Advanced Companion
Prerequisites: have an animal companion, Professional in Animal Husbandry.
Benefit: Your animal companion gains one of the following benefits:
- Armor Use: Your animal gains the ability to use light and medium armor.
- Size: Your animal companion grows by 1 size category.
- Speed: Your animal companion gains +10 feet of movement.
- Training: Your animal companion becomes Professional in 3 appropriate skills.
- Weapon Use: Select a single kind of weapon. Your animal can now use it and uses its proficiency with its natural attacks as its proficiency with the weapon. A GM must approve of the specific weapon as the animal must have the means to use it.
Special: This may be taken multiple times. Each time a different option must be selected.
Animal Companion
Prerequisites: Professional in Animal Husbandry.
Benefit: You gain an animal companion.
Animal Training
Prerequisites: have an animal companion, Professional in Animal Husbandry.
Benefit: Select two of the following for your animal companion:
- Save: Any 1 save.
- Natural Weapon: Natural weapon attack proficiency.
- Defense: Defense proficiency.
- Skill: A skill. (This may be selected twice.)
Increase your animal companion’s level of proficiency in your choices by 1 step.
Special: This may be taken multiple times. Its effect stacks if the same option is selected, to a maximum of Exceptional.
Armor Training
Prerequisites: None.
Benefit: You can use light and medium armor.
Attractive
Prerequisites: None.
Benefit: You are a work of art, a look carefully cultivated through refinement, education, and daily preparation. You add 1 Free Hero Dice to any check that involves your appearance (typically checks made to influence a creature’s attitude and Bluff checks).
Blade Dancer
Prerequisites: Professional in Acrobatics, Martial Keyword.
Benefit: Your movement speed increases by 10 feet. This stacks with other increases to your movement speed. Additionally, in your hands any manufactured melee weapon gains the finesse quality.
Bodybuilder
Prerequisites: +2 Strength or Constitution.
Benefit: Triple your carrying capacity. Your fighting weight is now ~15 + your Strength modifier worth of bulk, and you can drag ~60 bulk + 2 bulk per Strength modifier.
Combat Reflexes
Prerequisites: Martial keyword.
Benefit: You gain an additional reaction each round. A given action can only trigger 1 reaction.
Defensive Casting
Prerequisites: None.
Benefit: As an action, you can focus your mind and body in preparation to cast a spell. If your next action would be to cast a spell, that spell doesn’t provoke an attack of opportunity.
Diehard
Prerequisites: +2 Constitution.
Benefit: Once per short rest, if you would be reduced below 1 HP by a damaging effect, you are instead reduced to a minimum of 1 HP. Additionally, you gain a Free Hero Dice on saves against death effects and saves to recover while dying. Finally, you are not debuffed while dying.
Dimensional Dervish
Prerequisites: Spellcaster Keyword.
Benefit: You can move via teleportation when you take a move action. You are still limited by your normal movement speed (you can’t teleport farther than you could normally move). You can only collectively move up to 100 total feet via teleportation per short rest. You may break up this total movement across multiple move actions (though always in 5-foot increments).
Deeper Rules
- Line of Sight/Effect: You need both line of sight and line of effect to teleport in this fashion.
Double Jump
Prerequisites: Exceptional in Acrobatics.
Benefit: Once per turn, you can spend 2 actions to make 2 Acrobatics checks to jump. Combine the results together to determine the total distance traveled. These 2 actions can be either vertical or horizontal jumps (or a mix). The distance traveled does not need to be in a straight line; you may make a single turn during the jump. This represents some kind of supernatural, magical, or otherwise extraordinary ability to jump twice.
Duelist
Prerequisites: Martial Keyword.
Benefit: When engaged in a duel, if your opponent misses you with a melee attack you can spend a reaction to make an attack of opportunity. You count as “engaged in a duel” if no other enemy or ally is within 30 feet of you or your target or, alternatively, you have established a formal agreement to a duel.
Extremophile
Prerequisites: +2 Constitution AND either Professional in Fieldcraft OR Ranger.
Benefit:
- Food: You can go without eating for 1 week without negative effects (treat the 8th day of starvation like “day 1” of starvation).
- Water: You can go without drinking for 3 days without negative effects (treat the 4th day of starvation like “day 1” of thirst).
