Feats
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Ancestry Feats
These feats represent the abilities granted by different species. You may only pick an ancestry feat as your first feat.
Immortal Being
Elves & Gnomes
Once per session, when a historical event you were alive during is mentioned you may explain how you were there and the GM will describe a relevant, useful, piece of information.Touch of the Wild
Elves, Gnomes & Half-Elves
As an elf you have the touch of a wild creature, from this you may select two of See in the dark like a cat, Smell like a fox, Hear like a bat, Speak with Animals or Climb like a goat. This becomes an ability you have, you may also treat this ability as a skill of half-your-level.Dragons Breath
Dragonborn
You may replace an attack with a burst of elemental force, enemies in a 10ft cone take 2d6 damage of an element you select when you choose this feat, Save to half ℗ or prevent (S) the damage. Additionally you have +1 armor against the element you choose.Stonesense
Dwarves
You are able to sense dense solid objects like stone and metal nearby, even when blinded or when something lies between you and it. This may allow you to find hidden doors and spaces but small gaps and objects are hard to sense.Stone Skin
Dwarves and Goliath
Your skin is tough and hardy. You always have at least 2 base armor, however this armor does not protect against blunt impacts or thunder.Small Being
Podduk, Gnomes & Goblins
Smaller than most people you can fit through small gaps, may use other characters in melee range as cover from ranged attacks and you may reroll 1s when attempting to hide yourself or something else.Powerful Build
Forgeborn & Goliath
You are much larger than those around you; you can carry 2 more more readied and stowed items.Innate Magic
Elf, Half-elf, & Dhampir
You may choose 1 spell from the tomes of magic that represents an innate magical ability. You may cast this spell by pushing yourself once per scene.Relentless Endurance
Hobgoblin, Goliath & Forgeborn
Once per session you may shrug off a wound as if it never happened.Gelatinous Bones
Bugbear
Your bones can bend and deform like gelatin. You may reroll 1s rolled when making checks to sneak. You may also squeeze through gaps no smaller than a cat.Winged
Winged Aldling & Some Dragonborn
You have wings that allow you to fly. You cannot carry anything beyond your readied items while flying and fall if you take any damage. Wounds may prevent you from flying instead of applying a penalty to rolls.Amphibious
Lizardfolk, Sea-Elves & Others
You can breathe underwater and swim without effort. You will only need to make a check to swim in conditions that would be impossible for anyone else to achieve. -
Skill Feats
These feats allow characters to grow in skill and ability. These cannot be taken at first level.
Specialist
You may pick a skill that you have and declare it an specialization, you may reroll 1s when rolling a skill check where that skill would be relevant. This feat can be taken multiple times for different skills.Jack of All Trades
Expert Classes only
You may use one of your skills to complete a task unrelated to it by Pushing Yourself, you must tell a story of where you learned to do this.Skilled
You may pick an additional skill to describe new things you have learned or improve a skill by +1d. You may take this feat multiple times.Growth
You may increase one of your attributes by 1. You may not increase it beyond +2. You may only take this feat once.Lucky
Increase your luck to 2, if you already have 2, or would gain another luck, luck you may re-roll a luck dice once per session. -
Martial Feats
Die Hard
You gain 1 additional Stamina every second level, you automatically stabilize when you take a level 3 wound.Defender
When a ally within Close Range would take damage from an attack you may interpose yourself into the attack and take the damage instead.Whirlwind Fighter
When you make multiple melee attacks in a round you may Push Yourself ignore the -2 dice penalty normally taken for the second attack in a round.Blackblade
You have impressed the mysterious Blackblade, who gave you one of his Feathers, this takes the form of a magical sword that you can summon to your hand at will. You may choose the form of your sword each time you summon it and may push yourself to summon a weapon with 3 tags instead of 2. You may also absorb other magical weapons into your blackblade, choosing 1 items benefits when you summon it.Tavern Brawler
When you fight without a proper weapon you can attack as if your bare hands or improvised weapons are Medium Weapons, these weapons are always treated as having the Hooked tag and you may select one additional tag.Hooked: When you roll a mixed success on an attack, you may deal no damage in exchange for attempting a maneuver on your opponent.
Feinting Strike
You may decide to declare an attack as a feint, after making the attack roll but before rolling damage. No damage is dealt by the next attack against that opponent has +1d for each 5 or 6 rolled, up to a maximum of the number of half your level. -
Magical Feats
Extra Curricular Magic
Classes with spellcasting only.
