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Feats List

Arcane Dilettante

Feat

Choose three Arcane Knowledge Feats, gain a resource pool for each used to cast its spells. The resource pools each have 3 resource points. Gain 2 spells from each Arcane Knowledge type.


  • Arcanist 1
  • Granted

Arcane Dilettante II

Feat

Choose an additional Arcane Knowledge Feat, gain a Resource Pool used to cast its spells with 2 Resource Points. Then, add +1 Resource Point to all Arcane Knowledge Resource Pools (including the new one, bringing it to 3 Resource Points).


  • Arcanist 3

Arcane Knowledge - Death

Feat

You are able to learn Abilities requiring Arcane Knowledge - Death.


  • Granted

Arcane Knowledge - Divination

Feat

You are able to learn Abilities requiring Arcane Knowledge - Divination.


  • Granted

Arcane Knowledge - Illusion

Feat

You are able to learn Abilities requiring Arcane Knowledge - Illusion.


  • Granted

Arcane Knowledge - Kinetic

Feat

You are able to learn Abilities requiring Arcane Knowledge - Kinetic.


  • Granted

Arcane Knowledge - Life

Feat

You are able to learn Abilities requiring Arcane Knowledge - Life.


  • Granted

Arcane Knowledge - Manifestation

Feat

You are able to learn Abilities requiring Arcane Knowledge - Manifestation.


  • Granted

Arcane Knowledge - Mind

Feat

You are able to learn Abilities requiring Arcane Knowledge - Mind.


  • Granted

Arcane Knowledge - Nature

Feat

You are able to learn Abilities requiring Arcane Knowledge - Nature.


  • Granted

Arcane Knowledge - Planar

Feat

You are able to learn Abilities requiring Arcane Knowledge - Planar.


  • Granted

Arcane Knowledge - Spellcraft

Feat

You are able to learn Abilities requiring Arcane Knowledge - Spellcraft


  • Granted

Arcane Knowledge - Temporal

Feat

You are able to learn Abilities requiring Arcane Knowledge - Temporal.


  • Granted

Arcane Knowledge - Warding

Feat

You are able to learn Abilities requiring Arcane Knowledge - Warding.


  • Granted

Arcane Rage

Feat

While in Rage, you gain +1 Advantage on all magical rolls.


  • Fury 1

Arcane Specialist

Feat

Choose one Arcane Knowledge feat, gain a resource pool for its spells with 6 resource points. Gain 3 spells from that Arcane Knowledge type.


  • Arcanist 1
  • Granted

Arcane Specialist II

Feat

Select an Arcane Knowledge type. All spells in that knowledge type cost 1 less Resource Point to cast.


  • Arcanist 3
  • Arcane Specialist

Bardic Inspiration

Feat

Gain the Inspiration resource pool with 6 resource points.


  • Bard 1
  • Granted

Bardic Performance - Acting

Feat

Gain +1 to your Charisma Attribute. Your Deception Proficiency starts at 3.


  • Bard 1
  • Granted

Bardic Performance - Dance

Feat

Gain +1 to your Agility Attribute. Your Dance Proficiency starts at 3.


  • Bard 1
  • Granted

Bardic Performance - Music

Feat

Gain +1 to your Dexterity Attribute. Your Music Proficiency starts at 3.


  • Bard 1
  • Granted

Bardic Performance - Storytelling

Feat

Gain +1 to your Charisma Attribute. Your History and Lore Proficiencies each start at 2.


  • Bard 1
  • Granted

Beastform

Feat

When you shift, you can take the form of any animal you have seen before, gaining its physical abilities and traits (flying, swimming, climbing, etc.) while in that form.


  • Shifter 1
  • Granted

Bond

Feat

Gain the Bond resource pool with 6 resource points.


  • Bonded 1
  • Granted

Bonded Animal

Feat

You have an animal companion that accompanies you on your adventures. The animal companion rolls attacks and defenses like a player character, with a default Bonus and Advantage of 0. If the animal companion would take damage, instead you lose 5 Bond resource. If Bond resource becomes 0, the animal retreats from combat and is too severely injured to perform any useful actions until your Bond recovers.


  • Bonded 1
  • Granted

Bonded Armament

Feat

You are bonded to a magical weapon, armor, or tool. Using the armament in battle costs 2 Bond points per turn, which is not reduced by Bond Efficiency. Relevant rolls using a bonded armament gain +1 Advantage.


  • Bonded 1
  • Granted

Bonded Channelling

Feat

Any of your magical abilities can be cast from your bonded partner's location instead of your own.


