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: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You have resistance to acid damage.
You learn one cantrip of your choice from the Plants theme. You also become capable, or proficient if you are already capable and are 5th level or higher, with the Primal skill.
You can select this feat multiple times.Actor
Skilled at mimicry and dramatics, you become capable, or proficient if you are already capable and are 5th level or higher, with the Deception skill.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Prerequisites: Suffused
You can gain one of the boon features that you did not select.
Airy
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.Alert
Always Ready
You can see brief glimpses into the future or you always have a knack for not being surprised. While you aren’t incapacitated, you and each friendly creature within 5 meters of you gains a +2 bonus to initiative rolls.
This does not stack with other ability bonuses to your initiative
Prerequisites: The ability to cast at least one spell
Home can be wherever you are. During a short or long rest, you can invoke ancestral spirits to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, up to 5-meter radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies have advantage on Perception and Stealth checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Any ally who regains health as part of their rest by spending Health Dice while within the area gains 1d6 temporary health.
Once you use this feature, you must finish a long rest before you can use it again.
Prerequisites: Capable with the Wilderness skill and stamina
You can spend 10 minutes to call forth an animal from the wilderness to serve as your faithful companion, known as an animal companion. The animal moves from the wilderness to a space within 10 meters of you and uses the statistics an animal companion. You can attempt to call forth an animal that you have detailed knowledge of.
Reduce your stamina and maximum stamina equal to double your Aptitude Bonus. Your companion is augmented to half the amount of stamina. Your companion is friendly to you and your companions.
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 companion is ever slain or chooses to leave you, you can call forth another animal.
You have an innate ability to communicate with animals, and they recognize you as a kindred spirit. Animals can understand your speech and you gain the ability to decipher their noises and motions. Most animals lack the intelligence to convey or understand sophisticated concepts, but a friendly animal could relay what it has seen or heard in the recent past.
Prerequisites: Capable with the Wilderness skill and mana or ki
You can spend 10 minutes to perform a ritual to summon an animal. At the end of the ritual, the animal appears in an unoccupied space that you can see within 10 meters and assumes the form of an animal companion that you have detailed knowledge of.
Reduce your mana and maximum mana equal to your Aptitude Bonus, or reduce your ki maximum ki equal to double your Aptitude Bonus. Your animal is augmented to that amount of mana or half the amount of ki. Your animal is friendly to you and your companions.
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 animal is ever slain or chooses to leave you, you can summon a different creature or the magical bond you share allows you to return your animal to life. With 8 hours of work and the expenditure of rare materials worth 10 sp for each Aptitude Bonus, you call forth your animal’s spirit and use your magic to create a new body for it. You can return your animal to life in this manner even if you do not possess any part of its body.
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 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.
Armored
You become capable with the armor type above your current capability: Leather → Hide → Chain → Scale → Plate.
You can select this feat multiple times.You have gained the favor of lunar spirits. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You have resistance to fire damage and cold damage.
Athlete
You have undergone extensive physical training to gain the following benefits:
Attach Bomb
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.
You can telepathically speak in the mind of any creature that you can touch or see within 10 meters of you.
Barkskinned
Prerequisites: You know the barkskin spell
You can cast barkskin on yourself at will, without expending mana.
Prerequisites: Capable with at least one weapon group
While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a +2 bonus to initiative rolls.
This does not stack with other ability bonuses to your initiative
Borealis
You are proficient with Linguistics (Aquan) and whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you are unhindered by difficult terrain caused by ice or water.
You have a mastery of riding creatures. You gain the following benefits:
- You have advantage on saving throws made to avoid falling off your mount.
- If you fall off your mount and descend no more than 2 meters, you can land on your feet if you’re not incapacitated.
- Mounting or dismounting a creature costs you only 1 meter of movement, rather than half your speed.
- If your mount is subjected to an effect that allows it to make a Reflex saving throw to take only half damage while you are mounted and aren’t incapacitated, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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.
Brawler
Prerequisites: Capable with the brawling weapon group
You are capable with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike. If you are 5th level or higher, you become proficient with improvised weapons.
You gain the ability to extend your knowledge. When you finish a long rest, you become capable, or proficient if you are already capable and are 5th level or higher, with one Intelligence, Wisdom, or Charisma skill of your choice. This benefit lasts until you finish a long rest.
You become capable, or proficient if you are already capable and are 5th level or higher, with the Persuasion skill.
Additionally, as an action you can attempt to calm a frightened creature. Make a Persuasion check against Difficulty 15. On a success, the fear effect is suppressed until the end of your next turn or the creature is no longer frightened (at the GM’s discretion).
