Feats
Feats are permanent enhancements unlocked through class and skill progression. Feats are organized into eight tiers, from weakest to strongest: Initiate, Novice, Apprentice, Adept, Expert, Master, Grandmaster, Legend. 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 |
|---|---|---|
| Granted | You do not need to share the target's language. Use the feat on a successful Intimidation check to force a Wisdom save against DC 12. On failure, the target is Frightened for 30 seconds, taking -2 Strength and -2 Dexterity. | |
| Granted | You can wield any one-handed weapon in either hand, including weapons that are not light. Shield bashes deal 1 + Strength modifier Blunt. | |
| Initiate | Your fire, frost, and storm resistance each increase by 1. | |
| Initiate | Your carrying capacity increases by 15 pounds. | |
| Initiate | Your maximum health increases by 3. |
Barbarian
| Feat | Tier | Effect |
|---|---|---|
| Granted | You can wield a two-handed weapon in each hand. When used one-handed, these weapons are easier to dodge: the defender gains 210 evasion for this attack calculation, your ACCURACY counts at half value, and its dodge chance cannot fall below 10%. You take -40 evasion. Increasing ACCURACY or reducing the target's evasion can reduce the penalty toward that minimum. | |
| Granted | Gain Rage, increasing melee damage and halving incoming physical damage. Nearby enemies are intimidated. Rage ends when combat ends, after 12 turns, after 3 quiet turns, or when you deactivate it. Its damage bonus increases with character level. | |
| Granted | Remain at 1 health instead. This protection resets when you enter a new rage. | |
| Novice | Gain armor and evasion bonuses that increase with your character level. | |
| Novice | Your Strength increases by 2. | |
| Novice | The target makes a Constitution save against DC 13 + your Strength modifier. On failure, apply Skull-Cracked for 12 seconds and a permanent Cracked Skull penalty of -2 Intelligence. Each target can be affected only once. | |
| Apprentice | You have a 50% chance to apply Rattled for 30 seconds, giving the target -20 ACCURACY, -20 evasion, and -10 feet movement. | |
| Apprentice | Apply Grappled for up to 24 seconds with no initial save. The target cannot move and makes a Strength save against DC 13 every 6 seconds, ending the grapple on success. | |
| Apprentice | Gain Bloodied Fury, granting advantage on all attacks and +5% critical hit chance. It lasts up to six turns and ends when the fight quiets. | |
| Adept | Gain Blood for Blood, restoring 1d10 + your Constitution modifier health. The kill also renews Rage's duration. | |
| Adept | Gain +30 ACCURACY per miss, stacking up to 5 times for 5 minutes. Landing a strike consumes all stacks. | |
| Adept | Your strike deals 50% more Damage. Each hit extends stun by 6 seconds and prone or grapple by 12 seconds. |
Knight
| Feat | Tier | Effect |
|---|---|---|
| Granted | Party members in your scene gain Bastion, increasing their armor based on your character level. The benefit refreshes each turn while the shield remains equipped. | |
| Granted | Gain a passive armor bonus that increases with character level. While wielding a shield, you can partially block incoming attacks. Your block chance also improves with level. | |
| Granted | Gain Second Wind, immediately restoring 1d12 + your Constitution modifier health. This triggers on dying, not on a hit that kills you outright. It recharges after a long rest. | |
| Novice | Deal Strength modifier (minimum 1) Slash through Grazing Strike. | |
| Novice | Melee attacks roll with advantage and double your critical chance. You can parry physical attacks; a parried blow deals no damage. Parry chance scales with level. | |
| Novice | Your Constitution increases by 2. | |
| Apprentice | Your shield bash deals shield ARMOR + Strength modifier Blunt. | |
| Apprentice | Every active party member in the scene, including you, gains Commanding Opening. Their next attack within 5 minutes rolls with advantage and spends the benefit. | |
| Apprentice | Deals Severing Cut damage (scales with level). The target then makes a Constitution save (DC 13 + your Strength or Dexterity modifier, whichever is higher). Failed: Severed Limb (-2 Dexterity, -10 ft movement until treated) and Severed Tendon for 4 rounds. Saved: Severed Tendon for 2 rounds. | |
| Adept | Take the hit instead of the party member. Halve the redirected damage, then apply your armor, block, and parry to the remaining damage. | |
| Adept | Counter with a full main-hand strike. Once per round. Parry ripostes roll critical chance with advantage. | |
| Adept | Make a ranged shield attack against up to 3 enemies within 30 feet. Each takes shield ARMOR + Strength modifier Blunt. The shield returns to your grip. |
Sorcerer
Feats from the Sorcerer class.
Arcanist
| Feat | Tier | Effect |
|---|---|---|
| Granted | When both spells in an Infusion require slots, spend one slot of the higher rank. This also applies when both spells have the same rank.
Item charges are unaffected. | |
| Granted | Carry a compatible damaging or control spell with your Arcane or kinetic magic. Cast both in one action and pay both spells’ costs.
The carrier deals 30% less damage. The carried spell deals 50% less damage and keeps its own saving throws and conditions. A carried touch spell lands at the carrier’s range. Projectiles release the spell at each branch’s end. Area carriers release it at their damaged primary target. Missile volleys release it once, at their final target. Overlapping releases attempt each condition once per foe. | |
| Granted | Kinetic spell hits erupt for 20% of the hit’s rolled damage as Force in a 15-foot radius around the foe hit. Up to 3 other foes make a Dexterity save for half; the foe hit takes its hit, never its own explosion. Each foe can take 3 explosions per cast. Adds to the spell’s own explosion if it has one.
