Normal Feats

Contents


Feats

Feats are abilities that your character chooses when reaching certain levels, or even start with depending on its race.

Cursed Feats

Dark pacts and other Curses can make your character become much stronger.

When you choose a Feat, you can also pick a Cursed Feat. Cursed Feats are very powerful, but they come at the cost of an equally bad Curse.

Divine Feats

The gods are very picky about who they bless and only choose a select few.

When selecting a Feat, you have the option to choose a more powerful Divine Feat. However, there is a minimum RP requirement to choose a Divine Feat.

If your RP drops below that requirement, you temporarily lose access to the Divine Feat you have chosen. But if you regain RP, you can regain access to that Divine Feat.

To calculate your RP for Divine Feats, you combine all your RP pools because the gods know all your achievements, even if you’ve disguised yourself or moved to a different region.

Switching Feats

When you Level up, you can switch 1 Feat you have with the permission of your GM.

If you switch a Cursed Feat, you also lose the Curse from that Feat even if that Curse was Permanent. The GM might also choose to do a special quest in order to switch the Feat in order to make the narrative of the game more interesting.

Feat List

Action Surge

You can immediatly give yourself 1 extra Action during a turn.

You can only use this feat once per Short or Long rest.

Advanced Posture

Your Max Posture increases by a number equal to 3 times your Tier.

In addition, if you become Stunned, you lose half your Posture (rounded down) instead of losing all your Posture.

Amateur Artist

You learn how to motivate others with songs.

As a Bonus Action, you can choose any creature that can hear you, including yourself. They regain 1d4 Posture.

If you have at least 2 Levels in the Bard Class, you instead gain 1 additional use for your Inspiration ability.

Angel Wings

Divine Feat – Requirement: 11 RP

You gain Divine Angel Wings, which enables you to fly.

As a Free Action, you can use your Concentration to make these wings appear from your back.

You cannot be wearing Heavy Armor nor wielding Great Shields, and you must be wearing armor designed to accommodate your wings in order to use this ability.

The wings allow you to use the flying speed as your Base Speed. In addition, if an Attack would hit you, you can use your Reaction to defend with your Wings, gaining a bonus of +3 to your AC for that hit.

Arcane Apprentice

You know the basics of magic, and can even cast some spells.

Choose a number of Level 0 Spells equal to your Arcana skill from the Wizard spell list. You learn them, and they are considered Apprentice spells for you. You use your Arcana as your Spell Skill for your Apprentice spells.

When you Level up, you can switch up to 3 Apprentice spells you know, with other Apprentice spells you don’t know.

Apprentice spells require clear movement and gesture. You cannot cast Apprentice spells while wearing Medium or Heavy Armors or wielding Medium or Great Shields.

Athletic

Requirement: A minimum of +2 Strength Stat

You gain the following benefits:

  • You gain a +1 bonus to your Strength stat, to a maximum of bonus of +5.
  • You gain advantage to all Athletics Checks and Saves.
  • Your Max HP increases by a number equal to your Athletics skill.

Critical Brutality

When you score a Critical Hit, you can use 1 Luck Point to deal extra 3d6 damage with that Attack.

Demonic Wings

Cursed Feat – Cost: Permanent Curse

You gain Demonic Wings, which enables you to fly.

As a Free Action, you can use your Concentration to make these wings appear from your back.

You cannot be wearing Heavy Armor nor wielding Great Shields, and you must be wearing armor designed to accommodate your wings in order to use this ability.

The wings allow you to use the flying speed as your Base Speed. In addition, you can also use your Wings to easily intimidate others. If you spread your wings, you can gain advantage to all Intimidation Checks.

Permanent Curse: You gain an Infernal Mark, which cannot be removed even by the Remove Curse spell. While carrying this mark, you become a Fiend type, in addition to the creature type of your race. You also become weak against light damage. If you had any resistances or immunities to light damage, you also lose them.

Detective

You have acquired the necessary skills to be a detective.

When you fail an Investigation, Insight, Memory or Perception Check, you can add a bonus equal to your Tier to the result, potentially turning it into a success.

In addition, you also add a bonus equal to your Tier to your Passive Perception and Passive Insight.

Divine Bless

Divine Feat – Requirement: 6 RP

You have received a blessing from a deity you worship.

You gain the following effects:

  • You learn the Celestial Speech, which doesn’t count against the total number of languages you know.
  • You gain resistance to Light damage
  • You gain a +1 bonus to any Stat of your choice, to a maximum of + 5 bonus.

