Feats are permanent enhancements unlocked through class and skill progression. Feats are organized into seven tiers, from weakest to strongest: Initiate, Novice, Adept, Expert, Master, Legendary, Mythic. See Progression for how choices are granted. Class feats are listed by class and subclass, and skill feats by skill.
Class feats
Warrior
Feats from the Warrior class.
| Feat |
Tier |
Effect
|
Intimidating Glare |
Granted |
You can intimidate creatures without sharing a language. Spend on a successful Intimidation check against a target to force a Wisdom save (DC 12) or leave them Frightened for 30 seconds, weaker and clumsier (-2 Strength, -2 Dexterity).
|
Master of Arms |
Granted |
You can dual-wield any one-handed weapon, off-hand included (not just light ones), and turn a shield into a weapon with a shield bash that strikes for a flat 1 plus the Strength modifier.
|
Bloodborn |
Initiate |
You have a natural resistance to the elements. Fire, frost, and storm deal less damage to you than they would to others.
|
Pack Mule |
Initiate |
You can carry far more weight than your frame would suggest. Heavy armor, large weapons, and extra supplies barely slow you down.
|
Unbowed |
Initiate |
You are hardier than most. You can endure blows that would stagger others and keep fighting.
|
Barbarian
| Feat |
Tier |
Effect
|
Colossal Grip |
Granted |
Wield a two-handed weapon in each hand. One-handed swings apply a wild-swing contest: defenders gain +210 virtual evasion, your ACCURACY counts at 50% effectiveness, and the target's dodge chance never drops below 10%. You suffer -40 evasion while fighting this way. Accuracy stacking and debuffing the target's evasion can reduce the penalty toward the floor.
|
Rage |
Granted |
Apply Rage. Increases melee damage, reduces incoming physical damage by 50%, and intimidates nearby enemies. Lasts while fighting continues. Ends when combat quiets, after prolonged fighting, or when you choose to drop it. Recharges on a long rest.
|
Unbroken Rage |
Granted |
While raging, the first hit that would reduce you to 0 health leaves you at 1 health instead. Resets when you enter a new rage.
|
Bear Skin |
Novice |
Grants armor and evasion while unarmored. Both values scale upward as you gain levels.
|
Savage Strength |
Novice |
Permanently enhances Strength by 2.
|
Skull Cracker |
Novice |
Target makes a Constitution saving throw (DC 13 + your Strength modifier). On failure, apply Skull-Cracked (stunned for 12 seconds) and a permanent Cracked Skull penalty of -2 Intelligence. Only applies once per target.
|
Aftershock |
Adept |
50% chance on hit to apply Rattled: -20 ACCURACY, -20 evasion, -10 ft movement for 30 seconds.
|
Combat Grab |
Adept |
Automatically applies Grappled on hit. Target cannot move. Target repeats a Strength saving throw (DC 13) every few seconds to break free.
|
Come and Get Me |
Adept |
Apply Bloodied Fury for six turns or until the fight ends. Grants advantage on all attacks and increased critical hit chance. Recharges on a long rest.
|
Blood for Blood |
Expert |
Heal 1d10 + Constitution modifier health via Blood for Blood. The kill also renews your Rage, extending its duration.
|
Out of Room |
Expert |
Each melee miss grants +30 ACCURACY, stacking up to 5 times, lasting 5 minutes. Landing a strike consumes all stacks at once.
|
Stay Down |
Expert |
Strikes against stunned, prone, or grappled enemies deal 50% more damage. Each hit extends stuns by 6 seconds, and prone or grappled states by 12 seconds.
|
Knight
| Feat |
Tier |
Effect
|
Bastion |
Granted |
While wielding a shield, all party members in the scene gain Bastion, a standing armor bonus that scales with your level. Refreshed every turn the shield remains equipped.
|
Guardian |
Granted |
Gain a standing armor bonus that increases with level. While wielding a shield, you can partially block incoming attacks. Block chance improves as you level.
|
Second Wind |
Granted |
When you drop to 0 health, immediately heal for 1d12 + Constitution modifier health. Applies Second Wind. Recharges after a long rest.
|
Certain Strike |
Novice |
On a missed melee attack, deal damage equal to your Strength modifier (minimum 1). Apply a Grazing Strike damage effect.
|
Dualist |
Novice |
Attacks made while wielding a single one-handed weapon with an empty off-hand gain advantage. Your critical hit chance is doubled.
|
Iron Will |
Novice |
Permanently enhances Constitution by 2.
|
Armored Basher |
Adept |
You can equip a shield in your main hand as a weapon. Shield bash deals the shield's armor value plus your Strength modifier as blunt damage.
|
Commanding Presence |
Adept |
All active party members in the scene, including you, gain Commanding Opening. Their next attack within the next few minutes has advantage. Recharges after a long rest.
|
Severing |
Adept |
On a melee hit against a normal enemy below 50% health, the target makes a Constitution saving throw (DC 14). On failure, apply Severed Limb: -2 Dexterity, -10 ft movement until treated. Elite and boss enemies are immune.
|
Interpose |
Expert |
You take the killing hit instead. The redirected damage is halved. Your armor, block, and parry apply to the remaining damage. Once per fight.
|
Riposte |
Expert |
Immediately counter with a full main-hand strike. The counter-attack can score critical hits normally. Once per round.
|
Shield Throw |
Expert |
Hurl your shield as a ranged attack. Strikes up to 3 enemies within 30 feet for the shield's armor value plus your Strength modifier as blunt damage each. The shield returns to your grip.
|
Rogue
Feats from the Rogue class.
| Feat |
Tier |
Effect
|
Future Sight |
Granted |
When a blow would drop health below 0 and Future Sight is ready, it is dodged entirely. The premonition returns after a completed long rest.
|
Sneak Attack |
Granted |
Attacks made from stealth with a finesse or ranged weapon find the gaps armor never covers, dealing extra damage that grows with each level gained.
|
Ghost Step |
Initiate |
Your survival instincts extend beyond the physical. Shadow, toxin, and cold affect you less than they do most people.
|
Quicksilver |
Initiate |
Close calls and narrow escapes have toughened you. You can take hits that would drop others and keep moving.
|
Survivor's Wit |
Initiate |
Your body has built up a strong tolerance to toxins. Tainted food, venomous bites, and poisoned blades affect you far less than they should.
|
Assassin
| Feat |
Tier |
Effect
|
Deadly Strike |
Granted |
Sneak Attack die increases from d4 to d6 on attacks from stealth with a finesse or ranged weapon. All attacks gain +5% critical hit chance, hidden or not.
