Starter Feats

Starter feats represent special sets of abilities which *Characters* of any *Archetype* have access to from early into their adventure.

They are different from Feats which are available from Level 4 onwards as they are of an appropriate power for lower level adventurers.

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

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

Below are a list of Starter Feats currently available for 7e. We divide these up into subsections for ease of viewing, including Martial Starter Feats, Expert Starter Feats, Support Starter Feats and Magic Starter Feats.

## Martial Starter Feats

### Healthy

* **Extra Hit Points:** Your current Hit Point Maximum is increased by twice your Level (e.g. a 1st Level Character will add 2 Additional Hit Points). Each time you gain a Level thereafter, your Hit Point maximum is increased by an additional 2 Hit Points.

### Aimed Attack

* **Take Aim:** As a Bonus Action you can take time to prepare your Next Attack Attack. Before the Start of your next turn, if you miss an Attack Roll you may add a roll of your Martial Die to it's Result, potentially turning the Miss into a Hit.
* **Martial Die:** If you do not already have the Martial Die feature, use a d4 when you use this Feature.

### Fighting Style: Ranged Weapon Specialism

* **Ranged Weapon Proficiency:** If you are not already proficient with all Ranged Weapons, you gain proficiency with one Ranged Weapon type of your choice available in the Setting (e.g. Bows, Crossbows, Guns etc)
* **Precision:** You gain a +2 Bonus to Attack Rolls you make with Ranged Weapons

### Fighting Style: Finesse Weapon Specialism

* **Finesse Weapon Proficiency:** If you are not already proficient with all Finesse Weapons, you gain proficiency with one Finesse Weapon type of your choice (e.g. Rapiers, Daggers, Shortswords etc)
* **Precision:** You gain a +2 Bonus to Attack Rolls you make with Finesse Weapons

### Fighting Style: Heavy Weapon Specialism

* **Heavy Weapon Proficiency:** If you are not already proficient with all Heavy Weapons, you gain proficiency with one Heavy Weapon type of your choice (e.g. Greatsword, Greataxe, Longbow etc)
* **Heavy Hitting:** When you roll the minimum value possible on a Weapon Damage die for a Heavy Weapon, you may treat it as having rolled it's maximum value instead.

### Fighting Style: Versatile Weapon Specialism

* **Versatile Weapon Proficiency:** If you are not already proficient with all Versatile Weapons, you gain proficiency with one Versatile Weapon type of your choice (e.g. Spear, Longsword, Battleaxe etc)
* **Duelist:** You gain a +2 Bonus to Weapon Damage rolls caused by Melee Attacks with Versatile Weapons

### Fighting Style: Loading Weapon Specialism

* **Loading Weapon Proficiency:** If you are not already proficient in all Weapons with the Loading property, you gain proficiency with one Weapon type with the loading property of your choice (e.g. Crossbows, Guns)
* **Quick Load:** You ignore the Loading property of Weapons.
* **Quick Shot:** Immediately after *Initiative* for a Conflict is determined, you may use your *Reaction* to draw a weapon with the Loading 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.

### Fighting Style: Light Weapon Specialism

* **Light Weapon Proficiency:** If you are not already proficient in all Weapon with the Light property, you gain proficiency with one Weapon type with the Light property of your choice (e.g. Daggers, Hand Crossbows)
* **Rapid Attack:** When you take the Attack action and use a Light Weapon as part of that Action, you may make an additional Attack as a Bonus Action using that Same Weapon.\*
	+ This Bonus Action must occur after all the Attacks made as part of the initial Attack Action have been resolved.

(\*Designer Note: The mechanics for Two-Weapon Fighting have changed. They now work in the following way:

* When a *Character* wields two Light Melee Weapons at once and takes the *Attack* *Action*, they may once per Turn add the Damage die of the Light Weapon which was not used for the Attack to the Damage dealt by the Weapon which made the Attack. (i.e. they hit with the first weapon, and automatically add more damage using the second weapon). Do not add your Ability Modifier to the damage caused by the second light weapon.

The reason for this change is that the Bonus Action for Two-Weapon Fighting conflicts with numerous other class features, and the additional Attack it provided made it a default choice of fighting for classes such as Rogue/Trickster.)

### Fighting Style: Thrown Weapon Specialism

* **Thrown Weapon Proficiency:** If you are not already proficient with all Thrown Weapons, you gain proficiency with one Thrown Weapon of your choice (e.g. Daggers, Handaxes, Darts etc)
* **Vicious Attack:** You gain a +2 to bonus to Weapon Damage caused by Ranged Attacks made with Thrown Weapons.
* **Quick Draw:** You may always draw a new Thrown Weapon as part of an Attack you make with them, provided you have a hand free with which to do so.

### Fighting Style: Reach Weapon Specialism

* **Reach Weapon Proficiency:** If you are not already proficient in a Weapon with the Reach property, you gain proficiency with one Weapon type with the loading property of your choice (e.g. Pikes, Halberds etc)
* **Hold at Bay:** When a Character you can see enters the Reach of a Reach Weapon which you are holding, you may use your *Reaction* to make an Attack against them with that Weapon.

