Feats

From NOPOTIONS Wiki
Jump to navigation Jump to search

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.

Feat Tier Source Effect
Boneless Adept Acrobatics 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 Acrobatics 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.
Catfall Novice Acrobatics 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 Acrobatics Your honed reflexes add +2 to your EVASION against the incoming ranged attack, folded in before it is resolved.
Tumble Through Adept Acrobatics 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.
Wall Runner Novice Acrobatics 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.
Arcane Autopsy Novice Arcane 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.
Arcane Cartographer Adept Arcane 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.
Magical Vandalism Novice Arcane You gain a +2 bonus to the declared Arcane 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 Arcane 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.
The Unraveler Adept Arcane Touch an afflicted ally and work at the magical effect gripping them. Make an Arcane 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 Arcane 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.
Anatomical Knowledge Novice Rogue (Assassin) Your attacks have a 50% chance to apply Bleeding DAMAGE OVER TIME effect with BLEED subcategory, dealing -1d4 HEALTH every 6 seconds for 24 seconds.
Deadly Strike Base Rogue (Assassin) The opening strike is engineered to end the fight. Your Sneak Attack die grows from a d4 to a d6 on attacks made from stealth with a finesse or ranged weapon.
Death's Precision Base Rogue (Assassin) Striking from concealment, you read the killing angle before the blade lands, scoring far more critical hits on attacks made from stealth with a finesse or ranged weapon.
Exsanguinate Adept Rogue (Assassin) When you strike a foe that is already bleeding, every open wound tears wide at once. All Bleeding effects on the target are consumed and half of their remaining damage lands immediately as part of the strike. The wounds must be reopened before it can fire again.
Hemorrhaging Adept Rogue (Assassin) Your melee critical hits rupture something inside, a guaranteed Internal Bleeding that drains HEALTH every 6 seconds for 24 seconds and deepens with your skill.
Pinpoint Novice Rogue (Assassin) Permanently enhances Dexterity by 2.
Silent Killer Novice Rogue (Assassin) A stealth strike that finds the killing point. When you hit a foe from hiding and the blow leaves a NORMAL enemy below 15% of its maximum HEALTH or an ELITE enemy below 10%, that enemy dies outright. Bosses and greater foes are too resilient to fall to a single quiet cut.
Terrorizer Adept Rogue (Assassin) A kill in view of other enemies shakes the weak. Every NORMAL hostile who can see it makes a Wisdom save (DC 12) or is Unnerved for 18 seconds, hands shaking (-2 Dexterity). Elite and boss enemies are too hardened to flinch.
Arm-legs Novice Athletics 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 Athletics 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, dealing +1d4 BLUNT damage plus your proficiency bonus on the hit.
Bulging Muscles Novice Athletics While flexing, you carry a Flexing BUFF: +2 to Charisma for 5 minutes.
Grip of Iron Novice Athletics When you commit to a hard climb, you add +2 to the declared Athletics check.
Human Projectile Adept Athletics 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 Athletics 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.
Mighty Wingspan Novice Athletics The thrown object deals +1d4 BLUNT on the hit, plus extra BLUNT scaled to its weight, about +1 per 3 pounds, capped at four times your proficiency bonus. If its weight is unknown, your proficiency bonus stands in.
Spring Loaded Novice Athletics When you commit to an explosive jump or leap, you add +1d4 to the declared Athletics check.
Strongman's Challenge Adept Athletics Issuing a public strength challenge feeds your bravado: gain Victor's Swagger BUFF, +2 Charisma for 1 hour.
Bear Skin Novice Warrior (Barbarian) While unarmored, your hardened hide and unencumbered footwork grant ARMOR and EVASION that climb as you grow more battle-hardened, light and fast and tough at once.
Colossal Grip Adept Warrior (Barbarian) You can wield two-handed weapons one in each hand. While doing so your swings are wide and easy to read (many go wild) and your guard opens up. Overwhelming, reckless, unmistakable.