Celestial
You are proficient with Linguistics (Celestial) and whenever you make a Charisma check when interacting with celestials, you have advantage.
Additionally, you know the thaumaturgy cantrip.
d8 | Language |
---|---|
1 | Dwarven |
2 | Elvish |
3 | Gnomish |
4 | Hin |
5 | Uncommon language |
6 | Uncommon language |
7 | Uncommon language |
8 | Rare Language |
d6 | Rare Language |
---|---|
1 | Abyssal |
2 | Aklo |
3 | Celestial |
4 | Infernal |
5 | Undercommon |
6 | Reroll |
When you finish a long rest, roll a d8. The number it rolls determines a language that you are proficient with Linguistics with until you finish a long rest, as shown below.
If you roll a 5, 6, or 7, roll another d8 to determine which rare language you are proficient with.
If you roll an 8, roll a d6 to determine which rare language you are proficient with.
Chef
As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your Aptitude Bonus. At the end of the short rest, any creature who eats the food and spends one or more Health Dice to regain health regains an extra 1d8 health.
Additionally, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your Aptitude Bonus, provided you have ingredients and cook’s utensils on hand. These special treats last 8 hours after being made. A creature can use an action to eat one of those treats to gain temporary health equal to your Aptitude Bonus.
Chirurgeon
You become capable, or proficient if you are already capable and are 5th level or higher, with the Medicine skill.
Additionally, you can mend wounds quickly and get your allies back in the fight. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 health to it, plus additional health equal to the creature’s maximum number of Health Dice. The creature can’t regain health from this feat again until it finishes a short or long rest.
Coastal
You are proficient with Linguistics (Aquan) and whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you have advantage on skill checks to swim and can hold your breath for twice as long as normal.
Competency
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.Prerequisites: The ability to cast at least one spell
You gain the ability to consume your life force to power your spells. When you cast a spell that doesn’t restore your health, you can expend Health Dice equal to the spell’s mana cost, instead of using any mana. For each Health Die spent in this way, roll the die and add your Constitution. Your lose health equal to the total.
Corrosive
Prerequisites: The ability to cast at least one spell from the acid theme
You are proficient with Linguistics (Terran) and whenever you make a Charisma check when interacting with elementals, you have advantage.
You can produce small amounts of acid from your fingertips. It takes 1 minute of continuous exposure to destroy a tiny amount of nonmagical organic materials such as cloth, plants, or rope. It takes 30 minutes to destroy wood and it takes an hour to destroy metal.
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).
When you damage an undead creature, you deal extra damage equal to your Aptitude Bonus.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
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.
Eidolon
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.
If you hit a creature with an attack, that creature can’t make opportunity attacks until the end of its next turn.
You become capable, or proficient if you are already capable and are 5th level or higher, with the Persuasion skill.
Additionally, you can add half your Aptitude Bonus (min 1) to any Charisma check to calm violent emotions or to counsel peace that doesn’t already use your Aptitude Bonus. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception skill applies to your check.
Entropic
d8 | Damage Type |
---|---|
1 | Fire |
2 | Acid |
3 | Lightning |
4 | Poison |
5 | Cold |
6 | Concussion |
7 | Psychic |
8 | Force |
As a reaction, which you use when you take acid, cold, concussion, fire, force, lightning, poison, or psychic damage, you can capture some of the incoming energy, lessening its effect on you. Roll a d8. You have resistance to the resulting damage type until the end of your next turn.
Fade Away
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: You know the blood sentinel, divine emissary, find familiar, or wild companion spell
Your blood sentinel, divine emissary, familiar, or wild companion is a part of you. While it is within 20 meters of you can communicate with each other telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. While perceiving through its senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. While perceiving through its senses, you can also speak through your blood sentinel, divine emissary, familiar, or wild companion in your own voice, even if it is normally incapable of speech.
Far Wanderer
You no longer need to breathe and you have advantage on saving throws to avoid being sent to another plane.
Fey Step
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
Fiendish
You are proficient with Linguistics (Abyssal) or Linguistics (Infernal) and whenever you make a Charisma check when interacting with fiends, you have advantage.
Additionally, you know the thaumaturgy cantrip.
Prerequisites: Fiendish feat
You have resistance against fire and poison damage.
Fiery
Prerequisites: The ability to cast at least one fire spell
You are proficient with Linguistics (Ignan) and whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
Your life has forced you to be hearty to survive. You have resistance to fire damage and don’t suffer the effects of extreme heat.