Arcane spells repeat once at the start of your next turn against the same targets for 40% of their rolled damage, with fresh rolls and current modifiers. The repeat is free and carries no infused spell or conditions. Arcane Blast echoes benefit from buildup but do not add stacks. | |
| Novice | Each foe has disadvantage on the first saving throw it makes against any of your spells in a fight. Later saves, including saves to recover, are unaffected. | |
| Novice | A touch spell carried through Infusion deals 20% more damage. Its conditions are unchanged. | |
| Novice | After a cast with a spell slot, gain 1 Stored Power charge, up to 3. Each charge boosts all your spells by 5%. Charges last 10 minutes, and a new charge resets the time. | |
| Apprentice | Arcane and kinetic spells, and spells they carry, gain larger areas: 15-foot radii become 30 feet, and 30-foot radii become 60 feet. Each area can hit 2 additional targets. Includes explosions.
Chain and Fork range increases from 30 to 60 feet. No damage penalty. Areas already at 60 feet do not grow further. | |
| Apprentice | After hitting, your kinetic projectiles Fork toward up to 2 other foes within 30 feet. Branches and their carried spells deal 40% less damage.
When no foe is available, a branch can bounce harmlessly off an ally or neutral target within 30 feet. Reverberation then erupts around that target, hitting foes within 15 feet of it. Harmless bounces do not release carried spells. Fork happens once, before Chain. Both branches retain their remaining Chains. Misses end a branch. The same target cannot be directly hit twice. | |
| Apprentice | Your kinetic explosions and Arcane echoes deal 15% more damage. Includes explosions added by Reverberation. Carried spells receive no bonus. | |
| Adept | Your Arcane or kinetic spell deals 50% increased damage, added with your other increases, including its own projectiles and explosions.
Carried spells, Arcane echoes and explosions added by Reverberation receive no bonus. The health cost cannot be reduced and must leave you above zero health. | |
| Adept | Kinetic projectiles gain 2 Chains, dealing 20% less damage with each jump. Each hit releases the carried spell.
Area carriers release the carried spell at each foe they damage. With Arcane Infusion, the carrier deals 20% less damage and the carried spell deals 30% less. Other damage penalties still apply. Arcane missile volleys still release once. | |
| Adept | Casting a spell that spends an Adept or higher spell slot leaves one Conserved Cast. Your next spell that would spend only Novice or Apprentice slots spends the conserved cast instead of those slots. Item charges are still paid.
Hold one conserved cast at a time; a further heavy cast renews it. It lasts until spent or until a long rest. |
Solstice
| Feat | Tier | Effect |
|---|---|---|
| Granted | Your spell hits gain 25% of Fire damage as extra Frost damage.
Your spell hits gain 25% of Frost damage as extra Fire damage. The extra damage does not apply Burning or Chilled. Ongoing damage is unaffected. | |
| Granted | Your spells apply 50% more Burning damage over the same duration.
Your Chilled is 100% stronger: its movement and evasion penalties double, added with other increased Ailment Effect. Chill strength still follows the hit. Adding Burning to a burning foe restarts its duration. Until the old burn would have run out, it deals at least its old damage each turn. | |
| Granted | Foes carrying your Chilled or Brittle spread your Burning, Scorched and Living Bomb to enemies within 15 feet. Chilled from your aura or items also enables spreading.
Copy the strongest remaining Burning or Scorched, replacing weaker copies. Living Bomb spreads with a fresh fuse without replacing existing bombs. Spread to 1 foe per turn, plus 1 for every 5 character levels. This limit is shared across all spreading effects. | |
| Lunar Aura | Granted | While active you stand in Lunar Aura: Frost resistance, and armor while you wear cloth.
The nearest hostiles within the aura are Chilled while they stay in it. Only one Solstice aura stands at a time: activating it ends Solar Aura. |
| Solar Aura | Granted | While active you stand in Solar Aura: Fire resistance, and armor while you wear cloth.
Attackers who land a direct hit on you take Fire damage and Burning, once per attacker per round. Only one Solstice aura stands at a time: activating it ends Lunar Aura. |
| Novice | Your spells apply Scorched instead of Burning, causing 10% increased damage taken.
Your spells apply Brittle instead of Chilled, granting hits against the foe +10 percentage points of critical strike chance. Stronger Chill penalties strengthen Brittle. You lose the replaced Burning damage and Chilled penalties. Ailment Effect strengthens both replacements. Frozen is unchanged. | |
| Novice | Your Burning deals its full damage over 1 fewer round. Your Living Bombs detonate 1 round sooner.
Your Chilled, Frozen, Scorched and Brittle also last 1 fewer round. Durations cannot fall below 1 round. Maintained auras are unaffected. | |
| Novice | Critical strikes with Frost spells Freeze foes for 2 rounds.
Your Fire hits and Burning no longer remove Frozen. Your Frozen no longer removes Burning. | |
| Apprentice | Casting a Novice or higher Fire or Frost spell grants your next Fire or Frost cantrip 50% more hit damage. Ailment damage is unchanged.
Hold one empowerment at a time. It lasts until used, including through rests. | |
| Apprentice | 100% increased Damage with Elemental Ailments.
200% increased Effect of Non-Damaging Elemental Ailments. Spell hits deal 50% less damage. This penalty does not weaken the ailments they apply. Does not increase ailment duration, Frozen or effects with fixed potency. | |
| Apprentice | Fire spell hits plant Living Bomb when they critically strike or hit a Frozen foe. Costs no additional spell slot.
Once per foe per cast. Does not replace your existing bombs or restart their fuses. | |
| Adept | Double the extra damage from Elemental Confluence. Its extra Fire damage applies Burning, and its extra Frost damage applies Chilled.
Searing Frost keeps its stronger Burning. | |
| Adept | Frost spell hits consume your Burning to deal its remaining damage immediately as Fire. Against your Scorched, consume it to deal 50% of the hit as extra Fire damage per 10% increased damage taken.
Fire spell hits consume your Chilled or Brittle to deal extra Frost damage: 50% of the hit per full-strength Chilled (a weaker chill pays its share, a stronger one more), or per 10 percentage points of crit chance from Brittle. Consumes only your existing ailments. Newly applied ailments and maintained auras remain. | |
| Adept | Kindling Chill no longer requires Chilled or Brittle. Your Burning, Scorched and Living Bomb can spread to foes within 15 feet.
