Feat
Alongside Stats, a character also has a set of Feats, which can represent a wide variety of abilities, modifiers and actions. Typically, a Player character will start with a set of Core Feats (based on their Race/Upbringing and Class) and gain one Feat per level, either a Minor Feat (on odd levels starting on Level 1) or a Major Feat (on even levels starting on Level 2).
- Core Feats are predefined and mandatory Feats provided by your choice of Race/Upbringing (at Level 0) and Class (at Level 1).
- Minor Feats will typically give CM to a certain Checks under certain circumstances; though they can also grant more qualitative minor benefits.
- Major Feats typically allow you to perform a unique action, be it an actual Action during an Encounter, or just the ability of doing something (such as Dark Vision). These are more qualitative in nature - though the lines can be blurry.
The reason Minor and Major feats are separated, is to allow Players to actually choose Minor Feats every other level. For example, in D&D 5e, if you pick the Chef Feat, you are probably "underpowered". By having separated "slots", Players will be able to pick Minor Feats without being tempted into over-optimizing for combat damage, while still getting their Major Feat every other level as well.
A character can definitely choose to fill a Major Feat slot with a Minor Feat if they really want to, but not the other way around.
Character Progression
The character progression, then, is as follows:
Level 0
At Level 0, the character is still a Peasant and not actually a Hero (PCs start at Level 1). However at Level 0 a character will choose their Race and Upbringing and thus receive, from their Race:
- The Racial Modifiers (Core Feat);
And from their Upbringing:
- The Upbringing Modifiers (Core Feat);
- The Specialized Knowledge ([Upbringing]) (Core Feat);
- A specific Core Feat related to their Upbringing.
Check the Races page for more details.
Level 1
At Level 1, a character becomes a Hero, picks their Class, and receives their two Core Class Feats. They will also get the Class Modifier (Primary Attribute) (Core Feat) which is a +1
bonus to their class's Primary Attribute.
At Level 1, the character will also receive their first Minor Feat, which they can pick from either their Class or General Feats lists (though typically Classes will not have any Level 1 Feats).
Level 2+
Starting on Level 2 and on every other even Level, the character will pick a Major Feat from their Class or General Feats lists.
Starting on Level 3 and on every other odd Level, the character will pick a Minor Feat from their Class or General Feats lists.
General Minor Feats
General Minor Feats
- Animal Mimicry: You have an uncanny knack for mimicking animal sounds. If you are familiar with it, and a humanoid could conceivably reproduce it, you can make a good-enough impression that an untrained ear could not distinguish it. An expert (such as someone with the Sylvan Upbringing) could run an Intuition Check (or Knowledge if they have reason to suspect) to try to assess the veracity of the sound.
- Lip Reading: You can read lips to understand what people are saying when you can see them clearly.
- Numberphile: You are particularly good at double-digit basic arithmetic in your head, and you can quickly estimate the number of items in a group with relative accuracy at only a glance.
- Tool Proficiency: You are proficient with a specific tool, granting you a
+3
CM when performing appropriate tasks using it. You can pick this Feat multiple times for different tools. - Trade Specialization: You are acquainted with a specific trade, allowing you to perform basic tasks associated with it, such as a Blacksmith, Bookbinder, Carpenter, Cartographer, Chandler, Clothier, Cook, Farmer, Fisher, Fletcher, Herbalist, Jeweler, Locksmith, Mason, Miner, Potter, Tanner, Weaver, Weaver, Woodcutter, etc. You can pick this Feat multiple times for different trades.
- Unreliable Memory: You gain a
+6
CM to all Memory Checks attempting to recall information; however, your rolls will be done in secret by the DM, and if you fail, you will confidently remember incorrect (or half-correct) versions of the truth.
General Major Feats
General Major Feats
- Girth Compensation: You can use STR as the Primary Attribute for Light Melee weapons.
