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Character Generation & Levelling Cont.

Feats

General Feats

0 Level Feats

Academic Experience

0 Level Feat

You have some experience of the academic studies. You gain the following benefits:

  • When you gain this Feat, discuss with your GG a preferred area of study. When in a settlement, there is a chance you may know a scholar or academic institution tied to that chosen study located within the settlement.

  • You can perform the Study action for 1AP, and have Advantage on Trait Tests made to recall knowledge about your chosen area of study.

  • You have Advantage on Investigation Skill Rolls made whilst in a library, archive, or similar repository of knowledge.

  • You can accurately recall anything you have seen or heard within the last Month.

  • You find it easy to notice those who would enjoy your passions for study. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in similar areas of study or research to you giving a point for discussion, and potentially an avenue for a more positive social encounter.



Ancestral Paragon

0 Level Feat

You tap into your lineage for greater power. You may choose an additional two Ancestry Features from one of your available Ancestries to gain the benefits of.



Ancestral Power

0 Level Feat - Repeatable

You tap into your lineage for greater power. You may choose an additional an Ancestry Feature from one of your available Ancestries to gain the benefits of.



Arcane Expansion

0 Level Feat - Repeatable

Your studies into the arcane arts continue. When you gain this Feat, choose either Cosmic, Eternal, or Primordial magic. You Learn two Cantrips and always have Prepared a 1st Circle spell from the chosen Spell List.

You can cast the 1st Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Feat (chosen upon gaining this Feat).



Artistic Experience

0 Level Feat

You have experience of the art world. You gain the following benefits:

  • When you gain this Feat, discuss with your GG your history as an artist, what reputation you may have had, and what kind of art you were experienced in. You gain the Skill Foci of your chosen artform for the General Knowledge, Investigation, and Performance Skills.

  • You can choose one option from the Artist of Renown Feature of the Bard Class (see Bard Class Playbook) to gain the benefits of.

  • You can perfectly recall an image of scene you have witnessed within the last Month.

  • You find it easy to notice those who would enjoy your passions for the arts. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in the arts giving a point for discussion, also potentially if they may be aware of your own works, and potentially an avenue for a more positive social encounter.



Athletic Training

0 Level Feat

You have some experience of being a professional athlete. You gain the following benefits:

  • When you gain this Feat, discuss with your GG your history as an athlete, what reputation you may have had, and what kind of sport you were trained in. You gain the Skill Foci of your chosen sport for the Acrobatics, Athletics, and Performance Skills.

  • Your Walking speed increases by 2m, and you can choose upon gaining this Feat, to gain either a Climbing or Swimming speed equal to your Walking speed.

  • It only requires 1m of movement to get up from Prone.

  • You find it easy to notice those who would enjoy your passions for sport. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in similar sports or your own professional history to you giving a point for discussion, and potentially an avenue for a more positive social encounter.

  • You gain one of the following benefits chosen when you gain this Feat:

    • Jumper. When Jumping, you only need to have moved at least 1m for it to be considered a Running Jump.

    • Sprinter. For each use of the Movement action after the first during a Turn, until the end of the Turn increase your Walking speed by 2m.

    • Thrower. Increase the Range you can throw objects, such as Weapons or Containers, by a number of metres equal to your Physique (minimum of 1m).



Back-Alley Contacts

0 Level Feat

You have some experience dealing with the less savoury elements of society. You gain the following benefits:

  • You learn the Thieves’ Cant Language, gain Training with Forgery Kits, and have the Skill Foci; Investigation & Perception:Hidden Messages & Symbols, Investigation & Perception:Secret Doors, and Investigation & Perception:Traps.

  • When you gain this Feat, discuss with your GG a small list of contacts you used to deal with and their current relationship to you. When in a settlement there is a chance you may know a friend tied to your original contacts located within the settlement.

  • You have Advantage on Trait Tests made to barter a discount with black market trader’s, fence’s, and thieves’ guild’s wares, as well as in applying a markup to your own wares. If the deal is tied to your chosen contacts, you are counted as a Master in any Skill applied to the Trait Test.

  • You can create forged identities through your contacts or your own skills without requiring a favour or additional resources. All you require is a Week and 25 GP to establish the history, profession, and ties for an identity. You can’t establish an identity that belongs to someone else currently alive. The forged identity is effective until the person donning it, acts in a manner that would be counter to the forged identity.

  • You find it easy to notice those who share your darker past. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if any participants share similar learnings or contacts within the underworld to you giving a point for discussion, and potentially an avenue for a more positive social encounter.



Chirurgeon

0 Level Feat

You either trained or have hard learnt experience in the medicinal arts. You gain the following benefits:

  • You can perform the Use Item (Healer’s Kit) action for 1AP.

  • When performing the Use Item (Healer’s Kit) action, you may instead of performing the action’s normal effect, restore 1d6 + your SB HP to a Target within your AoC.

    The Target may expend 1 unexpended Hit Die, to increase the amount of HP restored by a roll of the expended Hit Die.

  • You gain the Skill Foci Medicine:Ailment Disagnosis, Medicine:Injury Identification, and Medicine:Surgical Procedures.

  • When a spell, psionic power, or other ability you perform would restore HP of one or more Targets, you may reroll any dice rolls of a 1, though you must use the new results.



Combat Awareness

0 Level Feat

You through training or experience have developed a sense of danger and awareness in your surroundings. You gain the following benefits:

  • Your Passive Perception increases by 5.

  • You can perform the Seek action for 1AP, and you may always add your Skill Bonus to Initiative Tests, even if you do not have a Skill applicable for the situation.

  • You do not Trigger Opportunity Attacks when standing up from being Prone.

  • Once per Active Time Encounter/Scene, at the start of your Turn, you can swap your place in Initiative with another willing entity. This swap comes into effect from the start of the next Round.

  • You are Immune to the Flanked condition.



Continued Training

0 Level Feat - Repeatable

You continue to study and hone your skills. You Learn two additional Skills.

Choose one Skill you have Learnt, you become a Master in that Skill.



Experienced Courtier

0 Level Feat

You have some experience of the social complexities of court. You gain the following benefits:

  • When you gain this Feat, discuss with your GG one courtly scandal involving you, that has either become known in your social circles or that you are currently trying to keep hidden.

  • You can perform the Socialise action for 1AP, and gain the Skill Foci Deception:Courtley Etiquette, Diplomacy:Courtley Etiquette, and Intimidation:Courtley Etiquette Skills.

  • You have Advantage won Trait Tests using the following Skills:

    • Empathy. To read your fellow courtiers and nobility and potentially anticipate their actions.

    • General Knowledge. To identify and recall information about courtly etiquette, noble titles and lineages, and floriography.

    • Investigation. To find gossip about other members of court and other nobles.

  • You can accurately recall any courtly gossip and scandal you have seen or heard within the past Month.

  • You find it easy to notice those fellow nobles and courtiers such as yourself no matter how much they may try to blend in. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have a similar background to yourself and how much they are trying to hide it. giving a point for discussion and topics to avoid, and potentially an avenue for a more positive social encounter.



Gaming Aficionado

0 Level Feat

You love playing a good game. You gain the following benefits:

  • You gain Training in one type of Gaming Set.

  • You have Advantage on Empathy Tests to read your opponents and potentially anticipate their moves, and for Perception Tests to notice if someone is cheating at a game or similar event.

  • You find it easy to notice those who would enjoy your passions for games. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in similar games to you giving a point for discussion, and potentially an avenue for a more positive social encounter.



Healthy Lifestyle

0 Level Feat

You spend time looking after your health both physically and mentally. You gain the following benefits:

  • Your Hit Point Maximum increases by 5. For each Character Level’s HP calculation, you gain an additional 2 HP per Character Level. This is a retroactive change.

  • You can spend an Activity during a Short Rest, to reduce your Degrees of the Frightened or Poisoned condition by half your SB, or to remove the Charmed condition.

  • You have Advantage on Trait Tests to resist, avoid, or end Diseases and the Poisoned condition.



Marked by Fate

0 Level Feat

You are marked by fate itself. You gain the Fate-Touched Template, and a number of Fate Points equal to half your Skill Bonus.

Expended Fate Points are replenished upon completing a Long Rest.

You may expend a Fate Point to grant yourself Advantage on a Trait Test. This must be declared before you make the d20 roll.



Mercantile Experience

0 Level Feat

You have some experience of the mercantile trades. You gain the following benefits:

  • When you gain this Feat, discuss with your GG a preferred trade you used to deal in. When in a settlement, there is a chance you may know a trader tied to that chosen trade located within the settlement.

  • You have Advantage on Trait Tests made to barter a discount on a seller’s wares as well as in applying a markup to your own wares. If the deal is tied to your chosen trade, you are counted as a Master in any Skill applied to the Trait Test.

  • You have Advantage on Empathy Skill Rolls to read those you deal with, for where their limits are when it comes to deals, be it what kind of goods they won’t trade in or limits in money they will accept/part with.

  • You find it easy to notice those who would enjoy your passions for business. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in similar markets and trades to you giving a point for discussion, and potentially an avenue for a more positive social encounter.



Musical Aspirant

0 Level Feat

You begin your path in mastering the musical arts. You gain Training in any three Musical Instruments.



Musical Protégé

0 Level Feat

You have expanded your knowledge of music. You gain the following benefits:

  • If a Musical Instrument you are Trained in the use of, would give you an Item Bonus less than a +2, you always treat it as a +2.

    If you are not Trained in the use of a Musical Instrument, you can use it treating it as conferring a +1 Item Bonus.

  • You can Teach others to use Musical Instruments you are Trained in the use of, you are treated as a Master Teacher and the student treats Learning the Instrument as if they were learning a basic Skill.

    You double the Study Progress for a Lesson when you are Learning a new Instrument.

  • During Short or Long Rest, you can play some music for your allies as part of another Activity, choosing a number of entities equal to your Skill Bonus.

    Each Target gains the Inspired condition.



Pilot's Training

0 Level Feat - Repeatable

You learn how to drive your chosen vehicles. When you gain this Feat, choose a kind of Vehicle such as those listed in the Vehicle section of the Other Rules Chapter of the Core Rules. You gain the following benefits:

  • You gain a Skill Foci for the Driving Skill of the chosen kind of Vehicle.
  • Mounting or Dismounting your chosen kind of Vehicle, costs you 1m of your Movement speed for 0AP.
  • You learn two Vehicle Stunts. These Stunts can only be performed for the kinds of Vehicles for which you have a Driving Skill Foci.


Spiritual Medium

0 Level Feat

You have a second sight. You gain the following benefits:

  • You gain Spiritsight out to 24m.
  • You have Advantage on Trait Tests made to communicate with the Undead that can only be seen with your Spiritsight, and for Trait Tests made during Rites that communicate, interact with, appease, or banish the Undead.
  • You find it easy to notice those who share interest in spiritualism and those who do not. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if any participants share similar interests, you around spiritualism and mediums, and also if any are sceptics, giving you a point for discussion or topics to avoid, and potentially an avenue for a more positive social encounter.
  • You gain the Open Second Sight and Focus Sight actions.
Feat Action Card Open Second Sight AP Cost: 1AP Effect: You can open your second sight with this sight you gain a deeper understanding of entities around you, certain aspects can be gleaned at a glance such as a Pactbound’s Patron Mark, or if someone has been touched by one of the Realms, or even certain Curses. You can close your Second Sight with an action (1AP). Feat Action Card Focus Sight AP Cost: 2AP Requirement: Must be under the effects of the Open Second Sight action. Effect: You can focus your Second Sight on an entity, here you can see ephemeral aspects of their soul. The GG may provide a description of an image, this image’s description combines elements of the Concepts they currently have, their past, and their emotional state. Once you have seen such an image even without a Second Sight being active, the image will permanently imprint over the entity whenever you look at them.


Theatrical Training

0 Level Feat

You have experience of operating in the theatre. You gain the following benefits:

  • You have Advantage on Deception and Performance Skill Rolls made to perform a specific role.

  • You can mimic a voice you have heard before, when you do so anyone that hears the mimicry can tell they are imitations only with an Intuition (Empathy) Test against a TG of 8 + your SB + your Determination.

  • You can perfectly recall a text you have read within the past Month.

  • You find it easy to notice those who would enjoy your passions for the theatre. When you take an Empathy Skill Roll in a social discussion if you score a TTV of 13 or more on the Test, you may be made aware if they have interest in the theatre giving a point for discussion, also potentially if they may be aware of your own performances, and potentially an avenue for a more positive social encounter.



Weapon Practice

0 Level Feat - Repeatable

You have trained in the use of a variety of Weapons. When you gain this Feat, choose one Weapon Group. You become Trained in the use of all Weapons belonging to the chosen Weapon Group.



Wilder of Immolation

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as an ever-burning flame you can only ever hope to control. You gain the following benefits:

  • Ever-Burning Soulfire. You gain Resistance to Fire and Radiant damage. You can change the Damage Type of any power to Radiant Fire damage, and when you do so you can expend a Hit Die to add the Hit Die to the power’s Damage Roll.

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, you ignite in soulfire, you expend a Hit Die and each entity within your AoC must make an Agility Test against your Power TG, you automatically fail the Test by 5 or more.

    Failed Test: They take Radiant Fire damage equal to the roll of the expended Hit Die + your Character Level. If you cannot expend a Hit Die, your largest expended Hit Die is treated as rolling the maximum value for the Damage Roll, and you in addition to the normal result take twice as much damage, and reduce your Hit Point Maximum by the maximum value of the Hit Die.

    Failed by 5+: The damage ignores Reductions, Resistances, and Immunities. They also gain three Degrees of the Burned (Radiant Fire) condition, this cannot be removed until they are out of your AoC or you stop burning by succeeding the Focus Skill Roll.

    Successful Test: They take half as much damage.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Soulfire Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Determination is your Manifesting Trait for these powers when you manifest them with this Feat.



Wilder of Mutation

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as repeated mutation you seek to master, lest you lose your form and mind entirely to that of a beast. You gain the following benefits:

  • Mutated Form. When you manifest a psionic power, you can choose to expend a Hit Die to gain one of the following Mutation Effects:

    • Armour. Until the start of your next Turn, you gain a Shield Bonus to your HT equal to your Manifesting Trait (minimum of +1).

    • Breathing. You do not need to breathe until the end of the Encounter/Scene, or 1 Hour if usd outside of an Active Time Encounter.

    • Combat Mutations. Until the start of your next Turn, your Size Category increases by 1 and you gain a Natural Weapon. Your Unarmed Strike damage die increases to equal a d8 or your Hit Die whichever is greater.

    • Movement speed. You gain a Movement speed of your choice equal to your Walking speed + your Manifesting Trait, until the end of the Encounter/Scene, or 1 Hour if usd outside of an Active Time Encounter.

    • Other. You and the GG can agree on other temporary mutation you can gain as part of this Feat.

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, you gain a permeant mutation, it can be one of the effects listed above or something unique, work with your GG to develop something horrifying but that does not make the Character unplayable.

    You can have a number of permeant mutations from this Feat equal to your Endurance + your SB whilst maintaining control of your form. Should you ever gain more than this Limit you turn into a Chaos Beast, using its Stat Block and becoming a hostile NPC.

    Should this Beast be slain, and have effects that restore it to life such as the Revivify spell Target it, you are returned as your normal form and you may remove any number of permeant mutations, though the above limit still remains and you can turn into a Chaos Beast again.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Azure Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Endurance is your Manifesting Trait for these powers when you manifest them with this Feat.



Wilder of the Bonded

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as the ability to manipulate others through the bonds you make with them, to the point you can never be sure are the connections you make with others real, or forced into being by your powers without you noticing. You gain the following benefits:

  • Psionic Bonds. You can maintain an additional number of Shared Bond Concepts equal to your Manifesting Trait (minimum of 1).

    When you would make a Deception, Diplomacy, or Intimidation Skill Roll you can expend a Hit Die to use your Manifesting Trait instead of the normal Trait for the roll, and add your Hit Die to the Test’s TTV. If the Target has a Shared Bond Concept with you, you gain a Wilder Bonus equal to your Manifesting Trait to the Test (minimum of +1).

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, so long as at least one entity you have a Shared Bond Concept is within a number of metres of you equal to your SB, and you are not Incapacitated, you do not take Psychic Bleed damage instead each entity you have a Shared Bond Concept within withing SBm of you takes the damage and becomes Charmed by you for 1 Hour.

    Whether or not entities with a Shared Bond Concept are near you, when you fail the above Focus Skill Roll, all entities Charmed by you during the next Hour gain the Shared Bond Concept “Forced Friendship” during this Hour.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Battlemind Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Knowledge is your Manifesting Trait for these powers when you manifest them with this Feat.



Wilder of the Crystal

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as the ability to create wonders of your imagination in crystal, though to lose control risks giving form to your nightmares instead. You gain the following benefits:

  • Imagination Made Manifest. You, and entities summoned by you, gain Resistance to Psychic damage. Your powers, and entities and Items summoned by you, can replace their Damage Type with Psychic damage.

    If an Illusion School Power would produce an auditory or a visual effect but not both, then you can choose for the power to now produce both effects as well as smells. You can also choose to expend a Hit Die for your Illusion School Powers for them to feel physical to the touch of entities, though objects and environmental aspects can still pass through them.

    If the GG thinks that these additions will make it harder to see through your illusions, the TG for identifying your illusions as such increases by a Wilder Bonus equal to half your Skill Bonus.

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, a Creature of Nightmare whose CR is equal to half your Character Level appears, which is hostile to everything bar other entities tied to the Nightmare. If a Mindbreach would occur, any source of the entity bar The Outside are instead replaced with The Realms of Nightmare.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Shaper Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Intuition is your Manifesting Trait for these powers when you manifest them with this Feat.