|
Death's Precision |
Granted |
Attacks with a finesse or ranged weapon gain +10% critical hit chance. Strikes from concealment deal +50% critical damage.
|
Hemorrhaging |
Novice |
Every hit opens a Bleeding wound that scales with level. Melee critical hits add Internal Bleeding. Your bleeds last 50% longer than normal and bypass armor. Works on bloodless targets (constructs, undead, elementals).
|
Pinpoint |
Novice |
Permanently enhances Dexterity by 2.
|
Silent Killer |
Novice |
A stealth hit or critical hit that drops a normal enemy below 20% maximum health or an elite enemy below 15% kills it outright. Does not work on bosses or greater foes.
|
Exsanguinate |
Adept |
Consumes all Bleeding on the struck target and on every enemy within 30 feet carrying wounds you opened. Each target takes the full remaining damage of its consumed bleeds immediately. Bleeds must be reapplied before using again.
|
Opportunist |
Adept |
Attacks against bleeding, poisoned, or burning targets gain +10% critical hit chance.
|
Terrorizer |
Adept |
Each visible normal hostile makes a Wisdom save (DC 12). On failure, Unnerved for 60 seconds: -4 Dexterity, -4 Strength. Elite and boss enemies are immune.
|
Corrupting Fever |
Expert |
Each bleed tick rolls your critical hit chance. A critical tick deals double damage. When you critically hit a bleeding target, a fresh Bleeding wound opens on another hostile within 30 feet.
|
Lingering Shroud |
Expert |
After leaving stealth, your next attack within 10 minutes is treated as a stealth strike. Sneak Attack and all stealth-gated techniques apply. The shroud refreshes after the window expires.
|
Perfect Opening |
Expert |
The first finesse or ranged strike on an enemy above 90% maximum health is an automatic critical hit. Each enemy can only be caught unprepared once.
|
Thief
| Feat |
Tier |
Effect
|
No Witnesses |
Granted |
Every Vanisher re-hide improves one step. Close kill: clean roll. Middle distance: advantage. Clear kill: no roll.
|
Vanisher |
Granted |
A kill from stealth lets you attempt to re-hide. Hostile nearby: re-hide at disadvantage. Middle distance: clean roll. Way clear: re-hide at advantage. Without this feat, a close kill leaves you exposed.
|
Cat's Grace |
Novice |
Permanently enhances Dexterity by 2.
|
Nimble Escape |
Novice |
On a successful Acrobatics disengage or Stealth entry, apply Slippery for 60 seconds. Grants +60 evasion.
|
Sticky Fingers |
Novice |
On a successful Thieving lift, apply Quick Hands for 60 seconds. Grants +2 Thieving and +2 Deception. Only one Quick Hands can be active at a time.
|
Disarm |
Adept |
A stealth strike on an armed foe applies Disarmed for 24 seconds. The target cannot make weapon attacks until the weapon is recovered. Does not affect creatures using natural weapons (claws, bite, tail).
|
Pocket Sand |
Adept |
On a successful Thieving check, apply Blinded for 60 seconds. No save. The target suffers -2 Perception. Their targets dodge at advantage.
|
Third Wheel |
Adept |
You attack with advantage against any enemy an ally is actively engaging.
|
Blur |
Expert |
After you leave stealth, the next 3 attacks against you within 10 minutes are rolled as if you were still hidden (attacker rolls at disadvantage). Recharges once the window passes.
|
Cheap Trick |
Expert |
You become hidden instantly. No roll and no cover required.
|
Second Skin |
Expert |
Medium armor no longer caps your evasion. Heavy armor still does. You move as quietly in any armor as you would in light armor.
|
Skill feats
Acrobatics
Feats from the Acrobatics skill.
| Feat |
Tier |
Effect
|
Catfall |
Novice |
Once per short rest, you instinctively roll with it and negate one incoming knocked-Prone or Restrained effect. When you do, you gain a coiled Evasion edge for 10 minutes that braces you against the next damage you take, even if you dodge it entirely.
|
Nick of Time |
Novice |
Your honed reflexes add +20 to your evasion against the incoming ranged attack, folded in before it is resolved.
|
Wall Runner |
Novice |
You can take multiple steps along or up a vertical surface before gravity takes over. +2 to the declared Acrobatics check to maintain this movement. Distance covered depends on initial movement speed.
|
Boneless |
Adept |
Squeeze through any opening at least 1 foot wide with an Acrobatics check. +2 to the declared Acrobatics check to escape grapples, restraints, ropes, and chains. May use Acrobatics instead of Athletics for escape checks.
|
Catch and Redirect |
Adept |
Once per short rest you snatch an incoming ranged attack clean out of the air, turning the hit into a miss, then hurl it straight back at the attacker for the same damage. You can also call on it deliberately by saying you are catching the shot.
|
Tumble Through |
Adept |
On a successful Acrobatics tumble you come up behind the foe with a Flanking Opening: your next attack against them lands at advantage, spent on that strike.
|
Cat Among Pigeons |
Expert |
Target is knocked Prone, no save. Up to 3 enemies within 30 feet of your landing make a Dexterity save or are also knocked Prone. You land in melee. Deals no damage.
|
Moving Target |
Expert |
Gain +10 evasion per 10 feet moved (Moving Target), stacking up to +40. The full bonus is consumed the moment an attack misses you.
|
Untouchable |
Expert |
Gain Untouchable for 1 minute. All attacks against you roll at disadvantage. Ends if you are grappled, restrained, or knocked prone.
|
Arcana
Feats from the Arcana skill.
| Feat |
Tier |
Effect
|
Arcane Autopsy |
Novice |
By studying magic's effects on matter and flesh, you can identify what type of magic caused the damage, discerning its spell school, damage type, and approximate power level.
|
Magical Vandalism |
Novice |
You gain a +2 bonus to the declared Arcana check to break, corrupt, or redirect existing magic. Success doesn't dispel cleanly but causes unpredictable and often spectacular magical failure.
|
The Taste of Magic |
Novice |
You can determine whether the magic is beneficial, harmful, or neutral, receiving a general emotional impression (warmth for healing, cold dread for curses, electric excitement for enhancement). Cursed items taste hungry.
|
Arcane Cartographer |
Adept |
Automatically sense the presence, location, and nature of all active magical effects within 30 feet. Focus on a specific source to learn its school and likely trigger.
|
The Unraveler |
Adept |
Touch an afflicted ally and work at the magical effect gripping them. Make an Arcana check against the effect; on a success the knot comes apart and one such mind-affecting magical effect on them ends. Out of combat, touch range, one effect at a time.
