Chapter 5: Feats

Table Of Contents

CHAPTER 5 | Feats

Channeling Feats

Channeling Feats Prerequisite Benefit
Augment Wounding Applicable 1st-level Domain Aspect Wound prayers do +1 per level
Divine Ritual Channeler level 3rd Develop a Ritual
Domain Allegiance Cleric class level Gain a Domain Aspect you qualify for
Domain Focus -- +1 bonus on save DCs against specific domain of divine magic
Greater Domain Focus Domain Focus +1 bonus on save DCs against specific domain of divine magic
Empower Turning Ability to turn or rebuke Can turn more creatures
Extra Turning Ability to turn or rebuke Can turn or rebuke 4 more times per day
Heighten Turning Cha 13 Can turn more powerful creatures
Improved Counterchanneling -- Counterspell with prayer of same domain
Prayer Penetration -- Creatures with Magic Resistance or Divine Resistance have a -1 on their saving throws against prayers
Greater Prayer Penetration Prayer Penetration Creatures with Magic Resistance or Divine Resistance have a -2 on their saving throws against prayers
Practiced Channeler Magecraft 4 ranks Increase channeler level by +4
Quicken Turning Ability to turn or rebuke Can turn or rebuke as a Swift Action
Strike Favored Enemy Favored Enemy class ability, Base Attack Bonus +3 Add Favored Enemy bonus to attack rolls
Retrieve Prayer Any Channeling feat Spend turn or rebuke attempts to regain previously channeled prayer

Combative Feats

Combative Feats Prerequisite Benefit
Blind Fight -- Reroll miss chance for Concealment
Called Shot Dex 13 Trade attack bonus for damage (up to base attack bonus)
Close-Quarters Fighting Base Attack Bonus +3 Use counterattack to resist grapple
Combat Expertise Int 13 Trade attack bonus for DS (max 5 points)
Improved Disarm Int 13, Combat Expertise Advantage on Disarm attempts; no Attack of Opportunity
Improved Feint Int 13, Combat Expertise Feint in combat as Move Action
Improved Trip Int 13, Combat Expertise Advantage on Trip attempts; no Attack of Opportunity
Combat Mage -- Advantage on Concentration checks for defensive casting
Combat Reflexes -- Additional Attacks of Opportunity
Supernatural Instincts Combat Reflexes Creature using a Supernatural ability provokes an Attack of Opportunity from you
Elusive Grappler Dex 13 Apply Dex modifier rather than Str modifier in all Grapple checks
Improved Initiative -- +4 bonus on Initiative checks
Improved Unarmed Strike -- Considered armed even when unarmed
Deflect Arrows Dex 13 Deflect one ranged attack per round
Snatch Arrows Dex 13, Deflect Arrows, Improved Unarmed Strike Catch a deflected ranged attack
Improved Grapple Dex 13, Improved Unarmed Strike +4 bonus on Grapple checks; no Attack of Opportunity

CHAPTER 5 | Feats

Combative Feats Prerequisite Benefit
Stunning Fist Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +2 Stun opponent with unarmed strike
Extra Stunning Stunning Fist, Base Attack Bonus +2 Number of stunning attacks per day increased by two
Rapid Stunning Combat Reflexes, Stunning Fist, Base Attack Bonus +3 Use one additional stunning attack per round
Mounted Combat Ride 1 rank Negate hits on mount with Ride check
Mounted Archery Ride 1 rank, Mounted Combat Half penalty for ranged attacks while mounted
Spirited Charge Ride 1 rank, Mounted Combat Double damage with mounted charge
Trample Ride 1 rank, Mounted Combat Target cannot avoid mounted overrun
Point Blank Shot -- +1 bonus on ranged attack and damage within 30 ft.
Feint from a Distance Bluff 5 ranks, Point Blank Shot Feint with a Ranged Weapon within 30 ft.
Increased Precision Point Blank Shot, Base Attack Bonus +2 Increase range for Point Blank Shot bonus and Sneak Attacks
Precise Shot Point Blank Shot No -4 penalty for shooting into melee
Improved Precise Shot Dex 19, Point Blank Shot, Precise Shot, Base Attack Bonus +5 Ignore less than total cover/concealment on ranged attacks
Power Attack Str 13 Trade attack bonus for damage (up to base attack bonus)
Cleave Str 13, Power Attack Extra melee attack after dropping target
Great Cleave Str 13, Cleave, Power Attack, Base Attack Bonus +4 No limit to cleave attacks each round
Cleaving Charge Str 15, Great Cleave, Base Attack Bonus +6 Move up to 5 ft. before cleave attack
Improved Bull Rush Str 13, Power Attack Advantage on Bull Rush attempts; no Attack of Opportunity
Improved Overrun Str 13, Power Attack Advantage on Overrun attempts; no Attack of Opportunity
Improved Sunder Str 13, Power Attack Advantage on Sunder attempts; no Attack of Opportunity
Quick Draw Draw weapon as Free Action
Two-Weapon Fighting Dex 15 Gain a Secondary attack as a Standard Action
Weapon Finesse Dex 12 Use Dex modifier instead of Str modifier on attack rolls with Knives, Lashes and Swords
Weapon Focus Weapon Proficiency, Base Attack Bonus +1 +1 bonus on attack rolls with selected Weapons Category
Greater Weapon Focus Weapon Proficiency, Weapon Focus +2 bonus on attack rolls with selected Weapons Category
Weapon Specialization Weapon Proficiency, Weapon Focus +2 bonus on damage rolls with selected Weapons Category
Greater Weapon Specialization Weapon Proficiency, Weapon Focus, Greater Weapon Focus, Weapon Specialization +4 bonus on damage rolls with selected Weapons Category

CHAPTER 5 | Feats

Composition Feats

Composition Feats Prerequisite Benefit
Amplification -- Treated as two levels higher for purposes of determining Chorus size
Auspicious Daring -- Reduce penalty to -1 on failed Gambits
Dragon Lore Cha 13, Knowledge (arcana) 4 ranks, Perform 7 ranks, Speak Language: Draconic or trip to the Catalogues of Enlightenment Gain Advantage on Bardic Knowledge checks
Extra Bardic Music Bard level 5th Gain an extra Bardic Music effect to your list of known effects
Extra Performance -- Number of Bardic Music effects per day increased by two

General Feats

General Feats Prerequisite Benefit
Armor Proficiency -- Gain Proficiency in a particular Armor Category
Diehard -- Remain conscious at -1 to -9 hp
Forensics -- Use Perception skill to gain information about corpses and track
Skill Focus -- +3 bonus on checks with selected skill
Shield Proficiency -- Gain Proficiency in Shields
Soul Binding Concentration 4 ranks, Knowledge (history) 5 ranks Gain the ability to bind Vestiges to your soul
Warlock Must agree to sell soul in elaborate ritual Gain ability to wield Eldritch Magick and Invocations
Weapon Proficiency -- Gain Proficiency in a particular Weapons Category

Metamagick Feats

Metamagick Feats Prerequisite Benefit
Chain Magick -- Choose additional targets with magick
Cone Control Ability to cast cone effect, Magecraft 15 ranks  Instead of cone effect, direct attack at target for every 5 ft of cone
Shape Magick Cone Control Create “holes” in burst, cone, cylinder, emanation or spread effects
Empower Magick -- Increase magick's variable, numeric effects by 50%
Enlarge Magick -- Double magick's range
Bounce Magick Enlarge Magick Target within range becomes the origin of effect for spell
Explosive Magick -- Creatures are blasted to edge of magick area
Extend Magick -- Double magick's duration
Sustain Magick -- Magick works without needing to concentrate
Heighten Magick -- Cast magick as higher level
Maximize Magick -- Maximize magick's variable, numeric effects

CHAPTER 5 | Feats

Metamagick Feats

Metamagick Feats Prerequisite Benefit
Opportunity Magick -- Make Attacks of Opportunity with touch effects
Quicken Magick -- Wield magick as Swift Action
Silent Magick -- Wield magick without verbal components
Still Magick -- Wield magick without somatic components
Transmute Magick Domain Focus, Path Focus, Psionic Focus or Spell Focus Damage-dealing magicks can be changed to have a different damage type
Widen Magick -- Double magick's area
Incantatrix Knowledge 4 ranks, Magecraft 4 ranks Gain +1 bonus on metamagick checks
Reach Magick Any metamagick feat Touch effect becomes a ray with 30 ft. range
Repeat Magick Any metamagick feat Magick wielded automatically next turn
Split Ray Any metamagick feat Split one ray attack into two
Twin Magick Any metamagick feat Simultaneously wield a single magick twice
Enhance Magick Any two metamagick feats Increase the damage cap on wielded magick
Leyline of Magick Any two metamagick feats Wield magick without line of sight or effect, in certain conditions

Psionic Feats

Psionic Feats Prerequisite Benefit
Body Equilibrium Dex 13 Can move on uneven surfaces like water or quicksand
Expanded Knowledge Manifester level 3rd Add one new power to powers known
Ghost Attack Base Attack Bonus +1 Potentially ignore incorporeal miss chance on attacks
Improved Countermanifest -- Counterspell with power of same discipline
Instinctive Dispatcher Base Attack Bonus +3 Automatically confirm critical hit against living foes
Power Penetration -- Creatures with Magic Resistance or Psionic Resistance have a -1 on their saving throws against prayers
Greater Power Penetration Power Penetration Creatures with Magic Resistance or Psionic Resistance have a -2 on their saving throws against prayers
Practiced Manifester Magecraft 4 ranks Increase manifester level by +4
Psionic Focus -- +1 to power's save DC
Greater Psionic Focus Psionic Endowment Add +2 to power's save DC
Psionic Fist Str 13 Unarmed attack or natural weapon deals +2d6 damage \
Psionic Retainment Psychic Warrior 4th lvl Spend power points to keep martial maneuver expended
Psionic Ritual Manifester level 3rd Develop a Ritual
Psionic Shot Point Blank Shot Ranged weapon deals +2d6 damage
Fell Shot Dex 13, Point Blank Shot, Psionic Shot, Base Attack Bonus +5 Resolve ranged attack as touch attack
Psionic Weapon Str 13 Melee weapon deals +2d6 damage
Solicit Psicrystal Power Points 11+ Create a Psicrystal
Wounding Attack Base Attack Bonus +4 Wound opponents with your attack

CHAPTER 5 | Feats

Racial Tradition Feats

Racial Tradition Feats Prerequisite Benefit
Algorithm Arcane Gnome, Bounce Magick or Greater Spell Focus (Divination) Make deductive predictions with Divination magick or bounce spells to your illusions
Arcane Archery Elf or Half-Elf, Point Blank Shot, Bows Proficiency, Arcane caster level 3rd Arrows gain magical properties or can store spells within them when you fire them
Bless and Hex Halfling, Gambit class feature, Luck Pool class feature Gain Fortune Pool to grant Advantage or Disadvantage
Controlled Rage Hobgoblin, Rage class feature, Concentration 6 ranks While raging gain ability to take controlled actions normally unavailable within a Rage
Crystal Sculpting Xeph, Bardic Music class feature, 15+ power points Create objects from crystal and plant matter; potentially building versions of Psigates
Earth Whispers Dromite, Improved Unarmed Strike, Psionic manifester level 3rd Utilize power points to strengthen yourself in various ways while in contact with the earth
Ritual Scars Half-Orc or Orc, Challenge class feature, Sneak Attack +2d6 Gain various combat abilities from ritualized scars invoking the strength of your Orcish heritage
Runesmithing Dwarf, Armor, Shield or Weapon Proficiency, Artifice 8 ranks Arms and Armor you add runes to gain magical properties for a brief period of time
Soul Menagerie Satyr, Caster lvl 4th, access to Life, Death or one of the Wheel of Elements domain Gain additional familiars
Talismanic Alchemy Artifice 3 ranks, Knowledge (dungeoneering) 4 ranks, and Knowledge (arcana), (nature) or (psionics) 4 ranks Knowledge of how to craft particular materials into arms or armor based on race or geographic location