Your Chilled or Brittle on the source foe increases that range to 30 feet. Kindling Chill’s recipient limit still applies. |
Rogue
Feats from the Rogue class.
| Feat | Tier | Effect |
|---|---|---|
| Granted | Dodge that blow entirely. This prevents its damage rather than healing you afterward. The protection returns after a completed long rest. | |
| Granted | Add Sneak Attack damage to qualifying attacks. The number of dice increases with your character level. Deadly Strike improves the die size from d4 to d6. See the progression below. | |
| Initiate | Your dark, poison, and frost resistance each increase by 1. | |
| Initiate | Your maximum health increases by 3. | |
| Initiate | Your poison resistance increases by 5. |
Assassin
| Feat | Tier | Effect |
|---|---|---|
| Granted | Increase Sneak Attack's die size from d4 to d6. All your attacks gain +5% critical hit chance, whether you are hidden or not. | |
| Granted | Gain +10% critical hit chance on qualifying attacks. From stealth, qualifying critical hits deal 50% more Weapon damage. | |
| Novice | Every hit applies Bleeding. Melee critical hits also apply Internal Bleeding. Bleed damage increases with character level. Your bleeds last 50% longer and ignore 50% of the target's armor, even on bloodless targets such as constructs, undead, and elementals. | |
| Novice | Your Dexterity increases by 2. | |
| Novice | If that hit leaves a normal enemy below 20% of maximum health or an elite enemy below 15%, kill it immediately. Bosses and stronger enemies are immune. | |
| Apprentice | Consume all Bleeding on the struck target and wounds you inflicted on enemies within 30 feet. Each affected target takes the full remaining damage of its consumed bleeds immediately. Reapply bleeds before using this again. | |
| Apprentice | Your attack gains +10% critical hit chance. | |
| Apprentice | Each visible normal hostile makes a Wisdom save against DC 12. On failure, it becomes Unnerved for 60 seconds, taking -4 Strength and -4 Dexterity. Elite and boss enemies are immune. | |
| Adept | Each bleed tick uses your critical hit chance. A critical tick deals double Bleed. Critically hitting a bleeding target applies a fresh Bleeding wound to another hostile within 30 feet. | |
| Adept | Your next attack within 10 minutes counts as made from stealth, allowing Sneak Attack and other stealth-dependent feats. Spending the attack does not end the window early. After it expires, leaving stealth can trigger a new window. | |
| Adept | Your first qualifying hit is a guaranteed critical hit. Each enemy can be affected only once. A dodged attack or a target's critical-hit immunity does not spend the opening. |
Thief
| Feat | Tier | Effect |
|---|---|---|
| Granted | Near hostiles, roll normally to hide again. At a middle distance, roll with advantage. When far from hostiles, hide again without a roll. | |
| Granted | Attempt to hide again. Roll with disadvantage near hostiles, normally at a middle distance, or with advantage when far from them. Without this feat, a close kill leaves you exposed. | |
| Novice | Your Dexterity increases by 2. | |
| Novice | Gain Slippery for 60 seconds, granting +60 evasion. | |
| Novice | Gain Quick Hands for 60 seconds, granting +2 Thieving and +2 Deception. Only one instance can be active at a time. | |
| Apprentice | Apply Disarmed for 24 seconds. The target cannot make weapon attacks until it recovers its weapon. Natural weapons such as claws, bites, and tails are unaffected. | |
| Apprentice | On success, apply Blinded for 60 seconds with no saving throw. The target takes -2 Perception, and creatures defending against its attacks dodge with advantage. | |
| Apprentice | Your attack rolls with advantage. | |
| Adept | The next 3 attacks against you within 10 minutes roll with disadvantage. Spending all three does not end the window early. After it expires, leaving stealth can trigger a new window. | |
| Adept | You become hidden immediately. No roll or cover is required. | |
| Adept | Medium armor no longer caps your evasion. Heavy armor still does. For stealth penalties, treat every armor type as light armor. |
Skill feats
Acrobatics
Feats from the Acrobatics skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Negate one incoming prone or restrained effect. Gain +2 Dexterity for up to 10 minutes. The bonus is spent on the next incoming damage event, even if the attack is fully dodged. | |
| Novice | Gain +20 evasion against that attack before it resolves. | |
| Novice | Add +2 to the Acrobatics check to maintain this movement. How far you can travel along the surface depends on your initial movement speed. | |
| Apprentice | Make an Acrobatics check to squeeze through an opening at least 1 foot wide. Add +2 to Acrobatics escape checks. You may use Acrobatics instead of Athletics when attempting to escape. | |
| Apprentice | Turn the hit into a miss, then return the attack to its source for the same damage. You can also choose to use the feat by saying you catch the incoming attack. | |
| Apprentice | On success, gain Flanking Opening. Your next attack against that enemy within 5 minutes rolls with advantage and spends the benefit. | |
| Adept | Knock the target prone with no save. Up to 3 enemies within 30 feet of your landing make a Dexterity save against DC 14 or also fall prone. You land in melee range. The leap deals no damage. | |
| Adept | Gain Moving Target: +10 evasion per 10 feet moved, up to +40. The full bonus is consumed when an attack misses you. | |
| Adept | Gain Untouchable for 1 minute. All attacks against you roll with disadvantage. Being grappled, restrained, or knocked prone ends the effect. |
Arcana
Feats from the Arcana skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Identify the type of magic responsible, including its spell school, damage type, and approximate power. | |
| Novice | Add +2 to the Arcana check. Success causes an unpredictable magical failure rather than a clean dispel. | |
| Novice | Learn whether the magic is beneficial, harmful, or neutral and receive a general emotional impression of its nature. Cursed items give an impression of hunger. This does not reveal complete mechanics. | |
| Apprentice | Automatically sense the presence, location, and nature of active magical effects within 30 feet. Focus on a source to learn its school and likely trigger. | |
| Apprentice | Make an Arcana check against the effect. On success, end one mind-affecting magical effect on the ally. | |