- Blind Sense: Your strong connection to your Soul Realm allows you to expand your sense of hearing and smell. You can spend 1 AP and 2 SP to know the positions of any creature you are aware of within
6 Hexes
as well as if you could see them clearly. If they are explicitly trying to sneak, you get a +6 in your Perception Check.
Feat List
- Animal Mimicry: You have an uncanny knack for mimicking animal sounds. If you are familiar with it, and a humanoid could conceivably reproduce it, you can make a good-enough impression that an untrained ear could not distinguish it. An expert (such as someone with the Sylvan Upbringing) could run an Intuition Check (or Knowledge if they have reason to suspect) to try to assess the veracity of the sound.
- Arcane Casting: Unlocks Arcane Casting. See Rules: Arcane for details on how the Arcane magic system works.
- Armor Familiarity: You reduce your DEX penalty from wearing Armor by
1
(min0
). - Beginners Luck: You can use a FP to pay for a Luck Die for a Check of a Skill you do not have any points invested in.
- Blind Sense: Your strong connection to your Soul Realm allows you to expand your sense of hearing and smell. You can spend 1 AP and 2 SP to know the positions of any creature you are aware of within
6 Hexes
as well as if you could see them clearly. If they are explicitly trying to sneak, you get a +6 in your Perception Check. - Bountiful Luck: You can spend SP instead of Heroism Points to use the Karmic Resistance, Write History and Luck Die actions.
- Bulky Frame: You have a
+6
CM to your Stance Checks to resist opponents of your size or larger attempting to Pass Through you. - Callous Fists: You can use CON instead of STR to perform unarmed attacks.
- Cantrip Casting: When not in the pressure of an Encounter, you can spend a few minutes to cast a standard 2 AP / 1 FP spell without spending a Focus Point.
- Channeling Fists: You can spend 1 SP to get a +1 CM to an unarmed Attack Check. You can stack this effect on the same attack.
- Class Specialization: +1 Attribute Modifier to the class's primary attribute
- Dark Vision: See black-and-white in the dark.
- Disregard Cover: You can consider Passive Cover for your Ranged Attacks to be of one degree less than it would otherwise be.
- Distributed Shifts: When you would inflict additional damage through a Basic Melee Strike to an enemy via Crit Shifts, you can instead attempt to distribute that additional Shift damage to any other adjacent creatures that would have been valid targets for this attack; they have to resist as if they were the target of the attack, but Shifts are not considered for this second roll.
- Divine Channeling: Unlocks Divine Channeling. See Rules: Divine for details on how the Divine magic system works.
- Divine Smite: You can spend 2 SP when striking with a weapon to get a +3 CM as you channel raw power into it, making it acquire a distinct glow as you lift it to strike.
- Double Shot: You can spend 3 SP to shoot two projectiles with a single Strike action. Roll for each separately, one after the other.
- Effortless Attuning: Whenever you would spend Spirit Points to use an Imbued Item that would otherwise not require an Attunement Check, you can make an Attunement Check DC 15 to spend one less SP (min 0).
- Exert Authority: Spend 1 AP and 1 SP to authoritatively command an ally that can see and hear you clearly to perform a specific 1 AP action of your choice. The ally can choose to perform the action immediately without spending any AP if they wish.
- Eye for Contraptions: You are particularly good at analyzing and assessing the functionality of mechanical contraptions, such as mechanical devices, locks, and traps. You have a
+3
CM to IQ Checks to discern information from such contraptions, and can spend1
FP to get an additional+3
CM (must be decided before rolling). - Fancy Footwork: If you make a Melee Basic Attack against a target, you do not provoke Opportunity Attacks from that target until the end of the turn.
- Favorable Movement: You can spend 1 FP as you take a Movement Action to ignore Difficult Terrain for this movement.
- Flurry of Blows: You can spend 1 SP to make an unarmed Strike cost only 1 AP.
- Focal Connection: You can create and use a personal Custom Focus (
+4
) that is bound to you. You can use this Custom Focus to execute the Focal Component of any spell, but you cannot use any other type of Spell Component. - Focused Channeling: You can spend 1 FP (and add the Concentrate trait, if it didn't have it already) when doing an action with the Channeling trait to get a +3 CM.