Shadow Essence Feats

Shadow Essence Feats Prerequisite Benefit
Advice of Shadow -- Add half Shadowcaster level to one Int, Wis, or Cha-based skill while in darkness and use untrained (if applicable)
Complicate Solving Shadowcaster level 7th Add a component to mystery to penalize creatures with Magic Resistance or Shadow Resistance, or increase solver level or DC
Dark Soul -- Ignore number of negative levels per day equal to the number of Shadow Essence feats possessed
Dark Ritual Solver level 3rd Develop a Ritual
Dark Trek Mystery from either Cloak of Shadow, Dark Terrain or Shutters and Clouds path While in darkness do not provoke Attacks of Opportunity from movement
Favored Mystery -- Chosen mystery becomes easier to solve
Path Focus -- +1 bonus to solver level and save DCs for a specific path
Path Mastery Ability to solve a 3rd, 6th or 9th-lvl mystery Gain extra daily use of first mystery in path that is completed
Shadow Cast Concentration 5 ranks Avoid many Attacks of Opportunity
Shadow Reflection Shadowcaster level 3rd, ability to solve certain mysteries Attacks of Opportunity against you have a 50% miss chance
Shadow Life Mystery from either Body and Soul, Dark Reflections or Unbinding Shade path When knocked below 0 health, expend mystery to heal twice as much as the level of the mystery

CHAPTER 5 | Feats

Spellcasting Feats

Spellcasting Feats Prerequisite Benefit
Arcane Ritual Caster level 3rd Develop a Ritual
Augment Familiar Familiar Sacrifice a spell to increase your familiar’s combat prowess
Collegiate Wizard Int 13, Wizard level 1st, year's worth of study at mage school Gain an additional two spells into spellbook per level
Durable Magic Arcane caster level 5th Gain +2 caster level checks against counterspells or dispel checks
Eschew Materials -- Cast spells without material components
Extra Slot Caster level 4th Gain an extra spell slot up to one level lower than current highest level
Extra Spell Caster level 3rd Learn an additional spell up to one level lower than current highest level
Improved Counterspell -- Counterspell with spell of same school
Practiced Spellcaster Magecraft 4 ranks Increase caster level by +4
Spell Focus -- +1 bonus on save DCs against specific school of arcane magic
Greater Spell Focus Spell Focus +1 bonus on save DCs against specific school of arcane magic
Spell Mastery Wizard level 1st Can prepare some spells without spellbook
Spell Penetration -- Creatures with Magic Resistance or Arcane Resistance have a -1 on their saving throws against spells
Greater Spell Penetration Spell Penetration Creatures with Magic Resistance or Arcane Resistance have a -2 on their saving throws against spells
Spell Thematics Must be able to cast at least one illusion spell All spells have a thematic display

Characters gain one feat at 1st level. Thereafter, they gain another at 3rd level and every three levels thereafter (i.e. 6th, 9th, and so on). Characters may gain bonus feats either from their Race (see Chapter 2: Races) or Class (see Chapter 3: Classes).

CHAPTER 5 | Feats

Channeling Feats

Channeling feats all focus on the usage of divine magick and/or spending turn and rebuke attempts. While not always a prerequisite for the feat itself, all Channeling feats have in common that those who take them are practitioners of divine magick.

Augment Wounding

[Channeling]

Your wounds prayers are especially potent.

Prerequisite: Applicable 1st-Level Domain Aspect.

Benefit: Add +1 points per prayer level to the amount of damage dealt by any wounds prayer that you channel from the respective domain you select.

For example, a 1st-level cleric with this feat tied to the Life Domain channeling light wounds would deal 1d8 + 2 radiant damage (or heal in the case of living creatures).

Divine Ritual

[Channeling]

You have developed a ritual using divine magick.

Prerequisite: Channeler level 3rd.

Benefit: You develop a Ritual in keeping with the Domains you have access to at your current channeler level.

Domain Allegiance

[Channeling]

 

Prerequisite: Cleric class level.

Benefit: You may select a Domain Aspect to gain provided you meet the level requirements.

Special: You can gain this feat multiple times, each for a different Domain Aspect. Selecting this feat adds to your domain allegiance points and could affect your prayer selection.

Domain Focus

[Channeling]

Your prayers of a certain domain are more potent.

Benefit: You gain +1 to the DC for prayers from the chosen domain.

Special: You can gain this feat multiple times, each for a different domain.

Empower Turning

[Channeling]

You can turn or rebuke greater numbers of creatures with a single turning attempt.

Prerequisite: Ability to make turn or rebuke attempts.

Benefit: You can turn or rebuke more creatures than usual. After adding your class level that grants the turning/rebuking ability and Charisma modifier to your turning damage roll, multiply the result by 1.5. If you have multiple creatures that you can turn, you can empower all of your turning with this feat.

Extra Turning

[Channeling]

You can turn or rebuke creatures more often than normal.

Prerequisite: Ability to make turn or rebuke attempts.

Benefit: Each time you take this feat you may turn/rebuke four more times per day than normal. If you have multiple creatures that you can turn, you can turn each type four more times per day.

Normal: Clerics can only turn/rebuke 3+ Cha modifier times per day. Oathsworn can only turn 3 + their oathsworn level per day.

Special: You can take this feat multiple times and its effects stack.

Greater Prayer Penetration

[Channeling]

Your prayers are remarkably potent, breaking through Magic Resistance more readily than normal.

Prerequisite: Prayer Penetration.

Benefit: Creatures with Magic Resistance or Divine Resistance suffer a -1 penalty to their saving throws against your prayers, this stacks with the Prayer Penetration feat.

CHAPTER 5 | Feats

Greater Domain Focus

[Channeling]

Prayers from a domain that you’ve already focused on are even more potent.

Prerequisite: Domain Focus.

Benefit: Add +1 to the DC for all saving throws against prayers from the domain you select, this stacks with the bonus from Domain Focus.

Special: You may take this feat multiple times, each time it must be from a different domain that you’ve already taken Domain Focus in.

Heighten Turning

[Channeling]

You can affect more powerful creatures with your turning or rebuking attempts.

Prerequisite: Cha 13.

Benefit: When you turn or rebuke creatures, you may choose a number no higher than your channeler level. Add that number to your turning check, while subtracting half of that number (round down) from your turning damage roll.

Improved Counterchannel

[Channeling]

You understand the nuances of magic to such an extent that you can counter your opponent’s prayers with great efficiency.

Benefit: When counterspelling, you may use a prayer of the same domain that is one or more levels higher than the target prayer.

Normal: Without this feat, you may counter a prayer only with the same prayer or with a prayer specifically designated as countering the target prayer.

Practiced Channeler

[Channeling]

Choose a channeling class that you possess. The prayers you channel from that class are more powerful.

Prerequisite: Magecraft 4 ranks.

Benefit: Your channeler level for the chosen channeling class increases by 4. This benefit can’t increase your channeler level higher than your Hit Dice. Even if you can’t benefit from the full bonus immediately, however, if you later gain levels of non-channeling classes, you might be able to apply the rest of the bonus.

For example, a human 5th-level cleric/3rd-level fighter who selects from this feat would increase their cleric channeler level from 5th to 8th (since they have 8 Hit Dice). If they later gained a fighter level, they would gain the remainder of the bonus, and their cleric channeler level would become 9th (since they now have 9 Hit Dice).

A character with two or more channeling classes (such as a cleric/oathsworn) must choose which class gains the feat’s effect. This feat does not affect your prayers per day or prayers known. It only increases your channeler level, which increases the duration and other effects of your powers.

Special: You can select this feat multiple times. Each time you choose it, you must apply it to a different channeling class.

Prayer Penetration

[Channeling]

Your prayers are especially potent, more readily breaking through Magic Resistance.

Benefit: Creatures with Magic Resistance or Divine Resistance suffer a -1 penalty to their saving throws against your prayers

Quicken Turning

[Channeling]

You can turn or rebuke creatures with a moment’s thought.

Prerequisite: Ability to make turn or rebuke attempts.

Benefit: You can turn or rebuke creatures as a Swift Action.

Retrieve Prayer

[Channeling]

You can channel raw divine energy to recover a previously channeled prayer.

Prerequisite: Any Channeling feat.

Benefit: As a Standard Action, you can expend turn or rebuke attempts to recover a prayer you have already channeled that day. You must spend a number of turn or rebuke attempts equal to 1 + the level of the prayer you wish to recover. You can recover only prayers within the class that you use turn or rebuke attempts from.

CHAPTER 5 | Feats

Strike Favored Enemy

[Channeling]

You are exceptionally deadly in combat against favored enemies.

Prerequisite: Favored Enemy class feature, base attack bonus +3.

Benefit: You may add your Favored Enemy bonus to all weapon attack rolls made in melee combat and ranged combat against targets within 30 feet when attacking any of your favored enemies.

Normal: You may add your Favored Enemy bonus to Bluff, Perception, Sense Motive, Survival checks as well as weapon damage rolls in melee combat and ranged combat against targets within 30 feet.

Combative Feats

Combative feats all focus on actions in combat. A fighter may only select their bonus feats from the Combative feat list. A hexblade, oathsworn or psychic warrior may select their bonus feats from the Combative feat list or another list specific to that class.

Blind-Fight

[Combative]

You know how to fight in melee without being able to see your foes.

Benefit: In melee, every time you miss because of Concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker does not get Advantage related to hitting you in melee.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dex bonus to DS. Your speed is reduced by half due to the darkness and poor visibility.

Called Shot

[Combative]

You do more damage with pinpoint attacks.

Prerequisite: Dex 13.

Benefit: Before making an attack roll in a round you may choose to subtract a number from all ranged attack rolls and add that number to the damage of each attack. This number cannot exceed your base attack bonus.

Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.

Cleave

[Combative]

You can follow through with powerful blows.

Prerequisite: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and bonus as the attack that dropped the previous creature. You can use this ability once per round.

Close-Quarters Fighting

[Combative]

You are skilled at fighting at close range and resisting grapple attempts.

Prerequisite: Base attack bonus +3.

Benefit: You gain an Attack of Opportunity whenever an enemy attempts to Grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the Grapple unless it has the Improved Grapple feat or a special ability such as Improved Grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra Attacks of Opportunity during a round or allow you to make an Attack of Opportunity when you would be denied one for being surprised, helpless, or in a similar situation.

Normal: Creatures with Improved Grapple, Improved Grab, or similar feats or special abilities do not provoke Attacks of Opportunity when they attempt to start a Grapple.

CHAPTER 5 | Feats

Combat Mage

[Combative]

You are adept at wielding magick in combat.

Benefit: You gain Advantage on Concentration checks made to wield magick or use a mage-like ability, while defensive casting or while you are Grappling or Pinned.

Combat Expertise

[Combative]

You are trained at using your combat skill for defense as well as offense.

Prerequisite: Int 13.

Benefit: When you make an attack in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Defense Score. This number may not exceed your base attack bonus. The changes to attack rolls and DS last until your next action.

Combat Reflexes

[Combative]

You can respond quickly and repeatedly to opponents who let their guards down.

Benefit: When foes leave themselves open, you may make one additional Attack of Opportunity per round. You can still make only one Attack of Opportunity per opportunity.

Normal: A character without this feat can only make one Attack of Opportunity per round and can’t make Attacks of Opportunity while flat-footed.