| Apprentice | Identify the magic's school, trigger, and weakness as it is used. Allies who hear your warning can brace against the named effect, reducing, resisting, or avoiding it. | |
| Adept | The effect is one grade stronger, with additional uses to match. If it is already at maximum grade, it gains one extra use instead. | |
| Adept | There is a 25% chance that the effect is roughly 50% stronger, increasing its power, area, or duration as appropriate to that effect. | |
| Adept | There is a 30% chance that the activation consumes no charge. |
Athletics
Feats from the Athletics skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Your movement speed increases by 10 feet. | |
| Novice | Rush your foe and attack with any melee weapon. Beyond your normal charging reach, close the distance at six times your movement speed and add +1d4 + proficiency bonus Weapon damage (scaling) to the impact. Within it, the shorter rush adds +1d4 Weapon damage. The bonus follows your weapon's damage channel. | |
| Novice | Gain Flexing, granting +2 Charisma for 5 minutes. | |
| Novice | Add +2 to that Athletics check. | |
| Novice | On a hit, add +1d4 + proficiency bonus Blunt (scaling). | |
| Novice | Add +1d4 to that Athletics check. | |
| Apprentice | The thrown creature lands at the target's location, becomes Knocked Prone, and takes 1d8 + proficiency bonus Blunt (scaling) from the impact. A Strength save against DC 13 avoids the fall. | |
| Apprentice | Gain Braced, adding +2 to your next Athletics check. The stored bonus has no time limit and is spent on the roll. | |
| Apprentice | Gain Victor's Swagger, granting +2 Charisma for 1 hour. Issuing the challenge grants the benefit, rather than winning the contest. | |
| Adept | With at least 3 Wind-Up stacks, your next landed hit consumes them all for bonus damage per stack. See the skill-level progression below. The target is stunned for 6 seconds unless it succeeds on a Constitution save against DC 14. Your next Athletics check within 60 seconds then rolls with advantage. | |
| Adept | Your unarmed strikes deal 20% more Weapon damage. Their critical hit chance cannot be lower than 8%. A higher existing chance is unchanged. | |
| Adept | Deal weapon damage + Strength modifier + 1 per 10 pounds of carrying capacity Blunt, plus the bonus dice shown below. Double the damage against prone, grappled, or stunned targets. |
Bartering
Feats from the Bartering skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Add +2 to the Bartering check when negotiating a price, or the Persuasion check for a non-price favor. Treating the assistance as a debt creates resentment, and the target does not consider you a friend. | |
| Novice | Gain Pyramid Scheme Active, granting +2 Bartering on subsequent trades for 1 hour. | |
| Novice | Add +2 to the Bartering check. You can propose unconventional trades, but the offer must still be roughly fair in value. The bonus does not force an unequal deal. | |
| Apprentice | The target makes a Wisdom save against DC 13. On failure, Buyer's Remorse gives it -2 Strength briefly. On success, it is unaffected. | |
| Apprentice | The target makes a Wisdom save against DC 13. On failure, it becomes Bought Off, unwilling to act against you while the effect lasts, with -2 Strength and -2 Dexterity. More gold makes refusal harder to justify. The target remembers the transaction. | |
| Apprentice | On success, the merchant offers a few pieces one or two tiers above the settlement's normal stock and a rare reagent, all at a steep markup. This stock remains until the next restock. On failure, the contact does not trust you. | |
| Adept | Merchants carry double gold. A merchant you already visited keeps its current gold until the next restock, then uses the increased amount. | |
| Adept | Merchants show 50% more wares. Additional stock is weighted toward reagents. | |
| Adept | Merchants show twice as many higher-rarity items. |
Crafting
Feats from the Crafting skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | On a successful Crafting check, take up the finished item and gain Reinforced, granting +10 armor for 1 hour. | |
| Novice | Automatically identify its construction, materials, and structural weaknesses. Add +2 to the Crafting check when dismantling or sabotaging it. | |
| Novice | Add +1d4 to the Crafting check. The finished item has roughly a 25% chance to explode, falling toward 5% as your skill improves. The item survives, but you and nearby creatures take 1d4 Damage. | |
| Apprentice | The barricade provides solid cover against ranged attacks and counts as difficult terrain for enemies crossing it. It can be destroyed. Only one of your barricades can be active at a time. | |
| Apprentice | Make a Crafting check to identify the weak point. There is always one to find. On success, direct the collapse onto the section you choose and spare allies in its path. | |
| Apprentice | Restore damaged armor, or grant Reinforced to the wearer of undamaged armor for +10 armor for 1 hour. Improvised materials suffice, with no specialized tools required. | |
| Adept | Spend no temper and recover all materials. | |
| Adept | A 30% chance to recover 2 reagents and a 10% chance to recover 3 from the item's affix families, instead of the usual 1. | |
| Adept | A successful tempering check whose die itself shows 18 or higher, before any modifiers, is a critical success. Critical successes spend no temper and improve the result by one tier beyond the quoted outcome. |
Deception
Feats from the Deception skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Add +2 to the Deception check. More brazen claims are easier to sell through this approach. NPCs who later discover the lie become hostile. | |
| Novice | Make a Deception check against the target. On success, apply Self-Doubt, temporarily reducing its Insight checks by 2. A Wisdom save against DC 12 resists it. | |
| Novice | Add +1d4 to the Deception check. On success, a kind or guilt-prone accuser stands down and may apologize. This does not work on guards or trained investigators. | |
| Apprentice | Gain Stolen Identity for 4 hours, reproducing the person's appearance and basic mannerisms. Their voice is not copied. People who knew them may eventually see through the disguise. | |
| Apprentice | The target makes a Wisdom save against DC 13. On failure, it becomes Paranoid, takes -2 to Insight checks, and refuses to cooperate willingly with the accused ally while affected. On success, it recognizes the manipulation and turns on you. | |