- Sleep: You can go without sleep for 3 days without negative effects (treat the 4th day of starvation like “day 1” without sleep). You must still rest (as per a short or long rest) to gain the benefits provided by a rest but need not sleep. Additionally you can hold your breath for 10 minutes before needing to make a save.
- Suffocation: You can hold your breath for 10 minutes without negative effects (treat the 11th minute like you’ve held your breath for a minute).
Growth
Prerequisites: +2 Constitution.
Benefit: You permanently grow 1 size category: small> medium> large> giant (3×3). This can’t bring your base size category above giant.
Hard Worker
Prerequisites: None.
Benefit: When you participate in a skill challenge using a skill you are at least Skilled in, you perform +5 bonus work.
Special: If you are Exceptional in the skill used in the challenge, your bonus work increases to +10.
Heavy Armor Training
Prerequisites: Proficiency in the use of medium armor or the Armor Training feat.
Benefit: You can use heavy armor.
Horizon Walker
Prerequisites: Spellcaster Keyword.
Benefit: You are an explorer of the cosmos, or are at least well-versed in cosmic theory. You gain the benefit of a constant life bubble spell when you are on a plane other than the mortal plane. Additionally, you automatically pass any check to recall information about other planes, planar travel, or to identify creatures from other planes if the DC is 15 or less.
Improved Initiative
Prerequisites: None.
Benefit: You gain a Free Hero Dice when rolling for initiative. Additionally, you gain a +10 foot bonus to your base speed. This stacks with other increases to movement speed.
Improvised Magic
Prerequisites: Skilled in Arcane Lore.
Benefit: You gain 5 cantrips of your choice, from any school, as innate spells (Arcane Lore) that you can cast at will.
Note: If a spell loses its cantrip keyword when casting a spell at a certain level of proficiency (such as magic missile), it can only be cast in its most basic form.
Juggler
Prerequisite: Professional with a thrown weapon.
Benefit: You can use the Rapid Shot action with thrown weapons. In addition, double the range of all thrown weapons. Finally, you may draw thrown weapons as a free action. These benefits only apply to thrown weapons you are at least Professional in the use of.
Leaps and Bounds
Prerequisites: Skilled in Acrobatics or Athletics.
Benefit: You gain a +10 feet bonus to your base speed. This stacks with other increases to your movement speed. Additionally, add 5 feet to any horizontal jumps you attempt and 2 feet to any vertical jumps you attempt.
Linguist
Prerequisites: None.
Benefit: You learn 2 languages of your choice.
Special: If you are or become Professional in Politique you gain 1 additional language of your choice (total of 3). If you become Exceptional you gain a 2nd bonus language (for a total of 4).
Magical Research
Prerequisites: Spellcaster Keyword.
Benefit: Select one spellcaster class you have. You gain 3 additional mana for that class.
Magic Knight
Prerequisites: Spellcaster Keyword, ability to cast spells.
Benefit: When you take a short rest, you can imbue a single weapon with a single spell by casting it on the weapon. The target must be a single target spell. After you successfully hit a valid target of that spell with the imbued weapon you may then decide to cast the spell as part of the attack. The spell triggers as per normal. If the target needs to make a save, they still get a chance to do so. Casting a spell in this fashion does not provoke an attack of opportunity.
Deeper Rules
- Merged Attack Rolls: For this feat when you make your attack roll with your weapon, it also serves as the attack roll for the spell (if it requires one).
- YOUR Weapon: This can only be cast upon your own weapon and if it leaves your person for any significant length of time (a few seconds) or if it is wielded by anyone else, the spell is wasted.
- Stacking: The spell is considered a separate “source” of damage from your weapon. You effectively have the weapon and the spell. You can add a single bonus to this mix.
- Essentially this means the formula is: (Weapon + Modifier) + (Spell Damage + Modifier) + Bonus.
- Metamagic: You can apply metamagic to a spell cast in this fashion.
- Ranged Weapons: If being used with a ranged weapon that uses ammunition, the ammunition is what must be enchanted to have an effect.
- Wands: Wands can be used to deliver magic knight attacks.
- Unarmed Attacks: Natural attacks and strikes are valid methods of delivery for this feat.
- Weapons Only: This cannot be added to things that are not weapons or unarmed attacks. For example: you couldn’t use magic knight on an eldritch blast or another spell.