Divine Healing

Divine Feat – Requirement: 6 RP

You have a special pool of healing power, which replenishes when you finish a Long rest. 

The total amount in this pool is equal to 6 times your Tier.

As an Action, you can touch a creature and use any amount of this pool of healing power to restore HP from that creature.

Druidic Initiative

You’ve been blessed by nature, spirits and magic.

You learn how to speak Drudic, which doesn’t count against the total number of Languages you know.

Choose a number of Level 0 Spells equal to your Nature skill from the Druid spell list. You learn them, and they are considered Druidic Initiative spells for you. You use your Nature as your Spell Skill for your Druidic Initiative spells.

When you Level up, you can switch up to 3 Druidic Initiative spells you know, with other Druidic Initiative spells you don’t know.

Druidic Initiative spells require attunement with nature itself. You cannot cast Druidic Initiative Spells while wearing Armor or Shields made of Metal.

Environmental Mana

Requirement: at least 1 Mana

You are able to absorb the mana from your environment, giving you the ability to cast more spells.

Once per Short or Long rest, you can cast a spell without using any Mana.

The spell must have a Level equal to half your Tier (rounded down).

Eris’ Spite

Divine Feat – Requirement: -3 RP with at least 1 Persona

You can easily manipulate people using rumors and deception in order to make them spite each other.

You gain the following benefits:

  • You gain advantage on Deception and Intimidation Checks and Saves
  • After you or your companions successfully Influence a creature to stop fighting, you can try to Influence that creature 1 more time in your turn. On a success, you can make it become hostile to your enemies. On a fail, it becomes immune to this effect for 24 hours.
  • During a Long rest, you can receive Blessed Apple, which is golden. The Apple vanishes when you finish another Long rest.

Guardian

You know how to guard your position, making a hassle to anyone that wants to pass through you.

You ignore Disengage when making any Attacks of Opportunities.

Infernal Bless

Cursed Feat – Cost: Permanent Curse

You have been blessed by a deity from the Infernal Realm.

You gain the following effects:

  • You learn the Infernal Speech, which doesn’t count against the total number of languages you know.
  • You gain resistance to Dark and Fire damages
  • You gain a +1 bonus to any Stat of your choice, to a maximum of +5 bonus.

Permanent Curse: You gain an Infernal Mark, which cannot be removed even by the Remove Curse spell. While carrying this mark, you become a Fiend type, in addition to the creature type of your race. You also become weak against light damage. If you had any resistances or immunities to light damage, you also lose them.

Infernal Mana

Cursed Feat – Cost: Permanent Curse

You gain extra pool of Mana from the Hells.

You learn all the spells on the Tiefling Spells Table below, which you use Religion as the Spell Skill.

Some Tiefling Spells require you to be on a minimum Tier to learn them. You cannot learn those Tiefling Spells if you’re on a Tier below the requirement.

You also gain Mana equal to your Tier to cast these spells. See the rules for spells to learn more about Mana.

If you were from the Tiefling race already, you can pick this feat without getting cursed to gain the additional Mana.

Tier Requirement Tiefling Spells
1
Fire Orb, Hex
2
Flamethrower, Infernal Cursing
4
Burning Strike, Fireball
6
Fire Barrier, Tongues

Permanent Curse: You gain an Infernal Mark, which cannot be removed even by the Remove Curse spell. While carrying this mark, you become a Fiend type, in addition to the creature type of your race. You also become weak against light damage. If you had any resistances or immunities to light damage, you also lose them.

Lucky Bastard

Your Luck manifests in a lot of ways, which almost makes you feel like you have some kind of superpower.

You gain the following effects:

  • Choose 1 Skill. You can use your Luck stat for the chosen Skill Bonus instead of the normal stats linked to it.
  • You gain advantage on all your Luck Checks.
  • Your Luck stat increases by 1, to a maximum stat bonus of +6.

Lycanthropy: Enhanced Body

Cursed Feat – Cost: Permanent Curse

You have been cursed with lycanthropy, which gives you powerful beast-like abilities, but at the same time, this curse also transforms you into a werewolf during full moon nights.

