Feats
Ancestry Feats
Touch of the Wild
Dragon Breath
Relentless Endurance
Gelatinous Bones
Winged
Stonesence
Small Being
Powerful Build
Stoneskin
Innate Magic
Amphibious
Skill Feats
Specialist
Jack of All Trades
Skilled
Growth
Lucky
Martial Feats
Die Hard
Defender
Blackblade
Tavern Brawler
Art of War
Feinting Strike
Magical Feats
Petty Sorceries
Extra Curricular Magic
Talented Magic
Familiar
Magical Talent
Social Feats
Authority
Cultured
Henchkeeper
Connected
General Feats
Alert
Tinker
Healer
Scholar
Camouflage Expert
Witchfinder
Gear Feats
Poisoner
Blacksmith
Fletcher
Alchemist
Cogworker
Enchanter

Ancestry Feats

Ancestry feats represent the special abilities certain people have, you may only select an ancestry feat at 1st level as your background feat and must have the ancestry associated with the feat. You may negotiate with your DM to make a custom feat or pick another ancestries feat to represent your character.

Immortal Being

Elves and Gnomes

Once per session, when a historical event you were alive during is mentioned you may explain how you were there and the GM will describe a relevant, useful, piece of information.

Touch of the Wild

Elves, Gnomes and Half-elves

As an elf you have the touch of a wild creature, from this you may select two of See in the dark like a cat, Smell like a fox, Hear like a bat, Speak with Animals or Climb like a goat. This becomes an ability you have, you may also treat this ability as a skill of half-your-level.

Dragon Breath

Dragonborn

You may replace an attack with a burst of elemental force, enemies in a 10ft cone take 2d6 damage of an element you select when you choose this feat, Save to half (P) or prevent (S) the damage. Additionally you have +1 armor against the element you choose.

Relentless Endurance

Hobgoblin

Once per session you may shrug off a wound as if it never happened.

Gelatinous Bones

Bugbear

Your bones can bend and deform like gelatin. You may reroll 1s rolled when making checks to sneak. You may also squeeze through gaps no smaller than a cat.

Winged

Winged Aldlings or Dragonborn

You have wings that allow you to fly. You cannot carry anything beyond your readied items while flying and fall if you take any damage. Wounds may prevent you from flying instead of applying a penalty to rolls.

Stonesence

Dwarves

You are able to sense dense solid objects like stone and metal nearby, even when blinded or when something lies between you and it. This may allow you to find hidden doors and spaces but small gaps and objects are hard to sense.

Small Being

Podduk, Gnomes & Goblins

Smaller than most people you can fit through small gaps, may use other characters in melee range as cover from ranged attacks and you may reroll 1s when attempting to hide yourself or something else.

Powerful Build

Forgeborn and Goliath

You are much larger than those around you; you can carry 2 more more readied and stowed items.

Stoneskin

Dwarf, Goliath

Your skin is tough and hardy. You always have at least 2 base armor, however this armor does not protect against blunt impacts or thunder.

Innate Magic

Elf, Half-elf and Dhampir

You may choose 1 spell from the Tomes of magic that represents an innate magical ability. You may cast this spell by pushing yourself once per scene.

Amphibious

Lizardfolk, Sea Elf and Amphibious Aldlings

You can breathe underwater and swim without effort. You will only need to make a check to swim in conditions that would be impossible for anyone else to achieve.

Skill Feats

These feats represent a character growing in skill and ability. They may not be picked at first level. These feats can be taken multiple times for different skills.

Specialist

You may pick a skill that you have and declare it an specialization, you may reroll 1s when rolling a skill check where that skill would be relevant. This feat can be taken multiple times for different skills.

Jack of All Trades

Expert Classes only

You may use one of your skills to complete a task unrelated to it by Pushing Yourself, you must tell a story of where you learned to do this.

Skilled

You may pick an additional skill to describe new things you have learned or improve a skill by +1d. You may take this feat multiple times.

Growth

You may increase one of your attributes by 1. You may not increase it beyond +2. You may only take this feat once.

Lucky

Increase your luck to 2, if you already have 2, or would gain another luck, luck you may reroll a luck dice once per session.

Martial Feats

These feats are related to skill at arms and fighting

Die Hard

You gain 1 additional Stamina every second level, you automatically stabilize when you take a level 3 wound.

Defender

When a Nearby ally would take damage from an attack you may interpose yourself into the attack and take the damage instead.

Blackblade

You gain the attention of the legendary Shadow Dragon and he gives you one of his feathers, you gain a magical Blackblade that can absorb other magical weapons absorbing their properties, you can also change the shape of the blade at will and summon it to your hand as a free action.

Tavern Brawler

When you fight without a proper weapon you can attack as if your bare hands or improvised weapons are Medium Weapons, these weapons are always treated as having the Hooked tag and you may select one more tag.

