General Feats

* ***Acting***: You gain advantage to Deception and Crafts & Art: Acting when you try to act like another person you have met.
* ***Mimic***: You can mimic the speech or sounds of another creature. You must have heard the creature speaking or making sounds for at least 1 minute. A successful Empathy (Com) check contested by your Deception (Man) allows a listener to determine that the effect is faked.

#### Alert

* ***Perceptive***: Gain a rank in Perception. You may gain rank 5 in the skill.
* ***Unsurprised***: You can't be surprised while you are conscious. In addition, other creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
* ***Quick***: You gain a +5 bonus to initiative.

#### Athlete

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

* ***Athletic***: Gain a rank in Athletics. You may gain rank 5 in the skill.
* ***Fast***: Increase your movement speed by 1 m.
* ***Early Riser***: When you are prone, standing up uses only 1 m of your movement.
* ***Climber***: Climbing doesn't cost you extra movement.
* ***High Jumper***: You can make a running long jump or a running high jump after moving only 1 m on foot, rather than 2 m.

#### Charger

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20.

When you take the dash action on your turn, you may make one melee weapon attack or shove a creature. If you move at least 2 m in a straight line immediately before taking this action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 2 m away from you (if you chose to shove and you succeed).

#### Cloudshooter

* ***Range***: Attacking at long range does not impose disadvantage on your ranged weapon attack rolls.
* ***Aim***: If you do not move by choice during your turn, you can perform a special aim maneuver. Once per turn, when you make a ranged weapon attack, you may spend a bonus action to gain a bonus equal to 1d6 to either your attack roll or damage roll. This bonus must be applied before you make the attack or roll the damage.

#### Defensive Duelist

*Prerequisite*: Dexterity 13 or higher

*Ability score*: Increase your Dexterity score by 1, to a maximum of 20.

If you are wielding a finesse weapon that you are proficient with, you can use your reaction to add your proficiency bonus to your AC when a creature hits you with a melee attack.

#### Dual Wielder

* ***Armor Class***: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* ***Non-Light Weapons***: You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
* ***Stow***: You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one (stowing or drawing the two weapons count as one item interaction, instead of two).

#### Durable

*Ability score*: Increase your Vitality score by 1, to a maximum of 20

* ***Hit Dice***: When you roll Hit Die to regain hit points, the minimum number of hit points you regain from one Hit Dice equals twice your Vitality modifier (minimum of 2).
* ***Temporary Hit Points***: When you gain temporary hit points from any source, double it.

#### Elemental Adept

*Prerequisite*: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any dice with a result of 1, but you must keep the new result.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

#### Grappler

*Prerequisite*: Brawn 13 or higher

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

* ***Advantage***: You have advantage on physical ability checks and attack rolls performed against a creature you are grappling.
* ***Pin***: As an action, you can try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

#### Great Weapon Master

* ***Extra Attack***: On your turn, when you score a natural 20 with a heavy melee weapon or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action.
* ***Risk and Reward***: Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to suffer a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage of the damage type your weapon normally deals.

#### Healer

* ***Medic***: Gain a rank in Medicine. You may gain rank 5 in the skill.
* ***Stabilize***: When you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point.
* ***Healer’s Kit***: As an action, you can spend one use of a Healer's kit to tend to a creature and restore 1d6+4 + the creature's maximum number of HD to it. The creature can't regain hit points from this feat again until it finishes a short or long rest.

#### Inspiring Leader

*Prerequisite*: Presence or Manipulation 13 or higher

* ***Leadership***: Gain a rank in Leadership. You may gain rank 5 in the skill.
* ***Inspiring Speech***: Choose up to six friendly creatures plus your Presence modifier (minimum +0, which includes yourself) who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Manipulation modifier (minimum 1). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

#### Keen Mind

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Internal Compass***: You always know which way is north and you seldom get lost. In addition, you know the basics of reading a star map.
* ***Internal Clock***: You always know the number of hours left before the next sunrise or sunset in your home Realm.
* ***Photographic Memory***: You can accurately recall anything you have seen or heard within the past month.

#### Linguist

*Ability score*: Increase your Intelligence score by 1, to a maximum of 20

* ***Languages***: You learn a language at Academics (language of your choice) rank 1 and two languages at Academics (language of your choice) rank 2.
* ***Cipher***: You can create written ciphers. Others can't decipher a code you create unless you teach them or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus). Magic can be used to decipher it.

#### Lucky

You gain 3 Luck Points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one Luck Point to roll an additional d20. You can choose to spend one of your Luck Points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one Luck Point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a Luck Point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended Luck Points when you finish a long rest.

