Feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You have the sunlight sensitivity trait

More accustomed to life above ground, your tender eyes have overcome their sensitivities. You ignore the effect of your sunlight sensitivity trait.

Prerequisites: Suffused

You can gain one of the boon features that you did not select.

Prerequisites: At least capable with the Alchemy skill

You learn one concoction that costs 1 catalyst from any theme. You can create it once without expending catalysts. You regain the ability to create it in this way when you finish a long rest.

You can select this feat multiple times.

You are always on the lookout for danger. You have advantage on initiative checks.

This does not stack with other advantages to your initiative

Prerequisites: The ability to cast at least one cantrip

When you cast a cantrip that targets a creature or object within 5 meters or more, you can increase the distance by 5 meters.

Prerequisites: At least capable with the Arcana skill

You are drawn to magical energy, studying the energies that permeate the cosmos, seeking understanding of magic. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Spells require expertise attained after years of apprenticeship and countless hours of study.

You learn one cantrip or one spell that costs 1 mana from a theme in the Arcane power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a long rest.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to create at least one concoction

You can create and attach a concoction that you’d normally throw to a projectile as an action. The range of an attack made with the attached concoction is halved.

Prerequisites: Hin

Whenever an ally you can see within 5 meters of you rolls a 2, 3, or 4 for a skill check or a saving throw, you can use your reaction to let the ally reroll the die.

Additionally, when a creature you can see hits you, you can use your reaction to force that creature to reroll the skill check. Once you use this ability, you can’t do so again until you finish a short or long rest.

Choose a skill to become capable with, or proficient if you are already capable and are 5th level or higher.

Additionally, you become capable, or proficient if you are already capable and are 5th level or higher, with a Lore skill.

You can select this feat multiple times.

You are proficient with Linguistics (one language of your choice) and you become capable, or proficient if you are already capable and are 5th level or higher, with a Lore skill relevant to that language (GM discretion).

Prerequisites: The ability to create at least one concoction

You can lob bombs with great force and a precise trajectory to angle the splash in a cone or line spraying in a single direction. When throwing an alchemical bomb that creates a sphere on impact, you can choose to target each creature in a cone or line, with the point of origin including the target and facing directly away from you.

Prerequisites: At least capable with the Divinity skill

You have started worshiping a deity and act as a conduit for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

You learn one cantrip or one spell that costs 1 mana from a theme in the Divine power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a long rest.

If you do not have a spellcasting ability, choose Wisdom or Charisma as your spellcasting ability.

You can select this feat multiple times.

Alert to the hidden traps found in many dungeons, you gain the following benefits:

  • You have advantage on Perception checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −4 penalty on your passive Perception.

Prerequisites: Suffused

You can spend 10 minutes to perform a ritual to reach across the boundaries of the world to call forth a companion. At the end of the ritual, the creature appears in an unoccupied space that you can see within 10 meters and assumes the form of a companion based on your origin. Subtract an amount of mana equal to your Aptitude Bonus each time you take a rest. Your eidolon is augmented to that amount of mana.

Your eidolon bears a glowing rune that is identical to a rune that appears on your forehead as long as your eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as shapechange or polymorph (although invisibility does conceal it as long as the spell lasts).

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

If your eidolon is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of rare materials worth 10 sp for each Aptitude Bonus, you call forth your eidolon’s spirit and use your magic to create a new body for it. You can return an eidolon to life in this manner even if you do not possess any part of its body.

Creature Type

Your eidolon appears in a form based on your origin.

Aberrant. Your eidolon is an aberration, but uses an animal form. It has advantage on saving throws against spells and other magical effects.

Arctic. Your eidolon is an elemental: an ice elemental

Astral. Your eidolon is any companion form you choose. It no longer needs to breathe and it has advantage on saving throws to avoid being charmed or sent to another plane.

Beholder. Your eidolon is any companion form you choose.

Celestial. Your eidolon is a celestial, but uses an animal form. It gains resistance to radiant damage and has advantage on saving throws against being frightened.

Chaotic. Your eidolon is any companion form you choose.

Draconic. Your eidolon is a Dragon.

Fey. Your eidolon is one of the animal or fey forms.

Fiendish. Your eidolon is a fiend, but uses an animal form. Magical darkness doesn’t impede its darkvision. It gains resistance to fire and poison damage.

Genie. Your eidolon appears in an elemental form based on the type of genie you originate from. Dao: earth elemental, Djinni: air elemental, Efreeti: fire elemental, or Marid: water elemental.

Mummy. Your eidolon is an elemental: a sand elemental.

Phoenix. Your eidolon is a phoenix.

Sea. Your eidolon is an elemental: a water elemental.