Special: This feat may allow a class to make additional special actions in a round when the action is used in lieu of an Attack of Opportunity. This feat can be taken more than once, each time it is taken it increases the number of Attacks of Opportunity (or special action equivalents) per round you can make.

Deflect Arrows

[Combative]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectiles or thrown weapons.

Prerequisite: Dex 13.

Benefit: Once per round, when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. If you deflect the ranged weapon with your weapon or shield, it takes damage as normal for combat (thus potentially being sundered or destroyed, see Chapter 6: Equipment). Only a monk with this feat can deflect ranged weapons using this feat without taking damage. Unusually massive ranged weapons and magical ranged attacks can’t be deflected.

Elusive Grappler

[Combative]

You rely on quick techniques, rather than powerful ones, when grappling.

Prerequisite: Dex 13.

Benefit: You can apply your Dexterity modifier, rather than your Strength modifier, in all Grapple checks.

Extra Stunning

[Combative]

You gain extra stunning attacks.

Prerequisite: Stunning Fist, base attack bonus +2.

Benefit: You gain the ability to make two extra Stunning Fist attacks per day.

Special: You can take this feat multiple times. Its effects stack.

Feint from a Distance

[Combative]

You are trained at feinting enemies even when not engaged with them and wielding a ranged weapon.

Prerequisite: Bluff 5 ranks, Point Blank Shot.

Benefit: You can feint with a ranged weapon against a target within 30 feet and cause the opponent to lose their Dexterity bonus to DS against your next ranged attack.

Normal: You can only feint in melee combat.

CHAPTER 5 | Feats

Great Cleave

[Combative]

You can wield a melee weapon with such great strength that you can strike multiple times when you fell your foes.

Prerequisite: Str 13, Cleave, Power Attack, base attack +4.

Benefit: This feat works like Cleave, except there’s no limit to the number of times you can use it per round. You may move one 5 ft. square before each extra attack. You may not exceed half your base movement during the action.

Greater Weapon Focus

[Combative]

You are especially good at using certain weapons.

Prerequisite: Weapon Focus with selected weapons.

Benefit: You gain a +1 bonus on attack rolls with the selected weapons. This stacks with all other bonuses.

Special: You can gain this feat multiple times, each time for a different Weapon Proficiency.

Greater Weapon Specialization

[Combative]

You deal extra damage with the chosen weapons.

Prerequisite: Weapon Focus with selected weapons, Greater Weapon Focus with selected weapons, Weapon Specialization with selected weapons.

Benefit: You gain +2 on damage rolls with the selected weapons. This bonus stacks with other damage bonuses.

Special: You may take this feat multiple times, each time for a different Weapon Proficiency.

Improved Bull Rush

[Combative]

You know how to push opponents back.

Prerequisite: Str 13, Power Attack.

Benefit: You don’t provoke Attacks of Opportunity when you Bull Rush, and you gain Advantage on the opposed Strength check.

Improved Disarm

[Combative]

You know how to disarm opponents in melee combat.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an Attack of Opportunity when you attempt to Disarm, and you gain Advantage on the opposed attack roll.

Improved Feint

[Combative]

You are skilled at misdirecting your opponent’s attention in combat.

Prerequisite: Int 13, Combat Expertise.

Benefit: You can make a Bluff check to Feint in combat as a Move Action.

Normal: Feinting in combat is a Standard Action.

Improved Grapple

[Combative]

You are skilled at grappling opponents.

Prerequisite: Dex 13, Improved Unarmed Strike.

Benefit: You don’t provoke Attacks of Opportunity when you attempt the attack to initiate a Grapple. You also gain +4 on all Grapple checks.

Normal: You provoke Attacks of Opportunity when you start a Grapple.

Improved Initiative

[Combative]

You can react more quickly than normal in a fight.

Benefit: You get +4 on Initiative checks. In addition, if you are flanked your opponents do not gain Advantage against you (but still gain other benefits derived from flanking, such as Sneak Attack if you are denied your Dex modifier).

CHAPTER 5 | Feats

Improved Overrun

[Combative]

You are skilled at knocking down opponents.

Prerequisite: Str 13, Power Attack.

Benefit: When you attempt an Overrun, the opponent may not choose to avoid you. You also gain Advantage on the Strength check to knock them down.

Normal: Without this feat an opponent can choose to avoid or block you.

Improved Precise Shot

[Combative]

Your ranged attacks can ignore the effect of Cover or Concealment.

Prerequisite: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +5.

Benefit: Your ranged attacks ignore the Defense Score bonuses granted by anything less than total Cover, and the miss chance granted by anything less than total Concealment. You also automatically strike the opponent you choose when they are grappling.

Normal: You have to roll randomly when shooting into a Grapple.

Improved Sunder

[Combative]

You are skilled at attacking your opponent’s weapons and shields, as well as other objects.

Prerequisite: Str 13, Power Attack.

Benefit: When you strike at an object held or carried by an opponent, you do not provoke Attacks of Opportunity. You also gain Advantage on the attack roll to hit an object held by another character.

Normal: You provoke Attacks of Opportunity when you try to strike an object held by an opponent.

Improved Trip

[Combative]

You are trained not only in tripping opponents safely but also in following through with an attack.

Prerequisite: Int 13, Combat Expertise.

Benefit: You do not provoke an Attack of Opportunity when you attempt to Trip an opponent while you are unarmed. You also gain Advantage on your Strength check to Trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the Trip attempt.

Normal: Without this feat, you provoke an Attack of Opportunity when you make a Trip attempt.

Improved Unarmed Strike

[Combative]

You are skilled while fighting unarmed.

Benefit: You are considered to be armed even if you’re unarmed and thus don’t provoke Attacks of Opportunity with unarmed strikes. Your attacks can also deal lethal or nonlethal damage.

Normal: You provoke Attacks of Opportunity when attacking unarmed and you deal only nonlethal.

Increased Precision

[Combative]

You may make precise shots at range.

Prerequisite: Base attack bonus +2.

Benefit: The range at which you can make Sneak Attacks and use your Point Blank Shot feat is increased by 30 ft.

Special: You can only take this feat up to three times.

Mounted Archery

[Combative]

You are skilled at using ranged weapons while mounted.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: The penalty you take while mounted is halved, -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if it’s running.

CHAPTER 5 | Feats

Mounted Combat

[Combative]

You are skilled at mounted combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round, when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Essentially, the Ride check result becomes the mount’s Defense Score if it’s higher than the mount’s normal DS.

Point Blank Shot

[Combative]

You are skilled with making well-placed shots with ranged weapons at close range.

Benefit: You get a +1 on attack and damage rolls with ranged weapons at ranges up to 30 feet.

Power Attack

[Combative]

You can make exceptionally powerful melee attacks.

Prerequisite: Str 13.

Benefit: Before making an attack roll in a round you may choose to subtract a number from all melee attack rolls and add that number to the damage of each attack. This number cannot exceed your base attack bonus. Special: If you attack with a two-handed weapon or a one-handed weapon wielded in two hands, instead add double the number subtracted.

Precise Shot

[Combative]

You are skilled at timing and aiming ranged attacks.

Prerequisite: Point Blank Shot.

Benefit: You can shoot or throw a ranged attack at an opponent engaged in melee combat without taking a -4 penalty.

Quick Draw

[Combative]

You can draw weapons with startling speed.

Benefit: You can draw a weapon as a Free Action, or a hidden weapon as a Move Action. A character with this feat may throw weapons at their full normal rate of attack for a Full Attack.

Normal: Normally you have to draw weapons as a Move Action and draw a hidden weapon as a Standard Action.

Rapid Stunning

[Combative]

You can use your stunning attacks in rapid succession.

Prerequisite: Combat Reflexes, Stunning Fist, base attack bonus +3.

Benefit: You may use one additional Stunning Fist (or other special attack that counts against your daily limit of Stunning Fist) per round.

Normal: You may only attempt a Stunning Fist (or any other special attack that counts against your daily limit of Stunning Fist) once per round.

CHAPTER 5 | Feats

Snatch Arrows

[Combative]

Prerequisite: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Spirited Charge

[Combative]

You are trained at making a devastating mounted charge.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: When mounted and using a Charge attack you deal double damage with a melee weapon (or triple with a weapon from the Spear category).

Stunning Fist

[Combative]

You know how to strike opponents in vulnerable areas.

Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +2.

Benefit: You must declare that you are using this feat before you make your first attack roll (thus a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Constitution save (DC = 10 + 1/2 character level + your Wis modifier), in addition to dealing damage normally. A defender that fails the saving throw is Stunned for 1 round (until just before your next action). A Stunned character drops held items, loses their Dex bonus to DS, and takes a -2 to DS. You may attempt a Stunning Fist once per day for every 4 levels you have but not more than once per round.

Supernatural Instincts

[Combative]

Your uncanny insight enables you to take advantage of the subtle opportunities created when an opponent uses supernatural abilities against you.

Prerequisite: Combat Reflexes.

Benefit: When a creature you threaten uses a supernatural ability, it provokes an Attack of Opportunity from you. Unlike a magick or a mage-like ability, though, a successful hit does not require the target to succeed on a Concentration check to continue to make use of the supernatural ability.

Normal: Supernatural abilities do not provoke Attacks of Opportunity.

Trample

[Combative]

You are trained in using your mount to knock people down.

Prerequisite: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to Overrun your opponent while mounted your target cannot choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard Advantage on attack rolls against Prone targets.

Two-Weapon Fighting

[Combative]

You can fight with a weapon in each hand.

Prerequisite: Dex 15.

Benefit: You gain a second attack you can make as a Standard Action, but take a -1 penalty to both attack rolls. If you wield two weapons that are both one-handed, this penalty increases to -2. Alternatively, you can sacrifice this second attack to pin the shield of an opponent you are engaged with. You can only do so if your opponent is one Size Category larger than you or less. An opponent with a pinned shield cannot use their shield for 1 round, losing any benefits or actions with it.

Normal: You gain Disadvantage on both attacks and a -4 penalty on the attack roll.

Weapon Finesse

[Combative]

You are especially skilled at using weapons that benefit as much from Dexterity as Strength.

Prerequisite: Dex 12.

Benefit: You may use your Dex bonus instead of your Str bonus on attack and damage rolls with any of the following Weapon Proficiency groups: Knives, Lashes, or Swords. When using one of these groups with a Martial Maneuver, you can switch from Str as the relevant ability modifier to Dex for saving throw calculations.

CHAPTER 5 | Feats

Weapon Focus

[Combative]

You are especially good at using the chosen weapon group.

Prerequisite: Proficiency with the selected weapons, base attack bonus +1.

Benefit: You gain a +1 on attack rolls with the selected weapons within the Weapon Proficiency.

Special: You can gain this multiple times, each for a different Weapon Proficiency.

Weapon Specialization

[Combative]

You deal extra damage with the chosen weapon group.

Prerequisite: Weapon Focus with the selected weapons.

Benefit: You gain +2 damage on all attacks with the selected weapons.

Special: You can gain this multiple times, each for a different weapon proficiency.

Composition Feats

Composition feats make Bardic Music effects more enchanting, captivating or provide greater versatility to bards. Only characters with the Bardic Music class feature may take Composition Feats.

Amplification

[Composition]

You are capable of amplifying the effects of your Bardic Music such that your Chorus is greater than your current strength belies.

Benefit: You are treated as two Bard levels higher for determining the size of your Chorus.

Auspicious Daring

[Composition]

You are daring beyond your peers, and rarely make bets that fail. Even if those bets do fail, you don’t suffer as much.

Benefit: If you fail a Gambit, you take only a -1 penalty on d20 rolls until your next turn.

Normal: If you fail a Gambit, you take a -2 penalty on d20 rolls until your next turn.