#### Mage Slayer

* ***Punish Spellcasting***: When a creature within melee range of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* ***Punish Concentration***: When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* ***Spell Protection***: You have advantage on saving throws against spells cast by creatures explicitly targeting you, or is cast within 2 m of you.

#### Martial Adept

* ***Weapon Techniques***: You learn two Weapon Techniques of your choice from among those available to the Grandmaster archetype for the [*Tactics*] ability origin. If a Technique you use requires your target to make a saving throw to resist the Technique's effects, the saving throw DC equals 8 + your proficiency bonus + your Brawn or Dexterity modifier (your choice).
* ***Technique Dice***: If you already have Technique Dice, you gain one more. Otherwise, you gain three Technique Dice, which are d6s. These dice are used to fuel your Techniques and are expended when you use them. You regain your expended Technique Dice when you finish a short or long rest.

#### Mobile

* ***Fast***: Your speed increases by 2 m.
* ***Superior Dash***: When you use the dash action on your turn, difficult terrain doesn't cost you extra movement until the end of your turn.
* ***Slippery***: When you make a melee attack against a creature, you don't provoke attacks of opportunity from that creature for the rest of your turn, whether you hit or not.

#### Mounted Combatant

* ***High Horse***: You have advantage on melee attack rolls against any creature that is smaller than your mount whilst you are mounted.
* ***Redirect***: You can force an attack targeted at your mount to target you instead as a reaction.
* ***Equine Evasion***: If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

#### Observant

*Ability score*: Increase your Intelligence or Composure score by 1, to a maximum of 20

* ***Investigative***: Gain a rank in Investigation. You may gain rank 5 with Investigation.
* ***Read Lips***: If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
* ***Vigilant***: You have a +5 bonus to your passive Perception score.

#### Resilient

*Ability score*: Increase one defensive ability score of your choice by +1, to a maximum of 20

* ***Saving Throw***: You gain proficiency in a saving throw using the ability score you choose when picking this feat. If you already possess proficiency with that saving throw you gain proficiency with another defensive ability score of your choice.
* ***Spring Back***: If you’re dropped down below zero hit points, but not dead completely, you automatically regain 1 hit point. This effect is regained after a short or long rest.

#### Ritual Caster

*Prerequisite*: Intelligence or Cunning 13 or higher

* **Ritual Spellbook**: You have learned a number of spells that you can cast as rituals. These spells are written in a ritual spellbook, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual spellbook holding two 1st-level spells with the ritual tag of your choice.
* **Ritual Inscription**: If you come across a spell in written form, such as a magical spell scroll or a spellbook, you might be able to add it to your ritual spellbook. It must have the ritual tag. The process of copying the spell into your ritual spellbook takes 1 hour per level of the spell and requires the consumption of Soul power equal to the spell's level.
* **Ritual Stamina**: You can cast more ritual spells per long rest without suffering exhaustion. Increase both the number of ritual castings per long rest and the same spell being ritual cast per long rest with two.

#### Savage Attack

Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

#### Sentinel

* ***Hinder Movement***: When you hit a creature with an opportunity attack, the creature's speed becomes zero for the rest of the turn.
* ***Unescapable Provocation***: Creatures provoke opportunity attacks from you even if they take the disengage action before leaving your reach.
* ***Punish Attack***: When a creature within melee range of you attacks a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

#### Sharpshooter

* ***Accurate Shot***: Your ranged weapon attacks ignore half cover and three-quarters cover.
* ***Risk and Reward***: Before you attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage of the damage type your weapon normally deals.

#### Skilled

You gain five skill points to distribute in skills of your choice. You can gain rank 5 in one skill of your choice.

#### Skulker

*Prerequisite*: Dexterity 13 or higher

* ***Superior Stealth***: You can try to hide when you are lightly obscured from the creature from which you are hiding.
* ***Directionless Attacks***: When you are hidden from a creature and miss it with a ranged weapon attack, performing the attack doesn't reveal your position.
* ***Gloom Vision***: Dim light doesn't impose disadvantage on your Perception checks relying on sight.

#### Spell sniper

*Prerequisite*: The ability to cast at least one spell

* ***Distant Spells***: When you cast a spell that requires you to make an attack roll, the spell's range is doubled up to a maximum of 120 m.
* ***Accurate Spells***: Your ranged spell attacks ignore half cover and three-quarters cover.
* ***Cantrip***: You learn one cantrip of your choice that requires an attack roll.

#### Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

#### War Caster

* ***Greater Concentration***: You have advantage on Resolve saving throws that you make to maintain your concentration on a spell when you take damage.
* ***Somatic Ease***: You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* ***Casting Opportunity***: When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell targeting the creature, rather than making an opportunity melee attack. The spell must have a casting time of 1 action and must target only that creature.