Combat Grab Adept Warrior (Barbarian) Upon landing a strike with a free hand, the attack automatically applies Grappled DEBUFF to the target. The creature cannot move and repeats a Strength saving throw (DC 13) every few seconds to break free.
Come and Get Me Adept Warrior (Barbarian) When dropping below 25% HEALTH you gain Bloodied Fury until the fight ends or for six turns, pressing every opening (advantage on each attack) and landing critical hits more often. Returns after a long rest.
Rage Base Warrior (Barbarian) Activate to ignite Rage, a reckless battle-fury that drives heavier, truer blows, shrugs off half the physical damage you take, and cows any onlooker. The fury lasts while the fighting holds and ends when the battle quiets, after a long stretch of combat, or when you let it go. Recharges on a long rest.
Unbroken Rage Base Warrior (Barbarian) While raging, the first blow that would drop you leaves you at 1 HEALTH instead, the fury refusing to let the body fall. Once per rage.
Savage Strength Novice Warrior (Barbarian) Permanently enhances Strength by 2.
Skull Cracker Novice Warrior (Barbarian) A perfect crushing blow forces the target to make a Constitution saving throw (DC 13 plus your Strength modifier) or be Skull-Cracked (stunned for 12 seconds) and carry a permanent Cracked Skull of -2 Intelligence. A skull only cracks this way once.
Debt Collector Novice Bartering 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.
Everyone Loves a Critic Adept Bartering 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 Bartering 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 Bartering 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.
Pyramid Scheme Novice Bartering 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 Bartering 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.
Battlefield Architect Adept Creation 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.
A Beautiful Wreck Novice Creation When you craft from salvaged ruins, broken weapons, or destroyed objects, a successful Creation check yields a sturdy, characterful result. You take it up as your own, gaining Reinforced: +2 ARMOR for the next hour.
Controlled Demolition Adept Creation Identify a structural weak point with a Creation 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.
Deconstructionist Novice Creation You automatically identify how something was made, what materials were used, and where its structural weaknesses lie. +2 to the declared Creation check when picking apart or sabotaging crafted work.
More Powder! Novice Creation Overloading the work pays off: you add +1d4 to your Creation 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.
Patch Job Adept Creation Restore damaged armor or grant a Reinforced BUFF to undamaged armor: +2 armor for 1 hour. Uses improvised materials, no specialized tools required. Name the ally (or yourself) as the target of the patch.
Confidently Wrong Novice Deception 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.
Dead Man's Face Adept Deception 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.
Gaslighter Novice Deception 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.
Seeds of Doubt Adept Deception 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 Deception 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.
The Innocent Novice Deception 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.
Cauterize Adept Endurance 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 Endurance 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.
Marathon Runner Novice Endurance 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 Endurance 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.
Venom Veins Adept Endurance 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.
Weather the Storm Novice Endurance 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.
Bestiary Mind Adept History 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.
Cloud Reader Novice History 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.
Dead Tongue Adept History 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.
Deja Vu Novice History 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.
Dubious Knowledge Adept History 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.
History Repeats Itself Novice History 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.
Coin Counter Novice Insight You automatically assess the approximate value of coins, gems, and valuables at a glance, and can estimate wealth by observing someone's possessions.
Eyes on You Adept Insight 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 Insight When you resist a MIND effect, it rebounds onto the nearest other creature, who must make the same save or suffer the full effect.
Motive Hunter Novice Insight 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 Insight 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.
Telegraphed Adept Insight 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.
Solid Pipes Novice Intimidation 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 Intimidation 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.
Stand Down Adept Intimidation 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 Answer is Violence Novice Intimidation 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).
The Smile Adept Intimidation 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 Intimidation 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.
Forensic Eye Adept Investigation 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.
Patient Surveyor Novice Investigation 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 Investigation 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.
Scene of the Crime Adept Investigation 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 Investigation 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.
Trap Spotter Novice Investigation 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).