- Warlock Incantations and Innate Spells: Innate spells and incantations don’t have mana per se. They can still use this ability but become Tired 1 on their next turn.
- Mana Expended: The mana you expend to cast the spell is expended from your post short rest pool of mana.
- When Does It Trigger: You can decide when this spell triggers. It doesn’t have to be the first hit you deal with the weapon.
- Valid Target for the Spell: The target of your attack must be a valid target for the spell you are casting.
Mithridatism
Prerequisites: You must have made 10 successful saves vs poisons with a DC of at least 15.
Benefit: You are immune to poison.
Note: “Mithridatism” is the practice of ingesting small amounts of poison over a long period of time to develop something close to immunity. It is named after Mithridates VI, the King of Pontus who was famous for doing this.
Mobility
Prerequisites: Skilled in Acrobatics.
Benefit: After moving at least 10 feet you gain the benefits of having taken a Defensive Action. This does not end your turn or consume an additional action. Additionally, reduce the DC to tumble through an opponents space or avoid provoking an attack of opportunity to Challenging (20). Normal: The DC to tumble through an occupied space or avoid provoking is Dire (25).
Mystic Strike
Prerequisites: Martial Keyword, Spellcaster Keyword.
Benefit: When making an attack roll with an unarmed attack or a manufactured weapon you can expend 1 mana to convert damage done with this attack to any of the following damage types: acid, cold, electricity, fire, magic, necrotic, or sonic. The damage type can be chosen per attack.
If you are Exceptional with Spellcasting you can add 1 bonus damage dice to attack rolls made with a mystic strike that you convert the damage of.
Mystic Theurge
Prerequisites: Professional in Spellcasting, 2 classes with the Spellcaster keyword.
Benefit: If you have two spellcasting classes you combine the total mana you have into a single pool of mana that can be used for spells from either class.
Example: If you were a 15th level cleric-wizard without this feat you could cast 10 cleric spells per day (10 cleric mana) and 10 wizard spells per day (10 wizard mana). With this feat you could cast 20 spells per day (20 cleric-wizard mana) and could cast spells from either spell list.
Sidebar: Spells are Contextual to their Class
A wizard casts wizard spells using all the guidelines (lore and mechanical) established for a wizard. A cleric casts cleric spells using all the guidelines (lore and mechanical) established for a cleric. Even with feats like Mystic Theurge a cleric using wizard mana to cast a cleric spell must still obey the rules of clerics casting cleric spells.
Perfect Balance
Prerequisites: Professional in Acrobatics.
Benefit: You do not need to roll to keep your balance on checks up to and including a Challenging (20) DC. Additionally, you automatically pass Parkour checks (as their maximum DC is 20). Finally, you get a Free Hero Dice on saves to avoid falling prone.
Professional Communication
Prerequisites: Professional in a Skill that provides a language on the chart below.
Benefit: You gain any language listed on the following chart if you are (or later become) Professional in the associated skill.
| Skill | Bonus Language |
|---|---|
| Animal Husbandry | Farm Tongue |
| Arcane Lore | Arcane |
| Bluff | Thieves Cant |
| Merchant Lore | Trade |
| Profession | Trade |
| Politique | High Speech |
| Religion | Exalted or Accursed (Pick One) |
Quartermaster
Prerequisites: None.
Benefit: They say an army marches on their stomachs and an adventuring party is no different. You are a master of adventuring logistics and are your party’s go-to for supplies. The price limit on Sundries for you is equal to 100 GP per level and you can take magical items. The item’s value can be no more than 50 GP per level. The items you produce must follow the other restrictions set forth for Sundries. If you are at least 10th level you may take items with 1 bulk, rather than just light items. Normal: Your Sundries are normally limited to 50 GP worth of non-magical items of light bulk.
Rapid Recognition
Prerequisites: Professional in a skill that can identify.
Benefit: Once per round you may attempt to identify a creature or object as a free action. Additionally, you automatically identify any creature if the DC to do so is 15 or less. This is a free action, simply state you are doing this. This feat only functions for checks related to skills you are Professional in.
Rites of Power
Prerequisites: Spellcaster keyword.
Benefit: Select a damage type. Anytime you successfully deal that kind of damage with a spell you can spend 1 additional mana to roll the damage twice and use the value you prefer.
Skill Training
Prerequisites: None.
