Feats

Feats represent special sets of abilities which *Characters* of any *Archetype* have access to.

Unlike Starter Feats, these are typically only available to Characters from Level 4 onwards, due to the great amount of power they grant.

You will find some 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 a Feat you previously acquired for any other Feat.

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

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

Below are a list of Feats currently available for 7e. We divide these up into subsections for ease of viewing, including Martial Feats, Utility Feats, Magic Feats and the Back to Basics Feat.

## Back to Basics Feat

* **Basic Feat:** With the Back to Basics Feat, you may choose one Basic Feat of their choice.
* **Minor Ability Score Increase:** You gain +1 to an Ability Score of your choice.
* **Repeatable Feat:** 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.

## Martial Feats

### Ranged Weapon Expert

* **Prerequisites: Proficient in a Ranged Weapon**
* **Unerring Accuracy:** When you have Advantage on an Attack roll 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.
* **Sharpshooter:** Your Ranged Weapon Attacks ignore half and three-quarters cover.
* **Long Shot:** Attacking targets at long range does not impose Disadvantage on your Attack Rolls
* **Point Blank:** The Threatened Condition no longer imposes Disadvantage on your Attack Rolls.

### Finesse Weapon Expert

* **Prerequisites: Proficient in a Finesse Weapon**
* **Unerring Accuracy:** When you have Advantage on an Attack roll 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.
* **Deft Defense:** When you are Hit by a Character you could see with an Attack, you may as a Reaction increase your Armor Class by your Proficiency Bonus, potentially turning the Hit into a Miss. You must be holding a Finesse Weapon to benefit from this feature

### Heavy Weapon Expert

* **Prerequisites: Proficient in a Heavy Weapon**
* **Heavy Blow:** You may add your Weapon Attack's Ability Modifier a second time to the Damage caused by an Attack with a Heavy Weapon.
* **Momentum:** Once during your Turn, if an Attack with a Heavy Weapon is a Critical Hit, or you reduce a Character to 0 hit points using a Heavy Weapon, you may make an additional Attack with that same Weapon during that Turn.

### Versatile Weapon Expert

* **Prerequisites: Proficient in a Versatile Weapon**
* **Two-Handed Benefit:** You gain a +2 Bonus to your Armor Class while you are holding a Versatile Weapon in Two Hands.
* **One-Handed Benefit:** 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

* **Prerequisites: Proficient in a Loading Weapon**
* **Quick Load:** You are able to use a weapon with the Loading property multiple times per turn.
* **Close-Quarters Shooting:** You do not have Disadvantage on your Ranged Attack Rolls while Threatened, provided the Attack uses a Weapon with the Loading Property.
* **Rapid Fire:** When you take the Attack action and use a Weapon with the Loading Property as part of that Action, you may make an additional Attack as a Minor Action using that same Weapon provided it lacks the Heavy property.

### Light Weapon Expert

* **Prerequisites: Proficient in a Light Weapon**
* **Improved Two-Weapon Fighting:** Whenever you Hit a Character with a Melee Weapon Attack, you may add the Weapon Damage Die of a Light Melee Weapon Held in your other hand to that Damage, provided it was not used as part of the initial Attack.
* **Parrying Blade:** While you are holding Two-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.
* **Secret Weapons:** You have Advantage on all Checks to Hide Light Weapons somewhere on your person.

### Thrown Weapon Expert

* **Prerequisites: Proficient in a Thrown Weapon**
* **Quick Toss:** 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 *Character* or *Object* you can see. If multiple Characters have this feature, resolve their Reactions in Initiative order.
* **Rapid Fire:** When you take the Attack action and make a Ranged Weapon Attack with a Weapon with the Thrown Property as part of that Action, you may make an additional Attack as a Minor Action using another Weapon with the Thrown Property or the same Weapon if you are able to retrieve on this Turn.
* **Quick Draw:** You may draw and make an Attack with a Weapon with the Thrown Weapon Property as a Minor Action.

### Reach Weapon Expert

* **Prerequisites: Proficient in a Reach Weapon**
* **Extend:** Whenever you make an Attack with a Reach Weapon on your Turn, it's Reach is increased by 5ft.
* **Crowd Control:** Once per Turn, when you successfully Hit a Character with Melee Weapon Attack with a Reach Weapon, you may deal the Weapon's Damage to a second Character of your choice which is also within your Reach, provided the Attack's Result exceeded their AC also.
	+ The Second Character is considered to be targeted by a second Attack which is identical in all ways to the first but occurring after it for the purposes of features which are triggered by Attacks.

### Unarmed Strike Expert

* **Combo:** Once per turn, when you hit a Character with an Unarmed Strike you may immediately make another attack with an Unarmed Strike against them.
* **Knockout:** When you land a Critical Hit with an Unarmed Strike against a Character which is no more than one size category larger than you, they are knocked Prone.

### Martial Equipment Training

* **Prerequisites: Proficient in Light Armor**
* **Minor Ability Score Increase:** Increase either your Strength, Dexterity or Endurance by 1.
* **Weapon Training:** You gain proficiency in all Simple and Advanced Weapons
* **Armor Training:** You gain Proficiency in Light Armor, Medium Armor, Heavy and Difficult Armor and Shields

### Light Armor Expert

* **Prerequisites: Proficient in Light Armor**
* **Light Armor Mastery:** You may ignore restrictions on Features caused by wearing Light Armor,
* **Agile Defense:** Your Armor Class is increased by +1 while wearing Light Armor.
* **Light as a Feather:** Your Movement Speed is increased by 10 Feet.