Wilder of the Third Eye

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as a third mental eye allowing you to see and interact with the minds of others, though take care not to open it too wide, lest you lose your mind in the deluge of the thoughts of others. You gain the following benefits:

  • Psionic Eye. You gain Blindsight out to a number of metres equal to your Character Level, and when you would make an Empathy or Perception Skill Roll involving entities, you can expend a Hit Die to use your Manifesting Trait instead of the normal Trait for the roll, and add your Hit Die to the Test’s TTV.

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, you take Psychic Damage equal to a roll of your largest Hit Die (it is not expended), and you can hear the surface level thoughts of every entity within a number of metres of you equal to your Character Level, until you succeed the Focus Skill Roll to remove your Psychic Bleed. This information comes as an overwhelming cacophony of overlapping voices.

    Whilst you are receiving so much information, you gain the Mind Lock condition and three Degrees of the Dazed condition.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Awakened Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Knowledge is your Manifesting Trait for these powers when you manifest them with this Feat.



Wilder of the Wanderer

0 Level Feat

Prerequisite: Does not have any other Wilder Feat

You develop your psionic potential as an ability to traverse wherever you wish, though one should be careful lest they lose their anchors and be cursed to wander for all eternity driven purely by wanderlust. You gain the following benefits:

  • Wanderer’s Steps. Your Walking speed increases by half your SB. You can expend a Hit Die when using your Walking speed to teleport the distance instead of walking.

    You may when teleporting choose to expend a Hit Die to increase the distance of the teleportation a number of metres equal to your Manifesting Trait (minimum of 1m).

    Whenever you fail a Focus Skill Roll to remove Degrees of Psychic Bleed, you expend a Hit Die, teleporting in a random direction (use 1d8 to determine a cardinal direction), a number of metres away equal to your Manifesting Trait + a roll of the Hit Die. If you cannot expend a Hit Die, it is treated as rolling the maximum value of your largest Hit Die, and you lose HP and reduce your Hit Point Maximum by that value.

    If you would teleport into an occupied space or one you cannot fit in, you take 1d12 Entropic damage and instead appear in the nearest unoccupied space you can fit in.

    You also gain a Temporary Concept replacing a Random Concept, other than your High or Flawed Concepts, “Endless Wanderlust”.

  • Limited Potential. You have a number of Psi Points equal to your SB, and a Psi Limit equal to half your SB.

  • Psionic Powers. You Learn two Talents and always have Prepared a 1st Grade power any combination of the Psionic Power List and the Order of the Nomad Power List.

    You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

    Knowledge is your Manifesting Trait for these powers when you manifest them with this Feat.




1st Level Feats

Arcane Discovery

1st Level Feat

Prerequisite Tags: Does not have the Spellcaster and either Cosmic Magic, Eternal Magic, or Primordial Magic Tags

You unlock your arcane potential. When you gain this Feat choose Cosmic Magic, Eternal Magic, or Primordial Magic.

You gain the Spellcaster and your chosen kind of magic Class Tags. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

You can cast the 1st Circle spell with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Feat (chosen upon gaining this Feat).



Continued Development

1st Level Feat - Repeatable

Prerequisite: At least one of the following Feats; Aspirant of Land & Hand, Gaming Aficionado, or Musical Aspirant.

You continue your development in areas outside of combat. You are Trained in the use of any combination of two Artisan’s Tools, Gaming Sets, Gatherer’s Tools, or Musical Instruments.



Focused Studies

1st Level Feat

You focused your studies in particular fields. Work with the GG to come up with a Skill Focus appropriate to your Character, once you have decided on the Skill Focus work together to determine which Skills it would be appropriate for, to add to your Character Sheet.



Gambler’s Luck

1st Level Feat

You often look to push your luck when you need it most. Increase the number of Marks of Fate you can have at any one time by 1.

Whenever you complete a Long Rest, you gain 1 Mark of Fate.

Whenever you would apply your Skill Bonus to roll, you may choose to instead roll the Skill Bonus Die, the result of this roll is the Skill Bonus you apply for that Test. The Size of your Skill Bonus Die increases as you gain Character Levels consulting the Table below. If you have Mastered a Skill, you roll the Skill Bonus Die twice adding both results to the roll.

Skill Bonus Skill Bonus Die
+2 1d4
+3 1d6
+4 1d8
+5 1d10
+6 1d12


Heavy Armour Training

1st Level Feat

Prerequisite: Trained in the use of Medium Armour.

You are Trained in the use of Heavy Armour, and all Heavy Armour Torso Pieces you wear gain the Sturdy Armour Property. If it already has the Study Armour Property increase the Damage Reduction of the Property to Reduction 3.

You also gain the following benefits when wearing Armour Pieces of any Armour Type from the following Armour Groups:

  • Composite. All Armour Pieces from this Armour Group, can be used as a replacement Piece for any other Armour Group’s Armour Set calculation, being Treated as the same Armour Group as the rest of the set. The Armour Set Bonus used is that of the Armour the Composite Armour Piece is taking the place of.

    You can only have a number Composite Armour Pieces replacing other Pieces equal to half your Skill Bonus.

  • Plate. All Armour Pieces from this Armour Group, reduce their Heavy (X) Armour Property by 1.

    If the Armour Piece after this reduction would not have the Heavy (X) Armour Property, it loses the Clanking Armour Property.



Martial Instruction

1st Level Feat

Prerequisite Tag: Does not have the Martial Tag.

You found a tutor to unlock your martial ability. You gain the Martial Class Tag. When you gain this Feat, choose a Weapon Group, and gain Training in all Weapons from that Group alongside Light Armour and Light Shields.



Medium Armour Training

1st Level Feat

Prerequisite: Trained in the use of Light Armour.

You are Trained in the use of Medium Armour and Shields, and for Medium Armour Torso Pieces your maximum Agility for HT calculation increases to 3.

You also gain the following benefits when wearing Armour Pieces of any Armour Type from the following Armour Groups:

  • Mail. All Armour Pieces from this Armour Group, ignore the Clanking Armour Property.

  • Quilted. All Armour Pieces from this Armour Group, gain the Comfortable Armour Property.



Psychic Awakening

1st Level Feat

Prerequisite Tags: Does not have the Spellcaster and Psionics Tags

You unlock your psionic potential. You gain the Spellcaster and Psionics Class Tags. You can telepathically speak to any entity you can see within 12m of you.

You Learn one Talent and always have Prepared a 1st Grade power from the Psionic Power List.

You can cast the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Manifesting Trait for these powers, when cast using this Feat (chosen upon gaining this Feat).



Stealthcraft

1st Level Feat

You have trained to hide from the sight of others. You gain the following benefits:

  • Upon completing the Movement or Disengage actions, if you meet the conditions to do so, you can make a Stealth Skill Roll to Hide. This is made with Disadvantage if you moved more than half your Movement speed.

  • You can attempt to Hide whilst Lightly Obscured from other entities.

  • Whilst you are Hidden, you treat your Ranged Weapons, bar those from the Firearms Weapon Group, as having the Silenced Weapon Property.

  • Once per Turn, whilst you are Hidden, if you miss with a Ranged Weapon Attack Roll, you remain Hidden.




4th Level Feats

Acts of Faith

4th Level Feat

Prerequisite: Does not have the Channel Faiths Feature

Your faith allows you to perform minor acts of Eternal magic. First select the Eternal you are bound to utilising Appendix A: Eternals from Eternalist Class Playbook to come up with the details of your specific Eternal. This should determine details like the Eternal’s Domains, their nature, and their Chosen and Nemesis Entity Types. You learn two of the Channel Faith actions listed in your Eternal’s Profile.

Some Channel Faith effects require a Trait Test. When you use such an effect from this Class, the TG equals 8 + your Intuition + your SB.

You may use the Channel Faith actions a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Bonds with Nature

4th Level Feat

You have formed a bond with natural world around you. You learn two of the Channel the World Soul actions presented below.

Some Channel the World Soul effects require a Trait Test. When you use such an effect from this Feat, the TG equals 8 + your Intuition + your SB.

You may use the Channel the World Soul actions a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

If you have a Channel the World Soul Feature, then you do not gain any additional uses of these actions from this Feat instead using a use of that Feature instead.

The Channel the World Soul actions you can learn are Ley Walker, Primeval Awareness, Summon Spirit, Wild Mender, and Wild Shaper.

Feat (Channel the World Soul) Action Card Ley Walker AP Cost: 2AP Requirement: Are in contact with a Ley Nexus, a point where two or more Ley Lines meet Effect: You can expend a use of the Bonds with Nature Feat to open a portal that connects with an adjacent Ley Nexus in the network following the path of one of the Ley Lines. If you have not visited the Ley Nexus destination before, the only thing you will know about it is a rough compass direction but no sense of distance. Feat (Channel the World Soul) Action Card Primeval Awareness AP Cost: 2AP Range: 12m | At Range Duration: 10 Minutes Effect: You can expend a use of the Bonds with Nature Feat to tap into your connection to the natural world to sense the presence of supernatural powers and the influence of other Realms. For the Duration, you know if there is an entity Marked by you or a Demi-Eternal, Dragon, Dreamed, Fae, Giant, Masked, Ooze, Outsider, Primordial, or Undead within Range, as well as where the entity is located. Similarly, you know if there is a place or object within Range that has been magically consecrated or desecrated, or that is infused or contains a portal to one of another Realm (this ability will inform you of which Realm the energies come from). The ability can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt. The Range is extended to 1.5km though only for the detection of Entity Types. Feat (Channel the World Soul) Action Card Summon Spirit AP Cost: 2AP Effect: You can expend a use of the Bonds with Nature Feat to  cast the Find Familiar spell, without Material Components. When you cast the spell in this way, the Familiar is a Primordial instead of an Animal. Feat (Channel the World Soul) Action Card Wild Mender AP Cost: 1AP Target: A vial of water, a set of bandages, or another implement that could be used for medicinal treatment Range: Touch Effect: You can expend a use of the Bonds with Nature Feat to channel your power into enhancing the medicinal properties of different plants. You channel healing power into the Target Item that will assist the healing of the next entity to use them. When the Item is used, the entity will recover HP equal to Xd6 + your Intuition (minimum of 1). Where X equals half your Character Level. Feat (Channel the World Soul) Action Card Wild Shaper AP Cost: 1AP Duration: A wild shape transformation lasts a number of Hours up to half your Character Level Effect: You can expend a use of the Bonds with Nature Feat to channel the power of the World Soul into changing your form into that of an animal. You transform into an Animal Form, this uses either one of the Form of the Land, or Form of the Sea Stat Blocks, of a Tiny, Small, or Medium Size Category. The Stat Blocks and rules for their use are covered in Appendix B: Wild Shapes of the World Speaker Playbook. You cannot transform into an Animal Form whose Size Category is too large to fit within the current space without squeezing. The transformation ends early if you are Incapacitated, or the Form is reduced to 0 HP. You may also end the transformation early as an action (1AP).


Eldritch Studies

4th Level Feat - Repeatable

You studied forgotten eldritch tomes, drawing power from the knowledge within. You may select one Eldritch Invocation option from Appendix A: Eldritch Invocations from the Pactbound Class Playbook to gain the benefits of, for which you meet the Prerequisites of.

Your Spellcasting Trait for the Invocation is Knowledge, Intuition, or Determination (chosen when you select this Feat).

Level based Prerequisites relate to your Pactbound Level not Character Level.



Expanded Acts of Faith

4th Level Feat - Repeatable

Prerequisite: Act of Faith Feat or the Channel Faith Class Feature

Your faith allows you to perform minor acts of Eternal magic. You learn an additional Channel Faith action from your Eternal’s Profile.



Expanded Bonds with Nature

4th Level Feat - Repeatable

Prerequisite: Bonds with Nature Feat

Your expanded bond grants you new abilities. You learn an additional Channel the World Soul action from those listed in the Bonds with Nature Feat.



Inspiring Leader

4th Level Feat

Prerequisite Tags: Does not have the Bard Class Tag

You have a talent for inspiring the best in others. You learn two Feats of Leadership you meet the Prerequisites for, from those listed in Appendix A: Feats of Leadership from the Bard Class Playbook. Level based Prerequisites relate to your Bard Level not Character Level.

You can perform one Feat of Leadership per Turn.

You gain two Bardic Inspiration Die, which is a d6 (these Die can only be spent on Feats of Leadership).

You regain your expended Bardic Inspiration Dice when you complete a Long Rest.

Leadership Trait: Knowledge, Intuition, or Determination (chosen when you gain this Feat)

Feats of Leadership TG: 8 + your SB + your chosen Leadership Trait



Leadership Training

4th Level Feat - Repeatable

Prerequisite: Inspiring Leader Feat or Inspiring Leader Feature

You learn an additional Feat of Leadership you meet the Prerequisites for. Level based Prerequisites relate to your Bard Level not Character Level.

You also gain an additional Bardic Inspiration Die, which is a d6 (this Die can only be spent on Feats of Leadership).



Malison Initiation

4th Level Feat

Prerequisite Tags: Does not have the Slayer Class Tag

You have begun studying the art of inflicting dreaded malisons upon those who have wronged you. You may select one Malison of Darkness option from Appendix A: Malisons of Darkness in the Slayer Class Playbook to learn, for which you meet the Prerequisites of. Level based Prerequisites relate to your Slayer Level not Character Level. Each Malison specifies when they can be used, and the type of action (if any) are required to use them.

Some Malisons of Darkness effects require a Trait Test. When you use such an effect, the TG equals 8 + your SB + your Knowledge, Intuition, or Determination (chosen when you select this Feat).

You may use Malisons a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Malison Savant

4th Level Feat

Prerequisites: Malison Initiation Feat

You have mastered the rare skill of the Death Malison. If your Character would Die, in addition to the normal Final Action you may take, you may inflict a Death Malison on an entity you can see within 24m (At Range) of you.

The Malison must be one you know, it requires 0AP/RP, the Range is increased to 24m (At Range), and the Target automatically fails the associated Trait Test by 5 or more and is considered Marked by you.

This Malison, unless removed by the Remove Curse rite, lasts for 1 Month and 1 Day.



Malison Studies

4th Level Feat - Repeatable

Prerequisites: Malison Initiation Feat or Malisons of Darkness Class Feature

You studied forgotten tomes on the subject of malisons, expanding your repertoire of maladies you may inflict upon a foe. You learn two additional Malisons of Darkness.



Psionic Studies

4th Level Feat - Repeatable

You studied forgotten tomes on awakening the powers of the mind through focus. You learn two Psionic Foci of your choice from the listed Psionic Focus options from those listed in Appendix A: Psionic Foci in the Psion Class Playbook, which you meet the Prerequisites of.

Level based Prerequisites relate to your Psion Level not Character Level.

You gain the Focused Mind action.

Feat Action Card Focused Mind AP Cost: 1AP Effect: You shift your focus to another technique you have learnt. You gain the benefits of a Psionic Focus you have learnt, as detailed in that Focus’ description. This benefit lasts until you are Incapacitated, your Concentration is broken (the Focus does not use your Concentration to maintain it), or until you use another action to choose a different Focus’ benefit to gain.


Realm Bond

4th Level Feat

Prerequisite Tags: Does not have the Realmwalker Class Tag

You form a bond with one of the Realms you travel granting you boons in your journeys through the Material Realm as well as in other Reams. When you gain this Feat, select one of the Realms listed in the Table below. You gain the following benefits based on the Realm you chose:

  • You can perform the Seek action for 1AP.

  • You gain Resistance to the Realm’s Associated Damage Type.

  • You Learn the Realm’s Associated Language. The Languages of the Realms Primordial, each have Primordial as a Root Language.

  • You have Advantage on Trait Tests to navigate through the bonded Realms or recall knowledge about their denizens. You also gain the Skill Foci Cosmology:[name of bonded Realm].

  • While in that Realm or in the Realm’s Associated Terrain Type in the Material Realm:

    • You can always recall the general layout of terrain, settlements, and other features around you, from your prior travels in that Realm.

    • You always know which way is north.

    • Non-magical Difficult Terrain doesn’t slow your group’s travel.

    • Your group can’t become lost when travelling planned routes, except by magical means.

    • If you are traveling alone, you can move stealthily at a normal travelling pace.

    • When you forage, you find twice the number of Units of Food & Drink as you normally would.

Realm Associated Damage Type Associated Terrain Type Language
Realms of Air Lightning Mountains & the Sky Aerial
Realms of Death Necrotic Battlefields & Graveyards 1 Free Choice
Realms of Dreams Psychic Urban 1 Free Choice
Realms of Earth Force Mountains & Underground Grush
Realms of Fire Fire Deserts & Plains Ignan
Realms of Fungi Poison Forests & Swamps Myceetal
Realms of the Heavens Radiant Urban & the Sky Eternal
Realms of the Masquerade Fire Volcanic & Underground Diabolic
Realms of Metal Vorpal Urban & Underground Scyne
Realms of Thunder Thunder Plains & the Sky Echeel
Realms of Water Cold Arctic & Underwater Aquan
Realms of Wood Radiant Forest & Grassland Treeant


Strength From Emotions

4th Level Feat

You have learnt the dreaming art of channelling your emotions. When you gain this Feat, choose one of the following emotions: Courage, Despair, Envy, Fear, Grief, Hope, Joy, Love, Peace, or Rage. If you have or later gain the Battle Channeler’s Channel Emotions Feature, the Emotions chosen for this Feat and that Feature must be the same.

Emotion Associated Trait Associated Damage Type
Courage Physique Fire
Despair Determination Necrotic
Envy Intuition Poison
Fear Knowledge Cold
Grief Endurance Necrotic
Hope Determination Radiant
Joy Agility Fire
Love Intuition Force
Peace Endurance Radiant
Rage Physique Fire

You gain the Channel Emotions action.