Armored Basher Adept Warrior (Knight) You can equip a shield in your main hand and fight with it. Your shield bash hits for the shield's armor value plus your Strength in BLUNT damage, so the better armored the shield, the harder it hits.
Bastion Base Warrior (Knight) While you wield a shield, party members in the scene shelter behind it. Each gains Bastion, a standing ARMOR bonus that deepens as you gain levels, refreshed every turn the shield stays up.
Certain Strike Novice Warrior (Knight) Even on a missed attack, your strike is close enough to deal damage equal to your Strength modifier (minimum 1). Apply a Grazing Strike DAMAGE effect.
Commanding Presence Adept Warrior (Knight) A shouted command coordinates the party. Every active member, the commander included, gains Commanding Opening so their next attack within the next few minutes presses a favorable opening (advantage). Returns after a long rest.
Dualist Novice Warrior (Knight) A free off-hand is a promise of precision. While wielding a single one-handed weapon and nothing else, you press every opening (advantage on attacks) and your point finds the gaps others miss (far more critical hits).
Guardian Base Warrior (Knight) You fight as a living bulwark, a standing ARMOR bonus that deepens as you gain levels. With a shield in hand you also catch incoming blows on it outright, and that block grows more reliable the more battles you weather.
Iron Will Novice Warrior (Knight) Permanently enhances Constitution by 2.
Severing Adept Warrior (Knight) On a successful hit against a wounded standard enemy, the target must make a Constitution saving throw (DC 14) or suffer a Severed Limb DEBUFF, a disabled limb worth -2 Dexterity and -10 ft movement until treated.
Background Character Novice Perception +2 to the declared Perception or Investigation check to gather information by going unnoticed among servants, laborers, and other overlooked people.
Eagle's Eye Adept Perception 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.
Hindsight Novice Perception 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 Perception 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.
Violence Residue Adept Perception 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 Perception 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.
Distraction Artist Novice Performance 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.
Dramatic Entrance Adept Performance 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 Performance 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.
Method Acting Novice Performance 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 Performance 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.
Propaganda Adept Performance 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.
Convert the Faithful Adept Persuasion 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.
Ego Stroking Novice Persuasion 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.
Emotional Intelligence Adept Persuasion 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 Persuasion 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.
Peer Pressure Novice Persuasion 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 Persuasion 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.
Blade Venom Adept Potions Any potion you carry can serve as a venom: smear it along your edge and the next strike becomes a delivery. Coating leaves a Blade Venom on the weapon that is spent on your next attack. When that attack lands, the struck target is Envenomed, bleeding HEALTH over time, with the damage growing as your proficiency rises.
Healthy Dose Adept Potions When you rest or drink a potion, your accelerated regeneration restores extra HEALTH, granting Rapid Recovery (1d6).
Metabolize Adept Potions 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.
No Potions Novice Potions 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 Potions 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 Potions 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.
Beast Tongue Novice Primalism 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.
Den Finder Adept Primalism 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 MAX_HEALTH for 4 hours. Can be used again once the den-sense settles.
Primal Feast Novice Primalism Eating fresh kills grants Blood-Fed for 30 minutes: +1 Strength. Civilized NPCs react with disgust when witnessing this.
Serpent's Kiss Adept Primalism Activate Serpent Aspect BUFF on a connecting melee strike: your movements become fluid and evasive (+2 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.
Survivor's Touch Novice Primalism 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.
Territory Adept Primalism 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.
Back to Dust Adept Religion 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 Religion 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 Religion 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.
Martyr's Zeal Novice Religion When grievously wounded while protecting allies or upholding your beliefs, you gain Zealous for 30 seconds (+2 Wisdom).
Paragon of Belief Novice Religion 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 Religion 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.
A Quiet Life Novice Resting 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.
Campfire Chef Adept Resting Make a Resting check. On success, prepare a meal granting 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.
Campsite Fortification Adept Resting 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 Resting 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.
High Maintenance Novice Resting 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 Resting 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.