### Medium Armor Expert

* **Prerequisites: Proficient in Medium Armor**
* **Medium Armor Mastery:** You may treat Medium Armor as Light Armor for the purposes of overcoming restrictions on Features caused by wearing Medium Armor.
* **Muffled Armor:** Medium Armor no longer imposes Disadvantage on Checks to remain unheard.
* **Armored Acrobatic:** You may add your full Dexterity bonus to your Armor Class while wearing Medium Armor, rather than just a +2 maximum.

### Heavy Armor Expert

* **Prerequisites: Proficient in Heavy and Difficult Armor**
* **Heavy Armor Mastery:** 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.
* **Iron Fortress:** While you are wearing Heavy or Difficult Armor and take Bludgeoning, Piercing or Slashing Damage, the damage taken is reduced by two times your Proficiency Bonus, to a minimum of 1 Damage. This feature cannot reduce the Damage caused by a Critical Hit.

### Shield Expert

* **Prerequisites: Proficient in Shields**
* **Shield Mastery:** You may ignore restrictions on Ancestry Features, Archetype Features or Feats caused by wearing a Shield, such as the Fighting Style: Unarmed Fighting Feat.
* **Knock-Down:** As a Minor Action, you may use a Shield to attempt to Shove a Character.
* **Take Cover:** You may add the Armor Class bonuses granted by one Shield you are wielding to any Strength or Dexterity Saving Throws your make.
	+ If the effect of a Strength or Dexterity Saving Throw specifies you take half damage on a Successful Saving Throw, instead take no damage.

### Guardian

* When a Character moves out of your Reach, you may as a Reaction attempt to pull them back towards you.
* To do this, first make an Attack against them with a Weapon you are holding or an Unarmed Strike. If the Attack hits, it deals it's damage as normal and the Character is Grappled by you until the Start of your Next Turn. You do not require a free hand to maintain this Grapple (i.e. you may use a weapon you are holding to maintain this Grapple). As part of this Grapple the Character is also pulled to a position within 5ft of you. This Attack is not considered an Attack of Opportunity for the purposes of features which prevent Attacks of Opportunity.
* 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 gain a +1 to one Ability Score of your choice
* You gain Proficiency 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 proficiency chosen with this Feat whenever you Level up.

### Skill Expert

* You gain an additional Skill Proficiency
* You gain Expertise in one Skill you are proficient in (see below).
* Expertise allows you to add an Expertise die to the result of any Skill in which you have Expertise. If you do not already have an Expertise die from your Archetype, the size of your Expertise die is a d4.

### Improved Animal Companion

* **Animal Companion Feat:** You gain the benefits of the Animal Companion Basic Feat. If you already have this feat, you gain +1 in an Ability Score of your choice.
* In addition to the benefits of the Animal Companion Feat, your Animal Companion learns a special ability which it may use as a Minor Action. Choose one of the following options:
	+ **Protector Tactics:** Your Animal Companion can take the Taunt Action as a Minor Action.
	+ **Group Tactics:** Your Animal Companion can take the Distract Action as a Minor Action.
	+ **Deadly Tactics:** When your Animal Companion hits a Target with an Unarmed Strike, it may use it's Minor Action to deal additional damage equal to twice your proficiency bonus.
* **Protect Companion:** When your Animal Companion is hit by an Attack you can see, you may as a Reaction call out a warning to them, increasing their Armor Class against that Attack by an amount equal to twice your Proficiency Bonus.

## Magic Feats

### Magic Expert

* **Spell Choices:** Choose either Supernatural, Arcane, Natural or Creation Magic Traditions. You gain one Cantrip, one 1st Level Spell and one 2nd Level Spell from the chosen Tradition of Magic. You choose the *Spellcasting Ability Modifier* of these Spells from Intelligence, Focus or Charisma when you take this feat.
* **Additional Spellcasting Ability:** You can cast the levelled spells you gain from this feature once per Long Rest in addition to your usual Spellcasting.
* **Changing Spells:** 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.
* **Repeatable Feat:** You may take this Feat multiple times, choosing a different Tradition of Magic each time.

### Improved Familiar

* **Familiar Feat:** You gain the benefits of the Familiar Basic Feat. If you already have this feat, you gain +1 in an Ability Score of your choice.
* In addition to the benefits of the Familiar Feat, your Familiar gains the following abilities:
	+ **Intelligent:** It's Intelligence and Charisma Modifier are equal to yours and it can speak, read and understand any languages you are able to. It can understand complex instructions, however it may not be used to assist you in Skill Checks which use Charisma or Intelligence.
	+ **Minor Teleportation:** As a Minor Action the Familiar can use the Misty Step spell.
	+ **Instant Escape:** When the Familiar's Beast Form would be reduced to 0HP and it is within the range of your Telepathic link, you may use a Reaction to recall it. It reverts to it's Dormant Form, takes no damage from the triggering damage, and appears in a Position within 5ft of you.

### Combat Magic Expert

* **Prerequisite: The ability to cast at least one spell and proficiency with a weapon.**
* **Spellcasting Focus:** You may use any Weapon as a Spellcasting focus.
* **Protective Magic:** 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 Modifier* of this Spell from Intelligence, Focus or Charisma when you gain this feature.
* **Additional Spellcasting:** You may Cast the Shield Spell once per Long Rest in addition to your usual Spellcasting.
* **Resilient Concentration:** You automatically Succeed on Saving Throws to maintain Concentration due to Damage if after taking that Damage you have more than half your Hit Point Maximum.

### Ranged Magic Expert

* **Prerequisite: The ability to cast at least one spell and proficiency with a weapon.**
* **Close Quarters Casting:** The Threatened Condition does not cause your Ranged Spell Attacks to have Disadvantage
* **Precise Casting:** Your Ranged Spell Attacks ignore half and three-quarters cover.
* **Long Distance Casting:** 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 spell**
* **Fast Cast:** 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.
* **Mobile Cantrip:** 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.
* **Reactive Casting:** 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 must target that Character only.