You employ precise, yet fluid, steps that allow you to surmount obstacles. Moving through nonmagical difficult terrain costs you no extra movement.
You have advantage on saving throws and skill checks to avoid being restrained, or knocked prone.
Gravitational forces make your semi-buoyant, granting you the following benefits:
- You can make a running long jump or a running high jump after moving only 1 meter on foot, rather than 2 meters.
- You have advantage on Athletics checks to jump.
- You treat any fall as being 2 meters shorter than it is for calculating damage.
- When you are prone, standing up uses only 1 meter of your movement.
Homunculus
Prerequisites: Capable with the Occult skill and catalysts, mana, or ki
You can spend 10 minutes to perform a ritual to create a companion known as a homunculus. At the end of the ritual, the homunculus appears in an unoccupied space that you can see within 10 meters and assumes the form of a homunculus companion form.
Subtract an amount of catalysts or mana equal to your catalyst limit or Aptitude Bonus, or an amount of ki equal to double your Aptitude Bonus each time you take a rest. The homunculus is augmented to that amount of catalysts or mana. The homunculus is friendly to you and your companions and you always call the same homunculus.
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 the homunculus 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 catalyst limit or Aptitude Bonus, you call forth the homunculus’s spirit and use your magic to create a new body for it. You can return a homunculus to life in this manner even if you do not possess any part of its body.
Hydrated
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
The magic you command infuses you with elemental water. You can hold your breath for 15 minutes, you have resistance to fire damage and against any spells or abilities that use water to deal damage that don’t deal cold damage.
Prerequisites: You know the slick skin spell
You can cast slick skin on yourself at will, without expending mana.
When you cast the divine emissary spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
When you cast the find familiar spell, you can choose one of the normal forms for your familiar or one of the following special forms: gazer, imp, pseudodragon, quasit, or sprite.
Prerequisites: You know the minor illusion spell
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Prerequisites: Tiefling
Inoculated
Prerequisites: You must have a repeated exposure to poison or a magical or physical means of gaining this resistance. Speak to your GM.
Keen Mind
You become capable, or proficient if you are already capable and are 5th level or higher, with one Intelligence skill of your choice.
Additionally, you can accurately recall anything you have seen or heard within the past month.
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 one Intelligence, Wisdom, or Charisma skill of your choice.
Light
As an action, you can choose to glow like a torch, shedding bright light in a 4-meter radius and dim light for an additional 4 meters. You can dismiss this light (no action required).
Lucky
You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. As a reaction, which you use when you make a skill check or a saving throw, you can spend one luck point to roll with advantage. You can do so after the roll but before any effects of the roll occur.
You regain your expended luck points when you finish a short or long rest.
You can select this feat multiple times. Each time you do so, you gain two additional luck points.Lycan Form
Prerequisites: You have been bitten by a lycanthrope
One of the most ancient and feared of all diseases, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a lycanthrope creature appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.
Some view lycanthropy as a curse, but you have grown to accept the gifts of the beast while maintaining control through intense training and blood magic. You can prevent the spread of your lycanthropy through blood, should you wish to.
Lycanthropy comes in many forms, with each version bound to a specific animal: wolf, bear, tiger, boar, and rat are a few of the more well-known variations.
The lycan blood coursing through your veins manifests. You can cast wild shape without expending mana. You can augment it further by expending mana. You gain the following benefits while Wild Shaped:
- You have vulnerability to damage from silvered weapons.
- If you have at least 1 health at the start of each of your turns and have not taken damage from a silver weapon since the end of your last turn, you gain temporary health equal to your Constitution.
Once you use this feature, you must finish a short or long rest before you can use it again.
Magical Ward
Prerequisites: The ability to cast at least one force spell
You can weave magic around yourself for protection. When you expend mana to cast a spell, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has health equal to your level + your spellcasting ability. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 health, you take any remaining damage.
While the ward has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana to cast a spell, the ward regains an amount of health equal to the mana you expended.
When a creature that you can touch or see within 5 meters of you takes damage, you can use your reaction to cause your ward to absorb that damage. If this damage reduces the ward to 0 health, the warded creature takes any remaining damage.
Once you create the ward, you can’t create it again until you finish a long rest.
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.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 the Deception, Sleight of hand, or Streetwise skill.
Metamagic
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.
When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.
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: You know the mage armor spell
You can cast mage armor on yourself at will, without expending mana.