Feat Action Card Channel Emotions AP Cost: 1AP Duration: 1 Encounter/Scene Effect: For the Duration of this effect, you gain the following benefits, modified by your chosen Emotion: •You have Advantage on Trait Tests, except for Attack Rolls, using the Associated Trait of your chosen Emotion. •When you make a Damage Roll using your Emotion’s Associated Damage Type, you gain a Channel Bonus to the Damage Roll equal to your Skill Bonus. •You have Reduction 5 to Bludgeoning, Piercing, and Slashing damage as well as your Emotion’s Associated Damage Type. •You can’t Concentrate on spells or powers while channelling. This ends early if you are Incapacitated, if your Turn ends and you haven’t attacked or applied a condition to a hostile entity, taken damage since your last Turn, or made a Trait Test using the Trait tied to your chosen Emotion since your last Turn. If this would occur, you can spend 1AP to maintain the action until the end of your next Turn. You can also end your channelling as an action (1AP).

While channelling your chosen emotion, your mood and attitude are subsumed by the emotion, you display the emotion to an unhealthy level, roleplay this appropriately.

You may attempt to Quieten the Emotion while still channelling it for its power while allowing you to behave normally, to do this you will need to make a Determination Test at Disadvantage. This Test also occurs without Disadvantage when your Flawed Concept is Invoked against you.

The TG equals your 8 + your SB + your chosen Emotion’s Trait.

On a Failed Test, the emotion gains complete control, discuss with your GG and the table how best to roleplay this.

You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

If you have the Battle Channeler’s Channel Emotions Feature, instead increase the number of uses of that Feature by your SB, and while using that Feature you gain the benefit of this Feat’s Damage Reduction and Damage Roll Bonus.




5th Level Feats

Refreshing Meal

5th Level Feat

You know how to maximise your meals to enhance the recouperation of you and your allies. When you take a Short Rest, if you are making the Meal, it gains an additional effect in addition to its normal effect based on the TTV of the Test made as part of making the Meal.

Test TTV Effect
10+ Each entity that eats the Meal, recovers 1 expended Hit Die.
15+ Each entity that eats the Meal, recovers half SB expended Hit Die.
20+ Each entity that eats the Meal, recovers SB expended Hit Die.

Once an entity has benefitted from a Meal using this Feat’s effects, they cannot do so again until they have completed a Long Rest.



Tap Into the Mark

5th Level Feat - Repeatable

You tap into the power that marked you. You may choose an additional Template Feature from one of your available Templates to gain the benefits of.



Touched by the Realms

5th Level Feat - Repeatable

You have been marked by one of the Realms. You may gain one Template you do not currently have.



Words Over the Blade

5th Level Feat

You have trained to use words as an alternative solution to conflict over violence. If you use the Socialise action during a combat Encounter/Scene, you can choose to pacify the entity at which point instead of any other effect, the entity you Target must make a Determination Test whose TG equals your Skill Roll’s TTV. Entities with the Elite or Leader Entity Tag have Advantage on their Test, whilst Entities with the Minion Tag instead make a Morale Test.

On a Failed Test, the Target becomes no longer hostile to you or your allies. However, should you or an ally attack a pacified Target, they become hostile to the attacker and potentially hostile to you dependent on the situation, and they and their allies in the Encounter/Scene cannot be pacified by this Feat’s effect again, unless the situation that resumed the conflict drastically changes.

During a Critical Engagement, all entities are Immune to this Feat’s effect, except for entities with the Minion Entity Tag.




8th Level Feats

Aura of Power

8th Level Feat - Repeatable

You channel your magical potential into empowering you and your allies. So long as you are not Incapacitated, you emit an Aura a number of metres equal to your Skill Bonus, that affects you and allied entities of your choosing. This Aura does not pass through Total Cover.

If you have the Oathsworn’s Aura Feature, you apply the chosen option from this Feat to that Feature.

When you gain this Feat, select one of the following benefits that your Aura bestows:

  • Courage. Affected entities have Advantage on Trait Tests to end conditions or remove Degrees of conditions currently affecting them.

    Affected entities also have the effects of the Frightened abd Terror conditions suppressed while within this Aura.

  • Fortitude. Affected entities gain Resistance to Necrotic and Poison damage, they are Immune to Diseases, and their Hit Point Maximum can’t be reduced.

  • Protection. Affected entities gain a Oath Bonus to Trait Tests to resist, avoid, or end negative effects and conditions equal to your Determination.

  • Radiance. Affected entities deal an additional 1d6 Radiant damage for Weapon Attacks and Unarmed Strikes. The damage dice, increases to a d8 on a Critical Hit.

An entity cannot gain the benefit of the same Aura effect from multiple sources, if multiple sources are applied you only use the source that provides the larger benefit.



Reliable Vitality

8th Level Feat

Your faith grows and with it the power of your acts. You gain the following benefits:

  • Ever Nourishing Meals. When you expend Hit Die to recover HP as part of a Meal, so long as you have expended at least one Hit Die, you can increase the number of Hit Die you roll by half your SB (these additional Hit Die do not expend any of your Hit Die).

  • Hit Die Advantage. If you would expend and roll a single Hit Die as part of an effect, you can choose to roll the Hit Die twice choosing which result you use.

  • Reliable Hit Die. Whenever you would expend and roll one or more Hit Dice, for each Hit Die whose roll would be equal to or less than half your SB, that expended Hit Die is replenished.

    You can never replenish more expended Hit Die with this Feat than were expended as part of the effect that required the roll.



Crafter & Gatherer Feats

0 Level Feats

Alchemist

0 Level Feat

Prerequisite: Trained in Alchemist’s Supplies

You have taken up the mysterious profession of an alchemist. You gain the following benefits when Crafting with your Alchemist’s Supplies:

  • When Crafting an Alchemical Concoction of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you increase the quantity of the Concoction produced by 1.

  • You may combine two different Alchemical Concoctions in one Mixture. This only requires half the normal number of materials for each recipe, their Crafting Progress Goals are combined to form the new Goal for the combined Mixture, and the Mixture bestows the effects on its use of both component Concoctions.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Alchemical Concoctions.



Aspirant of Land & Hand

0 Level Feat

You begin your training in the arts of artisans and gatherers. You gain Training in two of any combination of Artisan’s Tools or Gatherer’s Tools.

Gathering Materials or Crafting Items take half the normal amount of time to carry out for each Trait Test.



Botanist

0 Level Feat

Prerequisite: Trained in Botanist’s Tools

You have taken up the noble profession of a botanist. You gain the Skill Foci, Investigation:Flora, Nature:Flora, and Perception:Flora, and the following benefits when Gathering with your Botanist’s Tools:

  • If a set of Botanist’s Tools would give you an Item Bonus less than a +2, you always treat it as a +2.

  • You have Advantage on Surveying Tests.

  • Should you successfully make a Gathering Test with this Tool, you gain double the number of Units of any Common or Uncommon Material you gathered.

  • After Gathering Material, you learn the details about the gathered Material as if you had cast the Identify spell on the Item. This does not apply to Items granted by the Unique Discovery Boon.



Brewer

0 Level Feat

Prerequisite: Trained in Brewer’s Supplies

You have taken up the profession of the brewer. You gain the following benefits when Crafting with your Brewer’s Supplies:

  • When Crafting a Drink, on an Inspired Event during your Crafting Progress Tests, you increase the quantity of the Drink produced by 1.

  • You have learnt how to mix your beverages to provide some nourishment. An entity may once per Long Rest, treat Consuming one of your Drinks as consuming a Meal during a Short Rest, using the TTV from your last Crafting roll, when Crafting the Drink, as that of the Meal’s TTV.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Drinks.

  • When brewing a Drink, you may add one of the following benefits to the Drink, chosen when the Crafting Progress is finished:

    • Dragon’s Gut Essence. When Consumed, the imbiber has Advantage on Trait Tests to resist or avoid becoming Drunk or Poisoned (condition) by the beverage, anything mixed with it, or anything Consumed within the next Hour.

    • Fire Jolt Essence. When Consumed, the imbiber gains Cold Reduction 5 until they next finish a Short or Long Rest.

    • Giant's Heart Essence. When Consumed, the imbiber has Advantage on Trait Tests to resist, avoid, or end the Frightened condition for the next Hour.

    • Ice Heart Essence. When Consumed, the imbiber gains Fire Reduction 5 until they next finish a Short or Long Rest.

    • Viper's Fang Essence. When Consumed, the imbiber has Disadvantage on Trait Tests to resist or avoid becoming Drunk or Poisoned (condition) by the beverage or anything it is mixed with.



Calligrapher

0 Level Feat

Prerequisite: Trained in Calligrapher’s Supplies

You have taken up the profession of a calligrapher. You gain the following benefits when Crafting with your Calligrapher’s Supplies:

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you have Advantage on any remaining Trait Tests made to Craft the affected Item until completion.

  • It requires half the necessary Materials for you to Craft Spell Scroll Items.

  • If you would hide a hidden message in your writing, accompanying illustrations or styles of writing, Investigation and Linguistic Skill Rolls have Disadvantage to uncover the hidden messages.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.



Carpenter

0 Level Feat

Prerequisite: Trained in Carpenter’s Tools

You have taken up the art of carpentry, learning how to create beautiful pieces of woodwork. You gain the following benefits when Crafting with your Carpenter’s Tools:

  • It costs you half the normal amount of GP to apply the Silvered Weapon Property or Reinforced Armour Property to an applicable Wooden Item.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Wooden Items.

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests the following occurs depending on the kind of Item it is:

    • Shield. You can when Crafting a Shield, increases its Shield Bonus by 1 (to a maximum of +3).

    • Weapon. You can when Crafting a Weapon, reduce the Heavy (X) Weapon Property by 1, if it is reduced to 0 it is removed.

      If the Weapon did not have the Heavy Weapon Property, it instead gains the Light Weapon Property.

    • Other Items. You can when Crafting another kind of Item, increases the Item’s Item Bonus by 1.



Cartographer

0 Level Feat

Prerequisite: Trained in Cartographer’s Tools

You have taken up the profession of cartography. You gain the following benefits when using your Cartographer’s Tools:

  • You have Advantage on Trait Tests made to uncover hidden details or secrets hidden within a map.

  • If you spend time studying maps of routes during the Travel Planning and Preparation Phase, you can reduce the travel time by a quarter and the Party gains access to a number of Planning Dice (d4s) equal to your Skill Bonus. Any member of the Party expend a use of a Planning Die on a Trait Test made during the Travel Phase, to add the die's roll to the Test's TTV.

    Any unused Planning Dice at the end of the Travel Phase are lost.

    At certain Character Levels the Planning Dice increases in size, at 5th Level it becomes a d6, at 10th Level it becomes a d8, at 15th Level it becomes a d10, and at 18th Level it becomes a d12.

  • When creating a map to chart a course whilst Exploring, or creating a map of a dungeon, you can show the GG your map, inform them you are choosing to use this Feat’s effect.

    The GG will inform you of a number of details equal to half your Skill Bonus. Examples of a detail includes a correction to the size of a room or area of terrain, they may correct orientation of two features of the map, or they could point at a connection between two points you missed in the map. For dungeons another detail granted may be a suggestion of a secret door or room between two rooms or corridors already discovered, this detail does not reveal where they are or how to access them just that they may be there.

    You can use this effect of this Feat a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Culinarian

0 Level Feat

Prerequisite: Trained in Culinarian’s Utensils

You have taken up the noble profession of a culinarian. You gain the following benefits when Crafting with your Culinarian’s Utensils:

  • When cooking a Meal during a Short Rest, using only basic Rations you can ignore the TTV limit.

  • During a Short Rest, if you have both a Meal you made and have a moment of Socialising afterwards, you may elect to grant a split Cook Bonus between a Cook Bonus to HP restored with Hit Die and a Cook Bonus to BP generated, these Bonuses are applied to all entities recoverng HP from the Meal or gaining BP from Socialising.

    The total Bonus must be equal or less than to your Character Level.

    If only one Activity is performed, then the Activity gets the complete Bonus equal to your Character Level.

  • Ingredients used in your Cooking, bar Rations, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Meals.



Fisher

0 Level Feat

Prerequisite: Trained in Fisher’s Gear

You have taken up the noble profession of a fisher. You gain the Skill Foci, Investigation:Underwater Fauna, Nature:Underwater Fauna, and Perception:Underwater Fauna, and the following benefits when Gathering with your Fisher’s Gear:

  • If a set of Fisher’s Gear would give you an Item Bonus less than a +2, you always treat it as a +2.

  • You have Advantage on Surveying Tests.

  • Should you successfully make a Gathering Test with this Tool, you gain double the number of Units of any Common or Uncommon Material you gathered.

  • After Gathering Material, you learn the details about the gathered Material as if you had cast the Identify spell on the Item. This does not apply to Items granted by the Unique Discovery Boon.



Forger

0 Level Feat

Prerequisite: Trained in Forger’s Kit

You learnt how to create realistic forgeries of documents, arts, or identities. You gain the following benefits when using your Forger’s Kit:

  • You gain the Skill Foci Investigation:Forgeries, and Perception:Forgeries.

  • It takes half as much time to create falsified documents, works, and identities.

  • When you gain this Feat, choose one of the following specialisations for your forgeries:

    • Artwork. You have Advantage on Trait Tests made to research an artist, their styles, and preferred materials.

    • Documentation. You have Advantage on Trait Tests made to researching handwriting, layout, seals and markings used in official documentation.

    • Identities. You have Advantage on Trait Tests made to researching handwriting, histories, burial records, family trees, speech patterns, and mannerisms used useful for creating false identities.



Glassblower

0 Level Feat

Prerequisite: Trained in Glassblower’s Tools

You have taken up the art of glassblowing, learning to make beautiful glassworks. You gain the following benefits when Crafting with your Glassblower’s Tools:

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you can choose to either increase the quantity of the Item produced by 1, or grant the Item one aesthetic detail of your choosing (this aesthetic change provides no mechanical effect bar providing added value).

  • You know how best to use your glassware to guarantee them breaking in a way to cause damage. When you throw a Glass Container you made, should it hit the Target you can choose for them to take Piercing damage equal to your Skill Bonus.

  • Spells cast using Glassblower’s Tools as a Spellcasting Focus may add to the spell’s Damage Type or replace the spell’s Damage Type, with Vorpal damage.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Glassworks.



Harvester

0 Level Feat

Prerequisite: Trained in Harvester’s Tools

You have taken up the profession of harvesting monsters for material. You gain the following benefits when Gathering with your Harvester’s Tools:

  • If a set of Harvester’s Tools would give you an Item Bonus less than a +2, you always treat it as a +2.

  • You have Advantage on Trait Tests made to identify the location and nature of an entity's harvestable components.

  • Should you successfully make a Gathering Test with this Tool, you gain double the number of Units of any Common or Uncommon Material you gathered.

  • After Gathering Material, you learn the details about the gathered Material as if you had cast the Identify spell on the Item. This does not apply to Items granted by the Unique Discovery Boon.

Also, upon gaining this Feat, choose two of the following Skills: Faiths, Magical Lore, Medicine, Nature, or Technology. For the chosen Skills you gain the Skill Foci :Harvestable Components. Whenever you gain a Character Level you can change which Skills you chose.

Upon reaching certain Character Levels, you can choose additional Skills from those listed above to gain the Skill Foci for. At 5th Level, you can choose a third Skill, at 10th Level, you can choose a fourth Skill, and at 15th Level, you gain the Skill Focus for all the listed Skills.



Herbalist

0 Level Feat

Prerequisite: Trained in Herbalism Kit

You have taken up the ancient profession of the herbalist. When you use the Consume Item action, it does not increase the AP cost by 1AP to apply an Alchemical Concoction (Potion) or Alchemical Concoction (Poultice) to an adjacent entity. You gain the following benefits when Crafting with your Herbalism Kit:

  • When Crafting an Alchemical Concoction (Potion) or Alchemical Concoction (Poultice) of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you increase the quantity of the Item produced by 1.

  • Alchemical Concoction (Potion) or Alchemical Concoction (Poultice) you create that restore HP, increase the HP restored by your Character Level.

  • Spells cast using Glassblower’s Tools as a Spellcasting Focus may add to the spell’s Damage Type or replace the spell’s Damage Type, with Vorpal damage.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Alchemical Concoction (Potion) or Alchemical Concoction (Poultice).



Jeweller

0 Level Feat

Prerequisite: Trained in Jeweller’s Tools

You have taken up the art of the jeweller. You gain the following benefits when Crafting with your Jeweller’s Tools:

  • When removing a Gem from a Melded Item, the Gem is not automatically destroyed. Instead make an Agility (Focus) Test, whose TG equals 13 + double the Gem’s Grade.

    On a failed Test, the Gem is destroyed as normal.

    On a successful Test, the Gem is successfully recovered, able to be Melded again.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Gems or Jewellery.

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, the Item gains a benefit based on the kind of Item it is:

    • Accessory. Choose a Gem Slot that the Accessory currently has. The Item gains an additional Gem Slot of the chosen size.

    • Gem. This Gem maintains its size of Gem Slot used, but does increase its Grade by 1, using the effect of the Gem of that Type at the new Grade.



Leatherworker

0 Level Feat

Prerequisite: Trained in Leatherworker’s Tools

You have taken up the art of leatherworking learning how to create armour and accessories from animal remains. You gain the following benefits when Crafting with your Leatherworker’s Tools:

  • When Crafting Armour Pieces made from Leather, you can replace the Armour Set Bonus of the Armour Piece with that of Flexible (Leather Armour), Reliable (Brigandine Armour), or Focused Defence (Piercing) (Hide Armour).

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Leather Items.

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, the Item gains a benefit based on the kind of Item it is:

    • Armour. The Item gains the Reinforced Armour Property.