- Focused Reach: You can spend 1 AP and 1 FP to double your Influence Range until the start of your next turn.
- Girth Compensation: You can use STR as the Primary Attribute for Light Melee weapons.
- Improved Taunt: You can spend an additional 1 SP as you perform a Taunt action to get a +6 CM to your Presence Check.
- Inspiring Performance: As a reaction to an ally performing an action, you can spend a SP to give them a +1 CM to a Check associated with their action. You can only do this once per action, the action must not be a reaction, and you cannot do this to yourself.
- Instinctive Tracking: You get a
+3
CM to Checks you make related to tracking creatures (following footprints, etc). - Lesser Divine Channeling: Unlocks Divine Channeling for non-Adepts; this probably represent a much more indirect connection to some higher (possibly unknown) force. See Rules: Divine for details on how the Divine magic system works.
- Leverage: If you would inflict additional damage through a Basic Strike to an enemy via Crit Shifts, you can instead spend any number of SP (up to your level) to inflict that many additional VP of damage. So for example if you get 2 Shifts for an attack (normal damage of 3), you can spend 2 SP to inflict 2 additional VP of damage (total damage of 5).
- Light Feet: Ignore Difficult Terrain due to natural vegetation, forest growth, etc.
- Lip Reading: You can read lips to understand what people are saying when you can see them clearly.
- Lucky Relentlessness: Your DC for the Heroic Relentlessness action is
10
. - Lyric Resonance: You can use One-Handed (
+2
) and Two-Handed (+3
) instruments to assist you with the execution of Verbal Spell Components. You can use these instruments to execute a Verbal Component of any spell, but you cannot use any other type of Spell Component. - Mechanistic Affinity: You can spend a few hours and 1+ FP to attempt to concoct a mechanical contraption to achieve any specific simple goal (use a Check of your primary attribute). Think gears, belts, pulleys, etc in a small pocket sized creation. As an example, you could craft a music box, a clock, a small mechanical hinge to open a door. The DM will adjudicate the complexity and feasibility of the project.
- Moral Authority: If you witness someone performing an action that directly contradicts your (or your Protean's) Tenets, you get a
+6
to any CHA-based Checks attempting to stop or dissuade this behavior (such as intimidation, persuasion, deception, etc). - Natural Affinity: You can use Command Spells with a
+3
CM to control plants, encouraging super-accelerated growth, redirection, flowers to blooms, etc. The difficult and augmentations are similar to the Guide Animal spell. - Nomadic Alertness: Can make Awareness Checks to spot danger while sleeping in the Wilds with no CM penalty.
- Numberphile: You are particularly good at double-digit basic arithmetic in your head, and you can quickly estimate the number of items in a group with relative accuracy at only a glance.
- Opportunity Window: You can spend
1
SP to reduce by1
(min1
) the amount of AP you would spend to perform the Opportunity Attack reaction. - Pinning Shot: You can perform the Stun action with Ranged Attacks.
- Potioneer: You can spend a few hours to forage for ingredients on the appropriate environment with an Intuition Check. You can also spend a few hours and 1 SP to brew a salve that can be used to heal an amount of points (determined by a Knowledge Check) of either VP, FP or SP (your choice). The salve will lose potency and expire after a few days to a week.
- Quick Bash: You only need to spend 1 AP to perform a Shield Bash .
- Quick Draw: If you have at least one hand free, you can spend 1 FP to draw a Light Melee Weapon without spending an action.
- Racial Modifier: +1/-1 Racial Modifiers
- Rage: You can spend 1 AP and 1 SP to become Enraged: reduce your Focus Points to
1
, and it cannot be further reduced while you are Enraged; you cannot Concentrate while Enraged; and you gain a CM to your Body Attacks while Enraged that starts with+6
and is reduced by1
each time it is used. When the bonus reaches0
, or you fail to perform at least on Basic Attack in your turn, you are no longer Enraged. - Rapid Fire: Spend 2 SP (and the AP that it would cost) to use a Strike action for Basic Ranged Attack as a reaction; it loses the Concentrate trait.