Art of War

You may take 1 Weapon Art or passive from the Veteran's Weapon Styles. They always cost 2 stamina to use.

Feinting Strike

You may decide to declare an attack as a feint, after making the attack roll but before rolling damage. No damage is dealt by the next attack against that opponent has +1d for each 5 or 6 rolled, up to a maximum of the number of half your level.

Magical Feats

These feats expand or show magical prowess and ability.

Petty Sorceries

You may choose 3 cantrips from the spellcasting chapter, you may cast these at will.

Extra Curricular Magic

Classes with spellcasting only.

You may learn 3 additional spells, if these spells are from the same Tome you gain the cantrip of that Tome. You can take this feat multiple times to gain more spells.

Talented Magic

Classes with spellcasting only

Select one of the spellcasting requirements; Foci, Incantations or Gestures. You may ignore that component without consequence.

Familiar

You have a creature that has joined you by magic or training. You gain a Familiar with 2 tags. If you already have a familiar you may gain 2 more tags for it.

Magical Talent

You can cast spells as described in the Spellcasting Rules.

MD: [½level], Max MD: [½level]

Return: 1-2, Imprinted Spells: 1

Spells Known: You Learn 3 spells each time

This feat can be taken multiple times to learn 3 more spells and gain an additional preparation slot.


Social Feats

These feats show social and interpersonal skills

Authority

You have a charisma about you that makes others follow your instructions, most characters will instinctively defer to your and follow your instructions. Once per Session you can command an NPC who is not openly hostile to you, they will comply with the command, provided it is not significantly harmful or uncharacteristic.

Cultured

You can fluently speak all the common languages of your native region and convey at least basic information in uncommon or esoteric ones. You can learn a new language with only a week's practice with a native speaker. 

Henchkeeper

You have a knack for picking up lost souls who will willingly do your bidding. Such people will serve you in loyal fashion until betrayed or placed in unacceptable danger. They are likely to be unskilled or otherwise unimportant people. You can acquire new henchmen within 24 hours in a populated community. You can have 1 henchman per 3 levels you have, rounded up.

Connected

You’re remarkably gifted at making friends, wherever you go you seem to know somebody useful to your ends. At the start of each session you gain a free Favor (see downtime rules), this favor does not stack between sessions.

General Feats

These feats demonstrate particular expertise of knowledge or skill.

Alert

Keenly aware of your surroundings you cannot be surprised and notice things others wouldn’t. You may add half your level to any checks to notice or search for hidden things, additionally If the GM rolls to decide which side goes first in a combat your side gains +1 bonus to your roll.

Tinker

You can create small harmless clockwork creations with 10 minutes of time. They can complete simple sets of instructions but degrade quickly. Additionally you can easily make small repairs to cloth or simple metal goods.

Healer

You can stabilize a mortally wounded character by spending your entire turn tending to them. When you apply first aid you can treat a wound so that it provides no penalty, although the wound still is present for all other purposes.

You know a wide range of diseases and ailments and how to treat them with common, easily accessible materials.

Scholar

You are well read, you can recall obscure facts about your fields of study. If you don’t know something you will know where you can find information about it. Once per session you may recall an obscure fact you were recently reading about that is relevant to the scene.

Camouflage Expert

You have learned to hide in many ways; when you are well prepared you can assure that anything you hide, including yourself, cannot be found by regular means. This does take time and supplies to set up and cannot be prepared during combat.

Witchfinder

You can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.


Gear Feats

Poisoner

When you forage in a verdant wild or shop in an illegal market you can extract a dose of a poison detailed in the equipment chapter for free.

By harvesting or buying other ingredients, you can craft different types of poisons.

Blacksmith

As a downtime action you can reinforce, modify and hone a melee weapon. The weapon gains an additional tag but the honed edge is quickly blunted and the additional tag is removed after the next combat where it is used.

Fletcher

You can craft your own arrows with easily available materials. With 10 minutes of time you can affix a scroll, potion or other gear you can justify into an arrow. This arrow will trigger the effect of the gear where it hits.

Alchemist

With an alchemy kit ( 2 slots, 1 Coin.) you can turn relatively common herbs and supplies into useful product. When you recover you can craft a set of draughts and vials (as detailed in the equipment chapter), you can craft a number of products equal to 3+int+a relevant skill. Unused products expire when you recover.

You may develop new works as long term projects.

Cogworker

You can create advanced but unstable gear, as a downtime action you can craft ranged weapons with an additional tag, but if the highest dice on an attack with the weapon is a 1 the weapon catastrophically fails.

Enchanter

If you do not have one already you gain a spellbook with one Tome of spells in it and any other spells you know. As a downtime action you can craft a scroll or wand of a spell in your spellbook. This costs 1 less coin than it would cost to buy.