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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
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
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