|
Unravel the Casting |
Adept |
Identify an enemy's spell as it's being cast and shout its weakness to allies, naming the school, the trigger, and how to brace against it. Allies who hear the warning are braced against the named effect: blunted, resisted, or shrugged off.
|
Nothing Minor |
Expert |
Conditional effects take hold one grade stronger than normal, with additional uses to match. Effects already at maximum grade gain one extra use instead.
|
Overflow |
Expert |
25% chance on activation for the effect to surge: harder, wider, or longer than written, roughly 50% stronger.
|
Spare Charge |
Expert |
30% chance to not consume a charge on activation.
|
Athletics
Feats from the Athletics skill.
| Feat |
Tier |
Effect
|
Arm-legs |
Novice |
Your tireless drive keeps you a step ahead. You gain +10 ft movement speed at all times, helping you outrun trouble, close a gap, or simply travel a little quicker than the rest.
|
Boar Rush |
Novice |
When a foe sits beyond your usual reach but within charging distance, you can unleash Boar Rush: you close the gap at six times your movement speed and slam into them. The impact adds +1d4 damage plus your proficiency bonus on top of whatever your weapon deals, with any melee weapon in hand.
|
Bulging Muscles |
Novice |
While flexing, you carry a Flexing buff: +2 to Charisma for 5 minutes.
|
Grip of Iron |
Novice |
When you commit to a hard climb, you add +2 to the declared Athletics check.
|
Mighty Wingspan |
Novice |
The thrown object deals +1d4 blunt on the hit, plus extra blunt equal to your proficiency bonus.
|
Spring Loaded |
Novice |
When you commit to an explosive jump or leap, you add +1d4 to the declared Athletics check.
|
Human Projectile |
Adept |
Hurl a grabbed creature toward a target: the thrown creature is flung across to the target's location, lands Knocked Prone, and takes +1d8 blunt damage plus your proficiency bonus from the impact.
|
Iron Anchor |
Adept |
Bracing banks a Braced charge: +2 to your next Athletics check. The charge does not expire and waits until you spend it on a roll. Usable once per rest.
|
Strongman's Challenge |
Adept |
Issuing a public strength challenge feeds your bravado: gain Victor's Swagger buff, +2 Charisma for 1 hour.
|
Big Bang |
Expert |
At 3+ Wind-Up stacks, your next landed hit consumes all stacks: +1d8 damage per stack (1d10 at skill 14, 1d12 at 18). Target is stunned for 6 seconds (Constitution save negates). After spending, your next Athletics check within 60 seconds rolls at advantage.
|
Bulldoze |
Expert |
Unarmed strikes deal 20% more damage. Minimum critical strike chance is 8%.
|
Drop the Mountain |
Expert |
Deals weapon damage + Strength modifier + 1 per 10 lb carrying capacity + 2d6 (3d6 at skill 14, 4d6 at 18). Double damage to prone, grappled, or stunned targets.
|
Bartering
Feats from the Bartering skill.
| Feat |
Tier |
Effect
|
Debt Collector |
Novice |
You instinctively frame assistance as creating social debt. Gain +2 to the declared Bartering or Persuasion check when calling in these debts. However, this creates resentment and targets don't consider you a friend.
|
Pyramid Scheme |
Novice |
On a successful trade, you gain the Pyramid Scheme Active buff: +2 to Bartering checks for the next hour. Refreshes after 1 in-game hour.
|
The Negotiator |
Novice |
You gain +2 to the declared Bartering check when structuring an unconventional exchange, and you can broach trades others would not entertain. The check still resolves normally, and the offer must hold roughly fair value. The bonus sharpens your pitch, it does not force a lopsided deal.
|
Everyone Loves a Critic |
Adept |
The target makes a Wisdom save or gains Buyer's Remorse: they second-guess their own gear, fighting weaker for a short while (-2 Strength). On a successful Wisdom save, the critique fails to land. Only works on intelligent creatures who understand your language.
|
Golden Aura |
Adept |
The target makes a Wisdom save (DC 13) or gains Bought Off: bought off and unwilling to act against you while the goodwill holds, and slowed by easy complacency (-2 Strength, -2 Dexterity). A heavier purse makes refusal harder to justify. They remember the transaction, for better or worse.
|
Know a Guy |
Adept |
Make a Bartering check to locate a black market contact in any settlement. On success, gain access to illegal, rare, or restricted items and services at a steep markup. On failure, the contact does not trust you. Either way, the contact remembers you and may sell information about your business to interested parties.
|
Deep Pockets |
Expert |
Merchants carry double gold. A shop you already visited keeps its current purse until its next restock, then doubles from that point on.
|
Full Shelves |
Expert |
Merchants show 50% more wares. Additional stock is weighted toward reagents.
|
Top Shelf |
Expert |
Merchants show twice as many higher-rarity items.
|
Crafting
Feats from the Crafting skill.
| Feat |
Tier |
Effect
|
A Beautiful Wreck |
Novice |
When you craft from salvaged ruins, broken weapons, or destroyed objects, a successful Crafting check yields a sturdy, characterful result. You take it up as your own, gaining Reinforced: +10 armor for the next hour.
|
Deconstructionist |
Novice |
You automatically identify how something was made, what materials were used, and where its structural weaknesses lie. +2 to the declared Crafting check when picking apart or sabotaging crafted work.
|
More Powder! |
Novice |
Overloading the work pays off: you add +1d4 to your Crafting craft roll when you pack in extra ingredients. But pushing the limits is dangerous. There is roughly a 25% chance, smaller the more skilled you are, down to about 5%, that the finished piece detonates the moment it is done. The item itself survives intact, but you and anyone nearby take 1d4 damage.
|
Battlefield Architect |
Adept |
Construct a barricade from available materials that provides solid cover against ranged attacks and counts as difficult terrain for enemies crossing it. The barricade can be destroyed, but it buys time. Only one barricade can be active at a time.
|
Controlled Demolition |
Adept |
Identify a structural weak point with a Crafting check: there is always one to find. On a success the collapse lands exactly where you choose (a wall section, ceiling, or support pillar) and can be directed to spare allies.
|
Patch Job |
Adept |
Restore damaged armor or grant a Reinforced buff to undamaged armor: +10 armor for 1 hour. Uses improvised materials, no specialized tools required. Name the ally (or yourself) as the target of the patch.
|
Nothing Lost |
Expert |
No temper is spent. All materials are returned.
|
Strip for Parts |
Expert |
Chance to yield 2 or 3 reagents from the item's affix families instead of 1.