You gain the following effects:

  • You gain a +1 bonus to your Strength and Dexterity stats, to a maximum of +5 bonus.
  • Your Unarmed Strikes can deal slash damage
  • You can use the Climbing Speed as your Base Speed

Permanent Curse: On nights of full moon, you magically transform into a werewolf with the same or lower Tier as you (GM’s choice). You have no control over that creature. Your blood lust is too powerful to handle and you hunt any person at random.

You retain all the memories of the creature you transform. When the full moon night is over, you revert back to your normal form. If that creature dies, you also die with it.

Lycanthropy: Lesser Transformation

Cursed Feat – Cost: Permanent Curse

Requirement: You must first have the Lycanthropy: Enchanced Body Feat taken.

Once per Long rest, you can transform into a Lesser Werewolf, as if by the effects of the Polymorph spell.

When you reach the Tier 4 or higher, you can transform into a Werewolf instead of a Lesser Werewolf.

Permanent Curse: On nights of full moon, you magically transform into a werewolf with the same or lower Tier as you (GM’s choice). You have no control over that creature. Your blood lust is too powerful to handle and you hunt any person at random.

You retain all the memories of the creature you transform. When the full moon night is over, you revert back to your normal form. If that creature dies, you also die with it.

Mark of Sacrifice

Cursed Feat – Cost: Permanent Curse

Your soul was sacrificed by someone you love, leaving an Infernal Mark in your body for fiends to track and hunt you. The mark however, gives your body inhuman capabilities, giving you the following effects:

  • You gain a +2 bonus to your Strength and Dexterity stats, to a maximum bonus of +7.
  • You receive a -4 penalty to your Luck stat

Permanent Curse: You gain an Infernal Mark, which cannot be removed even by the Remove Curse spell. While carrying this mark, Fiends become attracted to you, and they will actively hunt or sabotage you. Imps may ocasionally show up to sabotage your plans, or even more powerful Fiends may show up to hunt you down.

Martial Arts Specialist: Drop-Kick

Once per round, if you Dash and move at least 20 feet, you can use 1 Action to make a Special Brawling Attack: The Drop-Kick.

Drop-Kick

Skill Damage Roll Traits
Brawling
Unarmed Strike
Hands-Free, Knockdown, Posture Breaker
  • Hands-Free: You don’t need to use your hands to make this Attack
  • Knockdown: On a hit, the target must make a Reflex Save against your Brawling. On a fail, the target becomes Knocked Prone and this Attack automatically scores a Critical Hit. A creature larger than you automatically succeeds this Save.
  • Posture Breaker: This Attack deals double Posture damage.

Martial Arts Specialist: Jiu-Jitsu

When you grapple a creature, you can immediatly make both yourself and that creature become Knocked Prone.

While you are Knocked Prone, you gain these additional effects to your grapple:

  • The creature you are grappling becomes Contained, Immobilized and starts to Suffocate. If a creature would die from being Suffocated, you can release the grapple and make it become Unconscious instead.
  • That creature takes damage equal to your Unarmed Strike at the start of its turns. This effect also deals double Posture damage.
  • If the creature escapes your Grapple, you can immediatly stand up without triggering Attacks of Opportunity.

Martial Arts Specialist: Judo

You gain additional effects to your Shove:

  • When you use your Shove, you can make the creature become Knocked Prone instead of pushing it 5 feet.
  • You can use your Reaction to impose disadvantage on the Brawling Save from your Shove.
  • You can now Shove creatures that are 1 size larger than you.

Medical Degree

You have studied medicine and learned the best ways to treat wounds and injuries.

When you fail a Medicine Check, you can add a bonus equal to your Tier to the result, potentially turning it into a success. This skill is also considered an Essential skill for you, just like the Endurance or Reflex skill.

If you had any skill points invested in that skill, they are immediately reallocated.

You also learn how to use the Medicine Tools, which don’t count against the total number of Tools you already know.

Meta Caster

Requirement: Able to cast spells

You learn how to manipulate spells, like a Sorcerer.

You learn 2 Meta Magics from the Sorcerer Meta Magic list. The Meta Magics you learn cannot have a Requirement.

In addition you gain 2 Sorcery Points to use your Meta Magics. You regain all used Sorcery Points when you finish a Short or Long rest.

Minor Invention

You learn how to create powerful tools and objects.

You learn how to create 2 Inventions, shown at the Invention List at the end of the Inventor class description.

During a Long rest, you can create Inventions using any material of your choice. You cannot create copies of the same Invention and the Inventions cannot have a requirement.