Poisonous
If you, or parts of your body, are ingested by a creature, the creature must succeed on a Fortitude saving throw or be poisoned for 1 minute. At the start of each turn while poisoned by you, the creature takes damage equal to your level + your Constitution. The poisoned condition ends if the creature regurgitates you or your body parts.
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: 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: The ability to cast at least one spell
Whenever a creature causes you to make a Will saving throw, that creature takes psychic damage equal to half your level.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You have resistance to fire and radiant damage.
You become capable, or proficient if you are already capable and are 5th level or higher, with the Intimidation or Persuasion skill.
Additionally, as an action you can choose to make your eyes, hair, skin, or halo glow, shedding bright light in a 4-meter radius and dim light for an additional 4 meters.
Radiant Soul
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You serve as a celestial conduit. You have resistance to radiant damage and you have advantage on saving throws against being frightened.
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: The ability to cast at least one spell
You gain the ability to manipulate the line between life and death. Whenever you expend mana to cast a spell and it restores health to any creature with less than half its health remaining, the creature regains additional health equal to your Aptitude Bonus.
Shade
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You have resistance to cold and necrotic damage.
Shielded
You are capable with shields. When you are 5th level or higher, you become proficient.
You are expert at slinking through shadows and your quick ranged attacks make you difficult to locate. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
Slip
Prerequisites: Capable with at least one weapon group
You learn how to slip away without reprisal. You gain the following benefits:
- Opportunity attacks have disadvantage against you.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Yours is a path that seeks attunement with the natural world, giving you a kinship with animals. You gain the ability to cast the warg and speak with animals spells, but only as rituals.
Stability
Stone Aegis
Prerequisites: The ability to cast at least one earth spell
You can harness the magical power of stone for your protection. When you expend mana to cast a spell, you can simultaneously use a strand of the spell’s magic to create an aegis on yourself that lasts until you finish a long rest. The aegis has health equal to your level + your spellcasting ability. Whenever you take bludgeoning, piercing, or slashing damage, the aegis takes the damage instead. If this damage reduces the aegis to 0 health, you take any remaining damage.
While the aegis has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana to cast a spell, the aegis regains an amount of health equal to the mana you expended.
You can move the aegis to another creature that you can touch or see within 5 meters as an action.
Once you create the aegis, you can’t create it again until you finish a long rest.
You are proficient with Linguistics (Terran) and whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you are unhindered by difficult terrain caused by stones.
Prerequisites: The ability to cast at least one storm spell
You are proficient with Linguistics (Auran) whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 4-meter radius cylinder centered on you. You can end this effect on your turn (no action required).
If it is windy, you can use an action on each of your turns to choose the direction that the wind blows in a 20-meter radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
Stormborn
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You are infused with elemental air. You have resistance to concussion and lightning damage.
Survivalist
You become capable, or proficient if you are already capable and are 5th level or higher, with the Wilderness skill.
Additionally, you can add half your Aptitude Bonus (min 1) to any skill check to survive in the wild that doesn’t already use your Aptitude Bonus.
Prerequisites: Eidolon or Homunculus
While your companion is on the same plane of existence as you, it can magically convey what it senses to you, and you can communicate telepathically with it.
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.Prerequisites: have the ability to cast at least one spell
You can manipulate the forces of chance and chaos to gain advantage on a skill check or a saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.
Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.
Tough
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.
Uncanny Luck
Luck sometimes follows you wherever you venture. When you finish a long rest, the GM rolls two 2d10s, keeping the results secret.
As a reaction, which you use when you make a skill check or a saving throw you can call upon this luck to replace the roll with the highest of the results that the GM has. You can do so after the roll but before any effects of the roll occur. Each roll can be used only once.
When you finish a long rest, you lose any unused rolls.
You can select this feat multiple times. Each time you do so, you gain two additional rolls.Undying
You have advantage on death saving throws, and if you die, your corpse and remains are protected from decay as the gentle repose spell.
Vampiric
Prerequisites: You have been bitten by a vampire and have drank a vampire’s blood
You no longer need to breathe and do not age. While you can eat common food, you do not need it to survive. You need only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not suffice as it is indigestible and repulsive.
Verdant Gift
Your spirit is linked to the vegetation that surrounds you. Whenever you regain health in natural terrain, you treat any dice rolled to determine the health you regain as having rolled their maximum value.
Your soul is marked for endless battle. If a spell, such as resurrection, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Prerequisites: The ability to cast at least one spell
While you aren’t incapacitated, any ally within 5 meters of you has advantage on death saving throws.