|
True Temper |
Expert |
Rolls of 18 or higher count as critical successes. Critical successes spend no temper and the improvement lands 1 tier higher than quoted.
|
Deception
Feats from the Deception skill.
| Feat |
Tier |
Effect
|
Confidently Wrong |
Novice |
Lying with overwhelming confidence makes the deception harder to see through: +2 to the declared Deception check, and the more brazen the lie the more it sells. NPCs who later discover the deception become hostile.
|
Gaslighter |
Novice |
When denying things that actually happened, you can make a Deception check against the named target. Success makes the target doubt their own perception, applying Self-Doubt: they read people worse, taking -2 to Insight checks for a while.
|
The Innocent |
Novice |
A convincing performance of wounded innocence (+1d4 to the declared Deception check) defuses an accusation: on a success a kind or guilt-prone accuser stands down, often ending up apologizing for the accusation. It does not work on guards or trained investigators.
|
Dead Man's Face |
Adept |
After studying a defeated humanoid, gain Stolen Identity buff for 4 hours: perfectly replicate their appearance and basic mannerisms but not their voice. Those who knew the original may eventually see through the disguise.
|
Seeds of Doubt |
Adept |
The target must make a Wisdom saving throw. On failure, they gain Paranoid: they believe their ally may be working against them, second-guess everyone, and read others worse (-2 to Insight checks), and while Paranoid they will not willingly cooperate with the accused ally. If they resist, they recognize the manipulation and turn on you.
|
Sympathetic Villain |
Adept |
Nearby enemies who can hear and understand you must make a Wisdom saving throw (DC 14) or become Hesitant briefly. For that beat they cannot bring themselves to strike you, though your allies enjoy no such mercy. Does not work on creatures immune to charm or too dim to understand sympathy.
|
Master of Disguise |
Expert |
Assume the target's appearance, voice, bearing, and credentials for up to 24 hours (Worn Identity). No roll needed against ordinary scrutiny. Magical sight, intimates of the real person, or grossly out-of-character behavior still require checks.
|
Play Dead |
Expert |
You collapse, appearing dead (Left for Dead). All enemies, including bosses, stop targeting you for up to 10 minutes or until you act.
|
Stolen Command |
Expert |
Deception check contested by target's Wisdom. On success, target spends 12 seconds Following Orders: disengaging, holding position, or attacking its nearest ally. Works on faction members below leadership. Leaders are immune.
|
Endurance
Feats from the Endurance skill.
| Feat |
Tier |
Effect
|
Marathon Runner |
Novice |
You cover long distances at a fraction of the usual cost. Fatigue accumulated from overland travel builds at roughly two-thirds the normal rate for you, so you can press on well past the point where untrained legs give out.
|
Stomach of Steel |
Novice |
Your hardened stomach stretches the party's rations. While you are in the party, everyone needs 25% less food to be fully provisioned for a rest. You also tear into raw or spoiled meat without ill effect, drawing the same nourishment as a cooked meal, though onlookers may grimace.
|
Weather the Storm |
Novice |
Harsh terrain wears on you far less. The extra fatigue that punishing ground (mountains, swamp, deep snow, broken country) piles on top of normal travel is cut in half for you. Ordinary going tires you no faster or slower than usual, and magical weather still bites as hard as ever.
|
Cauterize |
Adept |
Sear a wound with a heat source, taking 1d4 health from the self-treatment, and end one bleed or poison effect afflicting you. You grit your teeth and press the heat to the injury, staunching the bleeding or choking off the spreading poison. It hurts, but you face the wound on your own terms.
|
Iron Lungs |
Adept |
Gain Iron Lungs buff: strong resistance to inhaled poison and smoke (+2 poison resistance). Function normally in gas, smoke, and dust. You can hold your breath far longer than any normal person, long enough to make people uncomfortable.
|
Venom Veins |
Adept |
When you shake off the poison, you gain Venom Rush: your next attack within the minute converts the toxin into adrenaline and lands with extra force, dealing +1d4 of your weapon's own damage type plus your proficiency bonus.
|
Dead Tired |
Expert |
Fatigue 25–49: +20 ACCURACY. Fatigue 50–74: +20 ACCURACY, +1d4 weapon damage. Fatigue 75+: +40 ACCURACY, +2d4 weapon damage, −20 evasion.
|
Run on Empty |
Expert |
Gain Run on Empty for 24 hours: no food, water, or sleep required, no fatigue from going without. Travel, combat, and weather fatigue still apply.
|
Stone Body |
Expert |
Gain Stone Body for 5 minutes: every hit deals 5 less damage (minimum 1), +10 armor, immune to prone and forced movement.
|
History
Feats from the History skill.
| Feat |
Tier |
Effect
|
Cloud Reader |
Novice |
On a successful History read of the sky, you gain Weatherwise: the party travels smarter, timing its movements around the weather you foresaw. Your chance of a travel encounter is reduced until your next long rest. Usable about once per long rest.
|
Deja Vu |
Novice |
You experience flashes of historical context: remnants of the room as it was, what happened here, its significance. +2 to your History check when you draw on these flashes of historical memory at this location.
|
History Repeats Itself |
Novice |
You draw on historical precedent to read a live decision, strategic choice, or political moment: +2 to the Insight check, recalling how similar situations played out before.
|
Bestiary Mind |
Adept |
On a successful recall you name a creature's weakness aloud and grant Weakness Exposed to your allies in the scene: each ally's next attack against that foe, within the next 5 minutes, lands with advantage. Each ally spends the buff on their first strike.
|
Dead Tongue |
Adept |
Make a History check to decipher unfamiliar, ancient, or coded text. The more obscure the language, the harder the check. On success, understand the meaning and intent. Exceptional results also reveal the author's emotional state, hidden meanings, and cultural references.
|
Dubious Knowledge |
Adept |
When you fail a History check, you still half-recall the subject: three pieces of information surface, two accurate and one misleading, all stated with equal confidence so you cannot tell which is the false one. You also remember where the correct answer could be confirmed.
|
By Every Precedent |
Expert |
You recall the closest useful precedent. Once per scene, before you or an ally within 60 feet rolls a related attack, save, or check: that roll gains advantage and +1d4.
|
Dead King's Tongue |
Expert |
Intelligent listeners make a Wisdom save (DC 14) or treat you as an Emissary of the Old Power for 5 minutes: they hear you out, answer honestly, and refrain from hostility unless provoked. Direct inheritors of the invoked history are affected even on a successful save.
|
Spoils of History |
Expert |
History check. On success, locate a forgotten cache. Value scales with your level and check quality. Critical result yields EPIC-grade treasure. Finds are always trade goods.
