Feats
Gaining Feats
All characters gain a feat at level 1, and again at every odd level (3,5,7,9,etc.). Some races, like Human, gain an additional feat at level 1. Characters can also take up to two Flaws (at DM discretion) to gain up to 2 additional feats at level 1. Many classes also grant feats at verious levels, like the Fighter and the Wizard, though they often require feats to be taken from specific categories.Prerequisites
Some feats have prerequisites. Your character must have the indicated Ability Scores, class features, feats, Skills, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which they gain the prerequisite. A character can’t use a feat if they have lost a prerequisite.Types Of Feats
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.Armor Mastery Feats
Armor mastery feats require armor training as a prerequisite. You gain the benefits of an armor mastery feat only while wearing armor with which you are proficient and only while wearing a type of armor that matches the feat’s armor proficiency feat prerequisite, if any. Armor mastery feats without armor proficiency prerequisites can be used while wearing any suit of armor. Characters who lack the armor training class feature can access armor mastery feats by taking the Armor Focus feat.Combat Feats
Any feat designated as a combat feat can be selected as a Fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.Conduit Feats
Conduit feats grant the ability to draw energies from other planes. The effects of conduit feats are supernatural and do not function in an Antimagic Field or similar effect. In addition, since these abilities require energies from other planes, you cannot use them in areas that are warded against planar or dimensional travel (such as those under the effects of Dimensional Lock or Forbiddance) or when you have been denied this ability (such as via Dimensional Anchor).Critical Feats
Critical feats are those which require Critical Focus as a prerequisite, that modify the effects of a Critical in combat, or which only take effect upon a confirmed critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.Feat Lists
Item Creation Feats
An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common. Raw Materials CostThe cost of creating a magic item equals one-half the sale cost of the item. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what they need unless unusual circumstances apply. Time
The time to create a magic item depends on the feat and the cost of the item. The minimum time is one hour, and no more than 8 hours can be spent per day creating magic items. Item Cost
Brew Potion, Craft Spell Capsule, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their Caster Level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the Caster Level. The Caster Level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the Caster Level by the Spell Level, then multiply the result by a constant, as shown below:
- Scrolls: Base price = Spell Level × Caster Level × 25 gp.
- Potions: Base price = Spell Level × Caster Level × 50 gp.
- Spell Capsules: Base price = Spell Level × Caster Level × 50 gp.
- Wands: Base price = Spell Level × Caster Level × 750 gp.
Any potion, scroll, spell capsule, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions, scrolls, and Spell Capsules, the creator must expend the material component when creating the item. For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost. Some magic items similarly incur extra costs in material components, as noted in their descriptions.
Item Mastery Feats
Using an item mastery feat is a Standard Action that doesn’t provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item’s inherent magic through your own body; this act is thus governed by the user’s fortitude. All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the Caster Level. Any spell-like ability‘s save DC is equal to 10 + the Spell Level + your Constitution modifier. If a spell-like ability calls for a calculation using your Intelligence, Wisdom, or Charisma bonus or modifier, use your Constitution bonus or modifier instead. Magic item mastery is stressful for the item as well as the user and can’t be performed on items that can be used only a limited number of times or that must be recharged (such as elixirs, potions, scrolls, staffs, and wands)—it requires items with constant effects or daily uses. Magic item mastery doesn’t affect an item’s normal properties or deplete any of its daily uses.Metamagic Feats
As a spellcaster’s knowledge of magic grows, they can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for Saving Throws against it does not go up. Wizards and Divine SpellcastersWizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal). Sorcerers and Bards
Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the Sorcerer or Bard has not prepared the spell in a metamagic form in advance, they must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than they do to cast a regular spell. If the spell’s normal casting time is 1 Standard Action, casting a metamagic version is a Full-Round Action for a Sorcerer or Bard. (This isn’t the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra Full-Round Action to cast the spell. Spontaneous Casting and Metamagic Feats
A Cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a Full-Round Action, and a spell with a longer casting time takes an extra Full-Round Action to cast. Effects of Metamagic Feats on a Spell
In all ways, a metamagic spell operates at its original Spell Level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats that eliminate components of a spell don’t eliminate the Attack of Opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an Attack of Opportunity. Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify. Multiple Metamagic Feats on a Spell
A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell. Magic Items and Metamagic Spells
With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher Spell Level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell. Counterspelling Metamagic Spells
Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to Counterspell another spell.