      If the Item already has that Armour Property it instead gains the Comfortable Armour Property.

    • Other Item. Speak with the GG about the source of the Leather you are working with. The Item gains a Common Enchantment that best suits the nature of the entity whose Leather you are working.



Mason

0 Level Feat

Prerequisite: Trained in Mason’s Tools

You have taken up the art of the mason learning how to create runes alongside sculptures and structures from stone. You gain the following benefits when Crafting with your Mason’s Tools:

  • You may combine two different Runes as one single Rune. This only requires half the normal number of materials for each Recipe, their Crafting Progress Goals are combined to form the new Goal for the combined Rune, and the Rune bestows the effects on its use of both component Runes.

    The Grade of the combined Runes equals the largest of the two Grades + half of the other Rune’s Grade.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Runes.

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, the Item gains a benefit based on the kind of Item it is:

    • Runes. You can either increase the Rune’s Grade by 1, using the effect of the Rune of that Type at the new Grade, or you can merge the Rune with a Minor Rune you know granting this Rune the effects of both Runes.

    • Stonework/Structure. You can grant the Item one aesthetic detail of your choosing (this aesthetic change provides no mechanical effect bar providing added value).



Miner

0 Level Feat

Prerequisite: Trained in Miner’s Tools

You have taken up the noble profession of a miner. You gain the Skill Foci, Investigation:Rocks & Minerals, Nature:Rocks & Minerals, and Perception:Rocks & Minerals, and the following benefits when Gathering with your Miner’s Tools:

  • If a set of Miner’s Tools would give you an Item Bonus less than a +2, you always treat it as a +2.

  • You have Advantage on Surveying Tests.

  • Should you successfully make a Gathering Test with this Tool, you gain double the number of Units of any Common or Uncommon Material you gathered.

  • After Gathering Material, you learn the details about the gathered Material as if you had cast the Identify spell on the Item. This does not apply to Items granted by the Unique Discovery Boon.



Painter

0 Level Feat

Prerequisite: Trained in Painter’s Supplies

You have taken up the art of the painter. You gain the following benefits when using Painter’s Supplies:

  • If a set of Painter’s Supplies would give you an Item Bonus less than a +2, you always treat it as a +2.

  • Spells cast using Painter’s Supplies as a Spellcasting Focus may add to the spell’s Damage Type or replace the spell’s Damage Type, with Radiant damage.

  • During Short or Long Rest, you can create some artwork for your allies, choosing a number of entities equal to your Skill Bonus.

    Each Target gains the Inspired condition.



Poisoner

0 Level Feat

Prerequisite: Trained in Poisoner’s Kit

You have taken up the dark profession of a poison maker. You can use the Use Item action to apply Poisons to a Weapon or Piece of Ammunition for 1AP. You gain the following benefits when Crafting with your Poisoner’s Kit:

  • When Crafting an Alchemical Concoction (Poison) of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you increase the quantity of the Item produced by 1.

  • Alchemical Concoctions (Potion) you create ignore Damage Reduction and Resistance to Poison damage, and bestow Disadvantage to resist or avoid any Degrees of the Poisoned condition it bestows.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Alchemical Concoction (Poison).



Potter

0 Level Feat

Prerequisite: Trained in Potter’s Tools

You have taken up the art of the potter, learning to make beautiful ceramics. You gain the following benefits when Crafting with your Potter’s Tools:

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you can choose to either increase the quantity of the Item produced by 1, or grant the Item one aesthetic detail of your choosing (this aesthetic change provides no mechanical effect bar providing added value).

  • If Potter’s Tools you are Trained in the use of would give you an Item Bonus less than a +2, you always treat it as a +2.

  • Spells cast using Potter’s Tools as a Spellcasting Focus may add to the spell’s Damage Type or replace the spell’s Damage Type, with Force damage.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Pottery or Ceramics.



Smith

0 Level Feat

Prerequisite: Trained in Smith’s Tools

You have taken up the art of blacksmithing, learning how to create beautiful pieces of metallurgy. You gain the following benefits when Crafting with your Smith’s Tools:

  • You can spend 1 Minute to Repair or Modify Metallic Items, instead of as an Activity during a Rest.

    You can increase the time taken to 10 Minutes to have Advantage on the Trait Test made to Repair the Item.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Metalworks.

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, the Item gains a benefit based on the kind of Item it is:

    • Armour Pieces. You can when Crafting an Armour Piece, reduce the Heavy (X) Armour Property by 1, if it is reduced to 0 it is removed.

      If the Armour did not have the Heavy Armour Property, you can choose to instead either grant the Armour Piece the Reinforced Armour Property or remove the Clanking Armour Property.

    • Shield. You can when Crafting a Shield, increases its Shield Bonus by 1 (to a maximum of +3).

    • Weapon. The Item gains the Silvered Weapon Property.

      If the Item already has that Weapon Property, it instead gains the Finesse Weapon Property.

    • Other Item.

      Choose a Gem Slot that the Item currently has. The Item gains an additional Gem Slot of the chosen size.


Tinkerer

0 Level Feat

Prerequisite: Trained in Tinker’s Tools

You have taken up the art of the tinkerer learning how to create finely tuned mechanisms. You have Advantage on Investigation and Technology Skill Rolls to analyse a mechanism, to work out how it works, and identify how it could be damaged or repaired. You also gain the following benefits when Crafting with your Tinker’s Tools:

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you can add your Character Level to your Crafting Progress Roll.

  • You can choose to use Knowledge or Intuition instead of Agility for Crafting Tests made using Tinker’s Tools.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Mechanical Devices.



Weaver

0 Level Feat

Prerequisite: Trained in Weaver’s Tools

You have taken up the art of the weaver learning how to meld fashion with protective techniques. You gain the following benefits when Crafting with your Weaver’s Tools:

  • When Crafting an Item of Grade 2 or less, for each Inspired Event during your Crafting Progress Tests, you can choose a Common Enchantment for this Item to gain in addition to its normal effect.

  • During Crafting of a Fabric Item, you can weave faint magic into the Items you Craft, allowing aesthetics designs in the fabric to move across the surface or faint illusions to appear just above the fabric. This design is chosen during the crafting process as is what causes the effect to occur. This can be made to occur with specific movements of the wearer, if the fabric moves, if it is just being worn, or if the effect is constantly active.

    This effect has no mechanical benefits built into it.

  • Ingredients used in your Crafting, are treated as one Quality Level higher than normal.

  • You learn two Common or Uncommon Recipes for Fabric Items.




4th Level Feats

Customisable Craft

4th Level Feat

Prerequisite Tags: Does not have the Inventor Class Tag.

You always make sure to add your own personal spin to your creations. You learn two of the Blueprint Customisations from those listed in Appendix A: Blueprints & Customisations from the Inventor Class Playbook.

Some Customisations may have Prerequisites, you must meet all the listed Prerequisites before you can choose this Customisation. Any Level Prerequisites are based on Inventor Class Level and not Character Level.

Whenever you Craft an Item, you may choose to apply a Customisation to it. You can only apply one Customisation per Item you Craft.



Expanded Customisations

4th Level Feat - Repeatable

Prerequisite Either the Customisable Craft Feat or Personalised Craft Feature

You have learnt even more methods of customising your craft. You learn an additional two Blueprint Customisations and increase the maximum number of Customisations you know by two.



Reliable Crafting

0 Level Feat

Prerequisite: Trained with at least one Artisan Tool

You have how craft in a reliable and suitainable manner. You gain the following benefits:

  • Whenever you make a Crafting Test using an Artisan’s Tool you are not Trained in the use of, you can still benefit from the Item’s Item Bonus, though it is halved.

  • Whenever you make a Crafting Test using a Skill you have not Learnt, you can add half your SB to the Test.

  • Whenever you fail a Crafting Test, it takes half as much time as normal.

  • If you assist another entity in their Crafting Test and it is successful, you both roll the d100 for the Crafting Progress roll adding both your results together.



Fighting Style Feats

1st Level Feats

Fighting Style: Arcane Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Lore Master

You develop your studies as to assist your fighting. When you gain this Feat, choose a focus between: Charmer, Rescuer, or Striker. You gain a benefit based on your choice of focus:

  • Charmer. You gain an additional Tactical Manoeuvre Die. If you, or another entity you can see within 3m (Near) of you, fails a Diplomacy, Deception, Intimidation, or Performance Skill Roll, you can expend one Manoeuvre Die, to roll the die and add the result to the Test, potentially turning a failure into a success.

  • Rescuer. You Learn an additional Cantrip. When casting a Restoration School Spell, you can expend one Manoeuvre Die, to restore a number of HP equal to the result of the roll + your SB in addition to the spell’s normal effect.

  • Striker. You Learn an additional Tactical Manoeuvre. Whenever you deal damage to a Target Marked by you, you can expend one Manoeuvre Die, to deal additional damage to the Target equal to the result roll + your SB.



Fighting Style: Armoured Fighter

1st Level Feat

Prerequisite Tag: Martial

While you are wearing Armour Pieces, you gain a +1 Armour Bonus to HT. You also gain the Critical Block reaction.

Feat Reaction Card Critical Block RP Cost: 1RP Trigger: You are hit by a Critical Hit Effect: You can attempt to try to reduce the strength of the blow. You must make a TG 20 Endurance (Stamina) Test. On a Successful Test: The attack still Hits, but does not count as a Critical Hit. On a Failed Test: The attack proceeds as normal.


Fighting Style: Cursed Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Slayer

You develop the powers of your inner darkness. When you gain this Feat, choose a focus between: Hexer, Slasher, or Terror. You gain a benefit based on your choice of focus:

  • Hexer. You can maintain an additional Marked conditions simultaneously.

    A Target Marked by you has Disadvantage on the first Trait Test they make each Turn, to resist, avoid, or end your Slayer Class Features, actions, and reactions (this does not include spells).

  • Slasher. Whenever you deal damage to a Target Marked by you, you can expend one Hit Die to deal additional damage to the Target, equal to the roll of your Hit Die + your Trait of Power.

  • Terror. Whenever you deal damage to a Target Marked by you, you may force the Target to make a Determination Test against your Channel the Darkness TG.

    On a failed Test, the Target gains a Degree of the Frightened condition.

    If they failed by 5 or more, they gain an additional Degree.



Fighting Style: Duellist

1st Level Feat

Prerequisite Tag: Martial

When you are wielding a melee Weapon in one hand and no other Weapons, you gain a Style Bonus to Damage Rolls with that Weapon, equal to half your SB. You also gain the Disarming Strike action.

Feat Action Card Disarming Strike AP Cost: 2AP Requirement: You must have a melee Weapon in one hand, and no Weapons in the others Effect: Make a single Weapon Attack. On a Hit: The Target takes half the normal damage, but must make either a Physique or Agility Test (the Target chooses). The TG equals 8 + your SB + the Trait you used for the Weapon’s Attack Roll. This is made with Advantage if they are holding an Item with two or more hands, or if they are a Size Category larger than you. They instead have Disadvantage if they are a Size Category smaller than you. On a Failed Test: The Target drops an Item held in one of their hands (you choose which if both hands are holding separate Items).


Fighting Style: Emotional Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Battle Channeler

You develop the abilities to enhance your fighting with your emotions. When you gain this Feat, choose a focus between: Enduring, Overwhelming, or Reckless. You gain a benefit based on your choice of focus:

  • Enduring. You can attempt to escape a Grapple for 1AP. Once per Turn, if you lose 12 or more HP from a single source, you can replenish one Hit Die.

    Once per Turn, when you deal damage to an entity, you can expend one Hit Die to recover HP equal to a roll of the Hit Die + you Emotion’s associated Trait.

  • Overwhelming. You ignore the Movement Penalty of non-magical Difficult Terrain.

    Once per Turn, whenever an entity in your AoC who is Marked by you attacks a Target other than you, the attacker must make a Determination Test, whose TG equals 8 + your SB + your Emotion’s associated Trait.

    On a failed Test, the attacker must attack you instead.

    On a successful Test, the Target has Disadvantage on the Attack Roll, and the Target of the attack has Resistance against the Damage Types of the attack if it hits.

  • Reckless. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

    When you make your first Attack Roll on your Turn, you can decide to attack recklessly.

    Doing so gives you BP equal to half your Battle Channeler Level, and gives you Advantage on all Attack Rolls using Physique or your Emotion’s chosen Trait until the start of your next Turn, but Attack Rolls against you have Advantage for the same Duration.



Fighting Style: Great Weapon Fighter

1st Level Feat

Prerequisite Tag: Martial

When you roll a 1 or 2 on a damage die for an attack you make with a melee Weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The Weapon must have the Two-Handed or Versatile Weapon Properties for you to gain this benefit.

You also gain the Heavy Strike action.

Feat Action Card Heavy Strike AP Cost: 1AP Requirement: Must occur as part of the Attack Roll of Weapon Attack from an action, using a Weapon either with the Two-Handed or Versatile Weapon Property Effect: If the Attack Roll hits, double the number of damage dice rolled as part of the Damage Roll. Alternative Cost (1 Attack): This action’s AP cost is reduced to 0AP if you reduce the number of Weapon Attacks made as part of the action by 1 (This cannot be used if the action only allows for 1 Weapon Attack).


Fighting Style: Marksman

1st Level Feat

Prerequisite Tag: Martial

Choose a ranged Weapon Group type (Bows, Crossbows, Darts, Firearms, Thrown). You gain an effect and action based on which Weapon Group you chose, when using a Weapon from that Group:

  • Bows. You gain a +2 Style Bonus to Attack Rolls made with Bows. You also gain the Ranging Shot action.

  • Crossbows. When making an Attack Roll with a Crossbow, treat the Target’s HT as being 2 lower than normal. You also gain the Focused Shot action.

  • Darts. You increase the Base Range and Long Range of your Darts by 5m. You also gain the Inoculated Shot action.

  • Firearms. You can ignore Resistance and Reduction to Piercing damage. You also gain the Dangerous Shot action.

  • Thrown. If you make a Ranged Weapon Attack against a Target with a Thrown Weapon, and roll the maximum amount of damage on the Weapon’s damage die, the Target must succeed on an Endurance Test or be knocked Prone. The TG equals 8 + your SB + the Weapon’s damage dealt. You also gain the Fast Shot action.

Feat Action Card Ranging Shot AP Cost: 2AP Requirement: Must be using a Weapon from the Bow Weapon Group Target: One entity/object/vehicle/structure you can see located between the Base and Long Range of your Weapon. Effect: Make a Ranged Weapon Attack. On a Miss: Your next Ranged Attack made with this Weapon against the Target, is made with Advantage and ignores the Disadvantage applied from shooting a Target at Long Range. On a Hit: The attack works as normal. Feat Action Card Focused Shot AP Cost: 1AP Requirement: Must occur as part of the Attack Roll of Weapon Attack from an action, using a Weapon from the Crossbow Weapon Group Effect: If the Attack Roll hits, double the number of damage dice rolled as part of the Damage Roll. Alternative Cost (1 Attack): This action’s AP cost is reduced to 0AP if you reduce the number of Weapon Attacks made as part of the action by 1 (This cannot be used if the action only allows for 1 Weapon Attack). Feat Action Card Inoculated Shot AP Cost: 1AP Requirement: Must be using a Weapon from the Dart Weapon Group Effect: You can apply any single Poison, Venom, or Potion to your Dart without risk to yourself. So long as the Weapon deals at least 1 point of damage then the Target receives the effects of the Poison/Venom/Potion as if they had just Consumed it. Feat Action Card Dangerous Shot AP Cost: 1AP Requirement: Must be using a Weapon from the Firearms Weapon Group Effect: If your Weapon is not Loaded, you may use this action to make a Ranged Attack Roll, loading the round as part of the action without rolling to see if Units of Ammunition are expended. The Attack Roll is made at Disadvantage, with its Critical Failure Scope increased by 2. On a Hit: The attack is considered an automatic Overwhelming Blow. On a Critical Failure: The Weapon explodes. The explosion deals the damage of the Weapon’s base damage die to yourself and the Weapon cannot be used again until you have spent an Activity during Short or Long Rest to repair it if you have appropriate Tools on hand. Feat Action Card Fast Shot AP Cost: 1AP Requirement: Must occur as part of the Attack Roll of Weapon Attack from an action, using a Weapon from the Thrown Weapon Group Effect: Instead of an Attack Roll, the Target must make an Agility Test against a TG equal to 8 + your SB + the Trait you use normally to make your Thrown weapon Attack Roll. On a Failed Test: The Target is hit by the Weapon Attack. If They Failed by 5+: You treat the attack as a Critical Hit. On a Successful Test: The Target takes half as much damage.


Fighting Style: Mounted Fighter

1st Level Feat

Prerequisite Tag: Martial

You have been trained to fight in combat on the back of a mount. Mounting or Dismounting costs you 1m of your Movement speed, and you have Advantage on Animal Handling Skill Rolls for your Mount.

If you are holding a Shield whilst Mounted, your Mount also gains the benefit of your Shield Bonus to its HT.

You also gain the Mounted Strike action.

Feat Action Card Mounted Strike AP Cost: 2AP Requirement: Must be performed while Mounted, after having moved at least 3m with your Mount Effect: Make a single melee Weapon Attack with Advantage. On a Hit: The Target takes an additional 1d8 Force damage. If the Target is the same Size Category as you or smaller, it must succeed on a Physique Test, against a TG of 8+ your SB + your Physique or your Mount’s whichever is higher. On a Failed Test: The Target is knocked Prone.


Fighting Style: Primal Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Realmwalker

You develop your skills as a wandering fighter. When you gain this Feat, choose a focus between: Hunter, Researcher, Survivalist. You gain a benefit based on your choice of focus:

  • Hunter. For you the Mark action gains a "Target: An entity you can see within Range" and a "Range: 24m (At Range)". The action can be used to apply the Marked condition to a Target without needing to be part of an attack.