| Apprentice | Nearby enemies make a Wisdom save against DC 14. On failure, they become Hesitant and briefly cannot attack you. Your allies are not protected. Creatures immune to charm or unable to understand sympathy are unaffected. | |
| Adept | Gain Worn Identity, copying the person's appearance, voice, bearing, and credentials for up to 24 hours. Ordinary scrutiny requires no roll. Magical sight, people close to the original, and grossly out-of-character behavior can still require checks. | |
| Adept | Gain Left for Dead. All enemies, including bosses, stop targeting you for up to 10 minutes or until you act. | |
| Adept | Make a Deception check contested by the target's Wisdom. On success, it spends 12 seconds Following Orders: disengaging, holding position, or attacking its nearest ally. The target must rank below faction leadership. |
Endurance
Feats from the Endurance skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Your fatigue from overland travel builds at roughly two-thirds the normal rate. | |
| Novice | The party requires 25% less food to be fully provisioned for a rest. Raw and spoiled meat cause you no ill effects and nourish you as much as cooked meat. Witnesses may react with disgust. | |
| Novice | Take half the extra fatigue caused by mountains, swamps, deep snow, or other punishing ground. Normal travel fatigue is unchanged. Magical weather is unaffected. | |
| Apprentice | Use the heat source to end one bleed or poison effect on yourself. Lose 1d4 health from the treatment. | |
| Apprentice | Gain Iron Lungs, granting +2 poison resistance. Function normally in gas, smoke, and dust, and hold your breath much longer than normal. | |
| Apprentice | On success, gain Venom Rush. Your next attack within 1 minute deals +1d4 + proficiency bonus Weapon damage (scaling), using your weapon's damage type. | |
| Adept | Gain the bonuses for your current fatigue band shown below. These are the total benefits for each band, not cumulative additions from every lower band. | |
| Adept | Gain Run on Empty for 24 hours. You do not need food, water, or sleep and gain no fatigue from going without them. Travel, combat, and weather can still cause fatigue. | |
| Adept | Gain Stone Body for 5 minutes. Each hit deals 5 less Damage, to a minimum of 1 Damage. Gain +10 armor and immunity to being knocked prone or forcibly moved. |
History
Feats from the History skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | On success, gain Weatherwise. Your party's chance of a travel encounter is reduced until your next long rest. | |
| Novice | Receive impressions of the location's past, including what happened there and why it matters. Add +2 to History checks that use these memories at the location. | |
| Novice | Recall how similar situations ended and add +2 to the related Insight check. | |
| Apprentice | On success, allies in the scene gain Weakness Exposed. Each ally's next attack against that creature within 5 minutes rolls with advantage. The benefit is spent on that ally's first strike. | |
| Apprentice | Make a History check, with greater difficulty for more obscure languages. On success, understand the text's meaning and intent. Exceptional results reveal the author's emotions, hidden meanings, and cultural references. | |
| Apprentice | Recall three pieces of information: two accurate and one misleading. They seem equally credible, so you cannot tell which is false. You also remember where the answer can be confirmed. | |
| Adept | Recall the closest useful precedent. Before you or an ally within 60 feet makes a related attack, save, or check, grant that roll advantage and +1d4. | |
| Adept | Intelligent listeners make a Wisdom save against DC 14. On failure, they treat you as an Emissary of the Old Power for 5 minutes, hearing you out, answering honestly, and refraining from hostility unless provoked. Direct inheritors of that history are affected even if they save successfully. | |
| Adept | Make a History check. On success, find a forgotten cache of trade goods. Value increases with character level and check quality. A critical result yields EPIC-grade treasure. |
Insight
Feats from the Insight skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Automatically estimate the value of visible valuables. You can also estimate someone's wealth from their possessions. | |
| Novice | Make an Insight check to identify its underlying motive among greed, fear, loyalty, and revenge. This reveals motivation, not specific plans. | |
| Novice | Sense whether repayment is expected or the generosity hides manipulation. You learn that something is wanted in return, not what it is. | |
| Apprentice | You may make an Insight check. On success, learn the observer's general direction and approximate distance, but not its exact location. Gain Prickling Instinct, granting +2 to Perception checks to pinpoint or track it. | |
| Apprentice | The effect rebounds onto the nearest other creature. It makes the same save or suffers the full effect. The nearest creature can be an ally. | |
| Apprentice | On success, gain Combat Reading. Your next attack against that opening within 5 minutes rolls with advantage and spends the benefit. | |
| Adept | Learn whether the merchant has plenty of gold or is short of funds, and how close it is to restocking. A cash-strapped merchant reveals up to 2 hidden high-rarity items or rare-aspect reagents. | |
| Adept | Learn the gesture, concession, or offering that would mean the most to this person right now. Act on it within 1 hour to earn double goodwill (One Thing). | |
| Adept | Learn the person's name, location, and best approach. If no one fits, you learn that and spend no use. |
Intimidation
Feats from the Intimidation skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | The target makes a Wisdom save against DC 12. On failure, it is Cowed for 30 seconds, taking -2 Wisdom. Every creature within 60 feet becomes aware of your location. | |
| Novice | Add +1d4 to the Intimidation check. Afterward, Off-Putting Stare gives you -2 Charisma for 10 minutes. | |
| Novice | Nearby witnesses make a Wisdom save against DC 12. On failure, they become Frightened for 30 seconds, taking -2 Strength and -2 Dexterity. | |
| Apprentice | The target makes a Wisdom save against DC 13. On failure, it becomes Surrendered, drops its weapons, and stops fighting until threatened, harmed, or left alone too long. | |