Water Guide
Prerequisites: The ability to cast at least one water spell
You gain the ability to subtly control the water around you.
If it is raining, you can use an action to cause the rain to stop falling in a 4-meter radius cylinder centered on you. You can end this effect on your turn (no action required).
If there is water nearby, you can use an action each round to cause the water to flow up to 20 meters in a certain direction in a 20-meter radius sphere centered on you. The water flows in that direction until the end of your next turn.
Prerequisites: Capable with at least one weapon group
Choose two weapon groups to become capable, or proficient if you are already capable and are 5th level or higher, with via the Weapons skill.
If you are a Monk, weapons in these groups are considered monk weapons for you if they lack the heavy and special properties.
You can select this feat multiple times.Wild Animal
Prerequisites: You know the wild shape spell
You can cast the wild shape spell without using an action.
Additionally, while you are transformed by the wild shape spell, you can use an action to expend mana to regain 3d8 health per mana expended, up to your mana limit.
Wild Surge
Prerequisites: The ability to cast at least one spell
Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell using 1 or more mana, roll a d6. If the result is less than or equal to the mana expended, roll on the Wild Surge table to create a random magical effect.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
Prerequisites: The ability to cast at least one ice spell
You gain the ability to turn areas of water to ice.
If it is raining, you can use an action to cause the rain to fall as sleet in a 4-meter radius cylinder centered on you. If it falls as sleep the area is lightly obscured and the ground becomes covered in slippery ice for 1 minute. A creature that enters the area or ends its turn there must succeed on a Reflex saving throw or fall prone. You can end this effect on your turn (no action required).
If it is raining, you can use an action to cause the rain to fall as snow in a 4-meter radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect on your turn (no action required).
You can move across any water surface as if it were solid ground as your steps create ice patches on the top of the water for 1 minute.
Acid Adept
Prerequisites: The ability to create a concoction or cast a spell that deals acid damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals acid damage, you or the creature can reroll the die.
Aerodynamic
Prerequisites: The ability to cast at least one spell
You can run swiftly by decreasing air resistance around you. Your walking speed, and flying speed if you have one, increases by 2 meters.
Ambusher
You spring into combat faster than foes can react. You have advantage on initiative checks and in the first round of each combat, creatures that haven’t taken a turn yet are flat-footed to you.
This does not stack with other advantages to your initiative
Battle March
While you aren’t incapacitated, you and each friendly creature that starts its turn within 5 meters of you who can see or hear you has its speed increased by 2 meters until the end of its turn.
Prerequisites: You know the wild shape spell
While transformed into an animal form from the wild shape spell, you can cast any spell you know or a spell known by your new form.
If your animal form has more than 2 actions, you cannot use more than two actions to cast spells.
Prerequisites: The ability to cast at least one spell
The healing spells you cast on others can heal you as well. When you expend mana to cast a spell and it restores health to any creature other than you this turn, you regain health equal to 2 + the mana expended.
Bloodhound
You can smell creatures that don’t have full health within 10 meters. As an action, you can pinpoint the space the creature occupies.
Additionally, you have advantage on skill checks to track any creature that doesn’t have full health.
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: Wild Surge feat and have the ability to cast at least one spell
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Surge table, you can roll twice and use either number.
Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Darkvision
Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.
You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 meters.
Death Adept
Prerequisites: The ability to cast a spell that deals necrotic damage
When you roll a 1 on a damage die for a spell you cast that deals necrotic damage, you can reroll the die.
Death’s Gift
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
Destined
Your destiny always seems to prevent the worst from happening. When you make a skill check or a saving throw and have disadvantage on the roll, you can expend 1 mana, 2 ki, or 2 stamina dice to cancel the disadvantage for that roll.
Prerequisites: Fiendish feat
You gain darkvision out to a range of 10 meters and magical darkness doesn’t impede your darkvision. If you already have darkvision, its range increases by 10 meters.
Prerequisites: Celestial feat
You don’t need to share a language with a creature for it to understand your words, but the creature must be able to understand at least one language.
Prerequisites: At least capable with the Insight skill
You develop a talent for picking out lies. Whenever you make a Insight check to determine whether a creature is lying, treat a result of 7 or lower on the dice as an 8.
Prerequisites: At least capable with the Insight skill
You can strike multiple pressure points to extract crucial information about your foe. Once on your turn when you hit a creature with an attack, you can choose to learn one characteristic about the creature of your choice: Creature Type, Defense, Senses, Saving Throw of your choice, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.
Fire Adept
Prerequisites: The ability to create a concoction or cast a spell that deals fire damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals fire damage, you or the creature can reroll the die.