Dragon Lore

[Composition]

You have studied at the Catalogues of Enlightenment, ancient texts of Draconic or maybe even under the tutelage of a Dragon, granting your esoteric knowledge far beyond your peers.

Prerequisite: Cha 13, Knowledge (arcana) 5 ranks, Perform 7 ranks, Speak Language: Draconic or trip to the Catalogues of Enlightenment.

Benefit: You gain Advantage on Bardic Knowledge checks.

Extra Bardic Music

[Composition]

You gain an additional Bardic Music effect

Prerequisite: Bard level 5th.

Benefit: You add a Bardic Music effect or one of your Bardic Music Tradition effects to your list of known Bardic Music.

Extra Performance

[Composition]

You gain additional daily uses of Bardic Music.

Benefit: Your number of daily uses of Bardic Music increases by two.

CHAPTER 5 | Feats

General Feats

General feats do not fall into any other category that relates the feats as a whole. Anyone can take a General Feat provided they meet the requirements.

Armor Proficiency

[General]

You have studied now to properly adorn, wear and fight in armor.

Benefit: You gain Proficiency in either Light, Medium or Heavy Armor.

Normal: Without Proficiency in armor you have penalties adorning, wearing and fighting in armor and do not gain all of the armor’s benefits (see Chapter 6: Equipment).

Special: This feat can be taken multiple times, each time it applies to a different Armor category (Light, Medium or Armor).

Diehard

[General]

You can remain conscious after attacks that would fell others.

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. When reduced to negative hit points, you may choose to act as if you were Disabled, rather than Dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were Disabled, you immediately fall Unconscious.

When using this feat, you can take either a single Move Action or Standard Action each turn, but not both, and you cannot take a Full Action. You can take a Move Action without further injuring yourself, but if you perform any Standard Action (or any other action the DM deems strenuous, such as wielding quickened magick) you take 1 point of damage after completing the act. If you fall to -10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between -1 and -9 hit points is Unconscious and Dying.

CHAPTER 5 | Feats

Forensics

[General]

You can discern the cause of death of a creature and follow the trails of creatures and characters across most types of terrain.

Benefit: You can discern the cause of death of any corpse you examine with a successful Perception check (DC 20). Success indicates that you know what killed the person, the size and approximate strength of any attacker responsible and any other key information the DM wishes to impart.

To find tracks or to follow them for 1 mile requires a successful Perception check. You must make another Perception check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

Surface Perception DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Condition Perception DC modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1 --
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor Visibility2 --
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category.

### Skill Focus
[General]

Choose a skill that you gain a bonus on.

Benefit: You gain a +3 bonus on the chosen skill.

Special: You can gain this feat multiple times, each for a different skill.

Shield Proficiency

[General]

You have studied now to properly wear and fight with a shield.

Benefit: You gain Proficiency in Shields.

Normal: Without Proficiency in Shields you have penalties fighting with a shield and do not gain all of the shield’s benefits (see Chapter 6: Equipment).

CHAPTER 5 | Feats

Soul Binding

[General]

You have studied and learned how to open yourself up through rituals to having a Vestige bound to your soul: the ancient and forbidden practice of Pact Magick.

Prerequisite: Concentration 4 ranks, Knowledge (history) 5 ranks.

Benefit: You practice the calling of Vestiges and creating a pact to house them within your soul. You can attempt to make a pact as a Standard Action. To make a pact with a Vestige, you must make a binding check (1d20 + Cha modifier + any bonuses - any penalties); you gain a +1 bonus for each you qualify for in the Vestige descriptions, same for penalties (see Chapter 7: Magick). If you have the maximum number of ranks in Knowledge (history) for your level, you gain Advantage on this check. The DC for this check is provided in the description of each Vestige (including relevant modifiers – see Chapter 7: Magic). You must make the perilous pact alone; others cannot aid you in any way (i.e. bonuses outside of your own, regardless of the source are not counted).

If the binding check succeeds, you gain uninfluenced power granted by the Vestige for 24 hours. During that time, you cannot rid yourself of the Vestige.

If you fail the binding check, you may still bind the vestige if you allow the Vestige to influence your decisions. This is known as a “bad pact” and you are unable to suppress the Vestige’s mark of the beast. If you do not want to be under the Vestige’s influence, the Vestige refuses to answer your call in a “bad pact”.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means, nor can they be suppressed except by an anti-magic field or similar effect.

You can only ever soul bind with a single Vestige. When you first learn Soul Binding, you roll d100 and consult the Vestiges table in Chapter 7. You gain knowledge of either the Vestige rolled or the Vestige above or below that one. Every other level up thereafter, you can choose to roll again on the Vestiges table using the same rules at the time you gained Soul Binding or selecting one Vestige up or down for a Vestige you currently know.

Special: Soul Binding is a powerful feat but note that Pact Magick carries with it significant role-playing considerations. In addition to the role-playing requirements for “bad pacts” – Rhedrah tends to fear these so-called Binders; there are few examples of ‘sharing’ one’s soul with another creature that ends well to say nothing of the fact that the mark of the beast and influence of the Vestige cause many to fear binders. The DM and Player should discuss prior to the selection of this feat to make sure both parties are privy to the repercussions with selecting the feat.

Warlock

[General]

You have agreed to sell your soul to become a Warlock. Some Warlocks are holdovers of false gods; believing in gaining power in return for a metaphysical trinket. Others believe the sale to simply be a requirement of a powerful ritual. Whatever the truth, none can deny that the Eldritch Magick a Warlock gains is real and potent.

Prerequisite: Must agree to sell soul in elaborate ritual.

Benefit: You gain access to the Warlock template based upon the ritual type selected (see Chapter 7: Magick). If you die, there is no way to raise you as your soul is lost.

For more information on Eldritch Magick and Invocations see Chapter 7: Magick.
Warlock rituals vary, but they all have one common practice: the relinquishing of the warlock’s soul in return for eldritch powers. The nature of the ritual dictates some of the warlock’s future journey, primarily the color of their Eldritch Magick and some of their Invocations. The color symbolizes the nature of the ritual; some of which could have been done under noble intentions while others malevolent. Warlocks recognize this, and most use it to their advantage to make their enemies second-guess the warlock’s intentions so the warlock can play upon their enemies’ heart-strings.

  • Black Eldritch Magick: You engaged in Rituals known as the “Pact of Damnation.” These are warlocks who did not wish for anything other than to spread suffering. They look upon the trade as a reward for their cruelty…not an actual ritualistic exchange. As such, even those nations that have not outright outlawed warlocks, move quickly to eliminate a warlock demonstrating black eldritch magick.
  • Blue Eldritch Magick: You engaged in rituals known as the “Pact of Protection.” These warlocks traded their souls for protection. They may have sought to protect just themselves, or another or something even greater (like a nation or an institution).
  • Green Eldritch Magick: You engaged in rituals known as the “Pact of Power.” These are warlocks who desired power, pure raw unbridled power. As these warlocks tend to be megalomaniacs no matter how they spin or justify their choices, most treat them as little better than those undergoing the Pact of Damnation.

CHAPTER 5 | Feats

  • Indigo Eldritch Magick: You engaged in rituals known as the “Pact of Deception.” These warlocks are some of the most insidious of warlocks. This is due to the fact that they either tricked someone resulting in that person’s death to gain their powers or were tricked into selling their soul. The former pretend to be the latter, and the latter assume no one ever trusts them.
  • Orange Eldritch Magick: You engaged in rituals known as the “Pact of Creation.” Warlocks of this sort wanted to create something. Some are mad, possibly responsible for the propagation of aberrations; others wanted something as simple as inspiration for art or to be able to have a child.
  • Red Eldritch Magick: You engaged in rituals known as the “Pact of Passion.” These warlocks traded their souls in an act of love. In some cases this was a dark act, meant to force someone into loving something they didn’t. Other cases were to save someone they loved.
  • Violet Eldritch Magick: You engaged in rituals known as the “Pact of Life.” These are warlocks who sought eternal youth, saves from certain death, extensions of their life or some other means to protect or have power over life.
  • White Eldritch Magick: According to legend, warlocks can sometimes regain their soul or find a way to invalidate or force the other party to relinquish their soul This is exceedingly rare, if even true, and given rise to the legend of the “Pact of Redemption.”
  • Yellow Eldritch Magick: Warlocks whose eldritch magick is yellow engaged in rituals known as the “Pact of Dominion.” These are warlocks sought power over another, or to rule. As these individuals share a lot in common with those warlocks from the Pact of Power, they are usually just as dangerous and vilified.

Special: Warlock is a powerful feat but note that Eldritch Magick carries with it significant role-playing considerations. Rhedrah vilifies warlocks and even those that were tricked are feared due to the dark powers; most believe that the Rituals corrupt warlocks so even noble-acting ones eventually succumb to the corruption of the act. The DM and Player should discuss prior to the selection of this feat to make sure both parties are privy to the repercussions with selecting the feat.

Weapon Proficiency

[General]

You have studied now to properly wield the weapons in a particular category in combat.

Benefit: You gain Proficiency in either Axes, Blowguns, Bows, Clubs, Crossbows, Hammers, Hooks, Knives, Lashes, Projectiles, Spears, Staves or Swords.

Normal: Without Proficiency in a weapon category you have penalties wielding those weapons in combat (see Chapter 6: Equipment).

Special: This feat can be taken multiple times, each time it applies to a different Weapon category (Axes, Blowguns, Bows, Clubs, Crossbows, Hammers, Hooks, Knives, Lashes, Projectiles, Spears, Staves, Swords).

CHAPTER 5 | Feats

Metamagick Feats

Metamagick feats modify how magick works. Metamagick feats with the word ‘magick’ in their name can be taken by all mages but only work for one magick type (selected at the time of selection) if the mage wields multiple forms.
Metamagick feats require an ability check; which ability depends on the magick wielded. A mage uses whatever ability is tied to their particular magick-wielding they took the feat for (e.g. mages that are split-class must track which metamagick feats they are taking for which magick). If the check fails the mage may still complete the feat but at a higher cost of magickal power or the attempt may fizzle (depending on the roll). Success can also result in less magickal power necessary.

When wielding magick, a mage can choose to apply metamagick to it at the time of wielding. Doing so costs the mage an Attack of Opportunity (thus possibly preventing their Counterspell response depending on their level, an Attack of Opportunity or limiting the number of metamagick they can wield). A mage can apply as many metamagick feats as they like (providing they know them), but the more selected the harder the DC becomes. The DC is 8 + magick’s level + metamagick feat cost. After selecting how much metamagick to apply, the mage makes their ability check and consults the table below.

Check Roll Magick Level to Wield
< 10 below DC Magick Level +6
< 5 below DC Magick Level +4
< DC Magick Level +2
DC Magick Level
> 2 above DC Magick Level -1
> 5 above DC Magick Level -2
> 10 above DC Magick Level -3
> 15 above DC Magick Level -4

Based on the mage’s roll, they expend the necessary energy to power the metamagick of their magick. This energy comes from other mysteries, powers, prayers or spells as necessary unless they beat the DC. If the mage succeeds so well that they need less energy than necessary, the mage decides whether to wield the magick as a lower level. For some mages, this may mean that they sacrifice a different magick and keep their own spell (for example, a cleric or wizard who prepares their magicks in advance). For psions/psychic warriors the power point cost for metamagick could be less than normal or be above their ability to manifest. In such a situation or if the increase in level is more than the mage can afford the mage selects whether to wield the magick with a drawback (DM selects), wild magick or simply let the magick fizzle (see below).