  • Researcher. You have Advantage on Trait Tests made as part of the Study action.

    If the Target of this action is Marked by you, on a successful Test, you increase your Degrees of Success by 1 level.

  • Survivalist. You have Advantage on Trait Tests to resist, avoid, or end negative effects from an entity Marked by you.

    You also gain the Skill Foci, Survival:Tracking and Survival:Foraging.



Fighting Style: Protector

1st Level Feat

Prerequisite Tag: Martial

You always stand ready to intercept strikes against your allies. The HT of allied entities increases by 1 whilst they are within your AoC.

You also gain the Bodyblock reaction.

Feat Reaction Card Bodyblock RP Cost: 1RP Trigger: An allied entity you can see is hit by an Attack Roll Effect: You can move up to your Movement speed towards the Target of the Triggering Attack. If you end your movement with the Target within your AoC, the Triggering Attack hits you instead.


Fighting Style: Reactive Fighter

1st Level Feat

Prerequisite Tag: Martial

You have honed your reflexes and trained yourself to maintain clarity in the heat of battle. You may use the Opportunity Attack reaction.



Fighting Style: Shield Fighter

1st Level Feat

Prerequisite Tag: Martial

While you are equipped with a Shield you are Trained in the use of, but not wielding it, you gain a +1 Shield Bonus to your HT.

If you are wielding a Shield you are Trained in the use of, you also gain Damage Reduction to all Damage Types equal to the Shield’s Shield Bonus.

You also gain the Shield Bash action.

Feat Action Card Shield Bash AP Cost: 2AP Effect: Make a melee Weapon Attack Roll using your Shield On a Hit: The Target takes 1d6  + your Physique Bludgeoning damage, reduces their current RP by 1, and gains a Degree of the Dazed condition until the start of your next Turn. On a Critical Hit: The Dazed condition lasts its default Duration.


Fighting Style: Spell Fighter

1st Level Feat

Prerequisite Tag: Martial

You have learnt how to tap into some innate magical ability. You Learn two Cantrips from a Spell List determined by your Class Tags, if you have multiple Class Tags choose one option from those you may pick. Each Class Tag also has an associated Spellcasting Trait used for these Cantrips.

Class Tag Spell List Spellcasting Trait
Battle Channeler Cosmic Emotion’s Associated Trait
Lore Master Cosmic Trait of Power
Martial Artist Eternal or Primordial Intuition
Oathsworn Eternal Trait of Power
Realmwalker Primordial Trait of Power
Slayer Cosmic Trait of Power
Specialist Cosmic Knowledge
Warrior Cosmic Knowledge


Fighting Style: Spellsteel Fighter

1st Level Feat

Prerequisite Tag: Martial and Spellcaster

You have learnt how to channel your spellcasting into your Weapon strikes. You Learn one Cantrip from a known Spell List.

You also gain the Spellsteel Strike action.

Feat Action Card Spellsteel Strike AP Cost: 2AP Cost: A Spell Slot Target: A number of entities you can see within Range equal to the Circle of the Spell Slot Range: 6m | Near Effect: Make a melee Weapon Attack or Unarmed Strike against each Target as if they were in your AoC. On a Hit: A Target takes the normal amount of damage + 1d10 Force damage. Once all the attacks have resolved, you may then Teleport to an unoccupied space you can see, such that at least one Target you hit or missed is within your AoC.


Fighting Style: Sniper

1st Level Feat

Prerequisite Tag: Martial

You gain the following benefits:

  • You may ignore the Disadvantage imposed by the Prone condition when making a Ranged Weapon Attack.

  • You only require 1m of Movement speed to get up from the Prone condition.

  • Whilst Prone you gain the following benefits:

    • You have Advantage on Stealth Skill Rolls

    • Your Ranged Weapon Attacks do not reveal your position whilst Hiding if they miss

    • You can reroll d20 rolls of a 1 or a 2 for Ranged Weapon Attack Rolls, you must use the new result.



Fighting Style: Street Shooter

1st Level Feat

Prerequisite Tag: Martial

Being within the AoC of a hostile entity when making a ranged Attack Roll does not impose Disadvantage.

You also gain the Clearing Shot action.

Feat Action Card Clearing Shot AP Cost: 2AP Target: An entity you can see within your AoC Effect: Make a single Ranged Weapon Attack. On a Hit: The Target takes half the normal damage but must make a Physique Test. The TG equals 8 + your SB + your Agility, with Advantage on their Test if they are one or more Size Categories larger than you. They instead have Disadvantage if they are one or more Size Categories smaller than you. On a Failed Test: The Target is pushed directly away from you a number of metres equal to your Agility (minimum of 1m).


Fighting Style: Studied Manoeuvres

1st Level Feat

Prerequisite Tag: Martial

You have focused on learning the basics of tactical manoeuvres. You Learn two Tactical Manoeuvres from those listed in Appendix A: Tactical Manoeuvres of the Lore Master Class Playbook, that you meet the Prerequisites for. If a Tactical Manoeuvre has a Level Prerequisite, this refers to your Lore Master Level rather than Character Level.

If a Tactical Manoeuvre requires your Target to make a Trait Test to resist, avoid, or end the effect, the TG equals 8 + your SB + your Knowledge or Determination (your choice, chosen when you gain this Feat).

You gain two Tactical Manoeuvre Die, which is a d6 (this die is added to any Tactical Manoeuvre Die you have from another source). This die is used to fuel your Tactical Manoeuvres. You regain your expended Tactical Manoeuvre Die when you finish a Short or Long Rest.



Fighting Style: Sworn Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Oathsworn

You develop your Oath’s power towards a specific role in combat. When you gain this Feat, choose a focus between: Dominator, Healer, Protector. You gain a benefit based on your choice of focus:

  • Dominator. Whenever you score a Critical Hit or use your Oath-Empowered Smite Feature, against a Target Marked by you, the Target must make a Determination Test against your Smite Power TG. This is made at Disadvantage, if the Smite was part of a Critical Hit.

    If they fail the Test, they gain a Degree of the Frightened condition.

    If they fail the Test by 5 or more, they gain an additional Degree of the condition.

  • Healer. Your Oathsworn Class Features that restore HP, increases the amount of HP restored by your Trait of Power.

  • Protector. So long as you are not Incapacitated, a Target Marked by you that is not hostile to you, has Immunity to all Damage Types so long as they are within a number of metres of you equal to your SB, however you take damage equal to all damage applied to the Marked Target before their Immunity is applied.

    An allied entity Marked and under the effects of this Feat, you can choose to not be affected by the effects of the Trained Knight Feature.



Fighting Style: Tactical Fighter

1st Level Feat - Repeatable

Prerequisite Tag: Warrior

You develop your mastery of the flow of combat even further. When you gain this Feat choose a focus between: Protector, Striker, Tactician. You gain a benefit based on your choice of focus:

  • Protector. You can maintain a number of Marked conditions simultaneously equal to your SB.

    A Target Marked by you has Disadvantage on Attack Rolls against entities other than you.

  • Striker. Whenever you deal damage to a Target Marked by you, you can ecpend one Combat Step Die to deal additional damage to the Target, equal to the roll of the Combat Step Die + your SB.

  • Tactician. You learn an additional three Combat Step Actions.



Fighting Style: Tactical Techniques

1st Level Feat

Prerequisite Tag: Martial

You have focused on learning the basics of combat steps. You learn one Opening Combat Step Action, one Finisher Combat Step Action, and then any one other Combat Step Action from those listed in Appendix A: Combat Step Actions in the Warrior Class Playbook.

If a Combat Step action you use requires your Target to make a Trait Test to resist, avoid, or end the effect, the TG equals 8 + your SB + your Physique or Agility (your choice).

You gain two Combat Step Die, which is a d6 (this die is added to any Combat Step Die you have from another source). This die is used to fuel your Combat Step Actions. You regain your expended Combat Step Die when you finish a Short or Long Rest.



Fighting Style: Thrown Weapon Fighter

1st Level Feat

Prerequisite Tag: Martial

You gain the following benefits while making Ranged Weapon Attacks with Weapons of the Thrown Weapon Group:

  • You ignore the penalties for making a Ranged Weapon Attack at Long Range.

  • You gain a +2 Style Bonus to Damage Rolls.

  • When you roll a 1 or 2 on a damage die, you can reroll the die and must use the new roll.



Fighting Style: Two-Weapon Fighter

1st Level Feat

Prerequisite Tag: Martial

You can treat any two Weapons you are Trained in the use of, and that you can use for Two-Weapon Fighting as a Weapon Set.

When you engage in Two-Weapon Fighting, you can use the Mark action as part of your second Weapon’s attack for 0AP, and you can add your appropriate Trait value to the Damage Roll of the second Weapon’s attack.



Fighting Style: Unarmed Fighter

1st Level Feat

Prerequisite Tag: Martial

You gain the following benefits to your Unarmed Strikes:

  • If you have both hands free when you make the Attack Roll for an Unarmed Strike, you an increase the size of the damage die by 1.

  • When making an Unarmed Strike, you may reroll any damage dice that roll a 1, you must use the new results.

  • At the start of each of your Turns, you can deal 1d4 + your SB Bludgeoning damage to one entity Grappled by you.

You gain an additional benefit based on your Class, if your Class is not listed use the Regular Strike option (If you are a Multiclassing Character, then you can choose one of the available options, for one of your chosen Classes when you gain this Feat):

  • Regular Strike. Your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + your SB + your Physique on a hit.

  • Arcane Strike (Lore Master). Your Unarmed Strikes deal Radiant damage equal to your Manoeuvre Die + your SB + your Trait of Power on a hit. It does not expend a Manoeuvre Die to use this effect.

  • Channelled Strike (Battle Channeler). Your Unarmed Strikes follow the rules for Regular Strike. When not under the effects of the Channel Emotion action, you can still add Emotion Bonus to your Unarmed Strikes' Damage Rolls.

  • Empowered Strike (Oathsworn). Your Unarmed Strikes deal Radiant damage equal to 1dX + your SB + your Trait of Power on a hit. Where X equals the size of your Oath-Empowered Smite damage die, if you have yet to unlock that Class Feature instead use a d6.

  • Hex Strike (Slayer). Your Unarmed Strikes follow the rules for Regular Strike. Though your Unarmed Strikes are always considered to be under the effects of the Imbue with Darkness action. This does not count as a use for calculating the need for a Resist Test.

  • Primal Strike (Realmwalker). Your Unarmed Strikes deal Bludgeoning damage equal to your 1d6 + your SB + your Trait of Power on a hit. Your Unarmed Strikes always consider the Target to be Marked, even if you have Marked a different entity.

    You may choose to replace your Bludgeoning damage with a Damage Type associated with a Realm which you have a Realmwalker’s Bond.

  • Tactical Strike (Warrior). Your Unarmed Strikes deal Bludgeoning damage equal to your Combat Step Die + your SB + your Physique on a hit. It does not expend a Combat Step Die to use this effect, nor are you required to be in Combat Step Flow to use this.

  • Technical Strike (Specialist). Your Unarmed Strikes follow the rules for Regular Strike, except you deal may use Agility instead of Physique for Attack and Damage Rolls with Unarmed Strikes. You also may treat Unarmed Strikes as attacks with a Finesse melee Weapon, for your Specialist Class Features.



Fighting Style: Vehicular Fighter

1st Level Feat

Prerequisite Tag: Martial

You have been trained to fight in combat while in control of a vehicle. When you gain this Feat, choose a kind of Vehicle such as those listed in the Vehicle section of the Other Rules Chapter of the Core Rules. You gain the following benefits:

  • You gain a Skill Foci for the Driving Skill of the chosen kind of Vehicle.

  • For any kind of Vehicle that you can Mount, which you have as a Skill Foci for the Driving Skill, Mounting or Dismounting the Vehicle costs you 1m of your Movement speed.

  • For any kind of Vehicle that you can Mount, which you have as a Skill Foci for the Driving Skill, if you are holding a Shield whilst Mounted, your Vehicle also gains the benefit of your Shield Bonus to its HT.

In addition, you also gain the Vehicular Strike action.

Feat Action Card Vehicular Strike AP Cost: 1AP Requirement: You must have spent AP this Turn on a Skill Roll to maintain control of a Vehicle or to perform a Vehicular Stunt Effect: You can make a single Weapon Attack.


Fighting Style: Versatile Fighting

1st Level Feat

Prerequisite Tag: Martial

You create a number of Weapon Sets equal to half your Skill Bonus; these can be changed when you complete a Long Rest.

You can choose to sheathe one Weapon Set and draw another Weapon Set, as part of the same Use Item interaction.




4th Level Feats

Fighting Style: Adaptive Defence

4th Level Feat - Repeatable

Prerequisite Tag: Martial

You know how to optimise your defences to maintain your position in battle. Upon gaining this Feat, choose either Bulwark, Counter Strike, or Interceptor. When you perform the Dodge action, you can apply up to one of the following modifications based on which option you chose upon gaining this Feat:

  • Bulwark. Choose one Damage Type other than Cosmic or Entropic damage. Whilst under the effects of the Dodge action, you gain Reduction [Chosen Damage Type] X, where X equals your SB.

  • Counter Strike. Whilst under the effects of the Dodge action, if an entity you can see in your AoC hits you with an Attack Roll, they receive 1d4 Vorpal damage and they gain a 1d4 Style Penalty to their Damage Rolls until the start of your next Turn.

  • Interceptor. Whilst under the effects of the Dodge action, if you hit a Target with a Weapon attack or Unarmed Strike and they are Charging an action, you can cause that action to immediately end without activating.



Fighting Style: Adaptive Shooting

4th Level Feat - Repeatable

Prerequisite Tag: Martial

You know how to optimise your shots to aid your allies in battle. Upon gaining this Feat, choose either Binder, Cover Fire, or Interceptor. You gain the Enhanced Shot action.

Feat Action Card Enhanced Shot AP Cost: 1AP Requirement: You hit with a Ranged Weapon Attack Effect: You apply an effect to the attack based on one of the options you chose with the Adaptive Shooting Feat: •Binder. The Target gains the Frozen condition until the start of your next Turn. •Cover Fire. The Target gains a Degree of the Slowed condition until the start of your next Turn. •Interceptor. The Target must make a Concentration Test. On a failed Test, any actions with the Charge effect immediately end. If the Target was Concentrating on a spell or power, instead of making a Concentration Test due to this effect they make the Concentration Test made due to taking damage with Disadvantage.


Fighting Style: Enduring Fighter

4th Level Feat

Prerequisite Tag: Martial

You have trained in to endure the harm you take in combat. You gain the following benefits:

  • You can perform the Push your Limit action a number of times in an Encounter/Scene equal to your SB.

  • When you would gain a Degree of Exhaustion, you may make an Endurance (Stamina) Test, whose TG equals 14 + the number of Degrees of Exhaustion you currently have.

    On a successful Test, you do not gain the Degree of Exhaustion.

  • When you would gain a Scar Concept, you may make an Endurance (Stamina) Test, which on a successful Test you do not gain the Scar Concept.

    The TG of the Endurance (Stamina) Test is determined by what Triggered this Test. With the TG increasing by 1 for each time this Feature’s effect has been used, with it resetting when you complete a Long Rest.

    The TG for resisting Mild Scar Concepts, equals 15.

    The TG for resisting Moderate Scar Concepts, equals 20.

    The TG for resisting Severe Scar Concepts, equals 25.



Fighting Style: Flame Style

4th Level Feat

Prerequisite Tag: Martial

You have trained to unleash your fury in melee combat. You gain the following benefits:

  • You can perform the Mark action for 0AP.

  • You gain a Style Bonus to Damage Rolls with melee Weapons and Unarmed Strikes, equal to half your Skill Bonus.

    If you also have the Fighting Style: Duellist Feat, and both effects apply to the Damage Roll, this Feat’s effect instead adds 1d6 damage to the Damage Roll of the Weapon’s Damage Type.

  • You gain the Flame’s Renewal action.

Feat Action Card Flame’s Renewal AP Cost: 1AP Requirement: This action must be made as part of a melee Weapon Attack or Unarmed Strike Cost: 1 Unexpended Hit Die Effect: If the Attack Roll hits, you can roll the Hit Die, adding its result to your Damage Roll. You recover HP equal to half the Damage Roll total.


Fighting Style: Lightning Style

4th Level Feat

Prerequisite Tag: Martial

You have trained in skirmish combat. You gain the following benefits:

  • You can perform the Disengage action for 1AP.

  • Opportunity Attacks are made against you with Disadvantage.

  • You gain the Lightning’s Strike action.

Feat Action Card Lightning’s Strike AP Cost: 1AP Requirement: Must have moved at least 3m this Turn Duration: 1 Round Effect: You exploit an opening. Until the start of your next Turn, you treat Target’s of your attacks as being under the effects of the Flanked condition.


Fighting Style: Mobile Fighter

4th Level Feat

Prerequisite Tag: Martial

You have trained in maintaining your mobility in combat. Your Walking speed increases by 1m. When taking the Attack action, you can replace any attack made as part of the action with moving up to half your Movement speed.

You gain the Seize the Initiative reaction.

Feat Reaction Card Seize the Initiative RP Cost: 1RP Trigger: An Initiative Test is called for Effect: You do not give your opponents a chance to think. You may either: •Gain Advantage on the Initiative Test. •You can immediately move your Movement speed. If you end this movement next to a hostile entity, you may make a single Weapon Attack or Unarmed Strike against the entity.


Fighting Style: Resolute Fighter

4th Level Feat

Prerequisite Tag: Martial

You draw the strength to stay in the fight in the most desperate of times. You gain an additional 1d10 Hit Die and your Hit Point Maximum increases by 5 HP.

You gain the Second Wind action.