| Apprentice | On a successful Intimidation check, reapply Frightened. A Wisdom save against DC 12 resists it. If the creature fails to overcome its fear, it answers truthfully within its knowledge. It will not betray its core nature or most guarded secret. It remembers the coercion and may become hostile afterward. | |
| Apprentice | Gain You're Next, granting +2 to Intimidation checks. Your target makes a Wisdom save against DC 12 or becomes Cowed, unwilling to close the distance. It may hold position, yield, or retreat. Your benefit ends if you stop moving, break eye contact, or take an action other than walking. | |
| Adept | The target makes a Wisdom save against DC 14. On failure, it drops 1 random reagent matching its nature and becomes Embarrassed for 1 hour, taking -2 Strength and -20 ACCURACY. | |
| Adept | Make an Intimidation check. On success, the merchant gives you 1 to 4 random storefront items. Taking them harms your relationship with the merchant. | |
| Adept | The target makes a Wisdom save against DC 14. On failure, it becomes Daunted for 30 seconds, taking -3 Strength and -3 Dexterity and holding its signature moves in reserve. It does not flee. |
Investigation
Feats from the Investigation skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Choose one specific question about the location or what happened there. Discovered evidence gives an honest answer without a skill check. | |
| Novice | Follow physical traces even through difficult terrain or after time has passed. Add +2 to Investigation checks to read the trail. Tracks can reveal the quarry's injuries, carried weight, numbers, and species. | |
| Novice | Add +2 to the Investigation check. You can identify trap types from their construction, including poison needles, pits, and magical wards. | |
| Apprentice | Determine the cause and approximate age of the death or damage, whether the scene was altered, and the weapon type or magic involved. Use those findings to follow the source's trail. | |
| Apprentice | Make a check to reconstruct the sequence of events. Older or more complex scenes are harder. Learn participant count, weapons used, time elapsed, arrival and departure directions, and whether magic was involved. Exceptional success reveals a detail about a perpetrator's identity or motive. | |
| Apprentice | Sense the presence of hidden creatures, disguises, illusions, planted evidence, or staged scenes. You learn that something is wrong, but need a subsequent check to identify what it is. | |
| Adept | Learn the subject's faction, rank, and faction standing toward every power you know. A merchant also reveals its hidden stock. Gain Follow the Money for 1 day, adding +2 to social checks against anyone in that chain of connections. | |
| Adept | Make an Investigation check. On success, its storefront gains extra high-rarity items and reagents from hidden stock until the next restock. | |
| Adept | If the repeated action is an attack, it takes -40 ACCURACY against you. If it forces a save, you roll that save with advantage. |
Perception
Feats from the Perception skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Add +2 to the Perception or Investigation check. | |
| Novice | Replay the memory and make a Perception check with +1d4 to notice details you originally missed. When no uses remain, you can still recall the memory but gain no check bonus. | |
| Novice | Add +2 to that Perception check. The check can still fail. | |
| Apprentice | See fine details as though standing beside the target. Read the lips of anyone you can see clearly if you share their language. Add +2 to Perception checks that rely on distant sight. | |
| Apprentice | Sense that violence occurred and how recently. On a successful check, learn the number of combatants, weapon types, and whether anyone died. On a critical success, also learn which direction survivors fled. | |
| Apprentice | Add +2 to the Perception check. Separately, terrain penalties from harsh outdoor campsites apply to you at half their normal severity. | |
| Adept | Gear rarity rolls favor higher rarities, and affix rolls favor higher tiers. | |
| Adept | Reagent drops favor rarer variants within their family. Gold drops are reduced. | |
| Adept | Find 1 additional reagent. |
Performance
Feats from the Performance skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | While your performance holds attention, allies in the scene gain +2 to Stealth and Thieving checks. | |
| Novice | Gain +2 to Deception and Performance checks while maintaining the role. NPCs find the portrayal natural. Take -2 Wisdom for 60 seconds as a cost of sustaining it. | |
| Novice | Reproduce the voice, accent, or sound accurately. Gain +2 to Deception checks when using vocal mimicry to impersonate someone. | |
| Apprentice | Gain Showstopper, granting +2 Charisma while the entrance's spectacle lasts. Neutral witnesses become more favorably disposed. Hostile witnesses make a Wisdom save against DC 12 or are momentarily stunned. | |
| Apprentice | The target makes a Constitution save against DC 13 or falls asleep. Damage or shaking wakes it immediately. This sleep is nonmagical. Undead, constructs, and creatures immune to sleep are unaffected. | |
| Apprentice | Make a Performance check. On success, move the settlement's attitude one category in your chosen direction. On failure, people recognize the propaganda and your reputation suffers. | |
| Adept | Faction members treat you one disposition category more warmly and volunteer local rumors. Invoke your standing with the ruling faction to request entry, an introduction, or a blind eye. Higher standing allows greater favors. | |
| Adept | Make a Performance check. On success, improve your standing with the ruling faction, with double the gain on a critical success. Until your next long rest, you may request one private audience with a local leader. On failure, you still earn a day's keep. | |
| Adept | Earn gold based on settlement size and character level, approximately 50 in a village, 150 in a town, or 400 in a city before level scaling. Receive 1 item weighted toward what the audience values. Wealthier audiences give better chances of higher rarity. |
Persuasion
Feats from the Persuasion skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | On a successful Persuasion check, gain Flattered for 5 minutes. Add +2 to Persuasion checks for requests that present the NPC as exceptional or important. | |
| Novice | The target makes a Wisdom save against DC 12. On failure, it becomes Peer-Pressured, complying to avoid losing face and taking -2 Wisdom briefly. It may resent you afterward. | |