  • Bonded 1

Bonded Spirit

Feat

You are bonded to a spirit companion. Gain the Summon Bonded Spirit Ability when you take this Feat. If the bonded spirit would take damage, you receive the Crisis instead.


  • Bonded 1
  • Granted

Bondsense

Feat

You are always aware of the relative location of your bonded partner, as long as they are on the same plane of existence as you.


  • Bonded 1

Clever Concealment

Feat

If you are searched for weapons or tools, you may hide one small weapon or tool on your person that will not be found. This feat can be taken multiple times to hide multiple weapons or tools.


  • Whisper 1

Cold Resistance

Feat

You are unbothered by extremely cold temperatures, cannot contract hypothermia, and gain +1 Advantage to defense rolls made against cold or ice based attacks.

Controlled Raging

Feat

You no longer have Rage resource. Instead, all of your Rage abilities use your Form resource instead. If you have Seething Rage, add your Rage resource points to your Form. If not, add 1 Form Efficiency.


  • Fury 1
  • Shifter 1

Diverse Prey

Feat

Choose another Hunter's Prey.


  • Hunter 3

Duelist

Feat

When you and an enemy are the only two combatants within melee range of each other, you gain +1 Advantage on all attack and defense rolls against that enemy.


  • Warrior 1

Earth Resistance

Feat

You gain +1 Advantage to defense rolls made against earth-based attacks.

Elemental Affinity - Air

Feat

You are able to learn Abilities requiring Elemental Affinity - Air.


  • Granted

Elemental Affinity - Earth

Feat

You are able to learn Abilities requiring Elemental Affinity - Earth.


  • Granted

Elemental Affinity - Fire

Feat

You are able to learn Abilities requiring Elemental Affinity - Fire.


  • Granted

Elemental Affinity - Ice

Feat

You are able to learn Abilities requiring Elemental Affinity - Ice.


  • Granted

Elemental Affinity - Lightning

Feat

You are able to learn Abilities requiring Elemental Affinity - Lightning.


  • Granted

Elemental Affinity - Water

Feat

You are able to learn Abilities requiring Elemental Affinity - Water.


  • Granted

Elemental Energy

Feat

Gain the Elemental Energy resource pool with 10 resource points.


  • Elementalist 1
  • Granted

Exertion

Feat

Gain the Exertion resource pool with 6 resource points.


  • Warrior 1
  • Granted

Expert

Feat

Raise your Proficiency Cap by +1.

Focused Rage

Feat

While raging, you are unaffected by charm or other magical effects that manipulate your mind.


  • Fury 1

Form

Feat

Gain the Form resource pool with 6 resource points.


  • Shifter 1
  • Granted

Furious Shifting

Feat

You no longer have Form resource. Instead, all of your Form abilities use your Rage resource instead. If you have Seething Rage, add your Form resource points to your Rage. If not, add 1 Rage Efficiency.


  • Fury 1
  • Shifter 1

Greatswing

Feat

When you make a melee attack with a two-handed weapon, you can choose to deal gain +1 Advantage on your attack roll, but gain +1 Disadvantage on all defense rolls until your next turn.


  • Warrior 1

Heat Resistance

Feat

You are unbothered by extremely hot temperatures and gain +1 Advantage to defense rolls made against fire-based attacks.

Hunter's Instincts

Feat

When defending against your Hunter's Prey, gain +1 Advantage to all defense rolls.


  • Hunter 1

Ingenuity

Feat

Gain the Ingenuity resource pool with 6 resource points.


  • Whisper 1
  • Granted

Instinct

Feat

Gain the Instinct resource pool with 6 resource points.


  • Hunter 1
  • Granted

Keen Eyes

Feat

You are able to make out substantially more detail when looking at something far away.


  • Marksman 1

Lethal Sneaking

Feat

When you deal damage while undetected, you deal +1 additional damage.


  • Whisper 1

Lightning Resistance

Feat

You gain +1 Advantage to defense rolls made against lightning-based attacks.

Lycanform

Feat

When you shift, you become a fearsome humanoid-wolf hybrid, gaining +1 Advantage on all combat and physical rolls, but +2 Disadvantage on any social or intellectual rolls.


  • Shifter 1
  • Granted

Marked Prey

Feat

When attacking your Hunter's Prey, gain +1 Advantage to all attack rolls.


  • Hunter 1

Metalmancy

Feat

You are able to control metal as if it were stone or earth for the purposes of any of your Feats or Abilities.


  • Elementalist 3
  • Elemental Affinity - Earth

Mighty Rage

Feat

While in Rage, you gain +1 Advantage on all physical rolls.