Feat Action Card Second Wind AP Cost: 1AP Effect: You can expend a number of unexpended Hit Die up to your Skill Bonus. You recover HP for each Hit Die expended equal to the Die’s result + your Endurance.

Once you have used this action, you cannot do so again until you have completed a Short or Long Rest.



Fighting Style: Spellbreaker

4th Level Feat

Prerequisite Tag: Martial

You are trained in combat to counter the power of spellcasters. You gain the following benefits:

  • Entities have Disadvantage on Concentration Tests made due to damage caused by your Weapon Attacks or Unarmed Strikes.

  • You gain the Skill Focus Magical Lore:Identification.

  • When you fail a Knowledge, Intuition, or Determination Test to resist, avoid, or end the effects of a spell, power, or rite, you can choose to succeed on the Test. Once you have used this effect you cannot do so again until you have completed a Short or Long Rest.

  • If you can make Opportunity Attacks, it can now be Triggered by an entity in your AoC using the Cast or Manifest actions.

  • You also gain the Spellcut Strike reaction.

Feat Reaction Card Spellcut Strike RP Cost: 1RP Trigger: You are hit by a spell Attack Roll or you are forced to make a Trait Test to resist or avoid a spell’s/power’s effect Effect: Make an Attack Roll using a Weapon or Unarmed Strike. The HT equalling 10 + the spell’s Circle/ power’s Grade. On a Hit: The spell’s/power’s effect against you ends without any effect. On a Miss: The spell/power effects you normally.


Fighting Style: Studious Refinement

4th Level Feat - Repeatable

Prerequisite Feat: Fighting Style: Studied Manoeuvres

You have focused on developing your understanding of tactical manoeuvres. You Learn two additional Tactical Manoeuvres.

You gain one additional Tactical Manoeuvre Die, which is a d6 (this die is added to any Tactical Manoeuvre Die you have from another source).



Fighting Style: Supportive Blades

4th Level Feat

Prerequisite Tag: Martial

You have trained to aid your allies in combat. You can perform the Aid action for 1AP.

You also gain the Knock Off-Guard action.

Feat Action Card Knock Off-Guard AP Cost: 1AP Requirement: This action must be taken immediately after hitting a Target with a melee Weapon Attack or Unarmed Strike Duration: 1 Round Effect: You knock an opponent off balance. Until the start of your next Turn, the Target of your attack reduces the size of the damage die of their Natural Weapon Attacks, Weapon Attacks, and Unarmed Strikes by 1 (minimum of 1d4). For the same Duration, the Target suffers a Style Penalty to their Damage Rolls equal to your SB.


Fighting Style: Technique Development

4th Level Feat - Repeatable

Prerequisite Feat: Fighting Style: Tactical Techniques

You have focused on developing your understanding of combat steps. You Learn two additional Combat Step Actions.

You gain one Combat Step Die, which is a d6 (this die is added to any Combat Step Die you have from another source).



Fighting Style: Titan Style

4th Level Feat

Prerequisite Tag: Martial

You have trained in to remain resolute in combat. You gain the following benefits:

  • You can perform the Dodge action for 1AP.

  • You have Advantage on Physique Tests, bar Attack Rolls.

  • You gain the Titan’s Guard action.

Feat Action Card Titan’s Guard AP Cost: 1AP Requirement: You have not moved yet this Turn Duration: 1 Round Effect: Until the start of your next Turn, your Movement speed is reduced to 0m. For this Duration, you cannot be forcibly moved and are Immune to being knocked Prone. If an entity hits you with a Melee Attack during this Duration, they gain a Degree of the Slowed condition.


Fighting Style: Wave Style

4th Level Feat

Prerequisite Tag: Martial

You have trained to flows around the battlefield. You gain the following benefits:

  • When you perform the Disengage action, you can move up to half your Movement speed rather than a quarter.

  • Whenever you deal damage with a Weapon Attack or Unarmed Strike, you can move 1m, this does not provoke Opportunity Attacks.

  • You gain the Wave's Flow action.

Feat Action Card Wave's Flow AP Cost: 2AP Effect: You move like the tide. Make a single Weapon Attack or Unarmed Strike. On a Hit: Choose one of the following effects to occur, any Movement made does not Trigger Opportunity Attacks: •Incoming Tide. The Target of the attack, must make a Physique Test, whose TG equals 8 + your SB + your Physique. On a Failed Test, the Target is pushed Directly away from you a number of meters equal to your Physique. You then may move without expending any Movement into one of the spaces left by your opponent. •Receding Tide. The Target of the attack, must make a Physique Test, whose TG equals 8 + your SB + your Physique. On a Failed Test, the Target is knocked Prone. You then may move up to half your Walking speed away from the Target.


Fighting Style: Wind Style

4th Level Feat

Prerequisite Tag: Martial

You have trained to maintain your manoeuvrability in combat. You gain the following benefits:

  • The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

  • You ignore non-magical Difficult Terrain.

  • You gain the Wind Burst action.

Feat Action Card Wind Burst AP Cost: 2AP Target: Select a number of entities of your choosing you can see within Range, up to your Skill Bonus Range: 6m | Near Duration: 1 Round Effect: Until the start of your next Turn, the Target increases their Walking Speed by 2m, their movement ignores non-magical Difficult Terrain, and does not provoke Opportunity Attacks.



5th Level Feats

Fighting Style: Advancing Strikes

4th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Movement action for no additional AP.



Fighting Style: Assisting Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Aid action for no additional AP.



Fighting Style: Diplomatic Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Socialise action for no additional AP.



Fighting Style: Evasive Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Dodge action for no additional AP.



Fighting Style: Preparatory Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Prepare action for no additional AP.



Fighting Style: Retreating Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Disengage action for no additional AP.



Fighting Style: Seeking Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Seek action for no additional AP.



Fighting Style: Studious Strikes

5th Level Feat

Prerequisite Tag: Martial

Prerequisite Feature: Multiattack

When taking the Attack action, you may choose to replace on attack made as part of the action with a use of the Study action for no additional AP.



Spellcaster Feats

1st Level Feats

Arcane Initiate

1st Level Feat - Repeatable

Prerequisite Tag: Spellcaster

Your studies into the arcane arts bear fruit. When you gain this Feat, choose either Cosmic, Eternal, or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

You can cast the 1st Circle spell with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.



Psionics Initiate

1st Level Feat - Repeatable

Prerequisite Tag: Spellcaster and Psionics

Your studies into the psionic arts bear fruit. You Learn one Talent and always have Prepared a 1st Grade power from the Psionic Power List.

You can manifest the 1st Grade power with this Feat, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Manifesting Trait for these powers when you manifest them with this Feat.



Ritual Caster

1st Level Feat

Prerequisite Tag: Spellcaster but not Ritual Caster

You develop your spellcasting to be able to perform rites and rituals. You gain the Ritual Caster Class Tag. You always have Prepared two 1st Circle/Grade spells/powers with the Ritual Spell/Power Tag from a Spell/Power List you already have access to.



Sign Caster

1st Level Feat

Prerequisite Tag: Spellcaster

You have learnt to use sign language as part of your spellcasting. When casting a spell with a Verbal Component but not a Somatic Component. You may choose to use Somatic instead of a Verbal Component for the spell.

If the spell has a Verbal and Somatic Component, you may still use Somatic Component instead of using a Verbal Component. However, the Somatic Component requires both hands to perform meaning there would be no hands free to touch a Material Component or Spellcasting Focus.



Spellcasting Methodology

1st Level Feat - Repeatable

Prerequisite Tag: Spellcaster

You focus on different means of assisting your spellcasting. When you gain this Feat, choose a focus between: Blood, Faith, Mathemagic, or Spirits. You gain a benefit based on your choice of focus:

  • Blood. When you cast a spell that deals damage upon the Target failing a Trait Test, you can expend a number of Hit Dice up to the spell’s Circle. The Damage Roll of the spell increases by the total roll of the expended Hit Dice.

  • Faith. When you would attempt to Empower a spell, you can decrease the Empower TG by your Spellcasting Trait (minimum of 1).

    You can use this effect of the Feat a number of times up to your SB, replenishing expended uses upon completing a Long Rest.

  • Mathemagic. When you would make a Spell Attack Roll or a Trait Tests to resist, avoid, or end the effects of a spell, you can treat the d20 roll of a 9 or less as having rolled a 10. If you use this Feature after having rolled a Critical Failure you do not gain a Mark of Fate.

    You can use this effect of the Feat a number of times up to your SB, replenishing expended uses upon completing a Long Rest.

  • Spirits. When you would roll to determine HP restored or BP bestowed by a spell, you can expend a Spell Slot or an equal or lower Circle than the spell, you increase the number of dice rolled by the Circle of the expended Spell Slot.



Street Mage

1st Level Feat

Prerequisite Tag: Spellcaster

You learn to channel your magic through performances. You gain the following benefits:

  • You may use Determination as your Spellcasting Trait instead of the normal Trait.

  • You may use Performance Skill instead of the Focus Skill for spellcasting effects, such as Concentration Tests and Empower Tests.

  • You Learn the Prestidigitation Cantrip and can use it to create illusions that duplicate the effects utilised by stage magicians.

  • For Cantrips that do not require an Attack Roll or Trait Test to resist or avoid its effects, you can ignore their Verbal and Somatic Components.

  • When you would use a spell as part of your stage magic, you have Advantage on the next Performance or Skullduggery Skill Roll you make as part of the act.

  • You have Advantage on Performance Skill Rolls made as part of a rite.




4th Level Feats

Arcane Development

4th Level Feat - Repeatable

Prerequisite Feat: Arcane Initiate

Your studies into the arcane arts continue. When you gain this Feat, choose either Cosmic, Eternal, or Primordial magic. You always have Prepared a 1st Circle spell and 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st Circle and 2nd Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.



Combat Spellcasting

4th Level Feat

Prerequisite Tag: Spellcaster

You have trained your spellcasting for use in combat. You gain the following benefits:

  • Making a ranged spell/power Attack Roll whilst in a hostile entity’s AoC, doesn't impose Disadvantage on the Attack Roll.

  • Your spells/powers ignore Half Cover and Three-Quarters Cover.

  • The Range of your spells/powers, with a Range greater than 3m, increases by 6m.

  • Once per Turn, when you roll a 1 on a damage die for the Damage Rolls of your spells/powers, you can reroll the die and must use the new roll.



Eldritch Caster

4th Level Feat

Prerequisite Tag: Spellcaster

Your studies into eldritch secrets enhance your spellcasting. You Learn one Cantrip, always have Prepared a 1st Circle spell and 2nd Circle spell with the Eldritch Spell Tag.

You can cast each of the 1st Circle and 2nd Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

You also gain the following benefits:

  • You Learn the Outsider Language.

  • When you cast/manifest a spell/power, you can choose to grant yourself an Eldritch Bonus to your Spell/Power TG and Spell/Power Attack Roll for that casting equal to half your SB.

    However, once the spell/power has resolved, you gain a Degree of the Dazed condition, this is doubled if you miss with the Spell/Power Attack Roll or no Targets failed their Trait Test against it.

  • Whenever you cast a spell/power, you can choose to replace its Damage Type with Entropic or Psychic damage.

    You can reroll your spell’s/power’s damage dice rolls of a 1 or a 2 that deal Entropic and/or Psychic damage, you must use the new results.

  • As part of casting/manifesting a spell/power with the Eldritch Spell/Power Tag, you can expend a Hit Die to either:

    • Increase the size of the damage die of the spell by 1.
    • Add the Hit Die to the spell’s Damage Roll, or roll to determine HP restored or BP bestowed.
  • If you have to roll on the Magical Mishap Table after attempting to Empower a spell with the Eldritch Spell Tag, you can choose to use the life force of another to stymie your failure. Choose an entity you can see within 6m (Near) of you, they must make an Endurance Test against your Spell TG. If the Target is willing, they are counted as automatically failing the Test.

    On a Failed Test, you can deal the Necrotic damage to the Target, instead of you, to increase the result of the Magical Mishap Table roll. This cannot increase the result above a 20.

    If failed by 5 or more, this instead cannot increase the result above a 25.

    If the entity has a Shared Bond Concept with you, for each point of Necrotic damage they take, you increase the Magical Mishap Table Roll by half your SB.



Elemental Caster

4th Level Feat - Repeatable

Prerequisite Tag: Spellcaster

You have specialised your magical practice towards one of the elemental powers. Upon gaining this Feat, choose either: Air, Earth, Fire, Fungi, Metal, Thunder, Water, or Wood. You Learn one Cantrip, always have Prepared a 1st Circle spell and 2nd Circle spell with the chosen Spell Tag.

You can cast each of the 1st Circle and 2nd Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

You also gain the following benefits:

  • Your spells ignore Damage Reductions and Resistances to a Damage Type based on your chosen Spell Tag:

    • Air. Lightning damage.
    • Earth. Force damage.
    • Fire. Fire damage.
    • Fungi. Necrotic damage.
    • Metal. Vorpal damage.
    • Thunder. Thunder damage.
    • Water. Cold damage.
    • Wood. Radiant damage.

    You can reroll your spell’s damage dice rolls of a 1 or a 2 for the Damage Type of your chosen Spell Tag, you must use the new results.

  • Entities have Disadvantage on Trait Tests to resist, avoid, or end the following conditions bestowed by your spells based on your chosen Spell Tag:

    • Air. Dazed condition.S
    • Earth. Prone condition.
    • Fire. Burned condition.
    • Fungi. Poisoned condition.
    • Metal. Damage Up condition.
    • Thunder. Silenced condition.
    • Water. Slowed condition.
    • Wood. Restrained condition.
  • When Empowering a spell with the chosen Spell Tag you can choose to channel the elements, if you are enveloped by the element that matches the spell’s Spell Tag the Empower Test is made with Advantage.

    If you successfully Empower the spell, you also increase the size of the spell’s dice to determine HP restored, BP bestowed, or damage dealt by 1.

    If you fail to Empower the spell, you gain a Degree of the Burned (Damage Type based on chosen Spell Tag, see above) condition. On a Critical Failure, you instead gain three Degrees of the condition.



Martial Caster

4th Level Feat

Prerequisite Tags: Martial and Spellcaster

You have trained to be able to channel you magic, whilst not impeding your ability to fight with your martial training. You gain the following benefits:

  • Whenever you complete a Long Rest, you may select one Weapon or Shield to form an arcane bond with. Until you next complete a Long Rest, the chosen Weapon or Shield is considered a Spellcasting Focus for your Spellcasting.

  • You can perform the Somatic Components of spells, even when you are holding Items (such as Weapons, Shields, or Spellcasting Foci) in one or both hands.

    This does allow you to satisfy Somatic and Material Components with the same hand, if the Item held is a Spellcasting Focus.

  • You have Advantage on Concentration Tests.



Metamagical Studies

4th Level Feat - Repeatable

Prerequisite Tag: Spellcaster

You studied how to alter the fabric of your spells. You learn a Metamagic option of your choice from those listed in Appendix A: Metamagic from the Soulshaped Class Playbook.

You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.

You gain 2 Soul Points to spend on Metamagic (these points are added to any Soul Points you have from another source but can be used only on Metamagic). You regain all expended Soul Points upon completing a Long Rest.



Mobile Caster

4th Level Feat

Prerequisite Tag: Spellcaster

You have trained in maintaining your mobility in combat. you gain the following benefits:

  • Your Walking speed increases by 1m.

  • When casting/manifesting a spell/power whose Circle/Grade is less than or equal to your SB, you can move up to a quarter your Movement speed, this does not Trigger Opportunity Attacks.

  • When an Initiative Test is called for, you may use a reaction (1RP), to cast/manifest a spell/power, with a Casting/Manifesting Time of 1 or 2 AP, Targetting a single allied entity at the Circle/Grade it is cast/manifested at.



Psionics Development

4th Level Feat - Repeatable

Prerequisite Feat: Psionics Initiate

Your studies into the psionic arts continue. You always have Prepared a 1st Grade power and 2nd Grade power from the Psionic Power List.

You can manifest each of the 1st Grade and 2nd Grade powers with this Feat, without expending any Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Manifesting Trait for these powers when you manifest them with this Feat.



Quick Nap

4th Level Feat

Prerequisite Tag: Spellcaster

You know how to maximise your rest to aid in recovery of your magical potential. As an Activity during a Short Rest, you can recover one unused Spell Slot whose Spell Circle is equal to or less than half your SB.

You can instead use this Activity, to recover Psi Points or Soul Points equal to the Grade/Circle of a power/spell that’s equal to or less than half your SB.

Once you have used this Activity, you cannot do so again until you have completed a Long Rest.



Reactive Caster

4th Level Feat

Prerequisite Tag: Spellcaster

You have honed your reflexes and trained yourself to maintain clarity to quickly cast spells in the heat of battle. You may use the Opportunity Attack reaction.

When the Opportunity Attack reaction is Triggered, you may choose to instead of performing the Opportunity Attack reaction, use a reaction (1RP) to cast a spell or manifest a power at the Triggering entity.

The spell/power must have a Casting/Manifesting Time of either 1AP or 2AP, and can only Target a single entity at the Circle/Grade it is cast/manifested at.



Restorative Infusions

4th Level Feat - Repeatable

Prerequisite Tag: Spellcaster

You develop your skills with restorative magics. Upon gaining this Feat, choose either Fury, Haste, or Protection. When you cast a spell that would restore HP as part of its effect, you can choose one Target of the spell who recovered HP, and apply up to one of the following modifications based on which option you chose upon gaining this Feat:

  • Fury. The Target gains +1AP on their next Turn, and has Advantage on the next Attack Roll they make during the current Encounter/Scene.

  • Haste. The Target gains +1RP until the start of your next Turn, and doubles their Walking speed during their next Turn.