You fortuitously avoid danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be incapacitated.
Prerequisites: The ability to cast at least one spell
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
Prerequisites: The ability to cast at least one spell
Once on each of your turns when you damage a creature with a cantrip, you can push that creature 2 meters away from you or pull it 2 meters closer to you.
Grounded
Prerequisites: The ability to cast at least one earth or sand spell
Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 5 meters, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Prerequisites: Proficient with chain, scale, or plate armor
While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.
You can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Ice Adept
Prerequisites: The ability to create a concoction or cast a spell that deals cold damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals cold damage, you or the creature can reroll the die.
Your quest for knowledge allows you to master any spoken language. You are proficient with Linguistics (one language of your choice). With a week of study, you can select a different language instead.
Additionally if you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.
Your locomotive limbs grow incredibly long and springy. Your walking speed increases by 2 meters.
Life Giver
Prerequisites: The ability to create a concoction or cast a spell that restores health
When a creature rolls a 1 on a die for a concoction you created that restores health or you roll a 1 on a die for a spell you cast that restores health, you or the creature can reroll the die.
Lucky Moment
You always seem to get lucky at the right moment. When you make a skill check or a saving throw and have disadvantage on the roll, you can expend 1 mana, 2 ki, or 2 stamina dice to cancel the disadvantage for that roll.
Mage Slayer
Prerequisites: Proficient with at least one weapon group
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When you damage a creature that is concentrating on a spell with a weapon attack, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within your weapon’s reach.
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.
Prerequisites: The ability to cast at least one spell
You can use an action to change the nature of one of your illusions (using the normal parameters for the illusion), provided that you can see the illusion.
Prerequisites: The ability to cast at least one spell
Whenever you start casting a spell using mana that is either from the Fire theme or deals fire damage, you are wreathed in a mantle of flame until the start of your next turn, gaining the following benefits:
- You shed bright light in a 5-meter radius and dim light for an additional 5 meters.
- Any creature that touches you or hits you with a melee attack while within 1 meter of you takes fire damage equal to your level + your spellcasting ability.
Prerequisites: Proficient with at least one weapon group
Once on your turn when you use an action to make a weapon attack, you can use the Help action without using an action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 5 meters of you, rather than 1 meter of you, if the target can see or hear you.
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.
Prerequisites: The ability to cast at least one spell
Animals and fey that you conjure are more resilient than normal. Any animal or fey summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more health than normal: 2 extra health per Health Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Prerequisites: Proficient with at least one weapon group
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you have advantage on melee attacks made against any unmounted creature that is smaller than your mount.
Prerequisites: Vampiric Nature feat
When you aren’t in sunlight or running water, you can use an action to transform in to a Tiny bat or back into your true form. While in bat form, you can’t speak, your walking speed is 1 meter, and you have a flying speed of 5 meters. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
Prerequisites: You know the sanctuary spell
You can become an island of calm in even the most chaotic of situations. You can cast the sanctuary spell on yourself and it lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour.
Once you cast the spell in this way, you can’t do so again for 1 minute.
Poison Adept
Prerequisites: The ability to create a concoction or cast a spell that deals poison damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals poison damage, you or the creature can reroll the die.
Rallying Cry
You learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 10 meters of you. Each one gains temporary health equal to 1d10 + your level, provided that the creature can see or hear you.
Resilience
Prerequisites: The ability to cast at least one spell
Your magical energy grants you extraordinary fortitude. If you have at least 1 health at the start of each of your turns, you gain temporary health equal to your spellcasting ability.
You become capable, or proficient if you are already capable and are 5th level or higher, with Will saving throws.
You have a soak of 2 or your soak increases by 2 if you already have soak (up to 3 soak).
Prerequisites: Proficient with at least one weapon group
When you roll damage for a melee weapon attack, you can roll the weapon’s damage dice twice and use either total.
Sense Magic
Prerequisites: You know the detect magic spell
You gain the ability to see the magical world around you. You can cast detect magic at will, without expending mana.
Sense Minds
Prerequisites: Awakened Mind feat and You know the sense minds spell
You can cast sense minds at will, without expending mana.
Sense Toxins
You can detect poisons as the detect poison spell at will, without casting the spell or expending mana.
Shadowslip
Prerequisites: The ability to cast at least one spell
Prerequisites: You know the teleport spell
You gain the ability to step from one place to another. Once on your turn while not grappled, incapacitated, or restrained, you can teleport up to half your walking speed to an unoccupied space you can see, consuming an amount of movement equal to the distance traveled.