Shadow. Your eidolon is an undead: a shadow, but uses an animal form. It has a shadowy form which allows it to enter a hostile creature’s space and stop there. It can also move through a space as narrow as 2 centimeters wide without squeezing and once on its turn while in dim light or darkness, your eidolon can use Stealth without using an action.

Spectral. Your eidolon is an undead, a ghost or specter, but uses an animal form. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Stone. Your eidolon is an elemental: an earth elemental

Storm. Your eidolon is an elemental: a lightning elemental.

Undying. Your eidolon is an undead, but uses an animal form. It is resistant to cold, poison, and necrotic damage and immune to the exhausted, frightened, and poisoned conditions.

Vampiric. Your eidolon is an undead, but uses an animal form. It has the Blood in the Water maneuver and it has resistance to necrotic damage.

Prerequisites: Gnome

You can draw on your magical heritage to escape danger. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Prerequisites: Elf (High Elf) or Gnome

Drawing on your fey ancestry, you have learned how to teleport. Once on your turn, you can magically teleport up to 5 meters to an unoccupied space you can see.

Once you use this feature, you must finish a short or long rest before you can use it again

Prerequisites: Tiefling

Fiendish blood runs strong in you. You gain the following benefits:

  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

You learn one maneuver that costs 1 stamina die from any theme. You can use it once without expending stamina dice. You regain the ability to use it in this way when you finish a short or long rest.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You have trained how to alter your spells to behave in different ways. You gain the following:

  • You have a pool of 2 metamagic, which represents inner magical reserves you use to alter your spells. If you already have metamagic, you gain 2 more metamagic.
  • You learn two metamagic options from the list below.

You regain metamagic on a short or long rest.

Distant Spell

When you cast a spell that has a range of 1 meter or greater, you can expend 1 metamagic to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic to make the range of the spell 5 meters.

Extend Spell

When you cast a spell that has a duration of 1 minute or longer, you can expend metamagic up to your mana limit to increase the spell’s duration as if you had cast the spell using additional mana equal to the amount of metamagic you expend, to a maximum duration of 24 hours.

Additionally, if you fail a saving throw to maintain concentration on an extended spell, you can expend 1 metamagic to reroll your saving throw.

Sculpt Spell

You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Seeking Spell

When you cast a spell that requires you to make an attack or that forces a target to make a Reflex saving throw, you can expend 1 metamagic to ignore the effects of half- and three-quarters cover against targets of the spell.

Subtle Spell

When you cast a spell, you can expend 1 metamagic to alter the spell so the physical gestures and chanting of mystic words required by the spell are reduced. As part of casting the spell, you can make a Stealth check to avoid notice.

You can select this feat multiple times.

Prerequisites: At least capable with the Occult skill

You have made a minor pact with a mysterious being of supernatural power, unlocking magical effects both subtle and spectacular. Drawing on the ancient knowledge of this being, you piece together eldritch secrets to bolster your own power.

You learn one cantrip or one spell that costs 1 mana from a theme in the Occult power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a long rest.

If you do not have a spellcasting ability, choose Wisdom or Charisma as your spellcasting ability.

You can select this feat multiple times.

Prerequisites: At least capable with the Psionics skill

You have turned your eyes inward, investigating the potential of your mind and exploring your psyche. You harness the power within yourself to create effects that exceed your body’s mental and physical capabilities.

You learn one cantrip or one spell that costs 1 mana from a theme in the Psionic power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a long rest.

If you do not have a spellcasting ability, Wisdom is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: At least capable with the Primal skill

You have learned to revere nature, and gain magical powers either from the force of nature itself or from a nature deity. You may pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity or you may serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

You learn one cantrip or one spell that costs 1 mana from a theme in the Primal power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a long rest.

If you do not have a spellcasting ability, Wisdom is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: Android

Your body is infused with nanites. When you use your Second Wind feature, you can cause your nanites to surge as you regain additional health equal to 2d6 + your level. When you use this ability, your circuitry-tattoos glow with light equivalent to that of a torch in illumination until the start of your next turn. Once you have used this feature you must finish a long rest before you can use it again.

Prerequisites: The ability to cast at least one spell, spellcasting ability of 1 or higher

You have learned how to cast rituals spells that are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding one spell from a theme you know with a mana cost of 1 and the ritual tag.

If you come across a spell in written form, such as a witch’s grimoire or a mage’s spellbook, you can add it to your ritual book if you can decipher the unique system of notation used to write it, it costs equal to (or less than) your mana limit, and if you can spare the time and costs to copy it. For each mana cost of the spell, the process consumes 5 mana, takes at least 5 hours, and costs 100 sp. The cost represents materials you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Prerequisites: Acolyte

You can select two additional faithless creature types.

You can select this feat multiple times.