Future Sight Base Rogue 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.
Ghost Step Initiate Rogue Your survival instincts extend beyond the physical. Shadow, toxin, and cold affect you less than they do most people.
Quicksilver Initiate Rogue Close calls and narrow escapes have toughened you. You can take hits that would drop others and keep moving.
Sneak Attack Base Rogue Striking unseen finds the gaps armor never covers, dealing extra damage on attacks made from stealth with a finesse or ranged weapon, growing with each level gained.
Survivor's Wit Initiate Rogue Your body has built up a strong tolerance to toxins. Tainted food, venomous bites, and poisoned blades affect you far less than they should.
Headhunter Adept Slayer 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.
Kill Strike Novice Slayer You immediately gain Kill Strike Charge: your next attack within 60 seconds deals +1d4 bonus damage, spent on that strike.
Patient Hunter Adept Slayer Gain Hunter's Focus: +1 to Investigation, Perception, and Slayer checks while actively pursuing a tracked creature.
Driven Pursuit Adept Slayer 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.
Soft Spot Novice Slayer 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 Slayer While carrying at least one trophy, you gain Trophy-Carried: +2 to Intimidation checks.
Dead Silent Novice Stealth 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 Stealth 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).
Misdirection Adept Stealth 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 Stealth The moment you break line of sight, you slip away and become harder to pin down for a few seconds (Slippery: +2 EVASION). Whether you fully vanish is resolved by the hidden mechanic.
Terror from Shadows Adept Stealth 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.
The Nobody Novice Stealth 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.
Cat's Grace Novice Rogue (Thief) Permanently enhances Dexterity by 2.
Disarm Adept Rogue (Thief) A stealth strike always strips the weapon, applying Disarmed for 24 seconds. The target's weapon attacks are gone until it is recovered.
Nimble Escape Novice Rogue (Thief) On a successful Acrobatics disengage, apply Slippery for 18 seconds, granting +2 EVASION while slipping free of reaching hands.
No Witnesses Base Rogue (Thief) Every Vanisher re-hide improves one step. A close kill now re-hides on a clean roll, a middle-distance kill re-hides at advantage, and a clear kill vanishes you with no roll at all.
Pocket Sand Adept Rogue (Thief) Spend on a successful Thieving check against a target to force a Dexterity save (DC 12) or leave them Blinded for 12 seconds. They watch poorly (-2 Perception) and swing wide, so their targets dodge at advantage.
Sticky Fingers Novice Rogue (Thief) On a successful Thieving lift, apply Quick Hands for 60 seconds, granting +2 to Thieving and +2 to Deception to deflect suspicion if the target notices the motion. Only one Quick Hands buff can be active at a time.
Third Wheel Adept Rogue (Thief) When an ally already holds an enemy's attention, press a favorable opening (advantage) against any enemy that ally is actively engaging.
Vanisher Base Rogue (Thief) A kill from the shadows lets you slip back into hiding. With a hostile close you re-hide at a disadvantage, at a middle distance you re-hide on a clean roll, and with the way clear you re-hide at advantage. Without this feat a close kill leaves you exposed.
Concealed Carry Novice Thieving 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.
None the Wiser Adept Thieving 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.
Professional Courtesy Novice Thieving 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 Thieving 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.
Saboteur Adept Thieving 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 Thieving 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.
Bloodborn Initiate Warrior You have a natural resistance to the elements. Fire, frost, and storm deal less damage to you than they would to others.
Intimidating Glare Base Warrior 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 Base Warrior 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.
Pack Mule Initiate Warrior You can carry far more weight than your frame would suggest. Heavy armor, large weapons, and extra supplies barely slow you down.
Second Wind Base Warrior Immediately upon dropping to 0 HEALTH, you heal for 1d12 + Constitution modifier HEALTH via a Second Wind BUFF. The reserve returns after a completed long rest.
Unbowed Initiate Warrior You are hardier than most. You can endure blows that would stagger others and keep fighting.