Spell Ward
Prerequisites: The ability to cast at least one spell
While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws against magic equal to half your spellcasting ability.
Storm Adept
Prerequisites: The ability to create a concoction or cast a spell that deals concussion or lightning damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals concussion or lightning damage, you or the creature can reroll the die.
Thick Hide
Prerequisites: Naturalist and Totem Spirit Natural Boon with the Bear spirit feat
You have a soak of 2 or your soak increases by 2 if you already have soak (up to 3 soak).
Prerequisites: You know the speak with plants spell
You can cast speak with plants at will, without expending mana.
Tree Spells
Prerequisites: You know the tree shape spell
While transformed into a tree from the tree shape spell, you can cast any spell you know or a spell known by your new form.
Prerequisites: You know the animate dead spell and have the ability to cast at least one spell
When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or ske1eton, as appropriate.
Whenever you create an undead using a spell, it has additional benefits:
- The creature’s maximum health is increased by an amount equal to your level.
- The creature adds your Aptitude Bonus to its weapon damage rolls.
Prerequisites: Vampiric feat
The vampiric blood coursing through your veins manifests. You gain the following benefits:
- You know the blood drain spell
- You don’t cast a shadow or a reflection.
- You can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.
- If you have at least 1 health at the start of each of your turns, you are not in sunlight or running water, and you have not taken radiant damage or damage from holy water since the end of your last turn, you gain temporary health equal to your Constitution.
Once on your turn while in dim light or darkness, you can use Stealth without using an action.
War Caster
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: You know the speak with dead spell
You can cast speak with dead at will, without expending mana.
Acid Master
Prerequisites: Acid Adept feat
Concoctions you create and spells you cast ignore resistance to acid damage.
Ascendant Step
Prerequisites: You know the levitate spell
You can cast levitate on yourself at will, without expending mana.
Prerequisites: You know the consult the spirits spell
You can cast consult the spirits at will, without expending mana, or material components.
Death Master
Prerequisites: Death Adept feat
Spells you cast ignore resistance to necrotic damage.
Echolocation
Prerequisites: Bestial Senses feat and You must have a magical or physical means of gaining echolocation. Speak to your GM.
You can sense your surroundings by sound. You have blindsight out to a range of 5 meters. You can’t use this blindsight while deafened and you have disadvantage on saving throws against loud sounds.
Ethereal Sight
Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.
You can see into the Ethereal Plane within 10 meters of you.
Evasion
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Feral Senses
You gain preternatural senses that help you fight creatures you can’t see. If you are able to hear, you are aware of the location of any hidden or invisible creature within 2 meters of you and when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attacks made against it.
Fire Master
Prerequisites: Fire Adept feat
Concoctions you create and spells you cast ignore resistance to fire damage.
Guardian Spirit
You gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours.
Ice Master
Prerequisites: Ice Adept feat
Concoctions you create and spells you cast ignore resistance to cold damage.
Prerequisites: At least capable with the Deception skill
You can unfailingly create false identities for yourself. You must spend seven days and 25 sp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence
- Wisdom
- Charisma
- Class levels (if any)
At the GM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
Lycan Resistance
Prerequisites: Lycan Form feat
While in your lycan form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
If you fail a saving throw against a spell or other magical effect, your body develops resistances to that specific spell or magical effect, learning how to fend it off. You have advantage on your next saving throw against the spell or magical effect made in the next hour.
Prerequisites: You know the disguise spell
You can cast disguise at will, without expending mana.
Misty Escape
Prerequisites: Vampiric Nature feat
When you drop to 0 health outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren ’t in sunlight or running water. If you can’t transform, you are destroyed.
While in mist form, the following rules apply:
- you have health equal to half your normal form’s health
- your only method of movement is a flying speed of 5 meters (hover)
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage except the damage you take from sunlight and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
- you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
- if you are burning, the condition ends.
- the only actions you can take in this form are the Dash action or to revert to your true form which you can only do if you have more health than half your normal form’s health.
While in mist form, you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 health. After spending 1 hour in your resting place with 0 health, you regains 1 health.
Misty Visions
Prerequisites: You know the image spell
You can cast image at will, without expending mana.
Omnilingual
Prerequisites: Awakened Mind feat
You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Poison Master
Prerequisites: Poison Adept feat
Concoctions you create and spells you cast ignore resistance to poison damage.