|
Insight
Feats from the Insight skill.
| Feat |
Tier |
Effect
|
Coin Counter |
Novice |
You automatically assess the approximate value of coins, gems, and valuables at a glance, and can estimate wealth by observing someone's possessions.
|
Motive Hunter |
Novice |
You can make an Insight check to deduce underlying motivations behind actions and words, identifying their true motive among four pillars (greed, fear, loyalty, revenge). Doesn't reveal specific plans, only emotional drivers.
|
Reciprocity Radar |
Novice |
You immediately sense when generosity has strings attached, detecting whether a gift expects repayment, whether kindness masks manipulation, whether hospitality comes with obligations. Doesn't reveal what they want, only that they want something.
|
Eyes on You |
Adept |
When a hidden creature watches, follows, or surveils you, you may attempt an Insight check. On success, you discern the general direction and approximate distance, but not the exact location. Gain Prickling Instinct buff: +2 to Perception checks to pinpoint or track the creature.
|
Mirror Ward |
Adept |
When you resist a mind effect, it rebounds onto the nearest other creature, who must make the same save or suffer the full effect.
|
Telegraphed |
Adept |
On a successful read you gain Combat Reading: your next attack against that opening, within the next 5 minutes, lands with advantage. The buff is spent the moment you strike. Usable once per short rest.
|
Empty Purse |
Expert |
Learn whether the merchant is flush or strained and how close they are to restocking. A cash-strapped merchant reveals up to 2 hidden pieces: always high-rarity gear or rare-aspect reagents.
|
One Thing |
Expert |
Discern the single gesture, concession, or offering that would mean the most to this person right now. Act on it within 1 hour and the goodwill earned is doubled (One Thing).
|
Right Door |
Expert |
Learn the name, location, and best approach for the person most likely to help. If no one fits, you know that and no use is spent.
|
Intimidation
Feats from the Intimidation skill.
| Feat |
Tier |
Effect
|
Solid Pipes |
Novice |
The targeted creature must make a Wisdom saving throw (DC 12) or become Cowed: -2 Wisdom for 30 seconds as the shout rattles their composure. All creatures within 60 feet become aware of your location.
|
Soul Stare |
Novice |
You gain +1d4 to the declared Intimidation check, and the check still resolves normally on its merits. Afterward you carry Off-Putting Stare: -2 Charisma for 10 minutes. Usable twice per short rest.
|
The Answer is Violence |
Novice |
Nearby creatures who witness the destruction must make a Wisdom saving throw (DC 12) or become Frightened for 30 seconds: shaken, weaker and clumsier (-2 Strength, -2 Dexterity).
|
Stand Down |
Adept |
The target makes a Wisdom save or gains Surrendered: they drop their weapons and stop fighting until threatened, harmed, or left alone too long.
|
The Smile |
Adept |
Against an already-frightened creature, a successful Intimidation check presses the advantage: the fear holds (re-applies Frightened), and a target who fails to master it answers your question truthfully, within the bounds of what it knows (it will not betray its core nature or its most guarded secret). The creature remembers being coerced and may turn hostile afterward.
|
The World |
Adept |
You gain You're Next while slow-walking toward a target: +2 to Intimidation checks. The creature you bear down on makes a Wisdom save or is left Cowed: gripped by dread, it holds ground, gives way, or backs off, unwilling to close the distance, its nerve rattled while it lasts. The edge fades when you stop moving, break eye contact, or take any action other than walking.
|
Scare It Loose |
Expert |
Target makes a Wisdom save (DC 14). On failure, drops 1 random reagent matching its nature and is Embarrassed for 1 hour: -2 Strength, -20 ACCURACY.
|
Shake Down |
Expert |
Intimidation check. On success, the merchant hands over 1 to 4 random storefront items for free. Taking the goods damages your relationship with the merchant.
|
The Bigger They Are |
Expert |
Target makes a Wisdom save (advantage if renowned for courage). On failure, Daunted for 30 seconds: -3 Strength, -3 Dexterity, holds signature moves in reserve. It never flees.
|
Investigation
Feats from the Investigation skill.
| Feat |
Tier |
Effect
|
Patient Surveyor |
Novice |
After the search, you can ask the environment one specific question and receive an honest answer through discovered evidence without a skill check ("Who was here last?", "Where is the hidden entrance?", "What killed these people?"). Can only ask one question per location.
|
The Perfect Mark |
Novice |
You can follow physical traces of passage (footprints, broken branches, disturbed soil, scent trails) even in difficult terrain or after time has passed. Can identify details about the quarry from their tracks (injured, carrying weight, number of individuals, species). When you commit to reading a trail, your eye for detail gives +2 to the Investigation check.
|
Trap Spotter |
Novice |
You instinctively look for signs of traps and hidden dangers. Your reflexive wariness gives +2 to the Investigation check when you search for what might be lying in wait. Can identify trap types from construction style (poison needle, pit trap, magical ward).
|
Forensic Eye |
Adept |
Determine cause of death or damage, approximate time elapsed, and whether the scene has been tampered with. Identify weapon type and magic involved. From what you find, you can pick up the trail and follow it back toward whoever or whatever left it.
|
Scene of the Crime |
Adept |
You reconstruct the sequence of events at a scene; the older and more complex the scene, the harder the check. Learn the number of participants, weapons used, time elapsed, directions of arrival and departure, and whether magic was involved. Exceptional success reveals a detail about the perpetrator's identity or motive.
|
Something's Off |
Adept |
You sense if something nearby is being concealed, disguised, or misrepresented: hidden creatures, disguised NPCs, illusions, planted evidence, staged scenes. You don't learn WHAT is wrong, only that deception is present. A subsequent check can identify the specifics.
|
Follow the Money |
Expert |
Learn the subject's faction, rank, and that faction's standing toward every power you know. A merchant investigated this way also reveals their under-the-counter stock. For 1 day, social checks against anyone in that chain gain +2 (Follow the Money).
|
Off the Books |
Expert |
Investigation check. On success, hidden stock is added to the storefront until next restock: extra high-rarity items and reagents.
|
Same Trick Twice |
Expert |
If the repeated action is an attack, it suffers -40 ACCURACY against you. If it forces a save, you save at advantage.
|
Perception
Feats from the Perception skill.
| Feat |
Tier |
Effect
|
Background Character |
Novice |
+2 to the declared Perception or Investigation check to gather information by going unnoticed among servants, laborers, and other overlooked people.