Benefit: Select a skill you are Unskilled in. You become Skilled in that skill. If you have the talented keyword you become Professional in that skill instead.
Special: You may take this feat more than once; each time it applies to a different skill.
Spellbreaker
Prerequisites: Inability to cast spells (innate or otherwise) and Professional in Arcane Lore.
Benefit: You can cast Spell Shield as an innate spell (Arcane Lore) by expending a Hero Dice.
Note: Gaining this ability does not violate the prerequisite of this feat (it is an exception). If you later gain the ability to cast magic you lose the benefit of this feat until you also lose the ability to cast magic (retraining may be required).
Superheavy Armor Training
Prerequisites: Proficient in the use of Heavy Armor, 10th Level.
Benefit: You can use superheavy armor. You gain the Martial keyword.
Sword Beam
Prerequisites: Martial Keyword AND either the Spellcaster Keyword OR Professional in Arcane Lore.
Benefit: You can charge up magical energy and unleash it as a beam or wave of magic energy. This allows you to use two actions to make a single melee attack at a range of 30 feet, though all damage that is dealt is magic damage. You must have line of effect to your target.
Special: If you are at least Exceptional with your wielded weapon, increase the range of this attack to 60 feet.
Talented
Prerequisites: None.
Benefit: Select a skill and increase your base proficiency by 1 step. In addition, if you are at least 10th level and this would cause you to become Exceptional, once per long rest you can make an Absolute skill check using that skill. Finally, you gain the talented keyword.
Special: You may take this feat more than once; each time it applies to a different skill. You cannot select the same skill more than once.
Throw Anything
Prerequisites: None.
Benefit: All one-handed and light weapons you wield gain the thrown (10 feet) quality. Additionally, all thrown weapons gain the returning quality if you are Exceptional in their use.
Toughness
Prerequisites: None.
Benefit: You get 1 additional hit point per level (this also applies retroactively). Additionally, you no longer fall unconscious (becoming prone and helpless) when you reach 0 HP. You still begin dying when you fall below 0 HP.
Trash Panda
Prerequisites: None.
Benefit: Treat your proficiency with all improvised weapons as if they were simple or martial weapons (whichever type you are better at using). In any civilized area or area where the presence of trash is common, you can fill your sundries with up to your level in GP of supplies per long rest (this is in addition to any you purchase). You also have a knack for finding shiny rocks and interesting doodads - while looking for such things, you get a Free Hero Dice on the check.
Tutor
Prerequisites: Professional in Academia.
Benefit: Once per long rest you may make a Challenging (20) Academia check to teach an ally something, tutoring them in a topic. Until their next short rest they count as “Skilled” in a skill they are normally Unskilled in. You must be at least Professional in the skill in question.
If you are Exceptional in Academia you can do this to up to 10 allies at a time.
Two Weapon Fighting
Prerequisites: Martial Keyword, Professional with a manufactured weapon
Benefit: If you are wielding 2 manufactured weapons you are Professional in the use of, once per round you can take the following action:
Double Attack [1-Action] Make 1 attack with up to 2 weapons you are wielding against the same target.
Deeper Rules
- Double Weapons: This also works with a weapon with the “double” quality. Treat each end of the weapon as a separate manufactured weapon.
- Ranged Weapons: You can use this feat with ranged weapons so long as you can fire each weapon simultaneously.
- Fists: This, specifically, cannot be used with unarmed attacks.
Ventriloquism
Prerequisites: Professional in Stealth, Perform (something vocal), or Bluff.
Benefit: You may throw your voice so it sounds like it is coming from any point within 30 feet of you. A successful opposed Perception check reveals you as the source. While this has its own benefits it can also be used to change the origin point of any language-dependent effects that can be reasonably assumed to employ your voice. This also, specifically, includes bardic performances.
Additionally, you get a Free Hero Dice on any attempt to impersonate the voice of another person.
Wand Adept
Prerequisites: Professional in Spellcasting.
Benefit: When wielding a wand or stave you can freely change the damage type to any of the following: acid, cold, electricity, fire, magic, or sonic. Additionally, you can spend 1 mana to grant yourself a bonus on the damage roll equal to 1/3rd your level (minimum +1) with such weapons for 1 minute.
Weapon Training
Prerequisites: None.
Benefit: You become Professional in 3 weapons of your choice.