Your Inventions only work because of your constant maintenance over them. During Long rest, you must spend 5 minutes to repair each of your Inventions, or else they break and lose their effects.

When you Level up, you can switch up to 2 Invention you know with another invention that you don’t know.

Natural Adaptation

You have adapted to your surroundings, like a ranger would.

You learn 2 Natural Ranger skill from the Ranger Natural Skill list.

Nemesis Justice

Divine Feat – Requirement: -3 RP with at least 1 Persona

During a Long Rest, you can choose any creature in existence that you know of. That creature becomes your Nemesis.

You gain the following benefits against your Nemesis:

  • Your Attacks deal extra +2 damage against it. Light Weapons Attacks deal extra +1 damage instead.
  • You score Critical Hits on rolls of 16, 17,18, 19, 20 against it.
  • You gain advantage on Investigation or Nature Checks to track your Nemesis.

Priest

Divine Feat – Requirement: 3 RP

You have received a small portion of divine magic.

Choose a number of Level 0 Spells equal to your Religion skill from the Cleric spell list. You learn them, and they are considered Priest spells for you. The Religion Skill is the Spell Skill for your Priest spells.

When you Level up, you can switch up to 3 Priest spells you know, with other Priest spells you still don’t know.

Priest spells require clear movement and faith. You cannot cast Priest Spells while wearing Heavy Armor or wielding Great Shields, and you must cast them by praying to a deity as part of that spell enchantment.

Protection from the Gods

Divine Feat – Requirement: 11 RP

The Gods will intervene to protect you.

When you take any damage, you can reduce that damage by an amount equal to your Religion skill.

You can only use this ability a number of times equal to half your Tier per Long rest (rounded up).

Psionic Powers

Cursed Feat – Cost: Permanent Curse

Requirement: You cannot be immune to brain damage.

You can use Psionic powers from faraway dimensions, but they take a huge toll on your brain.

You learn all the spells on the Psionic Spells Table below, which you use Memory as the Spell Skill.

Some Psionic Spells require you to be on a minimum Tier to learn them. You cannot learn those Psionic Spells if you’re on a Tier below the requirement.

You can either use a Mana to cast these spells, or cast them for free.

However, you take brain damage every time you cast a Psionic spell for free.

Tier Requirement Psionic Spells Brain Damage
1
Arcane Hand, Telepathy
2
Levitate, Restoration
1d4
4
Fly, Psychic Illusion
1d8
6
Chrono Reverse, Overload Information
1d12

Permanent Curse: Your mind becomes fragile and open to otherworldly influences.

Whenever you take any brain damage, you also take 1 bleed damage as a result of blood coming out of your nose, eyes, or ears.

Your mind and body are permanently changed. You become an Aberration type, in addition to the creature type of your race. You also learn how to speak the Far Speech language, which doesn’t count against the total number of languages you know.

In addition, if you die, your body and the remains of your brain transform into an Aberration creature of the same Tier that you had while alive. This creature is usually hostile to all other creatures but may act differently if it benefits itself.

Quick Danger Response

While you have 0 Posture left and a creature hits an Attacks against you, you can make 1 Melee or Ranged Attack of Opportunity against it.

Sharp Shooter

You know how to aim well, extremely well.

Once per round, if you miss a Ranged Attack, you can add a bonus equal to your Tier to the result, potentially turning it into a hit instead.

In addition, you can also make Ranged Attacks of Opportunity when the Posture of a creature breaks.

Silver Tongue

You are very good with your words.

When you fail a Bargain, Deception, Language or Persuasion Check, you can add a bonus equal to your Tier to the result, potentially turning it into a success.

You also learn 2 new Languages of your choice, which don’t count against the total number of languages you know.

Special Maneuvers

You learn multiple Maneouvers to help you in combat.

Choose 2 Maneouvers from th list below:

Commander Tactics

As an Action, you can choose 1 friendly creature within 30 feet of you. That creature can take 1 Action during your turn, but it cannot cast any Normal Spells with that Action.

You can only use this Maneuver once per round.

Endure

When you take any damage, you can use your Reaction to reduce that damage by 1d4.

In addition, before you make any Saves that would leave you Bleeding or Poisoned, you can use your Reaction to gain advantage on that Save.

Guard Tactics

When a creature within 5 feet of you would be hit by an Attack, you use your Reaction to transfer that Attack to you using the same Attack roll against your AC.

