  • Reworked Emotional Intelligence. A declared read that reveals a target's emotional state and lowers their Insight, making them easier to sway.
  • Reworked Shared Enemy. A declared move that grants a personal rapport buff improving your Persuasion for several minutes.
  • Reworked Ego Stroking. Declared flattery that banks goodwill as a self-buff, improving your Persuasion while you press flattering requests.
  • Reworked Mutually Assured Negotiation. A declared deal-making stance that improves formal negotiations and converts failed rolls into counter-offers.

Performance

  • Reworked Distraction Artist. A successful public show rivets the room, granting the whole party (not just nearby allies) a bonus to Stealth and Thieving.
  • Reworked Dramatic Entrance. A successful theatrical arrival grants you a Charisma boost and warmer reception, while every hostile in the scene must resist or be briefly stunned.
  • Reworked Lullaby. Hum a weak-minded, non-hostile listener to sleep out of combat until hurt or jostled. Does not work on bosses, undead, or constructs.
  • Reworked Propaganda. Spend a long stretch spreading songs and stories in a settlement, then roll to shift the whole town's attitude toward a person, faction, or cause.
  • Reworked Method Acting. Declared flat bonus to Deception and Performance while sustaining a role. Staying in character briefly lowers Wisdom.
  • Reworked Mockingbird. Declared flat bonus to Deception when impersonating a voice you have heard.

Bartering

  • Reworked Golden Aura. Press gold on a neutral creature in a tense moment; on a failed save they are bought off and unwilling to act against you. A heavier purse makes refusal harder.
  • Reworked Everyone Loves a Critic. Mock a foe's gear; on a failed save they suffer Buyer's Remorse and fight weaker for a while. Only works on Intelligent creatures.
  • Reworked Know a Guy. Reach out to a black-market contact in any settlement for illegal or rare goods at a steep markup.
  • Reworked Pyramid Scheme. A successful trade grants a flat bonus to your Bartering for the next in-game hour.
  • Reworked The Negotiator. Declared flat bonus to structuring unconventional exchanges.
  • Reworked Debt Collector. Declared flat bonus to Bartering or Persuasion when calling in a favor.

Perception

  • Reworked Violence Residue. Invoke at a site of violence to reveal the number of combatants, the weapons used, and whether anyone died, with a critical success showing which way survivors fled.
  • Reworked Weather Bones. Declared bonus to Perception in bad weather, and now softens harsh campsites, cutting any terrain rest debuff to half.
  • Reworked Sound Mapper. Declared bonus to read a space by sound while blind, a few times per Long Rest. No longer stuns you on loud noises.
  • Reworked Hindsight. Mentally rewind a recent place or event to spot details you missed, a few times per Long Rest.
  • Reworked Eagle's Eye. Declared flat bonus to long-range sight checks. Still reads fine detail and lips at a distance.
  • Reworked Background Character. Declared flat bonus to gathering information while passing unnoticed.

Investigation

  • Reworked Scene of the Crime. Invoke to reconstruct what happened at a scene, learning participants, weapons, timing, and comings and goings; an exceptional read reveals something about the culprit.
  • Reworked Patient Surveyor. After a thorough search, ask the scene one question and get an honest answer from the evidence, once per location.
  • Reworked Forensic Eye. Examine a corpse or damaged object to pick up the trail and follow it back toward whoever left it.
  • Reworked The Perfect Mark. Declared flat bonus to Investigation when reading a trail.
  • Reworked Trap Spotter. Declared flat bonus to probing for hidden dangers. Still identifies trap types from their construction.

Insight

  • Reworked Telegraphed. A declared combat read that marks an opening, so your next attack lands with advantage. Spent the instant you strike, once per short rest.
  • Reworked Eyes on You. A declared read against hidden watchers that senses their direction and distance and sharpens your Perception to follow them.
  • Reworked Mirror Ward. Still reflects a resisted mind effect onto the nearest creature; its save now resolves reliably against fear, charm, domination, and confusion.
  • Reworked Coin Counter. No longer grants advantage on valuables checks. Still appraises coins, gems, and loot at a glance and sizes up someone's wealth.

Thieving

  • Reworked None the Wiser. Planting an item on a distant mark now walks you into position first, then on success frames them with hidden Planted Evidence. Only fails if they are too far to reach.
  • Reworked Saboteur. Tampering with a creature's gear now closes you in first, then on success leaves them clumsy with lowered Dexterity. Only fails if they are too far to close on.
  • Reworked Concealed Carry. Items hidden on you are now invisible to casual searches; only a thorough expert or full strip search has a chance.
  • Reworked Shell Game. Swap or palm a small item during any handshake, trade, payment, or search; a failure leaves the mark uneasy but unsure.
  • Reworked Reaction Time. Declared bonus to snatch tossed coins, falling keys, or drawn weapons from the air.
  • Reworked Professional Courtesy. Flat bonus to tell whether locks were picked or thefts pulled off, and by whom.
  • Renamed Advanced Trap Immunity to Advanced Trap Resistance. Now resists poisoned traps and locks rather than negating them.
  • Renamed Shadow Market Master to Deep-Shadow Operator. Now grants resistance to dark while working in shadow.

History

  • Reworked Bestiary Mind. A successful recall calls out a creature's weakness and marks it for the party, so each ally's next attack against it lands at advantage.
  • Reworked Cloud Reader. A successful sky-reading lowers the party's travel encounter chance until your next Long Rest. Once per Long Rest.
  • Reworked Dead Tongue. Invoke to decipher unfamiliar, ancient, or coded text; exceptional reads reveal the author's emotions and hidden meaning.
  • Reworked History Repeats Itself. Draw on precedent to boost your Insight when reading a tough decision or political moment.
  • Reworked Deja Vu. Declared bonus to History at a significant place you have never physically visited.

Creation

  • Reworked More Powder! Pack extra reagents into a craft for a bonus die, but the piece may detonate as it finishes; the misfire chance shrinks as your skill grows.
  • Reworked A Beautiful Wreck. Crafting from broken or salvaged materials yields a characterful result that reinforces your armor for an hour on a success.
  • Reworked Patch Job. Repair or reinforce a named ally's armor during a Short Rest, granting reinforced armor for an hour.
  • Reworked Deconstructionist. Declared flat bonus to dismantling or sabotaging crafted objects.
  • Reworked Controlled Demolition. Find a structural weak point and bring a collapse down exactly where you choose, sparing allies.
  • Reworked Battlefield Architect. Now player-invokable. Build a barricade that gives cover against ranged attacks and counts as difficult terrain for enemies.

Arcane

  • Reworked Unweave the Weave. When a nearby enemy casts, call out its school and weakness, bracing every ally who hears you to blunt or resist that effect.
  • Reworked The Unraveler. Touch a willing ally out of combat to tear loose one mind-affecting magic such as a charm, fear, or confusion.
  • Reworked Magical Vandalism. Declared flat bonus to breaking, corrupting, or redirecting existing magic. Success still ends in unpredictable failure.
  • Reworked The Taste of Magic. Tasting a magical item still reveals whether its magic helps, harms, or hungers, but no longer boosts identify checks.
  • Reworked Arcane Autopsy. Reading the aftermath of magical destruction still reveals the school, damage type, and power, but no longer boosts the check.

Part of Alpha 0.0.27.