| Novice | After successfully presenting yourself as sharing the NPC's concerns, gain Shared Enemy Rapport, granting +2 Persuasion for several minutes. | |
| Apprentice | Make a Persuasion check contested by its Wisdom. On success, it becomes Converted, cooperates, shares its knowledge, and stands down. A poor result makes it more resistant to you. | |
| Apprentice | Learn the creature's current emotional state. Apply Emotionally Profiled for 5 minutes, giving it -2 Insight. A Wisdom save against DC 13 resists it. | |
| Apprentice | Add +2 to the Persuasion check. A rejected offer is treated as a counterproposal rather than an insult, so failed negotiations are less likely to damage the relationship. | |
| Adept | Immediately reroll the check. The new result replaces the failed result. | |
| Adept | Make a Persuasion check. On success, the merchant gives you 1 random storefront item. | |
| Adept | Make a Persuasion check, with difficulty based on hostility. On success, enemies stop attacking and become Stood Down. The effect lasts until your side breaks it. Fanatics are immune. |
Potions
Feats from the Potions skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Roll for an unpredictable effect from the raw ingredient. Most outcomes heal or grant a brief benefit, but some cause a mild penalty. Refined potions, tinctures, and brewed draughts provide no beneficial effects and instead cause a minor adverse effect when you drink them. | |
| Novice | Automatically detect poison, harmful toxins, or dangerous alchemical properties. This reveals danger, not the specific effects or beneficial properties. | |
| Novice | Drinking does not delay your other actions. Only a direct physical blow can interrupt it. Each potion also grants Guzzler Vigor, restoring extra health equal to your proficiency bonus. | |
| Apprentice | Any carried potion can be used. Gain Coated Blade. Each of your next 5 landed strikes applies Envenomed, dealing 1d4 + proficiency bonus Poison (scaling) every 6 seconds for 18 seconds. Misses consume no strikes. | |
| Apprentice | Gain Rapid Recovery, restoring an additional 1d6 plus your Constitution modifier in health. | |
| Apprentice | The poison is neutralized. Gain Rapid Recovery, restoring 1d6 plus your Constitution modifier in health. You still experience mild nausea for a few seconds. | |
| Adept | Consume 1 random potion. The primary target and up to 3 hostiles within 30 feet take the combined rarity and proficiency damage shown below. A successful Dexterity save against DC 14 halves the result, rounded down with a minimum of 1 Blunt / Fire. Split the remaining damage evenly between blunt and fire, giving any odd point to fire. | |
| Adept | Gain armor and evasion for 5 minutes using the rarity values below, plus 2 to each per point of proficiency bonus. RARE or better potions also grant +10 maximum health for the duration. | |
| Adept | Apply Vivisected for 5 minutes, reducing each affected hostile's poison resistance by 50. |
Primalism
Feats from the Primalism skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Use body language and sounds to convey simple ideas and interpret the animal's response. This needs no check. The animal answers as its disposition leads. Add +2 to Primalism checks to influence animals. | |
| Novice | Gain Blood-Fed, granting +1 Strength for 30 minutes. Civilized NPCs who witness this react with disgust. | |
| Novice | Identify edible plants, safe water, and useful materials. Add +2 to Primalism checks for foraging and resource identification. You do not accidentally eat or drink poison while foraging. | |
| Apprentice | Make a Primalism check to locate the nearest natural shelter or lair. Learn its direction, approximate distance, and whether it is occupied. Finding a den grants Found Sanctuary for +1 Resting checks for 8 hours and Primal Shelter for +4 maximum health for 4 hours. The ability becomes available again after its recovery period. | |
| Apprentice | Gain Serpent Aspect, granting +20 evasion while active. The struck target makes a Constitution save against DC 13 or gains Serpent Venom, taking poison damage over time. You also become Drained, taking -1 Constitution. | |
| Apprentice | Wake with Territorial, granting +2 Strength and +2 Dexterity. Creatures resting alongside you gain Stenched, taking -2 Charisma while that effect lasts. | |
| Adept | Double the reagent yield. | |
| Adept | Gain +10 evasion and +5 armor for each hostile within 30 feet, up to 3. The maximum bonus is +30 evasion and +15 armor. | |
| Adept | Make a contested Primalism check. On success, Wild Accord makes the beast fight for you for the scene and remain your friend afterward. A befriended beast that camps with you leaves 1 reagent matching its nature at each long rest. You receive only 1 reagent per long rest, regardless of how many befriended beasts camp with you. |
Religion
Feats from the Religion skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Gain Zealous, granting +2 Wisdom for 30 seconds. | |
| Novice | Wake with Sacred Rest, granting +1 Wisdom and +1 Religion for 8 hours. | |
| Novice | Automatically learn whether it is consecrated, desecrated, or spiritually neutral. Identify its deity or spiritual power and whether that dedication remains active or has been abandoned. | |
| Apprentice | Nearby undead make a Wisdom save against DC 12. Normal undead that fail die immediately. Elite or stronger undead that fail become Turned for 12 seconds, fleeing you and unable to approach willingly. | |
| Apprentice | A strong success weakens the harmful effect. On failure, Divine Backlash temporarily gives you -2 Wisdom. | |
| Apprentice | Make a Religion check. The spirit answers from its knowledge in life, but may be confused or evasive. Better results allow more questions. Spirits killed by you or your allies may refuse entirely. | |
| Adept | Gain 20% more Damage and +20 ACCURACY against bone undead. Speaking rites over their shattered remains prevents them from rising again. | |
| Adept | Gain 20% more Damage and +20 ACCURACY. Your weapon strikes spectral undead as though they were solid. | |
| Adept | Gain 20% more Damage and +20 ACCURACY. A vampire struck by you in this fight gains Denied the Blood, preventing healing from feeding for 60 seconds. |
Resting
Feats from the Resting skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Gain Quiet Mind. Your next Intelligence- or Wisdom-based check within 1 hour rolls with advantage. Terrain penalties are more likely to affect you during rest. | |