- Reactive Casting: You can spend 1 Heroism Point to cast a standard 2 AP / 1 FP spell as a reaction.
- Refined Aiming: When using the Aim action, you can increase the base range of your Ranged Weapon by your Finesse modifier.
- Religious Rites: You are particularly knowledgeable about the specific rites, rituals, the nature of your contract, or whatever are the details of your connection with your Protean. You get a
+3
to Knowledge Checks related to these topics, and can spend1
FP to get an additional+3
CM (must be decided before rolling). - Sacred Calm: You can perform the Calm action on an ally that you can touch. You can spend an additional 1 FP to get a
+6
CM when performing the Calm action. - Signature Spell: You have fully committed all the details of a specific form of the Fundamental Arcane Spell (such as from the Predefined Spells list); you have a
+3
to cast that exact spell. - Specialized Knowledge: You have
+3
to Knowledge or Intuition Checks about aspects related to a specific area of expertise. - Specialized Training: You gain two additional Minor Feat slots at Level 1.
- Spin Attack: Upgrade the Sweep Attack to target any number of creatures; they no longer need to be adjacent to each other.
- Spirit to Flesh: You can resist the effects of Transfiguration spells against your body using your FOW instead of Toughness.
- Spiritual Armor: You can roll the Shrug Off action using your Primary Attribute instead of Toughness.
- Sweep Attack: You can spend
3
AP and1
FP to perform an advanced Melee Strike against up to three adjacent enemies within your reach. You roll once for all targets, but they resist separately. - There's More to This Song: You can attempt to hide a message in a song you are singing, only to be perceived by certain listeners. Roll a Speechcraft Check with
+6
CM; all listeners then contest with an IQ Check. The targets you wanted to understand get a+3
CM to their Check, or a+6
if they are aware that you are trying to hide a message. - Thieves Fingers: You get a
+3
CM to any Checks you perform associated with lock picking or trap disarming. You can spend 1 FP to get an additional+3
CM (must be decided before rolling). - Tool Proficiency: You are proficient with a specific tool, granting you a
+3
CM when performing appropriate tasks using it. You can pick this Feat multiple times for different tools. - Tool-Assisted Casting: You can create and use One-Handed (
+2
) and Two-Handed (+3
) tools, crazy mechanical contraptions to assist you with the execution of Somatic Spell Components. You can use these tools to execute a Somatic Component of any spell, but you cannot use any other type of Spell Component. - Trade Specialization: You are acquainted with a specific trade, allowing you to perform basic tasks associated with it, such as a Blacksmith, Bookbinder, Carpenter, Cartographer, Chandler, Clothier, Cook, Farmer, Fisher, Fletcher, Herbalist, Jeweler, Locksmith, Mason, Miner, Potter, Tanner, Weaver, Weaver, Woodcutter, etc. You can pick this Feat multiple times for different trades.
- Tribal Endurance: Pay 1 Heroism Point to reduce your Exhaustion rank by 1 if you can directly tie a current task to your personal sense of duty to your tribe.
- Unreliable Memory: You gain a
+6
CM to all Memory Checks attempting to recall information; however, your rolls will be done in secret by the DM, and if you fail, you will confidently remember incorrect (or half-correct) versions of the truth. - Upbringing Disfavored Modifier: -1 Upbringing Modifier
- Upbringing Favored Modifier: +1 Upbringing Modifier
- Weapon Honing: You can spend a few hours and 1 SP to hone and carefully refine your weapon to your personal style, preferences and needs, creating a unique connection between you and it. This connection will last until the end of the day, as it fades away in your memory, but while it lasts, the weapon will concede an additional
+1
Equipment Modifier bonus to your Strike actions.