Advanced Feats

Advanced Feats represent general features which take significantly more effort to acquire, but confer especially power benefits to Characters.

Unlike Basic Feats, Advanced Feats are only available to Characters from Level 4 onwards.

You will find some Advanced Feats are well suited to enhancing the abilities you have from a particular Archetype, or they may offer opportunities to expand the capabilities of your Character to fill roles your Archetype is not well suited for.

When you Level up, you may change an Advanced Feat you previously acquired for any other Advanced Feat.

In general, you may only acquire an Advanced Feat once, however in some cases you may be allowed to pick an Advanced Feat multiple times.

Unlike Basic Feats, some Advanced Feats include prerequisites to ensure they will work as intended for your Character. Your Character must satisfy these prerequisites in order to select a Feat.

Below are a list of Advanced Feats currently available. We divide these up into subsections for ease of viewing, including Martial Feats, Utility Feats and Magic Feats. We also discuss the Back to Basics Feat.

## Back to Basics Feat

* With the Back to Basics Feat, you may choose one Basic Feat of their choice.
* Additionally, you may Train one Ability of your choice.
* You may choose this Feat multiple times, choosing a different Basic Feat each time or, if the Basic Feat permits it, you may in some cases choose the same Basic Feat multiple times.
* You may not change this Feat for another feat when you level up, however you may change a Basic Feat gained through this Feat for another Basic Feat.

## Martial Feats

### Ranged Weapon Expert

* When you have Advantage on a Ranged Attack with a Ranged Weapon and Miss the Target, you may as a Reaction reroll the lowest die rolled to attempt to change the Miss into a Hit.
* Your Ranged Weapon Attacks ignore half and three-quarters cover.
* Attacking Targets at long range does not impose Disadvantage on your Attack Rolls
* The Threatened Condition no longer imposes Disadvantage on your Attack Rolls.

### Finesse Weapon Expert

* When you have Advantage on a Melee Attack with a Finesse Weapon and Miss the Target, you may as a Reaction reroll the lowest die rolled to attempt to change the Miss into a Hit.
* When you are Hit by a Character you could see with an Attack, you may as a Reaction increase your Armor Class by your Skill Bonus, potentially turning the Hit into a Miss.
	+ You must be holding a Finesse Weapon to benefit from this feature

### Heavy Weapon Expert

* Once per Turn, you may add your Skill Bonus to the Damage caused by an Attack with a Heavy Weapon.
* Once during your Turn, if an Attack with a Heavy Weapon is a Critical Hit, or you cause a Character to exceed their Damage Limit with Damage caused by a Heavy Weapon, you may make one additional Attack with that same Weapon during your Turn.

### Versatile Weapon Expert

* You gain a +2 Bonus to your Armor Class while you are holding a Versatile Weapon in Two Hands.
* When you make an Attack against a Character using a Versatile Weapon held in One-Hand, your Movement for the rest of that Turn does not Provoke Attacks of Opportunity from that Character.

### Loading Weapon Expert

* You are able to use a Weapon with the Loading property multiple times per Turn.
* You do not have Disadvantage on your Ranged Attack Rolls while Threatened, provided the Attack uses a Weapon with the Loading Property.
* As a Minor Action, you may make an Attack with a Loading Weapon which lacks the Heavy Property.

### Light Weapon Expert

* There is no Limit to how many times you may use the Light Weapon Property to add the Damage Rating of a second Light Weapon you are holding to the Damage caused by another Light Weapon you are holding.
* While you are holding two Light Weapons, you gain a +1 Bonus to your Armor Class provided at least one of the Weapons is a Melee Weapon with the Light Property.
* You have Advantage on all Checks to Hide Light Weapons somewhere on your person.

### Thrown Weapon Expert

* Immediately after Initiative for a Conflict is determined, you may use your Reaction to draw a Weapon with the Thrown Property and use it to make an Attack with Disadvantage against a Target you can see.
	+ If multiple Characters have a Reaction Triggered by the start of a Conflict, resolve their Reactions in Initiative order.
* As a Minor Action, you may make an Attack with a Thrown Weapon which lacks the Heavy Property.

### Reach Weapon Expert

* Whenever you make an Attack with a Reach Weapon on your Turn, it's Reach is increased by 5ft.
* Once per Turn, when you successfully Hit a Character with a Melee Weapon Attack with a Reach Weapon, you may make an additional Attack against a different Character within the Reach of your Weapon.

### Unarmed Strike Expert

* Once per Turn, when you Hit a Character with an Unarmed Strike you may add your Skill Bonus to the Damage caused.
* Once during your Turn, if an Attack with an Unarmed Strike is a Critical Hit, or you cause a Character to exceed their Damage Limit with Damage caused by an Unarmed Strike, you may make one additional Unarmed Strike during your Turn.

### Martial Equipment Training

* You gain one Basic Martial Feat of your choice.
	+ You may change the Feat chosen by this Feat when you Level Up.
* You become Trained in all Simple, Advanced and Complex Weapons
* You become Trained in all Light Armor, Medium Armor, Heavy and Difficult Armor and Shields

### Light Armor Expert

* You may ignore restrictions on Features caused by wearing Light Armor,
* Your Armor Class is increased by +1 while wearing Light Armor.
* Your Movement Speed is increased by 10 Feet.