  • Fury 1

Mystical Artist

Feat

When you take this feat, choose one Arcane Knowledge Feat. Spells cast from this discipline use cost twice as much and use your Inspiration resource. Gain one spell from that discipline. You may take spells from that discipline when gaining Bard Abilities during advancement.


  • Bard 1

Nonlethal Precision

Feat

When defeating an enemy, you are able to choose whether they are killed or simply incapacitated.


  • Whisper 1

Pack Tactics

Feat

You gain +1 Advantage on attack and defense rolls when within 5 meters of an ally in combat.


  • Warrior 1 or Hunter 1

Poison Immune

Feat

You are immune to non-magical poisons and venoms.


  • Hunter 1 or Whisper 1

Poisoncrafter

Feat

You can create magical poisons. You can create a poison based on any one of your Magical abilities. If the poison is imbibed or comes into contact with an open wound (such as via a weapon coating), the poison releases the Ability's effects into the victim. Creating a poison costs twice the Ability's normal cost.


  • Arcanist 1

Polyglot

Feat

You speak one additional language.

Potion Brewer

Feat

You can create magical potions that allow the drinker to gain the beneficial effects of any one of your magical Abilities. Creating one costs Ability's normal cost + 2. Potions expire after a week.


  • Arcanist 1

Precise Sneaking

Feat

When you perform a covert action while undetected, you gain +1 Advantage against the action being detected.


  • Whisper 1

Precision

Feat

Gain the Precision resource pool with 6 resource points.


  • Marksman 1

Proficient

Feat

Gain 3 Proficiency Points.

Projectile Dodger

Feat

Gain a +1 Advantage on all rolls defending against projectile attacks.


  • Marksman 1

Protective Rage

Feat

Gain the Rage resource pool with no maximum cap on resource points. When resting, you begin with 0 resource points instead of your maximum. When an ally gains a Crisis, gain 2 Rage.


  • Fury 1
  • Granted

Quick Reflexes

Feat

Once per combat, you automatically dodge a physical attack that would otherwise have hit you.


  • Whisper 1

Scrollbinder

Feat

You can create magical scrolls that allow the wielder to cast any one of your magical Abilities. Creating one costs twice the Ability's normal cost.


  • Arcanist 1

Seething Rage

Feat

Gain the Rage resource pool with 6 resource points.


  • Fury 1
  • Granted

Shadeform

Feat

When you shift, your body becomes a translucent murky black ink, gaining +1 Advantage on stealth rolls and you are able to walk through solid matter, but gain +2 Disadvantage on any rolls in the presence of light or fire.


  • Shifter 1
  • Granted

Signature Spell

Feat

Select a spell. That spell costs 1 less Resource Point to cast.


  • Arcanist 1

Signature Spell II

Feat

Select a spell. That spell costs 2 less Resource Points to cast.


  • Arcanist 3

Signature Spell III

Feat

Select a spell. That spell costs 3 less Resource Points to cast.


  • Arcanist 7

Sixth Sense

Feat

You use hearing or a combination of other senses to effectively "see" even in pitch darkness or while blindfolded. This ability does not allow you to perceive color while unsighted.


  • Whisper 1 or Hunter 1

Spellform

Feat

When you shift, you become a infused with magical energy, gaining +1 Advantage on all rolls involving magic, but +2 Disadvantage on all physical rolls.


  • Shifter 1
  • Granted

Steady Aim

Feat

You do not take Disadvantage or Penalties from taking a shot while moving or unsteady ground, such as on a ship or riding on horseback.


  • Marksman 1

Subtle Spell

Feat

You are able to cast non-damaging spells silently and make their effects invisible.


  • Whisper 1
  • Arcanist 1

Tactician

Feat

When combat begins, you are able to influence the initial positioning of allies and enemies to a limited degree due to your tactical mind and superior foresight.


  • Warrior 1

Veteran Explorer

Feat

Choose a type of terrain (such as forest, tundra, mountains, etc). You are extremely familiar with this type of terrain. You are able to wayfind, forage, and move in this terrain with no difficulty, you automatically succeed on related Challenges.


  • Hunter 1

Water Resistance

Feat

You gain +1 Advantage to defense rolls made against water-based attacks.

Wind Resistance

Feat

You gain +1 Advantage to defense rolls made against wind-based attacks.

Wounded Rage

Feat

Gain the Rage resource pool with no maximum cap on resource points. When resting, you begin with 0 resource points instead of your maximum. When you gain a Crisis, gain 5 Rage.


  • Fury 1
  • Granted

Wrathful Performance

Feat

When raging, you can put on a riotous performance; as long as you are actively performing, nearby allies gain the benefits of your Rage.


  • Fury 1
  • Bard 1