You may learn 3 additional spells, if these spells are from the same tome you gain the cantrip of that tome. You can take this feat multiple times to gain more spells.Talented Magic
Classes with spellcasting only
Select one of the spellcasting requirements; Foci, Incantations or Gestures. You may ignore that component without consequence.Familiar
You have a minor spirit that is bound to you or chooses to stay with you. You gain a familiar with 2 tags from the familiar rules. If you already have a familiar you may choose an additional 2 tags.Magical Talent
You can cast spells as described in the Spellcasting Rules.MD: [½level], Max MD: [½level]
Return: 1-2, Imprinted Spells: 1
Spells Known: You Learn 3 spells each time
This feat can be taken multiple times to learn 3 more spells and gain an additional preparation slot.Blessed
You have been blessed by one of the gods and granted their power, you gain a pool of [Level]+CHA Faith. You can expend this Faith like Hope (see healing). You may also expend a faith or hope to cast a spell from the Miracle tome with 1 MD. -
Social Feats
Authority
You have a charisma about you that makes others follow your instructions, most characters will instinctively defer to your and follow your instructions. Once per Session you can command an NPC who is not openly hostile to you, they will comply with the command, provided it is not significantly harmful or uncharacteristic.Cultured
You can fluently speak all the common languages of your native region and convey at least basic information in uncommon or esoteric ones. You can learn a new language with only a week's practice with a native speaker.Connected
You’re remarkably gifted at making friends, wherever you go you seem to know somebody useful to your ends. At the start of each session you gain a free Favor (see downtime rules), this favor does not carry over between sessions.Henchkeeper
You have a knack for picking up lost souls who will willingly do your bidding. Such people will serve you in loyal fashion until betrayed or placed in unacceptable danger. They are likely to be unskilled or otherwise unimportant people. You can acquire new henchmen within 24 hours in a populated community. You can have 1 henchman per 3 levels you have, rounded up. -
General Feats
Alert
Keenly aware of your surroundings you cannot be surprised and notice things others wouldn’t. When your side is surprised you may act as normal.Tinker
You can create small harmless clockwork creations with 10 minutes of time. They can complete simple sets of instructions but degrade quickly. Additionally you can easily make small repairs to cloth or simple metal goods.Healer
You can stabilize a mortally wounded character by spending your entire turn tending to them. When you apply first aid you can treat a wound so that it provides no penalty, although the wound still is present for all other purposes.Scholar
You are well read, you can recall obscure facts about your fields of study. If you don’t know something you will know where you can find information about it. Once per session you may recall an obscure fact you were recently reading about that is relevant to the scene.Camouflage Expert
You have learned to hide in many ways; when you are well prepared you can assure that anything you hide, including yourself, cannot be found by regular means. This does take time and supplies to set up and cannot be prepared during combat.Witchfinder
You can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.Trickery
You have learned some tricks and trades of the agents. You may take 1 trade from the Agent Class at level 1. You may take this multiple times to gain different trades or increase the rank of a trade by 1. -
Gear Feats
Poisoner
When you forage in a verdant wild or shop in an illegal market you can extract a dose of a poison detailed in the equipment chapter for free.
By harvesting or buying other ingredients, you can craft different types of poisons.Blacksmith
As a downtime action you can reinforce, modify and hone a melee weapon. The weapon gains an additional tag but the honed edge is quickly blunted and the additional tag is removed after the next combat where it is used.Fletcher
You can craft your own arrows with easily available materials. With 10 minutes of time you can affix a scroll, potion or other gear you can justify into an arrow. This arrow will trigger the effect of the gear where it hits.Alchemist
With an alchemy kit ( 2 slots, 1 Coin.) you can turn relatively common herbs and supplies into useful product. When you recover you can craft a set of draughts and vials (as detailed in the equipment chapter), you can craft a number of products equal to 3+int+a relevant skill. Unused products expire when you recover.
You may develop new works as long term projects.Cogworker
You can create advanced but unstable gear, as a downtime action you can craft ranged weapons with an additional tag, but if the highest dice on an attack with the weapon is a 1 the weapon catastrophically fails.Enchanter
If you do not have one already you gain a spellbook with one Tome of spells in it and any other spells you know. As a downtime action you can craft a scroll or wand of a spell in your spellbook. This costs 1 less coin than it would cost to buy. -
Class Feats
Friend of the Forest
You have befriended a spirit of nature or coven of druids and they taught you a secret. You may gain 1 Secret from the Wildling class.Trickery
You have learned some tricks and trades of the agents. You may take 1 trade from the Agent Class at level 1. You may take this multiple times to gain different trades or increase the rank of a trade by 1.Art of War
You may take 1 Weapon Art or passive from the Veteran's Weapon Styles. They always cost 2 stamina to use.