|
Hindsight |
Novice |
You mentally rewind and replay your memories, retroactively making a Perception check at +1d4 to notice details you missed: hidden doors, eavesdropped conversations, concealed items, or suspicious behavior initially overlooked. When the recall is spent the memory still replays, just without the keener eye.
|
Sound Mapper |
Novice |
You gain +2 to the declared Perception check when reading a space by sound, and the check still resolves normally. Usable a number of times per long rest equal to your proficiency bonus, becoming unlimited at level 20.
|
Eagle's Eye |
Adept |
You see fine details at extreme range as if standing right beside the target. You can read the lips of anyone you can see clearly, translating observed speech into understood words (requires shared language). +2 to the declared Perception check relying on sight at range.
|
Violence Residue |
Adept |
You sense that violence occurred in an area and how recently. Upon succeeding the Perception check, the number of combatants, types of weapons used, and whether anyone died are revealed. Critical success also reveals the direction survivors fled.
|
Weather Bones |
Adept |
Declaring this on a Perception check in adverse weather grants a +2 bonus to that roll; the check still resolves normally. And because foul ground never surprises you, the bite of a harsh outdoor campsite is always softened: any terrain rest-debuff you suffer lands at half its usual severity.
|
Magpie Eye |
Expert |
Looted gear rolls higher rarity more often. Affixes weight toward higher tiers.
|
Rare Find |
Expert |
Reagent drops weight toward rarer variants of their family. Gold drops are reduced.
|
Second Glance |
Expert |
You find 1 additional reagent.
|
Performance
Feats from the Performance skill.
| Feat |
Tier |
Effect
|
Distraction Artist |
Novice |
While performing, you create such engaging entertainment that all attention focuses on you. Allies in the scene gain +2 to Stealth and Thieving checks as you become the center of attention.
|
Method Acting |
Novice |
You gain +2 to Deception and Performance checks while sustaining the role with appropriate disguise. NPCs find the portrayal convincingly natural. Sustaining the role frays the sense of self: -2 Wisdom for 60 seconds while the act consumes you.
|
Mockingbird |
Novice |
You can mimic voices, accents, and sounds with high accuracy after hearing them recently. +2 to Deception checks when using vocal mimicry to impersonate others.
|
Dramatic Entrance |
Adept |
When making a dramatic entrance, you gain Showstopper buff: +2 Charisma while the entrance's spectacle lasts. Neutral witnesses start more favorably disposed. Hostile creatures must make a Wisdom save (DC 12) or be momentarily stunned as they take in the spectacle.
|
Lullaby |
Adept |
The target makes a Constitution save (DC 13) or drifts into sleep, waking at once if damaged or shaken. This is a natural drowsiness, not magic. It will not affect anything immune to sleep, undead, or constructs.
|
Propaganda |
Adept |
After performing publicly, make a Performance check. On success, shift the settlement's attitude one step in the direction of your choice regarding the subject. On failure, the propaganda is recognized and your own reputation suffers.
|
Headliner |
Expert |
Friendly faction members greet you one disposition step warmer and volunteer local rumors. Once per settlement visit, invoke your standing with the ruling faction for one favor: entry, an introduction, or a blind eye. Higher standing opens bigger doors.
|
House Name |
Expert |
Performance check. On success, your standing with the ruling faction rises (doubled on a critical) and until your next long rest you may request one private audience with a local leader. On failure, you still earn a day's keep.
|
Pass the Hat |
Expert |
Earn gold scaled to settlement size (~50 village, ~150 town, ~400 city, scaling with level). Receive 1 item from the drop system, weighted toward what this crowd values. Wealthy audiences roll at better rarity.
|
Persuasion
Feats from the Persuasion skill.
| Feat |
Tier |
Effect
|
Ego Stroking |
Novice |
After successfully stroking an NPC's ego with a Persuasion check, you bank the goodwill and gain Flattered for 5 minutes: +2 to Persuasion checks while you press requests that position the NPC as exceptional or special.
|
Peer Pressure |
Novice |
Target must make a Wisdom saving throw (DC 12) or be Peer-Pressured into compliance to save face. Their resolve cracks (-2 Wisdom) for a short while. They may resent you afterward.
|
Shared Enemy |
Novice |
When successfully positioning yourself as sharing the NPC's fears or hatreds, you gain Shared Enemy Rapport: +2 to Persuasion checks for the next several minutes.
|
Convert the Faithful |
Adept |
After a long talk, make a Persuasion check contested by their Wisdom. On a success the defeated, demoralized enemy is Converted: they cooperate, share what they know, and stand down. On a poor result they harden against you. Does not work on creatures significantly stronger than you.
|
Emotional Intelligence |
Adept |
After observing a target briefly, their current emotional state is revealed to you. They suffer Emotionally Profiled for 5 minutes, their guard slipping: -2 Insight, leaving them easier to read and sway.
|
Mutually Assured Negotiation |
Adept |
In formal deal-making you press every angle of a shared stake: +2 to the Persuasion check. And your failures land softly: a rejected offer reads as a counter-proposal rather than an insult, so botched negotiations rarely sour a relationship and you never burn bridges.
|
Let Me Rephrase |
Expert |
The check is immediately rerolled. The new result replaces the failure.
|
On the House |
Expert |
Persuasion check. On success, the merchant gifts you 1 random storefront item for free.
|
The Peacemaker |
Expert |
Persuasion check (difficulty scales with hostility). On success, enemies stop attacking and are Stood Down. Holds until your side breaks it. Fanatics are immune.
|
Potions
Feats from the Potions skill.
| Feat |
Tier |
Effect
|
No Potions |
Novice |
Eating a raw ingredient triggers your strange metabolism: roll on an unpredictable table of outcomes. Most are good, a burst of healing or a fleeting boon, but a few turn sour into a mild ill effect. Separately, this is always in force: any refined potion, tincture, or brewed draught you drink does nothing helpful and instead saddles you with a minor adverse effect.
|
Stranger Danger |
Novice |
Your instincts immediately warn you if the substance contains poison, harmful toxins, or dangerous alchemical properties. This grants automatic success on detecting danger but does not identify specific effects or safe properties.
|
The Guzzler |
Novice |
You throw back a draught in an instant. Drinking a potion costs you no real pause, you can quaff and keep acting in the same breath, and nothing short of a solid physical blow can interrupt you mid-gulp. Years of greedy drinking also mean you wring a little extra out of every dose: each potion you drink restores a small amount of bonus health as Guzzler Vigor.
|
Blade Venom |
Adept |
Any potion you carry can serve as a venom: smear it along your edge and the blade itself becomes the delivery. Coating grants Coated Blade: your next 5 landed strikes each leave the target Envenomed, draining health every 6 seconds for 18 seconds, with the damage growing as your proficiency rises. A miss spends nothing.