  • Protection. The Target gains BP equal to half the HP restored, and the next Attack Roll made against them during the current Encounter/Scene is made with Disadvantage.



Ritual Master

4th Level Feat

Prerequisite Tags: Spellcaster and Ritual Caster

You develop your skills with rites and rituals. You Learn two 1st Order Rites from an equivalent Rite List to a Spell/Power List you can Prepare from. When casting a spell or manifesting a psionic power with the Ritual Spell/Power Tag, you can call upon your mastery of the art to reduce the Casting/Manifesting Time to 2AP.

You may reduce the Casting/Manifesting Time of Ritual Tag spells and powers with this Feat, a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Ritual Scholar

4th Level Feat

Prerequisite: Knowledge of 2+

Prerequisite Tags: Spellcaster and Ritual Caster

You always can be found carrying packs full of scrolls. Upon choosing this Feat you gain a Ritual Tome; this is a repository of the rituals you know.

You might find spells with the Ritual Spell Tag during your adventures, either in a Spellbook or in Scrolls. You can enter these spells into your Tome, for each Circle of the spell, the process takes 2 Hours and requires one pot of Alchemical Ink and a page of Magically Conductive Paper or similar material appropriate to your Tome that had been modified to conduct the magic of the spell.

The spell must be from a Spell List that you can Prepare from, and cannot be of a Spell Circle higher than that you can normally cast.

While a spell is copied into your Tome, it is considered as always being Prepared.

Should the Tome be lost or destroyed, you can freely acquire a new Tome, but will be unable to remember the rituals, meaning you will need to copy them into your Tome again from a Scroll or Spellbook.



Spell School Studies

4th Level Feat

Prerequisite Tag: Spellcaster

You have learnt the basics tied to a spell school. When you gain this Feat, choose one Spell School, you Learn a Cantrip and always have Prepared a 1st-Circle spell from that Spell School.

You can cast the 1st Circle spell with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

In addition, you gain an additional effect based on the School chosen:

  • School of Abjuration. Spells you cast are always treated as being one Circle higher for the purposes of Dispelling or Countering. When you cast an Abjuration School Spell it instead counts as two Circles higher.

  • School of Conjuration. When you cast a Conjuration School Spell that allows you to Teleport, you can bring one additional willing entity with you so long as the Target destination has sufficient unoccupied spaces for you and accompanying entity.

    If you cast a Conjuration School Spell with the Summoning Spell Tag, whose spell Circle is equal to or lower than your Skill Bonus to summon one or more entities, you can increase the number of entities summoned by one.

  • School of Dictation. Any Diplomacy, Deception, Intimidation, or Stealth Skill Rolls made against an entity successfully affected by your Dictation School Spells within the last Hour are made with Advantage.

  • School of Divination. When casting a spell of the Divination School where there is a chance the GG will provide an inaccurate answer, reduce the chance of this occurring by 25 percent.

    You gain one Mark of Fate when you complete a Long Rest, as the stars reveal some portents of what is to come in your future.

  • School of Evocation. You can add your Skill Bonus to the Damage Rolls of Evocation School Cantrips, if they do not already do so.

    When casting an Evocation School Spell, if on a successful Trait Test the spell would not deal any damage, but they do deal damage on a failed Trait Test. They instead deal half damage on a successful Trait Test.

  • School of Illusion. If an Illusion School Spell produces an auditory or a visual effect but not both, then you can choose for the spell to now produce both effects. If an Illusion School Spell produces both sensory effects, then you can choose to add smells to the illusion.

    If the GG thinks that these additions will make it harder to see through your illusions, the TG for identifying your illusions as such increases by a bonus equal to half your Skill Bonus.

  • School of Necromancy. If you kill an entity using a spell, you can regain HP for an entity summoned or animated through your Necromancy School Spells equal to your SB + the Circle of the spell that caused the kill (Cantrips are treated for this effect as 1st-Circle spells). You can also choose to heal yourself though you heal half the amount of HP.

    If the kill was made with a Necromancy School Spell, then you double the Circle of the spell for determining HP recovered.

  • School of Protection. When you cast a Protection School Spell, you gain BP equal to your SB + double the Circle of the spell cast (Cantrips are treated for this effect as 1st-Circle spells), if the spell bestows BP normally, increase the amount the spell bestows by the value above.

  • School of Restoration. When casting a Restoration School spell, you can restore the Target's HP equal to your SB in addition to its normal effect.

    If the spell Targets multiple entities they each gain the benefit of this effect.

  • School of Transmutation. If your Transmutation School Spell would alter a set sized space of an object, entity, or area. The spell doubles the size of the space that can be affected at a time.

    If you cast a Transmutation School Spell that Targets only you, which has a Duration longer than Instantaneous but shorter than 1 Hour then that spell's Duration is doubled (minimum of 1 Encounter/Scene).




5th Level Feats

Arcane Progression

5th Level Feat - Repeatable

Prerequisite Feat: Arcane Development

Your studies into the arcane arts continue. When you gain this Feat, choose either Cosmic, Eternal, or Primordial magic. You always have Prepared a 2nd Circle spell and 3rd Circle spell from the chosen Spell List.

You can cast each of the 2nd Circle and 3rd Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.



Counterspell Development

5th Level Feat

Prerequisite: The ability to Counter spells

You have developed your skills towards countering the effects of opposing spellcasters. You gain the following benefits when Countering spells or having your spells Countered:

  • You can use a spell whose Spell Circle is equal to or less than your SB to Counter another spell.

  • You do not have Disadvantage on your roll to Counter a spell you do not know, if its Spell Circle is equal to or less than the Circle of your largest Spell Slot.

  • Your spells always count as being cast as one Spell Circle higher when calculating your roll to resist another Countering your spell.



Counterspell Mastery

5th Level Feat

Prerequisite Feat: Counterspell Development

You have mastered the art of counter spellcasting. You gain the following benefits when Countering spells or having your spells Countered:

  • You can use a spell of any Spell Circle to Counter another spell.

  • You have Advantage on your roll to Counter a spell you currently have Prepared.

  • When making a roll to resist another entity Countering your spells, you may instead of adding your Skill Bonus, add double your Skill Bonus to the roll.



Psionic Progression

5th Level Feat - Repeatable

Prerequisite Feat: Psionics Development

Your studies into the psionic arts continue. You always have Prepared a 2nd Grade power and 3rd Grade power from the Psionic Power List.

You can manifest each of the 2nd Grade and 3rd Grade powers with this Feat, without expending any Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Manifesting Trait for these powers when you manifest them with this Feat.




8th Level Feats

Eldritch Development

8th Level Feat

Prerequisite Feat: Eldritch Caster

Your studies into eldritch secrets further enhance your spellcasting. You always have Prepared a 2nd Circle spell and 3rd Circle spell with the Eldritch Spell Tag.

You can cast each of the 2nd Circle and 3rd Circle spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

You also gain the following benefits:

  • When you would cast/manifest a spell/power, you can expend a Hit Die to grant the spell/power the Eldritch Spell/Power Tag for that casting/manifestation.

  • When you would cast/manifest a spell/power with the Eldritch Spell/Power Tag, you can expend a number of Hit Dice using the Eldritch Caster Feat up to half the Circle/Grade of the spell/power. To either:

    • Increase the size of the damage die of the spell/power by 1 for every 2 Hit Die expended.

    • Add all the expended Hit Die to the spell’s Damage Roll or roll to determine HP restored or BP bestowed.

  • You have Advantage on Empower Tests for spells with the Eldritch Spell Tag.

  • When you would expend one or more Hit Dice as part of the casting/manifesting of a spell/power, as part of Empowering a spell, as part of the Magical/Psionic Mishap Table, or as part of the spell’s/power’s effects, you can choose to draw on the life force of others rather than yourself.

    To do so, choose an entity you can see within 6m (Near) of you, they must make an Endurance Test against your Spell/Power TG. If the Target is willing, they are counted as automatically failing the Test.

    On a Failed Test, you can expend a number of the Target’s unexpended Hit Dice up to half the Circle/Grade of the spell/power.

    If failed by 5 or more, this instead can expend a number of the Target’s unexpended Hit Dice up to the Circle/Grade of the spell/power.

    If the entity has a Shared Bond Concept with you, the number of unexpended Hit Dice you can choose to expend from them cannot be more than half the Circle/Grade of the spell/power, but for every Hit Die they expend, it counts as a number of Hit Dice expended equal to half your SB.

    You can draw on the essence of other entities this way a number of times up to your Spellcasting/Manifesting Trait, replenishing expended uses upon completing a Long Rest. You may also replenish uses by expending one of your own Hit Dice (it cannot be replaced via this effect) and regaining a number of expended uses equal to the Hit Die’s roll.



Further Spell School Studies

8th Level Feat

Prerequisite Feat/Feature: Spell School Studies Feat, Spell School Focus Feature, or Spell School Specialisation Feature

You have learnt advanced techniques tied to your chosen spell school. When you gain this Feat, choose one spell of 2nd and 3rd Circle from the Spell School chosen with your Spell School Studies Feat and/or ?Spell School Specialisation Feature. You always have the chosen spells Prepared.

You can cast each of the chosen spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

In addition, you gain an additional effect based on the School chosen:

  • School of Abjuration. You gain a Study Bonus to Empower Tests equal to half your SB, this Bonus is increased to your SB if the spell you are trying to Empower is an Abjuration School Spell.

  • School of Conjuration. The Range of your spells with a Range greater than Touch or Self increases by your SB, this increase is doubled for Conjuration School Spells.

    You have Advantage on Concentration Tests for Conjuration School Spells.

  • School of Dictation. You ignore the Varbal Components of spells, you also ignore Material Components that are not Consumed or cost GP for Dictation School Spells.

    Your Dictation School Spells that, as part of their effect, reveal to affected entities that they were affected by the spell, do not do so.

  • School of Divination. The Inspired Event Scope of your spells increases by 1, or half your SB for Divination School Spells.

    Once per Turn, when casting a Divination School Spell Targeting allied entities, you can expend a Mark of Fate you have, to grant a number of allied entities up to the Circle of the spell (minimum of 1) a Mark of Fate.

  • School of Evocation. You can add your half your SB the Damage Rolls of your spells, or your SB to the Damage Rolls of your Evocation School Spells.

    When casting an Evocation School Spell, you can replace one Damage Type of the spell with either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Thunder, Radiant, or Vorpal damage.

  • School of Illusion. You ignore the Somatic Components of spells, you also ignore Material Components that are not Consumed or cost GP for Illusion School Spells.

    Entities have Disadvantage on Trait Tests to see through your illusions or identify it as an illusion.

  • School of Necromancy. Your spells can reduce a Damage Reduction for one Damage Type dealt by the spell by your SB, it instead may ignore one Damage Reduction or Resistance if the spell was a Necromancy School Spell.

    Once per Turn, when casting a Necromancy School Spell, if you score a Critical Hit, or a Target failed the Trait Test to resist or avoid its effect by 5 or more, the Target expends one of their largest unexpended Hit Dice and you replenish one of your expended Hit Die.

  • School of Protection. Whilst an entity has BP from your spells, they gain a Shield Bonus to their HT equal to half your SB, if the BP was bestowed by a Protection School Spell or the School of Protection effect of your Spell School Studies Feat, the Bonus instead is a Study Bonus to their HT.

  • School of Restoration. When casting a spell, each Target of your choosing may expend and roll one of their unexpended Hit Dice, or if it was a Restoration School Spell they can roll the expended Hit Die tiwce, recovering HP equal to the total result of the roll.

  • School of Transmutation. For your spells with a Duration greater than 1 Round, increase the Duration of the current Unit of Time in the spell's description (Rounds, Minutes, Hours) by half your SB, or your SB for Transmutation School Spells.

    When casting a Transmutation School Spell of 1st Circle or greater, choose a type of Movement speed, until the start of your next Turn, you gain or increase that Movement speed for you by a number of metres equal to the Circle of the spell.



Mender’s Channel

8th Level Feat

Prerequisite Tag: Spellcaster

You have learnt how best to channel the energies of your healing magic towards areas it is needed most. Whenever you cast a spell or manifest a power that would restore HP for a single Target, you can reduce the amount of HP restored to bestow one of the following additional effects, you cannot reduce the HP restored below 0 HP restored:

  • Condition Removal. For every 5 HP you reduce the HP restored by, you can remove one Degree of one of the following conditions: Burned, Dazed, Poisoned, or Slowed. You can only choose one condition per casting/manifesting.

  • Hit Die Restoration. You can restore a number of expended Hit Die for the Target, by reducing the HP restored by an amount equal to (the maximum value of the Hit Die + 5) x the number of Hit Die you wish to restore.

  • Scar Concept Removal. You can remove a single Scar Concept for the Target, by reducing the HP restored by an amount equal to the damage reduction value of the Scar Concept plus either 5 HP for a Mild Scar Concept, 10 HP for the Moderate Scar Concept, and 25 HP for the Severe Scar Concept.



Rapid Caster

8th Level Feat

Prerequisite Tag: Spellcaster

You know how rapidly fire spells and powers at your foes. You can reduce the Casting/Manifesting Time of the next spell/power you cast/manifest, with a Casting/Manifesting Time of AP, by 1AP.

Once you have reduced the Casting/Manifesting Time this way, until the start of your next Turn, the Cast/Manifest action does not increase the AP cost for repeated uses in a Turn.

You can use this Feat a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Synchronised Casting

8th Level Feat

Prerequisite Tag: Spellcaster

You have learnt how best to work with others to empower your spellcasting. When you see an allied entity you have a Shared Bond Concept with, within your AoC, attempt to cast a spell, you can expend a Spell Slot or Soul Points, such that the combined Circle of the ally’s spell and your expended Spell Slot/Soul Points is equal to or less than the highest Circle Spell Slot the ally can cast.

The ally’s spell is treated as being cast with a higher Circle Spell Slot which is equal to the combined Circle of the spell that was cast and your expended Spell Slot/Soul Points.

Should the spell be Countered your Spell Slot/Soul Points are still expended.

Should the ally choose to Empower the spell and fail the Focus Test, your Spell Slot and Soul Points are expended, and you take the same damage as that the ally takes, and likewise you must roll on the Mishap Table should your ally also roll on it.




12th Level Feats

Mastered Spell School Studies

12th Level Feat

Prerequisite Feat: Further Spell School Studies

You have learnt further techniques tied to your chosen spell school. When you gain this Feat, choose one spell of 4th and 5th Circle from the Spell School enhanced by your Further Spell School Studies Feat. You always have the chosen spells Prepared.

You can cast each of the chosen spells with this Feat, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Use your Spellcasting Trait for these spells when you cast them with this Feat.

In addition, you gain an additional effect based on the School chosen:

  • School of Abjuration. When you cast an Abjuration School Spell as part of an attempt to Counter another spell, you automatically succeed at Countering the spell, so long as the Target spell was of an equal or lower Circle than the Circle of your Abjuration School Spell.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Abjuration School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Conjuration. When you cast a Conjuration School Spell of 1st Circle or greater, once the spell has resolved any initial effects, you can teleport to an unoccupied space you can see within 12m (At Range) of you. If this spell requires Concentration to maintain, your Concentration on this spell cannot be broken unless you cast another Concentration spell, if you willingly end the spell, or if the Duration expires.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Conjuration School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Dictation. When you cast a Dictation School Spell of 1st Circle or greater, that Targets only one entity as its base Circle, you can choose to Target an additional 2 applicable Targets for the given Circle the spell was cast at. If the spell does not bestow the Charmed condition normally, you can also as part of this effect choose to bestow the Charmed condition to each Target for 1 Hour.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Dictation School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Divination. When you cast a Divination School Spell of 1st Circle or greater, for one of the Targets of the spell, if the spell would affect a Trait Test, you can choose to flip the d20 of the Test after the spell has affected the Test, otherwise you can flip the d20 of the next Trait Test the chosen Target makes. IF the Flip would cause the Target to gain the Inspired condition or a Mark of Fate, you gain it instead.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Divination School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Evocation. Once per Turn, when you would cast an Evocation School Spell, you may expend a number of unexpended Hit Dice up to your SB or the Circle of the spell (whichever is lower). You add the expended Hit Dice to the spell's Damage Roll.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Evocation School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Illusion. When you cast an Illusion School Spell of 1st Circle or greater, you can choose for the Target to also gain the Inspired condition.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Illusion School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Necromancy. Once per Turn, when you would cast an Necromancy School Spell, you may expend a number of unexpended Hit Dice up to half your SB or half the Circle of the spell (whichever is lower). You add the expended Hit Dice to the spell's Damage Roll, and also restore an amount of HP equal to the roll of the expended Hit Dice to an entity you can see within 12m (At Range) of you.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Necromancy School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Protection. When you cast a Protection School Spell of 1st Circle or greater, until the start of your next Turn, you or a Target of the spell gain a Shield Bonus to your/their HT equal to the Circle of the cast spell. If the cast spell grants a Shield Bonus to the Target and you choose them to gain the Shield Bonus, then this effect's additional Shield Bonus is added to that conffered by the spell until the start of your next Turn.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Protection School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Restoration. Once per Turn, when you would cast an Restoration School Spell, you may expend a number of unexpended Hit Dice up to your SB or the Circle of the spell (whichever is lower). You add the expended Hit Dice to the spell's HP restored. You can reduce the number of expended Hit Dice rolled by 2, to choose one entity that would recover HP from this effect, the entity gains +1AP and +1RP until the start of your next Turn.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Restoration School Spell with a Spell Slot, you replenish a use of this effect.

  • School of Transmutation. When you cast a Transmutation School Spell of 1st Circle or greater, for the Duration of the spell's effect (minimum of 1 Round), you can grant the Target Nightvision out to a number of metres equal to double the Circle of the spell cast. You can instead expend an unexpended Hit Die to instead grant the Target Blindsight for that Range, or expend 3 Hit Dice to instead grant the Target Truesight for half the Range and lasting no longer than the end of the Encounter/Scene.