For example, a mage is wielding a 5th-level magick with a 5 point metamagick cost. The DC is 18. If the mage rolls a 12, they have failed and must expend a 9th-level magick to wield the metamagick (i.e. their roll is less than 5 of the DC, so 5th-lvl + 4 levels = 9th-lvl). If the mage rolls 19, the mage wields the metamagic effect as a 5th-level magick (i.e. 19 is not 2 above the DC so the mage does not get a reduction on the cost).

If the mage cannot wield the metamagick, they can simply fizzle the attempt. Alternatively, they can select to wield the magick but also have a Wild Magick effect occur (see Chapter 7: Magick) or wield the magick with a drawback. The drawback is open to DM interpretation but usually involves the reverse of the metamagick applied (i.e. the mage is very loud, or the magick’s target or area is shifted or reduced, damage is lessened, etc.).

Bounce Magick

[Metamagick]

You can use other creatures’ bodies as the source of any magick you cast.

Prerequisite: Enlarge Magick.

Benefit: You can wield magick at a primary target within the magick’s normal range, but instead of being affected, it becomes the new source of the magick. You choose a secondary target, and the magick goes off as if the primary target was the magick’s wielder, calculating range and line of effect from that point. You must still be able to see the secondary target.

Metamagick Cost: 4.

Chain Magick

[Metamagick]

You can wield magicks that arc to hit other targets in addition to the primary target.

Benefit: You can chain any magick that affects a single target and that deals damage. After the primary target is struck, the magick can arc to a number of secondary targets equal to your mage level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw if one is allowed by the magick. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Metamagick Cost: 6.

CHAPTER 5 | Feats

Cone Control

[Metamagick]

You are able to direct any magick with an area of effect of ‘cone’ at specific targets rather than covering an area.

Prerequisite: The ability to cast an offensive spell with a ‘cone’ area of effect.

Benefit: When this feat is used, the magick no longer has a ‘cone’ area of effect. Instead, the caster may direct a blast of the attack at one target for every 5 feet of the cone’s maximum length. Thus, if a cone had a maximum width of 25 ft., up to five creatures could be targeted with this feat. This feat does not increase the range of the magick; all targets must still be within the magick’s range.

All targets are allowed saves and are otherwise treated exactly as if they had been caught in the blast of a cone effect.

Metamagick Cost: 4.

Empower Magick

[Metamagick]

You can wield magick to greater effect.

Benefit: All variable, numeric effects of empowered magick is increased by one-half (1.5 x damage, healing, targets affected, etc.).

Metamagick Cost: 2.

Enhance Magick

[Metamagick]

You can increase the damage potential of wielded magicks.

Benefit: The damage cap for your magick increases accordingly: up to 10 dice for magicks that deal a number of dice of damage equal to mage level or up to 5 dice for magicks that deal a number of dice of damage equal to half mage level or up to 2 dice for all other magick damage types.
You must possess the levels to increase the damage cap. For example, if a 14th-level wizard enhances a fireball spell, it only deals 14d6 fire damage (not 20d6).

Metamagick Cost: 8.

Enlarge Magick

[Metamagick]

You can wield magick farther than normal.

Benefit: You may increase the range of magick with a range of Close, Medium, or Long by 100%. Magick without the indicated ranges can’t be enlarged.

Metamagick Cost: 2.

Explosive Magick

[Metamagick]

You can cast spells that blast creatures off their feet.
Benefit: On a failed Reflex save, an explosive magick ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.

For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest hex outside the perimeter of the spell’s 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their save to outside the area defined by the hexes the bolt’s line passes through. Any creature moved in this manner also takes an additional 1d6 points of bludgeoning damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of bludgeoning damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke Attacks of Opportunity.

Explosive Magick can be applied only to magicks that allow saves and affect an area (a cone, cylinder, line, or burst). Magicks altered with this feat can deal damage to structures where normally they would not (i.e. this turns these magicks can destroy walls and barriers like siege weapons).

Metamagick Cost: 4.

Extend Magick

[Metamagick]

You can wield magicks that last longer than normal.

Benefit: An extended magick lasts twice as long as normal. A magick with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Metamagick Cost: 2.

CHAPTER 5 | Feats

Heighten Magick

[Metamagick]

You can wield a magick as if it were a higher level magick than it actually is.

Benefit: You actually raise the magick’s effective level, all effects depending on magick level are calculated at the new magick level.

Metamagic Cost: ([Desired Magick Level] – [Current Magick Level]) x 2.

Incantatrix

[Metamagick]

You are particularly adept at applying metamagick to your magick.

Benefit: You gain a +1 bonus when you roll to apply metamagick to your magicks.

Leyline of Magick

[Metamagick]

You can wield a magick without line of sight or line of effect to the target.

Prerequisite: Any two metamagick feats.

Benefit: You can apply this feat to a magick which enables it to affect a target even if you do not currently have line of sight or line of effect. The target must still be within the magick’s maximum range, and you must have had line of sight and line of effect within a number of rounds equal to your relevant magick-wielding ability modifier. The target gains a bonus on their save, if any, equal to the number of rounds since you had line of sight or effect. You cannot apply this feat to any magick that requires a touch or ranged touch. Wielding magick with Leyline of Magick is a Full Round Action.

Normal: You must have line of effect or line of sight to target a creature or object with magick.

Metamagick Cost: 8.

Maximize Magick

[Metamagick]

You can wield magick to maximum effect.

Benefit: All variable, numeric effects are maximized. An empowered and maximized magick gains the separate benefits of each feat: the maximum results plus one-half the normally rolled result.

Metamagick Cost: 8.

Opportunity Magick

[Metamagick]

You can make magick-enhanced Attacks of Opportunity.

Prerequisite: Combat Reflexes.

Benefit: When you make an Attack of Opportunity, you can use any magick you know with a range of touch, if you have at least one hand free.

You cannot use this feat with a touch magick whose wielding time is longer than a Full Action.

Normal: Attacks of Opportunity can be made only with melee weapons.

Metamagick Cost: 4.

Quicken Magick

[Metamagick]

You can wield magick with a moment’s thought.

Benefit: You may wield a magick as a Swift Action that doesn’t provoke an Attack of Opportunity. You may only wield one quickened magick in a round. Magick whose casting time is longer than 1 round cannot be quickened.

Metamagick Cost: 8.

Reach Magick

[Metamagick]

You can wield touch-range magicks without touching the target.

Prerequisite: Any metamagick feat.

Benefit: You can wield magick that normally has a range of touch at any target within 30 feet. The magick effectively becomes a ray, so you must succeed on a ranged attack to bestow the magick upon the recipient

Metamagick Cost: 8.

CHAPTER 5 | Feats

Repeat Magick

[Metamagick]

You can wield a magick that repeats on the following round.

Prerequisite: Any metamagick feat.

Benefit: A repeated magick is automatically wielded again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second magick originates from the same location and effects the same area as the original magick. If the original magick designates a ranged target, the repeated magick affects the same target if it is within 30 feet of its original position; otherwise, the second magick fails. Touch magicks cannot be affected by this feat.

Metamagick Cost: 6.

Shape Magick

[Metamagick]

You can create “holes” in your magickal effects in order to avoid your enemies.

Prerequisite: Cone Control.

Benefit: You can alter the area and effect of magicks that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the magick’s area or effect that are not subject to the magick. The minimum dimension for these spaces is a 5-foot cube. Thus, you could cast a fireball and leave a hole where your ally stands, preventing any damage.

Metamagick Cost: 8.

Silent Magick

[Metamagick]

You can wield magick silently.

Benefit: A silent magick can be wielded with no verbal component. There is no point in manipulating a power with this metamagick, as psionic powers by default do not have verbal components.

Metamagick Cost: 2.

Split Ray

[Metamagick]

Your ray magicks can affect an additional target.

Prerequisite: Any metamagick feat.

Benefit: You can cause any ray magick to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Metamagick Feat: 4.

Still Magick

[Metamagick]

You can wield magick without gestures.

Benefit: A stilled magick can be wielded with no somatic components. Magick without somatic components are not affected. There is no point in manipulating a power with this metamagick, as psionic powers by default do not have somatic components.

Metamagick Cost: 2.

Sustain Magick

[Metamagick]

You can grant magick that requires concentration a measure of sustaining autonomy.
Prerequisite:Extend Magick.

Benefit: A sustained magick can only be wielded if it requires concentration. The magick operates for the duration without you needing to concentrate on it. There is no point in manipulating magick with this effect if it does not require concentration as the metamagick will do nothing.

Metamagick Cost: 4.

CHAPTER 5 | Feats

Transmute Magick

[Metamagick]

Your knowledge of a particularly aligned magick is so intimate that you can transmute its damage to another damage type related to the particular magick type.

Prerequisite: Domain Focus, Path Focus, Psionic Focus or Spell Focus.

Benefit: Whenever you wield damage-dealing magick of the type associated with the prerequisite, you can alter the damage from its base type to another type associated with that magick. Altering this damage within one degree has a metamagick cost that escalates with increasing degrees. Note that not all of the subsets of magick have associated damage types. Special: You can take this feat multiple times, each time it applies to a different subset per your ‘focus’ feat prerequisite. Metamagic Cost: 1st Degree-2, 2nd Degree-4, and 3rd-Degree-6. See below table for magick subsets and damage degree differences.

Arcane Magick

Magic Subset 1st Degree 2nd Degree 3rd Degree
Abjuration -- Cold, Electricity, Fire Mystic
Conjuration Acid Cold, Electricity or Fire Bludgeoning, Piercing or Slashing
Divination -- Necrotic Mystic
Enchantment -- Psychic Mystic
Evocation Cold, Electricity or Fire Acid Force
Illusion Psychic Acid Mystic
Necromancy Necrotic -- Radiant
Transmutation -- Necrotic Mystic

Divine Magick

Magic Subset 1st Degree 2nd Degree 3rd Degree
Air Electricity Cold or Fire Mystic, Nonlethal or Radiant
Death Necrotic Force or Venom Electricity, Fire or Mystic
Deception Venom Acid, Necrotic Cold, Electricity or Mystic
Earth Acid Fire or Force Cold, Necrotic or Psychic
Fire Fire Electricity or Radiant Acid, Psychic or Sonic
Life Radiant Nonlethal or Sonic Acid, Cold or Psychic
Magic Mystic Fire or Radiant Acid, Nonlethal or Venom
Mind Psychic Necrotic or Nonlethal Cold, Electricity or Fire
Peace Nonlethal Mystic or Radiant Cold, Electricity or Fire
Truth Sonic Psychic or Radiant Acid, Cold or Fire
War Force Fire or Necrotic Acid, Cold or Psychic
Water Cold Acid or Electricity Mystic, Necrotic or Venom

Psionic Magick

Magic Subset 1st Degree 2nd Degree 3rd Degree
Clairsentience -- Psychic --
Metacreativity -- -- Force
Psychokinesis Acid, Cold, Electricity or Fire Psychic Sonic
Psychometabolism -- -- Necrotic, Radiant or Venom
Psychoportation -- Cold, Electricity or Fire Psychic
Telepathy Psychic Cold, Electricity or Fire Nonlethal

Shadow Magick

Magic Subset 1st Degree 2nd Degree 3rd Degree
All Paths Cold Necrotic or Psychic Mystic

CHAPTER 5 | Feats

Twin Magick

[Metamagick]

You can simultaneously wield a single magick twice.

Prerequisite: Any metamagick feat.

Benefit: Wielding a twinned magick causes the magick to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the magick (including target and area), are applied to both magicks, with affected creatures receiving all the effects of each magick individually (including getting two saving throws if applicable).

A magick whose effects wouldn’t stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned. For example, a twinned charm person doesn’t create a more potent or longer-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagick feats, twinning a magick does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned magick.

Metamagick Cost: 8.