Prerequisites: The ability to cast at least one spell
You can end spells that hamper you and your allies. When you expend mana to cast a spell that restores health, you can simultaneously target a healed creature with dispel magic or restoration even if you do not know the spell. You expend mana to augment them further.
Shroud
Prerequisites: You know the invisibility spell
You can cast invisibility at will, without expending mana.
Storm Master
Prerequisites: Storm Adept feat
Concoctions you create and spells you cast ignore resistance to concussion and lightning damage.
Take Root
Your connection to the natural world deepens. As an action you can root yourself to the ground. You can end this effect on your turn (no action required). While rooted you gain the following:
- You are immobilized.
- You have advantage on skill checks and saving throws to avoid being knocked prone, pulled, or pushed.
- You gain a +2 bonus to Defense.
Tenacious
Prerequisites: You know the seeing eye spell
You can cast seeing eye at will, without expending mana.
Wall Walker
Prerequisites: You know the wall bind spell
You can cast wall bind on yourself at will, without expending mana.
Witch’s Hat
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.
Alter Memories
Prerequisites: The ability to cast at least one spell
You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell that charms or confuses one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed or confused.
Additionally, once before the spell expires, you can use an action to try to make the chosen creature forget some of the time it spent charmed or confused. The creature must succeed on a Will saving throw against your spell save Difficulty or lose a number of hours of its memories equal to 1 + the mana expended to cast the spell. You can make the creature forget less time, and the amount of time can’t exceed the duration of your spell.
Bestial Wings
Prerequisites: Naturalist and Totem Spirit Natural Boon with the Eagle spirit feat
You gain the ability to sprout a pair of feathery 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.
Call the Hunt
You can spread your bestial ferocity to your allies. As an action, you can choose a number of willing creatures you can see within 5 meters of you equal to your Constitution (minimum of one creature).
For 1 minute, you and the chosen creatures gain the following benefits:
- gain 5 temporary health
- speed increases by 2 meters
- advantage on saving throws against being frightened
You gain an additional 5 temporary health for each creature that accepts the benefit.
You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a long rest.
Celestial Wings
Prerequisites: Aasimar or Celestial feat
You gain the ability to sprout a pair of feathery white 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.
Demonic Wings
Prerequisites: Tiefling or Fiendish feat
You gain the ability to sprout a pair of black 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.
Developed Wings
Prerequisites: Itarii
While you aren’t encumbered by weight, your wings grant you a flying speed of 10 meters.
Draconic Wings
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.
Earth Glide
You can burrow through nonmagical, unworked, earth and stone with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.
Eternal Growth
Your connection with the energy flowing through nature increases your lifespan. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Everlasting Life
Your wounds mend in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.
Flying Broom
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.
Gift of Life
Healing energy flows all throughout your body, gradually undoing scars and strain. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Gravity Defying
Prerequisites: The ability to cast at least one gravity or telekinesis spell
You can defy gravity. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.
Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Ice Flows
Prerequisites: The ability to cast at least one spell
You are unhindered by difficult terrain caused by ice and you cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 4 meters as the glaciers propel you forward and the ground you move on is turned into difficult terrain for 1 minute. You can start or end this feature once on your turn.
Illusory Reality
Prerequisites: You know the shadow theme and have the ability to cast at least one spell
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you expend mana to cast a spell that creates an illusion, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as an action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Deception check you make to avoid detection.
Prerequisites: Death’s Gift feat
You have embraced dark energies to unnaturally extend your lifespan. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Prerequisites: The ability to cast at least one air or storm spell
The winds carry you with ease. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.
Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Lycan Toughness
Prerequisites: Lycan Form feat
You can draw on your inner reserves to survive beyond death. As a reaction when you drop to 0 health, you can immediately regain an amount of health equal to your level + your Constitution.
Once you use this feature, you must finish a short or long rest before you can use it again.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Overchannel
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.
Sand Burrow
You can burrow through nonmagical sand with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.
Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack using a weapon on your turn, you can reroll the skill check. You can use this feature only once on each of your turns.
Vampiric Wings
Prerequisites: Vampiric Nature feat
You gain the ability to sprout a pair of black 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.
Warped Wings
Prerequisites: You must have a magical or physical means of gaining this feat. Speak to your GM.
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.
Planar Sending
When you hit a creature that is not on its native plan of existence with an attack and deal damage to it, you can also force it to make a Will saving throw.
On a failure, the creature is magically banished to its native plane of existence.
On a success, the creature can’t be banished by this feature for 24 hours.
Spell Resistance
Prerequisites: Magic Resistance feat
You have resistance against the damage of spells and other magical effects.