|
Healthy Dose |
Adept |
When you rest or drink a potion, your accelerated regeneration restores extra health, granting Rapid Recovery (1d6).
|
Metabolize |
Adept |
Your body breaks the toxin down for parts: the poison's grip never takes hold, and you even recover a little, gaining Metabolized (1d6 health). You still feel mild nausea for a few seconds.
|
Explosive Concoction |
Expert |
Consumes 1 random potion. Primary target + up to 3 hostiles within 30 feet take damage split between blunt and fire: 2d6 COMMON, 3d6 UNCOMMON, 4d6 RARE, 6d6 EPIC, 8d6 LEGENDARY, 10d6 MYTHIC, +1d6 per 2 proficiency. Dexterity save (DC 14) halves.
|
Mutagen Draught |
Expert |
Gain armor and evasion for 5 minutes, scaled by potion rarity: +10/+10 COMMON, +15/+15 UNCOMMON, +20/+20 RARE, +25/+25 EPIC, +30/+30 LEGENDARY+. Additional +2 armor and +2 evasion per proficiency point. +10 maximum health at RARE and above.
|
Vivisectionist's Mark |
Expert |
All hostiles within 60 feet are Vivisected for 5 minutes: -50 poison resistance.
|
Primalism
Feats from the Primalism skill.
| Feat |
Tier |
Effect
|
Beast Tongue |
Novice |
Through body language, vocalizations, and primal understanding, you can convey simple concepts to animals and interpret their responses. +2 to Primalism checks when communicating with or influencing animals.
|
Primal Feast |
Novice |
Eating fresh kills grants Blood-Fed for 30 minutes: +1 Strength. Civilized NPCs react with disgust when witnessing this.
|
Survivor's Touch |
Novice |
You instinctively identify which plants are edible, which water is safe, and which materials are useful. +2 to Primalism checks for foraging and identifying wilderness resources, and you never accidentally eat or drink something poisonous while foraging.
|
Den Finder |
Adept |
Locate the nearest natural shelter or creature's lair; make a Primalism check. Learn the direction, approximate distance, and whether it's occupied. Finding a den grants Found Sanctuary: +1 to Resting checks for 8 hours, and Primal Shelter: +4 maximum health for 4 hours. Can be used again once the den-sense settles.
|
Serpent's Kiss |
Adept |
Activate Serpent Aspect buff on a connecting melee strike: your movements become fluid and evasive (+20 evasion while it holds). The struck target must make a Constitution save (DC 13) or suffer Serpent Venom: poison damage over time spreading through their veins. Channeling the venom drains you: a Drained debuff, -1 Constitution, as the body pays the price of borrowing something inhuman.
|
Territory |
Adept |
Resting in your marked wilderness makes the land answer to you. You rise Territorial: +2 Strength and +2 Dexterity. Anyone resting alongside you is left Stenched by your feral musk, clumsy and off-putting for it: -2 Charisma while it lasts.
|
Bountiful Wild |
Expert |
Reagent gathering yields are doubled.
|
Cornered |
Expert |
+10 evasion and +5 armor per hostile within 30 feet, up to 3 enemies.
|
Speaker for Beasts |
Expert |
Contested Primalism check. On success, the beast fights for you for the scene (Wild Accord) and is your friend for good. Camp with a befriended beast and it leaves 1 reagent of its own nature at each long rest: one reagent a night, however many keep watch.
|
Religion
Feats from the Religion skill.
| Feat |
Tier |
Effect
|
Martyr's Zeal |
Novice |
When grievously wounded while protecting allies or upholding your beliefs, you gain Zealous for 30 seconds (+2 Wisdom).
|
Paragon of Belief |
Novice |
Sleeping in a sacred place aligned with your faith, you wake with Sacred Rest: +1 Wisdom and +1 Religion for 8 hours.
|
Sanctuary Sense |
Novice |
You can automatically feel whether a location is consecrated, desecrated, or spiritually neutral. Additionally, you know which deity or force a space is dedicated to and whether that dedication is still active or abandoned.
|
Back to Dust |
Adept |
All nearby undead make a Wisdom saving throw (DC 12). Weaker undead (normal tier) that fail are killed outright, collapsing to dust. Tougher undead (elite and above) that fail are instead Turned for 12 seconds: they flee the bearer and cannot willingly approach.
|
Break the Chain |
Adept |
Channel your faith against the working. On a strong success the working's malice loosens; when the channeling fails, the recoil leaves you with Divine Backlash (-2 Wisdom for a time).
|
Last Words |
Adept |
Commune with the fading spirit of the recently dead, then make a Religion check. The spirit answers questions based on what it knew in life, but may be evasive or confused. Better results yield more questions. Spirits killed by you or your allies may resist entirely. Once per corpse.
|
Dust to Dust |
Expert |
+20% damage, +20 ACCURACY against bone undead. Rites spoken over shattered bone prevent it from rising again.
|
Last Rites |
Expert |
+20% damage, +20 ACCURACY. Your weapon strikes spectral undead as though they were solid.
|
Stake and Ash |
Expert |
+20% damage, +20 ACCURACY. Vampires you have struck this combat cannot heal from feeding for 60 seconds (Denied the Blood).
|
Resting
Feats from the Resting skill.
| Feat |
Tier |
Effect
|
A Quiet Life |
Novice |
Rising from rest leaves you with Quiet Mind: advantage on your next Intelligence- or Wisdom-based check made within the hour. The trade is that your single-minded focus on stillness leaves the camp less carefully chosen, so a terrain debuff is more likely to take hold while you rest.
|
High Maintenance |
Novice |
Properly preparing your rest area earns you Refreshed: +1 to Wisdom-based checks for an hour. Every meal and campsite buff you gain also lasts three times as long. The catch is your discerning palate: a meal is only as good as its plainest dish, so the lowest-rarity food sets the tier, and the party must eat uniformly well to earn a fine meal.
|
Soldier's Sleep |
Novice |
When a rest would saddle you with a terrain debuff, there is a chance your hard-won discipline flips it on its head, granting that terrain's favorable buff instead. Either way, you sleep light: while resting you gain Alert Sleeper, a +2 bonus to Perception.
|
Campfire Chef |
Adept |
The rest itself puts your cooking to the test: on a successful rest check, the meal grants Well Fed buff to those who eat. Your cooking also upgrades the party's rest meal by one tier (an already top-tier feast instead carries a little extra heartiness), at the cost of twice the provisions. Requires actual ingredients, you can't cook from nothing. Cooking outside a rest is an ordinary cooking check, not this feat.