Widen Magick

[Metamagick]

You can increase the area of your magick.

Benefit: You can alter a burst, emanation, line or spread shaped magick to increase its area. Any numeric measurement of the magick’s area increases by 100%.

Metamagick Cost: 6.

CHAPTER 5 | Feats

Psionic Feats

Psionic feats are feats that require the character to use the power of their mind to accomplish superhuman or uncanny abilities. Only individuals with psionic capabilities (either through class levels, or racial abilities) may take psionic feats.

Body Equilibrium

[Psionic]

You mentally adjust your body’s equilibrium to correspond to whatever you’re standing on.

Prerequisite: Dex 13.

Benefit: You can walk on water, quicksand, even a spider’s web without breaking through. You can move any amount along these surfaces but cannot end your movement on them without breaking through. Additionally, you halve any damage taken from falls.

Expanded Knowledge

[Psionic]

You learn another power.

Prerequisite: Manifester level 3rd.

Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. For example, a 7th-level psion gains either a new 1st, 2nd, or 3rd-level power. You can choose any power, including powers from another discipline’s list or even from another class’s list.

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

Ghost Attack

[Psionic]

Your deadly strikes against incorporeal foes always find their mark.

Prerequisite: Base attack bonus +1.

Benefit: To use this feat, you must expend an unused Martial Maneuver. When you make a melee attack or ranged attack against an incorporeal creature, you can make two percent rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made. If your attack misses, you still expend your Martial Maneuver.

Greater Psionic Focus

[Psionic]

You can use meditation to focus your powers.

Prerequisite: Psionic Focus.

Benefit: Add +1 to the DC for all saving throws against powers from the Discipline you select, this stacks with the bonus from Psionic Focus.

Special: You may take this feat multiple times, each time it must be from a different Discipline that you’ve already taken Psionic Focus in.

CHAPTER 5 | Feats

Greater Power Penetration

[Psionic]

Your powers are especially potent at breaking through Magic Resistance.

Prerequisite: Power Penetration.

Benefit: Creatures with Magic Resistance or Power Resistance suffer a -1 penalty to their saving throws against your powers. This bonus stacks with the bonus from Power Penetration.

Improved Countermanifest

[Psionic]

You understand the nuances of magic to such an extent that you can counter your opponent’s powers with great efficiency.

Benefit: When counterspelling, you may use a power of the same disciple that is one or more levels higher than the target power.

Normal: Without this feat, you may counter a power only with the same power or with a power specifically designated as countering the target power.

Instinctive Dispatcher

[Psionic]

You always make good on your threats.

Prerequisite: Base attack bonus +3.

Benefit: To use this feat, you must expend an unused Martial Maneuver. Whenever you threaten a living foe with a critical hit on a melee attack, you can choose to confirm the critical automatically.

Normal: Any hit that threatens a critical must be confirmed with an additional successful attack roll.

Power Penetration

[Psionic]

Your powers are especially potent, breaking through Magic Resistance more readily than normal.

Benefit:Creatures with Magic Resistance or Power Resistance suffer a -1 penalty to their saving throws against your powers.

Practiced Manifester

[Psionic]

Choose a manifesting class that you possess. The powers you manifest from that class are more powerful.

Prerequisite: Magecraft 4 ranks.

Benefit: Your manifester level for the chosen manifesting class increases by 4. This benefit can’t increase your manifester level higher than your Hit Dice. Even if you can’t benefit from the full bonus immediately, however, if you later gain levels of non-manifesting classes, you might be able to apply the rest of the bonus.

For example, a human 5th-level psion/3rd-level fighter who selects from this feat would increase their psion manifester level from 5th to 8th (since they have 8 Hit Dice). If they later gained a fighter level, they would gain the remainder of the bonus, and their psion manifester level would become 9th (since they now have 9 Hit Dice).

A character with two or more manifesting classes (such as a psychic warrior/psion) must choose which class gains the feat’s effect. This feat does not affect your powers per day or powers known. It only increases your manifester level, which increases the duration and other effects of your powers.

Special: You can select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class.

Psionic Focus

[Psionic]

You can endow your manifestations with more concentrated focus.

Benefit: You gain +1 to the DC for powers from a discipline of your choice.

Special: You can gain this feat multiple times, each for a different disciple.

Psionic Fist

[Psionic]

You can charge your unarmed strike or natural weapon with additional damage potential.

Prerequisite: Str 13.

Benefit: To use this feat, you must expend an unused Martial Maneuver. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of psychic damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Martial Maneuver.

CHAPTER 5 | Feats

Psionic Retainment

[Psionic]

You can use your psionic metabolism to aid your ability to retain your Martial Maneuvers when you would otherwise expend them.

Prerequisite: Psychic Warrior level 4th.

Benefit: As an Immediate Action, you can spend 5 power points to maintain a Martial Maneuver, even if you have just taken an action that would normally expend it.

Psionic Ritual

[Psionic]

You have developed a ritual using psionic magick.

Prerequisite: Manifester level 3rd.

Benefit: You develop a Ritual at your current manifester level.

Psionic Shot

[Psionic]

You can charge your ranged attacks with additional damage potential.

Prerequisite: Point Blank Shot.

Benefit: To use this feat, you must expend an unused Martial Maneuver. Your ranged attack deals an extra 2d6 points of psychic damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Martial Maneuver.

Psionic Weapon

[Psionic]

You can charge your melee weapon with additional damage potential.

Prerequisite: Str 13.

Benefit: To use this feat, you must expend an unused Martial Maneuver. Your attack with a melee weapon deals an extra 2d6 points of psychic damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Martial Maneuver.

Solicit Psicrystal

[Psionic]

By taking a gem of 100 gp or more, you can place a piece of your psyche into the gem to create a psicrystal.

Prerequisite: Power points 11 or more.

Benefit: You can create a Psicrystal (see Chapter 7: Magick) provided you can obtain one of the six gem types of Psionics worth at least 100 gp or more. Creating a psicrystal requires 1 day of intense meditation and psionic introspection with the gem and an expenditure of 50 XP.

Wounding Attack

[Psionic]

Your vicious attacks wound your foe.

Prerequisite: Base attack bonus +4.

Benefit: To use this feat, you must expend an unused Martial Maneuver. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Martial Maneuver.

CHAPTER 5 | Feats

Racial Tradition

Racial Tradition feats are traditions specific to particular races of Rhedrah that are known only to those races or are a magick unique to them. All Racial Tradition feats have a racial requirement in order to take them although not all members of that race will be able to meet the requirements.

Algorithm Arcane

[Racial Tradition]

You are skilled in applying the Gnomish creativity and meticulous study to either the Arcane School of Divination or Illusion, however, you can’t master both without further study due to their natural opposition to each other.

Prerequisite: Gnome race, Bounce Magick (if Illusion selected) or Greater Spell Focus (if Divination selected).

Benefit: When you select this feat, select one of the options below. You may not change your selection thereafter.

  • Divination: Selecting this option allows you to sacrifice a prepared divination spell as a Standard Action whenever you are presented with a mystery, puzzle or similar conundrum. You may make an assertion that can be true or untrue (such as “The half-orc did it” or “if I pull this lever, the door will open”). The DM makes a secret percentile roll (chance of success equals 70% + 1% per character level), if the roll is successful, the DM gives you a correct “True” or “Untrue” answer to the assertion. If the roll fails, the DM provides no information. The DM is always free to determine that you do not have enough information to make this divinatory deduction (especially for philosophical statements), but in this case the divination spell slot is not sacrificed.
  • Illusion: Selecting this option reduces the metamagic cost of the Bounce Magick feat by 2 and you can utilize your illusions as primary targets.

Note: You can select this feat more than once; the other selection must be whichever school of magick you did not select the first time.

Arcane Archery

[Racial Tradition]

You are one of the Elven practitioners of the ancient tradition known as Arcane Archery; imbuing the Elven skill with a bow and their natural affinity for magick.

Prerequisite: Elf or Half-Elf race, Point Blank Shot, Bows Weapon Proficiency, Arcane caster level 3rd.

Benefit: When you select this feat, select one of the options below. You may select an option again at every other level you gain after taking this feat. Selections are cumulative.

  • Whenever you draw back an arrow, it automatically gains the equivalent of any +1 enhancement property you desire that is arcane-based (see Chapter 6: Equipment). Selecting this option again increases the enhancement bonus (maximum +5).
  • You may place a 1st-level area spell upon the arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This allows you to use the bow’s range rather than the spell’s range. This takes a Standard Action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Selecting this option again increases the level you can apply to the arrow (maximum 6th-level).

Bless and Hex

[Racial Tradition]

You’ve taken the Halfling penchant for luck to a new caliber. As weal or woe befalls the battlefield, you can harness it and wield it as a weapon against your enemies.

Prerequisite: Halfling race, Gambit class feature, Luck Pool class feature.

Benefit: When you select this feat, you gain a Fortune Pool that is filled by the selections you make from this feat. In lieu of an Attack of Opportunity, you can spend points from your Fortune Pool to grant yourself (or potentially others) Advantage or Disadvantage. Your Fortune Pool lasts only as long as an encounter and fades immediately thereafter (thus you cannot “store” luck for later). Your Fortune Pool is made up of Bless points and Hex points – how you obtain these points is dependent on the selections you make with the feat. For 1 Bless point or 2 Hex points, you can grant Advantage. For 1 Hex point or 2 Bless points, you can grant Disadvantage. Bless and Hex points cannot be used together.

Select one of the options below. You may select an option again at every other level you gain after taking this feat. Some selections are cumulative.

CHAPTER 5 | Feats

  • Whenever an ally rolls a natural “20”, gain a Bless point. Selecting this option again increases the Bless point gain to two (maximum 2).
  • Whenever an ally rolls a natural “1”, gain a Hex point. Selecting this option again increases the Hex point gain to two (maximum 2).
  • Whenever an enemy within the encounter rolls a natural “20”, gain a Hex point. Selecting this option again increases the Hex point gain to two (maximum 2).
  • Whenever an enemy within the encounter rolls a natural “1”, gain a Bless point. Selecting this option again increases the Bless point gain to two (maximum).
  • Whenever you roll a natural “20”, you may choose to reduce its effect such that the natural effects of the roll are treated as any other (i.e. it is not an automatic hit, and you may not critical); if you do, gain two Hex points.
  • Whenever you roll a natural “1”, you may choose to enhance its effect such that the natural effects of the roll are treated as any other (i.e. it is not an automatic failure); if you do, gain two Bless points.
  • You can grant Advantage or Disadvantage from your Fortune Pool to more than just yourself; you can affect any target within 10 ft. Selecting this option again increases the range by 10 ft. (maximum 50 ft.).

Controlled Rage

[Racial Tradition]

You are trained to harness the rage burning through your blood, but not let it cloud your judgment. In this manner, you’re capable being both a powerhouse in combat and able to maintain military formations or even wield magick.

Prerequisite: Hobgoblin race, Rage class feature, Concentration 6 ranks.

Benefit: When you select this feat, select one of the options below. You may select an option again at every other level you gain after taking this feat (you may not select an option that you do not qualify for, e.g. if you do not have the capability to wield magick). Some selections are cumulative. Further, while in a Rage, all successful melee attacks you make deal an extra 1d4 points of weapon damage. This bonus damage increases progressively for each option you have (i.e. +1d4 for one option, +1d6 for two options, +1d8 for three options, +1d10 for four options, and reaches its maximum at +1d12 for five options).

  • You can use the Combat Expertise feat while in a Rage (provided you have the feat).
  • You can wield 1st-level magicks while in a Rage. Selecting this option again increases the level of magicks you can wield while in a Rage (maximum 4th-level magicks).
  • You can activate magic items that require a command word, trigger or completion (provided you meet the prerequisites) while in a Rage. You can use the Concentration skill while in a Rage. You can use any Charisma-, Dexterity-, or Intelligence-based skills while in a Rage.