### Medium Armor Expert

* You may treat Medium Armor as Light Armor for the purposes of overcoming restrictions on Features caused by wearing Medium Armor.
* You may ignore the Noise property of any Medium Armor you are wearing.
* Your Armor Class is increased by +1 while wearing Medium Armor.

### Heavy Armor Expert

* You may treat Heavy or Difficult Armor as Medium Armor for the purposes of overcoming restrictions on Features caused by wearing Heavy or Difficult Armor.
* While you are wearing Heavy or Difficult Armor you may reduce Damage taken by both your Skill Bonus and your Endurance Bonus.

### Shield Expert

* You may ignore restrictions on Ancestry Features, Archetype Features or Feats caused by wearing a Shield, such as the Fighting Style: Unarmed Fighting Specialism feat.
* You may add the Armor Class Bonuses granted by one Shield you are wielding to any Strength or Dexterity Saving Throws you make.
* If the effect of a Strength or Dexterity Saving Throw specifies you take half damage on a Successful Saving Throw, you take no Damage on a Successful Save provided you are wielding a Shield.

### Vigilant

* When a Character moves out of the Reach of your Unarmed Strikes or a Melee Weapon you are wielding, you may as a Reaction attempt to Grapple them.
* Make an Attack against them with a Melee Weapon you are holding or an Unarmed Strike. If the Attack Hits, it causes no Damage but the Character is pulled to a position within 5ft of you and Grappled by the Weapon you are a holding until the Start of your Next Turn.
	+ This Attack is not considered an Attack of Opportunity for the purposes of features which prevent Attacks of Opportunity.
	+ This Grapple fails if the Character is more then one Size Category larger than you.
* Additionally, if a Character makes an Attack against a Character within 5ft of you and is within your Reach, you may make an Attack of Opportunity against them.

### Pack Tactics

* You have Advantage on Melee Attacks you make against Targets which are Threatened.

## Utility Feats

### Resilience

* You may Train one Ability of your choice
* You become Skilled in one Saving Throw of your choice.
* You may take this Feat multiple times, choosing a different Saving Throw proficiency each time.
* You may change the Saving Throw chosen with this Feat whenever you Level Up.
* You cannot change this Feat for another Advanced Feat when you Level Up.

### Skill Expert

* You gain an additional Skill of your Choice, and become Skilled in one Set of Tools of your choice.
* You gain Expertise in one of your Skills and in one Set of Tools are Skilled in (see below).
* Expertise allows you to add an Expertise Die to the Result of any Skill Check in which you have Expertise.
	+ If a Skill Check benefits from multiple instances of Expertise, roll the Expertise Die with Advantage.
	+ If you do not already have an Expertise die from your Archetype, the size of your Expertise die is a d4.

## Magic Feats

### Magic Expert

* Choose either the Arcane, Creation, Natural or Supernatural Tradition of Magic.
* You gain one Cantrip, and learn one 1st Level Spell and one 2nd Level Spell from the chosen Tradition of Magic.
	+ You choose the Spellcasting Ability of these Spells from Intelligence, Focus or Charisma when you take this Feat, and they do not count against the Total Number of Spell you may know.
* You can Cast each of the Levelled Spells you gain from this Feature once without expending Mana or Pact Power, and you regain the Ability to Cast these Spells in this way when you complete a Long Rest.
* Whenever you gain a Level, you may change the Spells learned through this feature for other Spells of the same Level from the same Tradition of Magic.
* You may take this Feat multiple times, choosing a different Tradition of Magic each time.

### Combat Magic Expert

* *Prerequisite: The ability to Cast at least one Spell.*
* You may use any Weapon as a Spellcasting focus.
* You learn the Shield Spell, or if you already know this Spell choose any other 1st Level Abjuration Spell from any Magic Tradition of your choice.
	+ You choose the Spellcasting Ability of this Spell from Intelligence, Focus or Charisma when you gain this feature, and it does not count against the Total Number of Spell you may know.
* You may Cast the Shield Spell once without expending Mana or Pact Power, and you regain the ability to Cast the Spell in this way when you complete a Long Rest.
* You automatically Succeed on Checks to maintain Concentration due to taking Damage if after taking that Damage you are at no more than half your Damage Limit.

### Ranged Magic Expert

* *Prerequisite: The ability to Cast at least one Spell which requires a Ranged Spell Attack.*
* The Threatened Condition does not cause your Ranged Spell Attacks to have Disadvantage
* Your Ranged Spell Attacks ignore half and three-quarters cover.
* The Distance at which you can Hit a Target with a Ranged Spell Attack is increased by 30ft. Melee Spell Attacks with a range of 5ft and Spells with a range of Touch can affect targets up to 10ft away from you.

### Fast Caster

* *Prerequisite: The ability to Cast at least one as a Minor Action and one Spell as an Action.*
* You are able to Cast up to two Levelled Spells in a single turn, provided you have the Actions with which to do so and neither Spell is Cast at a Level greater than 3rd Level.
* When you Cast a Cantrip with a Character as it's Target, your Movement does not provoke Attacks of Opportunity from that Character until the End of your Turn.
* When a Character provokes an Attack of Opportunity from you, you may as a Reaction Cast a Spell. The Spell must use either an Action or a Minor Action to Cast and cannot be used to effect a Target other than that Character.