Prerequisites: Speak with your GM as a theme may not fit a specific power source

Choose one theme from the Arcane, Divine, Occult, Primal, or Psionic power source. That theme is considered to be from your power source. You must be capable with the Arcana skill to study an Arcane theme, the Divinity skill to study a Divine theme, the Occult skill to study an Occult theme, the Primal skill to study a Primal theme, and the Psionics skill to study a Psionic theme.

You can select this feat multiple times.

Your maximum health increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your maximum health increases by an additional 1 health.

When you roll a Health Die to regain health, the minimum amount of health you regain from the roll equals twice your Constitution.

You have practiced casting spells in the midst of combat. You have advantage on saving throws that you make to maintain your concentration on a spell when you take damage.

Prerequisites: Metamagic feat

You have further trained how to alter your spells, twisting them to suit your needs. You gain the following:

  • You gain 3 metamagic.
  • You learn two options from either the metamagic options from the metamagic feat or major metamagic options from the list below.
  • When you gain a level, you can choose to learn one metamagic option or one major metamagic option instead of learning a new spell.
Empower Spell

When you roll damage for a spell, you can expend 1 metamagic to reroll a number of the damage dice up to your spellcasting ability.

Heighten Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend 3 metamagic to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.

Imbue Spell

When you cast a spell that takes one or two actions to cast and which is not a sphere emanating from you, you can expend metamagic equal to the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to store its energy within a weapon or a piece of ammunition instead of applying its effects immediately. You can then make a weapon attack with the imbued weapon before the end of your turn (no action required).

The next time the weapon hits or when the piece of ammunition is fired before the end of your next turn, the spell is released as if you cast the spell from the point at which the weapon hits or the piece of ammunition lands, with any areas of effect originating from that position. If the spell is a cone or line, the cone or line extends in the direction directly away from the attacker. If an imbued ammunition misses by 4 or less, it lands within 1 meter of the target. Roll a d8 to determine which space it lands in.

This could be used to imbue a crossbow bolt with a lightning bolt that streaks through your enemies or to throw a dagger imbued with knock/lock at a door.

Quicken Spell

When you cast a spell that takes two actions to cast, you can expend 2 metamagic to use an additional action before the end of your turn. This action can only be used to make a Stealth check or to use the Dash, Disengage, or Use an Object action.

Reverberating Spell

When you cast a spell with a duration of instantaneous that has an area, you can expend metamagic equal to the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to have the spell target the same area at the start of your next turn. The area glows in a color chosen by the GM and creatures can determine what will happen with a skill check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.

Twin Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic equal to 1 plus the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to target a second creature in range with the same spell.

Widen Spell

When you cast a spell that has an area, you can expend metamagic up to your mana limit to increase the spell’s area as if you had cast the spell using additional mana equal to the amount of metamagic you expend.

You can select this feat multiple times.

Prerequisites: Metamagic feat

You have further trained how to alter your spells, twisting them to suit your needs. You gain the following:

  • You gain 4 metamagic.
  • As you spend 1 minute, you can channel your mana to gain metamagic. You gain 2 metamagic for every 3 mana expended or 1 metamagic for every 2 mana expended, up to your maximum metamagic.
You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You have practiced casting spells in reaction to your enemies’ movements. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of one or two actions and must cost equal or less than half your mana limit (rounded up).

Prerequisites: Witchcrafter

You infuse a hat—traditionally a floppy wide brimmed black witch’s hat—with magic, turning it into a Hat of Disguise. If your hat is lost or destroyed, you can create a new one with 8 hours of work. If a previous hat still exists when you make a new one, it loses its magic upon the completion of the new one.

Prerequisites: Itarii

While you aren’t encumbered by weight, your wings grant you a flying speed of 10 meters.

Prerequisites: Vayemniri or Kobold

You gain the ability to sprout a pair of leathery wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling.They last until you dismiss them (no action required).

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Prerequisites: Witchcrafter

You infuse an object—traditionally a broom, but it can be any vaguely broom-shaped object (like a spear, staff, or similar)—with flying magic, turning it into a Flying Broom. If your broom is lost or destroyed, you can create a new one with 8 hours of work. If a previous broom still exists when you make a new one, it loses its magic upon the completion of the new one.

Prerequisites: The ability to cast at least one spell; spellcasting ability of 3 or higher

You can increase the power of your simpler spells. When you expend mana up to half your mana limit to cast a spell that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each mana expended, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per mana increases by 1d6. This damage ignores resistance and immunity.

Prerequisites: The ability to create at least one concoction; alchemical ability of 3 or higher

You can increase the power of your simpler concoctions. When you expend catalysts up to half your catalyst limit to use a concoction that deals damage, you can deal maximum damage with that concoction.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each catalyst expended, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per catalyst increases by 1d6. This damage ignores resistance and immunity.