Crystal Sculpting

[Racial Tradition]

You are skilled in the Xephin tradition of psionically “growing” crystal formations akin to sculpted agriculture. This allows you to create various formations of crystal that can be joined with other Xephs, weapons, or even psi-gates.

Prerequisite: Xeph race, Bardic Music class feature, 15+ power points.

Benefit: When you select this feat, select one of the options below. You may select an option again at every other level you gain after taking this feat.

  • Provided you have a crystal base worth at least 100 gp and base living vegetative matter, you can ‘grow’ the two into any shape you desire up to 1 cu. ft. in size. The crystal takes on the properties of the shape you desire but with crystalline Hardness; for example, a short sword deals damage as a short sword, a key unlocks a door (assuming you know the shape it should be in), etc. It takes 1 day to ‘grow’ the shape. Any shape you make degrades to its component pieces over the same amount of time unless you will the shape to be permanent at the start.
  • You can ‘grow’ a shape an additional +1 cu. ft. Selecting this option continues to increase the amount of crystalline material you can grow (maximum +10).
  • You can enjoin your sculpting with another Xeph, increasing the size of the crystalline structure capacity by 150%.
  • You can decrease the speed of your sculpting by 50% (to a minimum of 11 minutes).
  • You can increase the Hardness of your sculptures by +1 (maximum +10).
  • If you have sculpted a Mana Object (must be crystalline or wood) or turned your crystal into a Mana Object through a ritual, you can increase the Mana Object category by 1 (maximum Mana Object IX, see Chapter 6: Equipment).
  • If you are holding your sculpture, you gain Advantage on the Countersong or Dispel Magic Tune Refrains of Bardic Music (see Chapter 3: Classes).
  • You can speak per the correspond power with any creature touching a crystal shape you’ve sculpted provided you are likewise touching a crystal shape you’ve sculpted. You do not have an awareness of when a creature is touching one of your crystal shapes; you either have to coordinate or attempt to communicate.

CHAPTER 5 | Feats

Earth Whispers

[Racial Tradition]

You are in-tune with the earth. Having completed hours of meditation to connect your innate psionic talent with the core of Rhedrah, you are capable of various supernatural acts while in harmony with the earth.

Prerequisite: Dromite race, Improved Unarmed Strike, Psionic manifester level 3rd.

Benefit: Whenever you manifest a power, the power point cost is reduced by one provided you are touching the ground. This feat cannot reduce the power below 1 power point. For the purposes of this feat, “touching the ground” means being on dirt, stone, rock. Clothing or cloth, such as boots or carpets do not impede this but floorboards do. Additionally, by spending power points while in contact with the earth, you gain an option based upon your feat selections. The use of power points for this feat do not require an action on your part (or a part of an action themselves); you just need to elect if you are spending them or not.
When you select this feat, select one of the options below. You may select an option again at every other level you gain after taking this feat.

  • If you spend 1 power point, you gain a +1 bonus on melee damage rolls provided both you and your foe are touching the ground for 1 round. Selecting this option again increases the bonus by +1 (maximum +5).
  • If you spend 2 power points, your melee weapons are treated as cold iron for the purposes of dealing damage to creatures with regeneration for 1 round provided you are touching the ground.
  • If you spend 5 power points, you can sense the number of creatures and their location within 20 ft. of you that are touching the ground for 1 round provided you are likewise touching the ground.
  • If you spend 3 power points, you automatically win opposed checks when an opponent attempts to Bull Rush or Trip you, provided you are touching the ground.
  • If you spend 5 power points, you can see through any stone, dirt, or metal up to a range of 30 ft. for 1 round, provided you are touching the ground or the earthen material you wish to see through.

Ritual Scars

[Racial Tradition]

You have completed the complex rituals of scarring of the Orcs, invoking strength and power by overcoming your own tendency to heal.

Prerequisite: Half-Orc or Orc race, Challenge class feature, Sneak Attack +2d6.

Benefit: When you select this feat, select one of the options below. You may select an option again at every other level you gain after taking this feat. Each selection results in a scar of some type that should be described and detailed by the Player (i.e. a tattoo, a piercing, burned scar, cut scar, gouged eye, etc.). Each scar grows in power the more scars you accumulate.

  • You gain Advantage on all saves against either Charm, Compulsion, Fear or Jinx effects. Each time you select a new option, you may select another effect this scar grants you Advantage on.
  • You gain a +1 bonus on all Intimidate checks equal to the number of options selected for this feat (this option increases retroactively).
  • Any creature under a Challenge from you takes 1 point of damage each round they are under your Challenge unless they attack you. Each time you select a new option, this damage increases by +1.
  • All enemies within 10 ft. of you suffer a -1 penalty to Damage Reduction (if any). Each time you select a new option this penalty increases by 1.
  • As long as you are engaged in combat with an ally, you can grant them the benefits of Flanking even if they are not in the correct formation with you. Each time you select a new option, the number of allies you can grant this benefit to increases by one.

CHAPTER 5 | Feats

Runesmithing

[Racial Tradition]

You are one of the Thunder Blessed of the Dwarves, capable of learning the Dwarven art of Runesmithing.

Prerequisite: Dwarf race, Armor, Shield or Weapon Proficiency, Sleight of Hand 8 ranks.

Benefit: When you select this feat, select one Proficiency category (i.e. Shields, Light Armor, Axes, etc.) that you have Proficiency in (other than Blowguns or Bows) and one of the options below. You may select an option again at every other level you gain after taking this feat. Some selections are cumulative.

  • Select one Proficiency category that you have Proficiency in (other than Blowguns or Bows). You can strike runes of power onto items of that category.
  • Any Equipment you can strike runes of power on gains any +1 enhancement property you desire that is arcane or divine-based (see Chapter 6: Equipment) provided you have 1 hour to strike the runes. The runes fade (along with the property) after 1d4 hours. You can strike runes on only one piece of Equipment while your runes are still in effect (unless you select an option that changes that). Selecting this option again increases the enhancement bonus (maximum +5).
  • You can strike runes of power on another piece of equipment while you still have runes in effect. Selecting this option again increases the number of pieces of equipment you can strike runes of power on while you have runes in effect.
  • You can rush striking runes of power onto equipment; completing them as a Full Action. This results in the runes fading after 1d10 rounds.

Soul Menagerie

[Racial Tradition]

Your ties to the Agreements of the Fey are stronger, being that you are a Fey. Unlike other casters, you can siphon your soul into many Familiar archetypes.

Prerequisite: Satyr race, Caster level 4th, access to either the Life, Death or one of the Wheel of Elements Domain (see Chapter 7: Magick).

Benefit: You can use the Familiar ritual to gain another Familiar every level after you gain this feat. You are limited to only one Familiar of each archetype (see Chapter 7: Magick), and thus at maximum will only ever have 7 Familiars.

Normal: A caster can only have a single Familiar.

Talismanic Alchemy

[Racial Tradition]

You know the secrets of one of the fabled supernatural craftsmanship for arms and armor. Not the Rituals for creating Items of Power, but legendary nonetheless.

Prerequisite: Knowledge (dungeoneering) 4 ranks, and either Knowledge (arcana), (nature) or (psionics) 4 ranks.

Benefit: When you select this feat, you must choose either based on your race or geographic location. You learn how to forge or craft arms or armor of the appropriate types based on that selection. Each of the below talismans take a week to make due to the powerful nature of alchemical or magickal ingredients and processing; you must also have access to a forge or woodshop. You cannot simply craft in the middle of nowhere. Unlike Items of Power, these effects are inherently supernatural and thus work even in areas where magick is suppressed. These talismans are powerful on their own, but for this reason many seek out your services prior to making an arm or armor Item of Power as they increase its values and capabilities. The only time these talismans do not function is when more than one is applied to arms or armor; the result is non-functional slag or brittle wood. Each talisman increases the value of the arm or armor by the listed gold piece value.

  • Dromite or Nation-less: You know the secrets of the Dromites, and nomadic or homeless individuals sometimes gain their sympathies and secrets. You know how to embed deep crystal into weapons and armor; if you have great skill you may even be able to forge a weapon out of deep crystal. Deep crystal resonates with psionics or Grey Magick, as such many seek to turn them into Psicrystals as well. Armor that is embedded with deep crystal requires any harmful psionics targeting the wielder spend 2 additional psionic points (if the mage cannot, the power fizzles). Weapons embedded with deep crystal wielded by a mage with psionic points deals an additional 1d6 points of psychic damage if 1 point point is spent (limit of 1). This power point can be spent after the hit is confirmed. Deep crystal increases the cost of materials by +1,000 gp.
  • Dwarf or Corzalite: You know the secrets of mithral developed by the Dwarves and their allies in Corzalo. Armor of mithral can absorb 10 times their bonus before breaking down, while shields can absorb 5 times their bonus. Weapons are rarely made of mithral as it does not seem to confer any benefit to them. Mithral is limited to armors that are primarily metal. Mithral increases the cost of materials by +2,000 gp.
  • Elf: You know the secrets that are well-guarded by the Elves which they call Susalian Weave but the rest of Rhedrah knows of them as aurorum. Aurorum armor and weapons have hints of pink and indigo within them. Its real power though is that aurorum armor and weapons that are sundered or broken rejoin themselves when joined back together (a Full Action). Aurorum is limited to armors and weapons that are primarily metal. Aurorum increases the cost of materials by +5,000 gp.

CHAPTER 5 | Feats

  • Gnome: You know the secrets discovered by the Gnomes through their research into alchemy or from their history with dark spirits on how to make alchemical silver. Alchemical silver armor is less tough but painful to spirits; any such creature that strikes a wielder of alchemical silver with a Natural Attack takes 1d6 points of damage. Alchemical silver armor takes a -25 to how much damage it can absorb. Alchemical silver shields are rare as it does not seem to confer any benefit to them. Alchemical silver weapons are useful in overcoming some forms of Regeneration (see Chapter 8: Combat). Alchemical silver is limited to armors and weapons that are primarily metal. Alchemical silver increases the cost of materials by +1,000 gp.
  • Halfling or Mulhorandi: You know the secrets that both the Halflings and The Mulhorandi Empire have mastered regarding how to refine cold iron. Armor of cold iron can absorb 5 times their bonus before breaking down, while shields can absorb 2 times their bonus. Cold iron weapons are useful in overcoming some forms of Regeneration. Cold iron is limited to armors and weapons that are primarily metal. Cold iron increases the cost of materials by +2,000 gp.
  • Hobgoblin or Rassouri: You know the secrets that many whisper the Hobgoblins and Rassour stole from the grave; that of Baatorian steel. Armor of Baatorian steel protects its wielder from taking vile damage in addition to bludgeoning, piercing and slashing DR. Weapons of Baatorian steel deal 1 point of vile damage in addition to its die roll. Baatorian steel is limited to armors and weapons that are primarily metal. Baatorian steel increases the cost of materials by +3,000 gp.
  • Human or Aalui: You know the secrets given to protect Rhedrah by the Archmage Senick and the nations of Aalumar which followed from the rare metal starmetal. Starmetal armor and shields do not take bludgeoning, piercing or slashing damage from outsiders. Starmetal weapons overcome the Regeneration of outsiders regardless of what damage types normally pierce through. Starmetal is limited to armors and weapons that are primarily metal. Starmetal increases the cost of materials by +1,000 gp.
  • Orc or The Wild Frontier: You know the secrets of tempering adamantine into weapons or armor from the Orcish hordes that guard its locations in the wilds. Armor and shields of adamantine do not break down in combat (i.e. they do not take damage); while weapons of adamantine are useful in overcoming some forms of Regeneration. Adamantine is limited to armors and weapons that are primarily metal. Adamantine increases the cost of materials by +5,000 gp.
  • Satyr or Da’raki: You know the secrets of producing the magickal elixir known as Bacchae Wine. A highly versatile and sought after libation, Bacchae Wine is not only considered among the best of wines but it can be boon or toxin. Individuals who imbibe Bacchae Wine who are unaware of what it is treat the liquid as an Intelligence DC 15 or fall unconscious ingested poison. If an individual knows what it is, Bacchae Wine can replicate any 1st-lvl beneficial effect magick potion or can be combined with another poison to increase the poison’s DC by +1. A flask of Bacchae Wine sells for 500 gp.
  • Xeph or Sayzorran: You have been taught how to procure the spirits from dead branches, known as Serren, taught by the Xephs and the Bar Sayzorrans. Serren armor and weapons look lively even though no longer living. Its real power though is that serren armor and weapons that are sundered or broken rejoin themselves when joined back together (a Full Action). Serren is limited to armors and weapons that are primarily wooden. Serren increases the cost of materials by +3,000 gp.