    Once this effect has been used, you may not do so again until you have completed a Long Rest. When casting an Transmutation School Spell with a Spell Slot, you replenish a use of this effect.



Rescuer’s Summon

12th Level Feat

Prerequisite Tag: Spellcaster

You can save an ally from danger. You gain the following benefits:

  • When you perform the Disengage action, it affects both you and an allied entity of your choosing that you can see within your AoC. Instead of the normal distance you can move with the action, you both can move up to half of whoever’s Movement speed is greater.

  • When you would restore the HP of an entity within your AoC with a spell, power, or rite, the Target can expend a number of their unexpedned Hit Die up to your SB, to increase the HP restored by the total of their Hit Die roll.

  • You gain the Emergency Transposition reaction.

Feat Reaction Card Emergency Transposition RP Cost: 1RP Trigger: A willing entity, you an see within Range, is Targeted by an Attack Roll or another harmful effect or is in a harmful Area of Effect Range: 6m | Near Effect: The Triggering entity is Teleported to an unoccupied space adjacent to you. The Attack Roll misses, and the Triggering entity is not affected by the AoE or harmful effect.


Resolute Caster

12th Level Feat

Prerequisite Tag: Spellcaster

You can know how to strengthen your spellcasting against interruption. You gain the following benefits:

  • You can perform the Dodge action for 1AP.

  • You have Advantage on Concentration Tests, and on Trait Tests to resist, avoid, or end the Mind Lock condition.

  • You gain the Steadied Stance action.

Feat Action Card Steadied Stance AP Cost: 1AP Duration: 1 Round Effect: Until the start of your next Turn, your spell’s/power’s cannot be Countered nor your Concentration broken. For the Duration of this effect, you cannot be moved against your will and you cannot be knocked Prone.


Weapon Specialisation Feats

Weapon Specialisation: Axe Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Axe Weapon Group, the Weapon gains the following benefits:

  • Attacks with this Weapon, treats the Target’s Shield Bonus as being halved.

  • Once per Turn, when you deal damage with this Weapon after rolling your Damage Roll, you can choose to reroll your Damage Roll, you choose which result you use.

  • This Weapon’s Critical Hit Scope increases by 1.

    When you score a Critical Hit with this Weapon, until the start of your next Turn, the Target has Disadvantage on their Attack Roll.

  • You learn Weapon Focuses for Weapons from the Axe Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Bow Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Marksman

When wielding a Weapon from the Bow Weapon Group, the Weapon gains the following benefits:

  • Attack Rolls made with this Weapon at Long Range, are not made with Disadvantage due to being made at Long Range.

  • Attacks with this Weapon ignore Half Cover and Three-Quarters Cover.

  • As part of an Attack Roll with this Weapon made as part of an action you can increase the AP cost of an action by 1AP, or if the action is made of multiple Weapon Attacks, you can instead reduce the number of following attacks made with this action by 1 (an additional attack must able to be made to use this alternative cost).

    If you do so, double the number of the damage dice rolled if the attack hits.

  • You learn Weapon Focuses for Weapons from the Bow Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Chain Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Duellist

When wielding a Weapon from the Chain Weapon Group, the Weapon gains the following benefits:

  • If this Weapon does not have the Reach Weapon Property, it gains it. If it already has the Weapon Property, it increases its Reach by 1m.

  • Once per Turn, when making an Attack Roll with this Weapon, you can ignore any Shield Bonuses of the Target, and any Half Cover affecting the Target.

  • After you have made a Weapon Attack with this Weapon, if you are holding another Melee Weapon with the Light Weapon Property and make a Weapon Attack with that Weapon, you can treat the Reach of the Light Weapon as being equivalent to that of this Chain Weapon.

  • When you score a Critical Hit with this Weapon, against an entity no more than one Size Category larger than you, the Target is knocked Prone.

  • You learn Weapon Focuses for Weapons from the Chain Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Club Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Club Weapon Group, the Weapon gains the following benefits:

  • You may replace this Weapon's Damage Type with Force damage.

  • Once per Turn, when you deal damage with this Weapon, you can choose for the Target to gain one Degree of the Dazed condition until the start of your next Turn. This can never give the Target more than three Degrees of the Dazed condition.

  • When you score a Critical Hit with this Weapon, you add an additional damage die of this Weapon to the Damage Roll.

  • You learn Weapon Focuses for Weapons from the Club Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Controlling Fighting

4th Level Feat

Prerequisites: Fighting Style: Reactive Fighter Feat or Warrior Class Tag

You gain the following alterations to the Opportunity Attack reaction:

  • Your Opportunity Attack can now Trigger when a hostile entity within your AoC misses with an Attack Roll or uses the Disengage action.

  • If you hit a Target with an Opportunity Attack, it bestows one Degree of the Slowed condition. This can never give the Target more than two Degrees of the Slowed condition.

  • When you score a Critical Hit with an Opportunity Attack, you can make a second attack with the same Weapon or Unarmed Strike used it the first attack against that Target.

  • You learn Weapon Focuses for Weapons from one Weapon Group (chosen when you gain this Feat), you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Crossbow Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Marksman

When wielding a Weapon from the Crossbow Weapon Group, the Weapon gains the following benefits:

  • Attack Rolls made with this Weapon at Long Range, are not made with Disadvantage due to being made at Long Range.

  • Attacks with this Weapon ignore Half Cover and Three-Quarters Cover.

  • You can ignore the Loading Weapon Property of this Weapon, and can load this Weapon without a free hand.

  • When making an Attack Roll with this Weapon, treat the Target’s HT as being 1 lower than normal.

  • You learn Weapon Focuses for Weapons from the Crossbow Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Dagger Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist, Fighting Style: Marksman, or Fighting Style: Thrown Weapon Fighter

When wielding a Weapon from the Dagger Weapon Group, the Weapon gains the following benefits:

  • Whenever you would have Advantage on an Attack Roll made using this Weapon, you can choose to reroll one of your two d20 results. You must use the new result for the Advantage comparision.

  • Once per Turn, when you deal damage with this Weapon, you can choose for the Target to gain one Degree of the Burned (Vorpal) condition.

  • When you score a Critical Hit with this Weapon, you can ignore Damage Reductions and Resistances to this Weapon's Damage Type.

  • You learn Weapon Focuses for Weapons from the Dagger Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Dart Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Marksman

When wielding a Weapon from the Dart Weapon Group, the Weapon gains the following benefits:

  • Attack Rolls made with this Weapon at Long Range, are not made with Disadvantage due to being made at Long Range.

  • This Weapon increases its Range by +3m/+6m.

  • Attacks with this Weapon on a hit, apply one Degree of the Burned (Vorpal) condition.

    If this Weapon would apply the Burned (Piercing) condition from another effect, the effect instead bestows the same number of Degrees of the Burned (Vorpal) condition, in addition to the Degree bestowed by this Feat.

  • You learn Weapon Focuses for Weapons from the Dart Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Defensive Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Shield Fighter

Your Shield gains the following benefits:

  • The Shield Bonus is doubled against Ranged Attack Rolls.

  • When you would recieve damage from a source you can see, whilst Wielding the Shield, you may expend an unexpended Hit Die to reduce the incoming damage by the result of the Hit Die's roll + the Shield's Shield Bonus.

  • When using the Raise Shield action, the Cover you provide to your allies increases to Three-Quarters Cover.

  • When using the Shield Bash action, the Shield is considered to have the Force Focus Property, and is treated as an Active Weapon Focus for this attack.



Weapon Specialisation: Double-Bladed Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Great Weapon Fighter

When wielding a Doubled-Bladed Weapon, the Weapon gains the following benefits:

  • Whilst wielding this Weapon in both hands, you gain a +1 Shield Bonus to your HT.

  • When making your extra attack with the opposite side of this Weapon, you can add your Trait to the Damage Roll.

  • Once per Turn, if you miss with the Attack Roll made using the first attack with this Weapon, the extra attack with the opposite side of this Weapon makes its Attack Roll at Advantage.

  • When you score a Critical Hit with this Weapon, until the start of your next Turn, if you are holding this Weapon in one hand, you gain a +1 Shield Bonus to your HT.

    If you are instead holding this Weapon in both hands, the Shield Bonus increases to a +3.

  • You learn Weapon Focuses for Weapons from the Polearm Group and one other Weapon Group (chosen when you gain this Feat), you may immediately choose one Weapon from either of these Groups to become your Active Focus.



Weapon Specialisation: Dual-Weapon Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Two-Weapon Fighter

You gain the following benefits to assist with fighting with two Weapons:

  • You gain a +1 Shield Bonus to your HT whilst you are wielding a separate melee Weapon in each hand.

  • You can treat one handed melee Weapons without the Heavy Weapon Property, as if it had the Light Weapon Property, so long as you are holding it one handed.

  • If you miss with the attack made with your first Weapon, the second Weapon makes its Attack Roll with Advantage.

  • When you make a Weapon Attack with the second Weapon in your off-hand, you may choose to replace its Weapon Focus Property with the Flash FOcus Property for that attack (this must be decided before you make the Attack Roll).

  • You can maintain an additional Active Weapon Focus at a time. You learn Weapon Focuses for Weapons from two Weapon Groups (chosen when you gain this Feat), you may immediately choose one Weapon each of these Groups to become your Active Focus.



Weapon Specialisation: Firearms Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Marksman

When wielding a Weapon from the Firearm Weapon Group, the Weapon gains the following benefits:

  • Attack Rolls made with this Weapon at Long Range, are not made with Disadvantage due to being made at Long Range.

  • Attacks with this Weapon ignore Half Cover and Three-Quarters Cover.

  • You can Load this Weapon’s Ammunition, even when holding a one-handed Weapon or Shield in the other hand.

  • This Weapon, when using the Dangerous Shot action, treats its Critical Failure Scope as being increased by an additional 2. On a hit the Weapon gains the Erupting Weapon Property, if the Weapon already had this Weapon Property, increase the size of the die provided by the Weapon Property by 1.

  • You learn Weapon Focuses for Weapons from the Firearm Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Fist Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Unarmed Fighter

When wielding a Weapon from the Fist Weapon Group, the Weapon gains the following benefits:

  • If this Weapon does not have the Silvered Weapon Property, it gains it.

  • You have Advantage on Attack Rolls made with this Weapon against a Target you are Grappling.

  • Once per Turn, when you hit a Target with this Weapon who is no more than one Size Category larger than you, you may push them 1m directly away from you.

  • When you score a Critical Hit with this Weapon, apply two Degrees of the Dazed condition until the start of your next Turn. This can never give the Target more than four Degrees of the Dazed condition.

    Once the damage is applied, you can then choose to Grapple the Target, if you have at least one hand free.

  • You learn Weapon Focuses for Weapons from the Fist Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Gunblade Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Marksman

When wielding a Gunblade, the Weapon gains the following benefits:

  • Once per Turn, if this Weapon successful hits the Target with a Melee Attack Roll, roll a d4, you Load a number of pieces of Ammunition up to the result of the d4 roll.

  • Once per Turn, if this Weapon successful hits the Target with a Ranged Attack Roll, your next melee Attack Roll with this Weapon is made with Advantage.

  • When you score a Critical Hit with this Weapon, you may roll both your melee and ranged option’s Weapon damage dice for the Damage Roll, and if the Target is no more than one Size Category larger than you, you may push them 1m directly away from you.

    You may then move half your Movement speed; this Movement does not Trigger Opportunity Attacks.

  • You learn Weapon Focuses for Weapons from the Firearm and Sword Groups, you may immediately choose the Gunblade to become your Active Focus.



Weapon Specialisation: Hammer Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Hammer Weapon Group, the Weapon gains the following benefits:

  • When you hit a Target with this Weapon who is no more than one Size Category larger than you, you may push them 1m directly away from you.

  • Once per Turn, when you hit a Target with this Weapon, until the end of the current Turn the Target’s HT is reduced by 2.

  • When you score a Critical Hit with this Weapon, until the start of your next Turn, Attack Rolls against the Target are made with Advantage.

  • You learn Weapon Focuses for Weapons from the Hammer Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Mounted Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Mounted Fighter

You and your mount aim to keep each other alive, fighting as a joint unit. You can perform the Mounted Strike action even when not Mounted.

While Mounted on an appropriate entity, you gain access to the following effects:

  • You can force an attack Targeted at your Mount, that you are aware of, to Target you instead.

  • If your Mount is subjected to an effect that allows it to make an Agility Trait Test to take only half damage, it instead takes no damage if it succeeds on the Test, and only half damage if it fails.

Your Mount gains +1AP, +1RP, and the Bonded Protector reaction.

Feat Reaction Card Bonded Protector RP Cost: 1RP Trigger: An entity in your Mount’s AoC makes an Attack Roll against a Target other than the Mount Effect: The Triggering Target makes their Attack Roll with Disadvantage.


Weapon Specialisation: Polearm Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Polearm Weapon Group, the Weapon gains the following benefits:

  • If this Weapon does not have the Reach Weapon Property, it gains it, except for the Quarterstaff. If it already has the Weapon Property, increase its Reach by 1m.

  • If you can make Opportunity Attacks, it can now be Triggered by a hostile entity entering the Reach of this Weapon, the reaction attack must be made with this Weapon if this is the Trigger used.

  • Once per Turn, after making an attack with this Weapon. You can spend 1AP to make a melee attack with the opposite end of this Weapon. This attack uses the same Trait as the initial attack. The Weapon’s damage calculation for this attack is 1d4 + your chosen Trait Bludgeoning damage.

  • When you score a Critical Hit with this Weapon, against an opponent no more than one Size Category larger than you, the Target is knocked Prone.

  • You learn Weapon Focuses for Weapons from the Polearm Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Scythe Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Scythe Weapon Group, the Weapon gains the following benefits:

  • When attacking a Target with the Bloodied condition, double your Trait value for the Damage Roll.

  • Once per Turn, when you deal damage with this Weapon, you can choose for the Target to gain one Degree of the Slowed condition until the start of your next Turn. This can never give the Target more than three Degrees of the Slowed condition.

  • When you score a Critical Hit, you may select another Target within this Weapon’s Reach to also be hit by a sweeping attack. Roll for the damage only once, the initial Target takes the damage normally. The second Target takes half the damage dealt.

    If this Weapon has the Sweep Weapon Focus Property, then you may select a third Target who also receives the half damage.

  • You learn Weapon Focuses for Weapons from the Scythe Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Sword Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Sword Weapon Group, the Weapon gains the following benefits:

  • In response to an Attack Roll made by an entity within your AoC hitting you whilst holding this Weapon, you can use a reaction (1RP) to gain a Shield Bonus for your HT equal to your SB. This Shield Bonus is cumulative with Shield Bonuses from other sources.

    This Shield Bonus lasts until the start of your next Turn for any Attack Rolls made against you by entities within your AoC.

  • Once per Turn, after making an Attack Roll using this Weapon, your Walking speed increases by 2m until the end of your Turn.

  • When you score a Critical Hit with this Weapon, you can grant yourself or an ally within your AoC, BP equal to a roll of this Weapon’s damage die.

  • You learn Weapon Focuses for Weapons from the Sword Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Thrown Weapon Fighting

4th Level Feat

Prerequisite Feat: Fighting Style: Marksman or Fighting Style: Thrown Weapon Fighter

When wielding a Weapon from the Thrown Weapon Group, the Weapon gains the following benefits:

  • Ranged Attacks with this Weapon ignore Half Cover and Three-Quarters Cover.

  • This Weapon increases its Thrown Weapon Range by +3m/+6m.

  • When you miss with a Thrown Weapon Attack using this Weapon, if this Weapon has the Light Weapon Property it is also treated as having the Returning Weapon Property.

    If you have the Fighting Style: Shield Fighter Feat, you can perform the Shield Bash action as a Thrown Weapon attack with the Returning and Thrown (Range 2m/6m | Melee/Near) Weapon Properties and the Thrown Weapon Group.

  • You learn Weapon Focuses for Weapons from the Thrown Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Trident Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Duellist or Fighting Style: Great Weapon Fighter

When wielding a Weapon from the Trident Weapon Group, the Weapon gains the following benefits:

  • You have Advantage on Attack Rolls made whilst Underwater.

  • Whilst wielding this Weapon in both hands, you gain a +1 Shield Bonus to your HT. This Bonus increases to a +2 whilst Underwater.

  • Once per Turn, after dealing damage with this Weapon, you can immediately draw and make a Ranged Weapon Attack with a Net for 1AP.

  • When you score a Critical Hit, you may select another Target within this Weapon’s Reach to also be hit by a sweeping attack. Roll for the damage only once, the initial Target takes the damage normally. The second Target takes half the damage dealt.

    If this Weapon has the Sweep Weapon Focus Property, then you may select a third Target who also receives the half damage.

  • You learn Weapon Focuses for Weapons from the Trident Group, you may immediately choose one Weapon from this Group to become your Active Focus.



Weapon Specialisation: Two-Handed Fighting

4th Level Feat

Prerequisite Feats: Fighting Style: Great Weapon Fighter

When wielding a Weapon with the Two-Handed Weapon Property, or the Versatile Weapon Property while wielding it with two hands, the Weapon gains the following benefits:

  • On your Turn, when you score a Critical Hit with this Weapon, or reduce an entity to 0 HP, you can make an additional attack with this Weapon for 1AP.

  • When an entity within 1m (Melee) of you makes an attack against a Target other than you, you can use your reaction (1RP) to make an attack with this Weapon against the Triggering entity.

  • You learn Weapon Focuses for Weapons from either the Axe, Club, Hammer, Polearm, or Sword Group (chosen when you gain this Feat), you may immediately choose one Weapon from the chosen Group to become your Active Focus.