|
Campsite Fortification |
Adept |
Make a Resting check. On success, the campsite gains Fortified Camp buff: +2 to Perception during rest. The perimeter of tripwires and markers means an approaching threat sets off an alarm, so the party is never surprised in the camp, waking and arming before intruders reach the bedrolls.
|
Dream Walker |
Adept |
After a full rest near an unexplored area, make a Resting check. On success, gain a vague mental map, approximate layout, number of rooms, and whether hostile creatures are present. The information is imperfect, distorted as in a dream. You wake knowing things you shouldn't. Additionally, gain Lucid Dream buff that grants +1 to Insight checks for 1 hour.
|
Deep Reserves |
Expert |
Recover 2 spent first-level spell slots.
|
Nothing Fades |
Expert |
Banked stacks, marks, and tallies are preserved through short rests. Only a long rest clears them. Charges still recharge normally.
|
Sleep It Off |
Expert |
All fatigue is cleared (normally a short rest removes 30 of 100).
|
Slayer
Feats from the Slayer skill.
| Feat |
Tier |
Effect
|
Kill Strike |
Novice |
You immediately gain Kill Strike Charge: your next attack within 60 seconds deals +1d4 bonus damage, spent on that strike.
|
Soft Spot |
Novice |
A successful Slayer read finds the soft spot: you gain Soft Spot Focus. Your next attack within 60 seconds deals +1d4 bonus damage, no called shot needed. An unspent focus does not stack.
|
Trophy Hunter |
Novice |
While carrying at least one trophy, you gain Trophy-Carried: +2 to Intimidation checks.
|
Driven Pursuit |
Adept |
Gain Driven Pace for 30 seconds: +15 ft movement speed while running down wounded prey. The pursuit ends if you attack a different creature or lose sight of them.
|
Headhunter |
Adept |
Carrying a creature's trophy means you already know how its kind fights: on a successful Slayer recall you gain Headhunter's Lore, which grants +2 to Slayer and +2 to Investigation against that kind of creature.
|
Patient Hunter |
Adept |
Gain Hunter's Focus: +1 to Investigation, Perception, and Slayer checks while actively pursuing a tracked creature.
|
Bane of the Kind |
Expert |
All hostiles within 60 feet lose 20 resistance in the chosen element for 60 seconds.
|
Slayer's Mark |
Expert |
Target's armor drops by 20 for 60 seconds (Slayer's Mark). One mark active at a time. Marking a new target ends the previous mark.
|
Trophy Skinning |
Expert |
Slayer check. On success, harvest 1 reagent from the carcass (2 on a strong result), weighted toward rarer finds. Elite+ kills harvest at advantage.
|
Stealth
Feats from the Stealth skill.
| Feat |
Tier |
Effect
|
Dead Silent |
Novice |
For 12 seconds, you gain a buff called Absolute Silence making all your actions completely soundless. Holding that silence leaves you Winded for 60 seconds, reducing movement speed by 5 feet.
|
Freezeframe |
Novice |
When you freeze completely still upon being noticed, nearby observers strain against the dark to confirm a half-glimpsed shape: each must make a Wisdom save (DC 12) or lose their certainty, gaining Frozen Stillness for a few seconds (-2 Perception).
|
The Nobody |
Novice |
Each time you slip notice, you reinforce a Forgettable condition: you are hard to recall or describe afterward, which also makes building fame or reputation difficult.
|
Misdirection |
Adept |
When spotted, make a Stealth check against the observer: on a failed Wisdom save (DC 12) they are Misdirected for a few seconds, second-guessing what they saw (-2 Perception).
|
Smoke and Mirrors |
Adept |
The moment you break line of sight, you slip away and become harder to pin down for the next minute (Slippery: +60 evasion). Whether you fully vanish is resolved by the hidden mechanic.
|
Terror from Shadows |
Adept |
Target must make a Wisdom save (DC 12) or suffer Shadow Dread for 5 minutes: -2 Perception and -2 Dexterity as terror clouds their focus.
|
Smoke Walker |
Expert |
Smoke persists for 1 minute in a 15-foot radius. Hostiles inside roll a Constitution save or are Blinded while they remain in the cloud. You and allies in the cloud gain +20 evasion and 1 attack at advantage.
|
Unseen Passage |
Expert |
You automatically attempt a stealth roll against the scene's difficulty. Stealth you held before combat carries into the fight.
|
You Were Always Alone |
Expert |
Target makes a Wisdom save (halves duration on success). On failure, Singled Out for 24 seconds: your attacks roll at advantage, target cannot benefit from allies.
|
Thieving
Feats from the Thieving skill.
| Feat |
Tier |
Effect
|
Concealed Carry |
Novice |
Small items you have hidden are not found by casual searches or pat-downs at all; only a deliberate, thorough expert search or a full strip search has any chance of turning them up.
|
Professional Courtesy |
Novice |
You automatically identify the quality of security (amateur, professional, masterwork) and recognize the work of other thieves. Gain +2 to Investigation checks to determine if locks were picked, traps disarmed, or thefts conducted, and by whom.
|
Reaction Time |
Novice |
You gain +2 on Thieving checks to catch or intercept small objects in motion, and can attempt to catch items that others wouldn't even react to in time.
|
None the Wiser |
Adept |
Slip a small item onto someone's person, into their bag, or into a location without being noticed; make a Thieving check. You first close the distance to the mark, then on success the target gains a Planted Evidence debuff for 8 hours, detailing the hidden crime.
|
Saboteur |
Adept |
Tamper with a creature's equipment: slip within reach and make a Thieving check to loosen a sword strap, shift a shield buckle, or unfasten armor. On success the target suffers a Jammed Gear debuff: their fouled gear leaves them clumsy (-2 Dexterity) for half a minute.
|
Shell Game |
Adept |
Make a Thieving check to secretly swap a small item or palm something during any exchange or search. On a failure, the mark notices something but cannot name it.
|
Arsonist's Touch |
Expert |
Target takes Arsonist's Touch: 1d6 fire every 6 seconds for 18 seconds. Your next attack against them within 12 seconds rolls at advantage.
|
Clean Sweep |
Expert |
Thieving check against the most alert target. On success, pocket gold and small valuables from up to 12 targets. Beating the DC by 20+ also lifts one notable piece: a key, a sealed letter, a gem. Failed pass takes nothing, alerts no one.
|
Window Shopping |
Expert |
Thieving check. On success, steal roughly 10% of the merchant's gold and 1 random storefront item. On failure, you leave empty-handed with no suspicion.
|
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