Note: You can take this feat multiple times, each time allows you to select a different talisman but you must have spent at least a year’s worth of campaign time within the geographic location (or be a member of the race) in order to learn the techniques. A Half-Elf can select either Elf, Human or the geographic location where they studied; a Half-Orc can select either Human, Orc or the geographic location where they studied.

CHAPTER 5 | Feats

Shadow Essence Feats

Shadow Essence feats make a Shadowcaster more deadly or alter the way they solve their mysteries. Only characters with a level in Shadowcaster may take Shadow Essence feats.

Advice of Shadow

[Shadow Essence]

The shadows you surround yourself with impart useful advice.

Benefit: Choose one Intelligence-, Wisdom-, or Charisma-based skill. While in shadowy illumination or darkness, you add half of your shadowcaster level as a bonus on all such skill checks and can make such skill checks untrained, if applicable.

Complicate Solving

[Shadow Essence]

Though most shadowcasters revel in the ease with which shadow magick comes to them, others prefer to complicate matters in order to gain greater benefits.

Prerequisite: Shadowcaster level 7th.

Benefit: A number of times per day equal to your intelligence modifier, you may modify mysteries to become more complicated, increasing their power at the same time. You have three ways to use this feat: Verbal Component: If you add a verbal component to your mystery, it becomes backed by your words of power, creatures with Magic Resistance or Shadow Resistance suffer a -1 penalty to their saving throws against your mysteries Material Component: If you add an onyx gem worth 200 gp/mystery level of the mystery to be enhanced, the mystery gains a +2 bonus to its solver level. Soul Component: You may gain 1 negative level as part of solving the mystery, and it gains a +2 bonus to its save DC. This negative level lasts until you next regain your mysteries, and never becomes permanent. Special: This feat may be taken multiple times. Each time it is taken, you gain an additional number of daily uses equal to your intelligence modifier. Note: This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.

Dark Ritual

[Shadow Essence]

You have developed a ritual using shadow magick.

Prerequisite: Solver level 3rd.

Benefit: You develop a Ritual at your current solver level.

Dark Soul

[Shadow Essence]

Your shadow absorbs any damage that would be dealt to your soul

Benefit: You may ignore a number of negative levels each day equal to the number of Shadow Essence feats you possess.

Dark Trek

[Shadow Essence]

You can move in shadow without leaving openings.

Prerequisite: Ability to solve mystery from the Cloak of Shadow, Dark Terrain, or Shutters and Clouds path.

Benefit: While in shadowy illumination or darkness, you provoke no Attacks of Opportunity for movement.

Favored Mystery

[Shadow Essence]

The mystery you choose becomes easier to cast.

Benefit: Choose a mystery you know. You solve that mystery as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a mystery that you solve as a supernatural ability, or if you later gain the ability to solve that mystery as a supernatural ability, you gain an extra use of that mystery per day. This feat does not otherwise increase the number of times per day that you can solve the chosen mystery. You can take this feat multiple times.
Special: You can gain this feat multiple times. If you take the feat again, you can choose to affect the same mystery or a another.

Path Focus

[Shadow Essence]

Choose a path of Shadow Magic, such as Touch of Twilight. Your mysteries of that path are more potent than normal.

Benefit: You function at +1 solver level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path.

CHAPTER 5 | Feats

Path Mastery

[Shadow Essence]

You have learned to stick with your mystical studies until full fruition.

Prerequisites: Ability to solve a 3rd, 6th, or 9th, level mystery.

Benefits: Whenever you complete a path, you gain an extra daily use of the first mystery in that path. This applies both to past and future completed paths.

Shadow Cast

[Shadow Essence]

Your shadow shimmers as you solve a mystery and you seem to solve your mysteries from elsewhere.

Prerequisite: Concentration 5 ranks.

Benefit: Designate a hex adjacent to you. If no one threatens that hex, you do not provoke an Attack of Opportunity when you solve a mystery or use a mage-like ability (or supernatural ability if fighting against an individual with Supernatural Instincts).

Shadow Reflection

[Shadow Essence]

Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some Attacks of Opportunity.

Prerequisite: Shadowcaster level 3rd, Ability to solve a mystery with either the creation, darkness or glamer descriptor.

Benefit: A foe that makes an Attack of Opportunity against you has a 50% miss chance.

Special: Opponents that do not rely on sight ignore the miss chance.

Shadow Life

[Shadow Essence]

You have learned to sustain yourself with the power of shadow.

Prerequisite: Ability to solve mystery from the Body and Soul, Dark Reflections, or Unbinding Shade Path.

Benefit: Whenever you are knocked below 0 health, you may sacrifice a daily use of a 1st-level or higher mystery to heal twice as much health as the level of the mystery (this does not require any action to do). If your health is still under 0 health, this healing stabilizes you.

CHAPTER 5 | Feats

Spellcasting Feats

Spellcasting feats make spellcasters deadlier or add to their magical capabilities. Only characters with a level in arcane spellcasting classes may take Spellcasting feats.

Arcane Ritual

[Spellcasting]

You have developed a ritual using arcane magick.

Prerequisite: Caster level 3rd.

Benefit: You develop a Ritual at your current caster level. If you are a Specialist Wizard, your Ritual cannot utilize a prohibited school.

Augment Familiar

[Spellcasting]

You can increase the combat effectiveness of your familiar by empowering it with your arcane magicks.

Prerequisite: Familiar.

Benefit: As a Swift Action, you can expend a 1st-level spell. If you do, your familiar gains a +4 enhancement bonus to Strength, Dexterity and Constitution, a +5 armor bonus to Damage Reduction and a +10 bonus to all speeds for 1 round per caster level.

Collegiate Wizard

[Spellcasting]

You have undergone extensive training in a formal school for wizards.

Prerequisite: Int 13, Wizard level 1st, at least a year’s worth of study at a Wizard’s school.

Benefit: Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.

Normal: Wizards add two spells per level to their spellbooks.

Special: When you take this feat its bonuses apply only to any levels in Wizard you take later on; thus a 6th-level Wizard who takes this feat does not gain more spells for their previous levels of Wizard, they gain more spells than they normally would when they reach 7th, 8th, and so on.

Durable Magic

[Spellcasting]

Your spells are much harder to counter or destroy than normal.

Prerequisite: Arcane caster level 5th.

Benefit: When an opponent attempts to use dispel magic or dispel magic, greater against a spell you cast, including attempts to counterspell, you gain a +2 bonus to your effective caster level when determining if their caster level check overcomes your spells. This bonus applies to checks regardless of the magick type (i.e. your caster level resists all magick types).

Eschew Materials

[Spellcasting]

You can cast spells without relying on material components.

Benefit: You can cast any spell with a material cost of less than 1 gp without that component.

Extra Slot

[Spellcasting]

You can cast an additional spell.

Prerequisite: Caster level 4th.

Benefit: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th-level sorcerer (maximum spell level 2nd) gains an extra 1st-level slot, and is able to cast any spell chosen one more time each day. Once selected, the extra spell slot never changes level.

Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

CHAPTER 5 | Feats

Extra Spell

[Spellcasting]

You learn an additional spell.

Prerequisite: Caster level 3rd.

Benefit: You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a new 1st-level spell known with which to expand their repertoire.

Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast.

Greater Spell Focus

[Spellcasting]

Spells from a School that you’ve already focused on are even more potent.

Prerequisite: Spell Focus.

Benefit: Add +1 to the DC for all saving throws against spells from the School you select, this stacks with the bonus from Spell Focus.

Special: You may take this spell multiple times, each time it must be from a different School that you’ve already taken Spell Focus in.

Greater Spell Penetration

[Spellcasting]

Your spells are remarkably potent, breaking through Magic Resistance more readily than normal.

Prerequisite: Spell Penetration.

Benefit: Creatures with Magic Resistance or Arcane Resistance suffer a -1 penalty to their saving throws against your spells, this stacks with the Spell Penetration feat.

Improved Counterspell

[Spellcasting]

You understand the nuances of magic to such an extent that you can counter your opponent’s spells with great efficiency.

Benefit: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Practiced Spellcaster

[Spellcasting]

Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.

Prerequisite: Magecraft 4 ranks.

Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of non-spellcasting classes, you might be able to apply the rest of the bonus.

For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase their sorcerer caster level from 5th to 8th (since they have 8 Hit Dice). If they later gained a fighter level they would gain the remainder of the bonus and their sorcerer caster level would become 9th (since they now have 9 Hit Dice).

This feat does not affect your spells per day or spells known. It increases your caster level only, which would increase the duration and other effects of your spells.

Spell Focus

[Spellcasting]

Your spells of a certain School are more potent.

Benefit: You gain +1 to the DC for spells from the chosen School.

Special: You can gain this feat multiple times, each for a different School.

CHAPTER 5 | Feats

Spell Mastery

[Spellcasting]

You are so intimately familiar with some spells that you don’t need a spellbook to memorize them.

Prerequisite: Wizard Level 1st.

Benefit: Each time you select this feat, choose a number of spells equal to your Intelligence modifier that you already know, from this point on you can memorize these spells without a spellbook.

Normal: Without this feat a wizard needs a spellbook for all spells except their cantrips.

Spell Penetration

[Spellcasting]

Your spells are especially potent, more readily breaking through Magic Resistance.

Benefit: Creatures with Magic Resistance or Arcane Resistance suffer a -1 penalty to their saving throws against your spells.

Spell Thematics

[Spellcasting]

Your spells have a distinct visual or auditory effect in their manifestation.

Prerequisite: Must be able to cast at least one illusion spell.

Benefit: Choose a theme for your spellcasting, such as “ice” or “fire” or “screaming skulls.” All spells you cast have this theme in the manifestation of their effects, although this does not actually change the spell in any way. You cannot use this feat to make your spell manifestations invisible, and it never causes your spells to deal more damage because of the visual change (you may still cast spells without this thematic manifestation if you so choose.)

For example, if your theme is “fire” then your magic missile spell might appear to produce bolts of fire, although the bolts still are a force effect and cause normal damage, not fire damage. If your theme is “screaming skulls,” your fireball might manifest as a small screaming skull that impacts the target and explodes into a fiery ball that momentarily resembles a 20-foot-radius burning skull, although it causes damage exactly like a standard fireball (and doesn’t cause any sonic damage, despite the screaming of the skull).

Opposing mages attempting to counterspell your magick suffer Disadvantage on Magecraft checks to identify the spell due to your thematic deviating from the normal tells of the spell you’re casting.

CHAPTER 5 | Feats