| Novice | Gain Refreshed, adding +1 to Wisdom-based checks for 1 hour. Meal and campsite benefits you gain last three times as long. The party's lowest-rarity food determines meal quality, so everyone must eat sufficiently well to receive a higher-quality meal. | |
| Novice | You have a chance to receive the terrain's favorable benefit instead of its penalty. Whether or not this occurs, gain Alert Sleeper: +2 Perception while resting and for 1 hour after. | |
| Apprentice | On a successful rest check, those who eat gain Well Fed. Improve the party's rest meal by one tier. A meal already at the highest tier grants additional nourishment instead. This costs twice the provisions and requires actual ingredients. Cooking outside a rest uses an ordinary cooking check and does not activate this feat. | |
| Apprentice | When the rest completes, gain Fortified Camp, granting +2 Perception for 1 hour. Approaching threats trigger an alarm, allowing the party to wake and arm itself before intruders reach camp. The party cannot be surprised there. | |
| Apprentice | After a full rest, learn an imperfect mental map, approximate layout, room count, and whether hostile creatures are present. Gain Lucid Dream, adding +1 to Insight checks for 1 hour. | |
| Adept | Once per long rest, a completed short rest gives back one spent Novice spell slot and one spent Apprentice spell slot. Nothing comes back for a rank with no slot spent. | |
| Adept | Keep stored stacks, marks, and counts that a short rest would normally clear. A long rest clears them. Ability uses still recharge normally. | |
| Adept | Clear all fatigue instead of the usual 30 points out of 100. |
Slayer
Feats from the Slayer skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Gain Kill Strike Charge. Your next attack or spell within 60 seconds deals +1d4 damage of its own type and spends the charge. | |
| Novice | On success, gain Soft Spot Focus. Your next attack within 60 seconds deals +1d4 Weapon damage without requiring a called shot. Unspent focus does not stack. | |
| Novice | While carrying at least one trophy, gain Trophy-Carried for +2 Intimidation checks. | |
| Apprentice | Gain Driven Pace, increasing movement speed by 15 feet for 30 seconds while pursuing it. The pursuit ends if you attack a different creature or lose sight of the target. | |
| Apprentice | Gain Headhunter's Lore, granting +2 Slayer and +2 Investigation against that creature's kind. | |
| Apprentice | Gain Hunter's Focus, adding +1 to Investigation, Perception, and Slayer checks while actively pursuing that creature. | |
| Adept | Hostiles within 60 feet lose 20 resistance to the named element, or their weakest one, for 60 seconds. | |
| Adept | Apply Slayer's Mark, reducing armor by 20 for 60 seconds. Marking another target ends the previous mark. | |
| Adept | Make a Slayer check. On success, collect 1 reagent, or 2 on a strong result, with outcomes weighted toward rarer reagents. Roll with advantage for elite or stronger creatures. |
Stealth
Feats from the Stealth skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Gain Absolute Silence for 12 seconds, making all your actions soundless. Holding that silence also leaves you Winded for 60 seconds, reducing movement speed by 5 feet. | |
| Novice | Nearby observers make a Wisdom save against DC 12. On failure, Frozen Stillness gives them -2 Perception for 12 seconds as they try to confirm what they saw. | |
| Novice | Each time you pass unnoticed, reinforce Forgettable. Others struggle to recall or describe you afterward, and building fame or reputation becomes harder. | |
| Apprentice | Make a Stealth check against the observer. If it fails a Wisdom save against DC 12, apply Misdirected, briefly giving it -2 Perception. | |
| Apprentice | Gain Slippery for 1 minute, granting +60 evasion. Becoming hidden is resolved separately and is not guaranteed by this feat. | |
| Apprentice | The target makes a Wisdom save against DC 12. On failure, Shadow Dread gives it -2 Perception and -2 Dexterity for 5 minutes. | |
| Adept | Create a 15-foot-radius cloud lasting 1 minute. Hostiles inside make a Constitution save against DC 14 or become Blinded while they remain inside. You and allies in the cloud gain +20 evasion and 1 attack with advantage. | |
| Adept | Make an automatic Stealth roll against the scene's difficulty. Stealth you already held before combat carries into the fight. | |
| Adept | The target makes a Wisdom save against DC 14. Apply Singled Out for 24 seconds on failure or 12 seconds on success. Your attacks against it roll with advantage, and it cannot benefit from allies while affected. |
Thieving
Feats from the Thieving skill.
| Feat | Tier | Effect |
|---|---|---|
| Novice | Casual searches and pat-downs do not find the concealed item. A deliberate expert search or full strip search can still reveal it. | |
| Novice | Automatically identify whether the security is amateur, professional, or masterwork and recognize other thieves' techniques. Add +2 to Investigation checks to determine whether locks were picked, traps disarmed, or thefts committed, and by whom. | |
| Novice | Add +2 to the Thieving check. You can attempt catches that others would not react to in time. | |
| Apprentice | Make a Thieving check. On success, plant the item unnoticed and apply Planted Evidence for 8 hours, recording the hidden crime. While affected, a creature carrying the evidence makes a Wisdom save against DC 12 each hour and finds it on a success. | |
| Apprentice | Make a Thieving check to tamper with a weapon, shield, armor fastener, quiver strap, or belt pouch. On success, Jammed Gear gives the target -2 Dexterity for 30 seconds. A Dexterity save against DC 12 resists it. | |
| Apprentice | Make a Thieving check to secretly swap or palm a small item. On failure, the other creature notices something is wrong but cannot identify what happened. | |
| Adept | Apply Arsonist's Touch, dealing 1d6 Fire every 6 seconds for 18 seconds. Your next attack against the target within 12 seconds rolls with advantage. | |
| Adept | Make a Thieving check against the most alert target. On success, take gold and small valuables from up to 12 targets. Beating the DC by at least 20 also yields one notable item, such as a key, sealed letter, or gem. Failure takes nothing and alerts no one. | |
| Adept | Make a Thieving check. On success, take roughly 10% of the merchant's gold and 1 random storefront item. On failure, take nothing and raise no suspicion. |