Quick Formation

When you roll for Initiative, you can move 30 feet in any direction without triggering Attacks of Opportunity.

You cannot be Surprised in order to use this Maneuver.

Rally

As an Action, choose 1 creature you can see within 60 feet of you. That creature regain Posture equal to 1d8 + your Performance skill.

Shield Bash

When you use your Reaction to defend an Attack with a Shield, and that Attack misses, the target must succeed on a Athletics Save against your Reflex, or be pushed 10 feet away from you. The target must be the same size as you or smaller.

Survivor

You can stand alive even in the most desperate situations.

Once per Short or Long rest, if you are reduced to 0 HP you can drop to 1 HP instead.

In addition, whenever you use this ability, you also gain Posture equal to twice your total Level.

Tartaros’ Bless

Divine Feat – Requirement: -6 RP with at least 1 Persona

When you kill a creature, you gain the following benefits:

  • You can gain Posture equal 2 times your Level.
  • You can make 1 Attack as a Reaction on the same turn.
  • You can cast Steal Soul spell, without using Mana and capture that creature’s soul.

Tool’s Master

You know how to handle tools like a master.

When you fail a Tool’s Manipulation Check, you can add a bonus equal to your Tier to the result, potentially turning it into a success. This skill is also considered an Essential skill for you, just like the Endurance or Reflex skill.

If you had any skill points invested in that skill, they are immediately reallocated.

In addition, you can also learn how to use any 2 tools of your choice. These tools don’t count against the total number of tools you already know.

Trickster

You know a few tricks, and you know how to use them like a swashbuckler would.

You learn 1 Trick option from the Swashbuckler Trick Option list. The Trick you learn cannot have a Requirement.

In addition you gain 2 Trick Points. You regain all used Trick Points when you finish a Short or Long rest.

War Caster

You are an adept at casting spells in middle of combat, giving you the following effects:

  • If you would make an Attack of Opportunity, you can cast any Quick Spell in response instead of making an Attack.
  • You gain advantage on Concentration Saves to maintain spells.
  • You can still cast any spells even if you are wearing Medium or Heavy Armor and wielding Medium or Great Shields, regardless of Class restrictions.

Warlock Minor Pact

You have made a minor pact with a deity, granting you a small portion of a warlock’s power.

You gain 2 Pact Boons from the Warlock Pact Boon list. The Pact Boons you gain cannot have any Requirements.

Weapon’s Enthusiast

You love weapons, and know how to use them.

Choose any 4 weapons to become your Favorite Weapons. Whenever you Level up, you can switch one of your Favorite weapons with another Weapon.

In addition, choose 1 of the following skills: Brawling, Martial Weapon, Heavy Weapon, Finesse Weapon, or Light Weapon. The chosen skill is now considered an Essential skill for you, just like the Endurance or Reflex skill.

If you had any skill points invested in the chosen skill, they are immediately reallocated.

Weapon’s Mastery

You have mastery over specific types of weapons.

Choose 2 Masteries from the list below. You can switch the Masteries you know during Full Rests.

Bleed Weapon Mastery

If a creature makes an Endurance Save against the Bleeding conditon because of your weapon, that creature has disadvantage on the Save.

Great Weapon Mastery

When you use Great Weapon, you also get to add a second d12 when you roll a 1, 2, 3, 4 or 5, instead of just 1, 2 or 3.

Ranged Weapon Mastery

After you miss an Attack with a Ranged Weapon, you can choose a new target within 30 feet of the first one and repeat that same Attack against it.

Sneak Weapon Mastery

You gain advantage on Sleight of Hand Checks when using the Sneak Weapon trait of your weapons.

Throw Weapon Mastery

When a creature within reach moves without Disengaging, you can make 1 Ranged Attack with throw weapons as a Reaction.

Weapon’s Specialist

You have learned and perfected your abilities with weapons. You learn the following techniques for each type of damage:
 
  • Slash: If you deal slash damage with a Melee Weapon against a target with no Posture, you can deal extra +2 damage against it. Light Weapons Attacks deal extra +1 damage instead.
  • Strike: Once per Action, if you deal strike damage with a Melee Weapon against a target the same size as you or smaller, you can push that target 5 feet away from you. If it collides into something, it takes extra 1d6 strike damage. If it collides into another creature, both take this extra 1d6 strike damage.
  • Thrust: You ignore additional 3 AP when you deal thrust damage with a Melee Weapon Attack.