Performance Feats
Performance feats are used when you make a performance combat check, typically granting a special action that occurs when you make that check. Unless you have the Masterful Display feat, you can only apply the effect of one performance feat to each performance combat check you make. See Performance Combat for more information.Racial Feats
Racial feats are those that are limited to members of a certain race. Whether it be an enhancement of a trait of that race, or a mechanical expression of inherent behaviors or skills common amongst them, these feats can typically only be taken by members of the race they represent.Shield Mastery Feats
To some combatants shields are just as important, if not more so, than weapons or armor. Shields are multipurpose, capable of defense or offense. They slide on and off far faster than armor, and allow adventurers to change their tactics on a whim. A handful of specialists train to maximize a shield’s use in battle. All shield mastery feats have the Shield Focus feat as a prerequisite, though characters with the armor training class feature can ignore this requirement. You gain the benefits of a shield mastery feat only while wielding a shield with which you are proficient.Story Feats
A story feat reflects a goal… often an all-consuming one… that shapes your life. Each story feat incorporates a trigger event (which comes from either a campaign occurrence or your background), an immediate benefit, a goal, and a completion benefit for achieving that goal. Each feat has at least two possible prerequisites, representing conditions most likely met during play or a background that fits the feat (see Backgrounds). You need to meet only one of these prerequisites. Anytime you gain a new feat, you may take a story feat, but you can have only one uncompleted story feat at a time. Unlike typical feats, story feats have nebulous prerequisites, and you should chose one only after talking with the DM. This will allow them to weave a story feat into the greater story of the campaign and even adjust it as needed to fit the campaign’s long-term goals and the specifics of your background. Story feats should work organically within the story of the campaign, rather than be chosen purely for their mechanical benefits. Like the prerequisites, the completion conditions for a story feat might require DM adjudication; Establishing a meaningful story arc is more important than adhering to the letter of the feat. Because a story feat represents both your motivation and character development, elements related to the feat will be incorporated into the ongoing campaign. These can be direct elements, like the appearance of a villain or hated creature, or indirect elements, such as rumors of the fate of a lost relative or NPCs who are impressed by a PC’s artistic endeavors. In most cases, allies can assist in completing a story feat. At the DM’s discretion, if you do not take a leadership role in tasks or conflicts related to your own story feat, you might need to complete additional goals to resolve the story feat, or might even be denied completion altogether. Common RulesMany story feats share similar terminology in their prerequisites and completion conditions. The following terms have special meanings when used in story feats.
- Appropriate Number: This number can vary significantly depending on many factors, such as the relative challenge of the creatures to you, or the prevalence of that creature in the world. This number will ultimately be up to DM discretion, but you should be given a rough idea of scale when the feat is taken.
- Challenging Foe: This is a foe or group of foes who represent a significant challenge to the party, regardless of level, and is often well beyond the expected capabilities of a low level party.
- Decisively Defeat: You overcome a foe in some way, such as by killing the creature, knocking it Unconscious, or causing it to be taken prisoner. You must be a significant participant in the conflict to defeat the opponent, even if another strikes the final blow. Whether or not merely causing the enemy to flee qualifies is up to the DM. Generally, driving off an enemy while causing little actual harm does not qualify as a decisive defeat.
- Slay: Slaying a foe includes killing it, destroying it, turning it to stone, banishing it to the Abyss, or otherwise eliminating it in a fashion reversible only by powerful magic. Unless otherwise noted, you must deal the final blow yourself to slay a creature.
- Thwart: Distinct from defeating a foe, thwarting a foe involves disrupting its plans in a substantial and essentially permanent fashion. Deposing a lord, bringing down a priest’s temple, or banishing a sorcerer to the depths of Hell all qualify as thwarting. You keep any benefits gained by thwarting a foe even if it survives defeat and returns more powerful than before. You must be a significant participant in the events that lead to your foe being thwarted for your actions to count toward fulfilling a story requirement.
Style Feats
For centuries, great warriors have looked to their surrounding environments to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. While not as focused or restrictive as many Martial Arts forms, these styles nonetheless seek mertial advantage through replication of nature. As a Swift Action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a Swift Action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a Swift Action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another Swift Action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.Teamwork Feats
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met. Note: allies who are Paralyzed, Stunned, Unconscious, or otherwise unable to act do not count for the purposes of these feats.Weapon Mastery Feats
Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. You gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a Fighter Weapon Group that you have selected with the weapon training class feature (typically referred to as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. Characters who lack the weapon training class feature can access weapon mastery feats by taking the Martial Focus feat.Feat Descriptions
Here is the format for feat descriptions: (Feat Type)This is the categories this feat falls into.
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