### Fighting Style: Unarmed Fighting Specialism

* **Hard Hitting:** You may use a d6 for the Weapon Damage caused by your Unarmed Strikes.
* **Martial Arts:** When you take the Attack Action, you may make an Unarmed Strike as a Bonus Action.
	+ This Bonus Action must occur after all the Attacks made as part of the initial Attack Action have been resolved.
	+ You cannot use this Bonus Action while you are wearing a Shield.

### Fighting Style: Improvised Weapon Specialism

* **Improvised Weapon Proficiency:** You may add your proficiency bonus to all Attacks made with Improvised Weapons.\*
* **Pummel:** When you take the Attack Action and make an Attack with a Weapon or an Improvised Weapon, you may as a Bonus Action make a Melee Weapon Attack with that same Weapon, treating it as an Improvised Weapon.
	+ This Bonus Action must occur after all the Attacks made as part of the initial Attack Action have been resolved.
	+ Weapons used as Improvised Weapons have a d4 Weapon Damage Die, the Bludgeoning Property and, if the Weapon used had the Reach property, the Reach property and it's additional range. The Weapon loses all other properties when wielded in this way.

(\*Designer Note: The mechanics for Improvised Weapons have changed. They now require you have a feature granting you proficiency in Improvised Weapons to add your proficiency bonus to Attack Rolls made with them.)

### Fighting Style: Armor Specialism

* **Light Armor Proficiency:** If you are not already proficient in any Armor, you gain proficiency with Light Armor
* **Defensive:** While wearing Armor or a Shield, your AC is increased by +1.

### Fighting Style: Shield Specialism

* **Shield Proficiency:** If you are not already proficient in Shields, you gain proficiency with Shields.
* **Quick Doff/Don:** Before you use an Action on your Turn, you may as a Bonus Action use the Use an Object Action to remove or equip a Shield.\*
* **Shield Bash:** When you take the Attack Action, you may as a Bonus Action make a Melee Weapon Attack with a Shield you have equipped, treating it as an Improvised Weapon. You are considered proficient with Improvised Weapons for the purposes of this Attack
	+ This Bonus Action must occur after all the Attacks made as part of the initial Attack Action have been resolved.
	+ Improvised Weapons have a d4 Weapon Damage Die and the Bludgeoning Property.

(\*Designer Note: It's very important that the Bonus Action always precedes the Action, as allowing Character's to equip an unequip a Shield at the End and Start of a Turn can lead to balance issues where a Character gains the benefits of a Shield outside of their Turn, and none of the Detriments of wielding it within their Turn. )

### Weapon Techniques

* **Weapon Techniques:** Weapon Techniques represent different ways in which you can use Weapons and Unarmed Strikes when you make an Attack with them.
* **Weapon Techniques Known:** You learn a number of Weapon Techniques equal to your Proficiency Bonus.
	+ The number of Weapon Techniques you know due to this Feat increases as your Proficiency Bonus increases.
	+ Whenever you Level Up you may change your choice of Weapon Techniques.
	+ For a list of Weapon Techniques, their effects and how they may be used, see Weapon Techniques.
* **Repeatable Feat:** You may take this Feat up to two times. If you take this Feat twice, you learn and know a number of Weapon Techniques equal to twice your Proficiency Bonus.

### Martial Training

* **Stamina:** You gain 1 Stamina Point, which you can spend in order to use powerful physical abilities, such as those granted by this feature.
	+ You recover all Stamina Points when you take a Short Rest.
* **Martial Training:** You learn a number of Martial Maneuvers and Stances equal to your Proficiency Bonus.
	+ **Martial Maneuvers and Stances Known:** The total number of Martial Maneuvers and Stances you know due to this Feat increases as your Proficiency Bonus increases.
	+ Whenever you Level Up you may change your choice of Martial Maneuvers and Stances learned from this Feat.
	+ For a list of Martial Maneuvers and Stances, their effects and how they may be used, see Martial Maneuvers and Martial Stances.
* **Repeatable Feat:** You may take this Feat up to two times. If you take this Feat twice, you gain a total of 2 Stamina Points and instead learn and know a total number of Martial Maneuvers and Stances equal to twice your Proficiency Bonus.

## Expert Starter Feats

### Adaptable

* **Skilled:** You gain one additional Skill Proficiency.
* **Tool Skills:** You gain one additional Tool Proficiency.
* **Language Skill:** You learn one additional Language.
* **Repeatable Feat:** You may take this Feat multiple times, choosing a different Skill and Tool Proficiency and Language each time.

### Leadership

* **Inspire:** Whenever you finish a Short or Long Rest, you bolster the resolve of up to 6 *Characters* of your choice who can see and hear you (including yourself). Each *Character* gains Temporary Hit Points equal to your Level.
* **Public Speaker:** You have Advantage on Checks made to communicate ideas to groups of people (3 or more)

### Linguist

* **Linguist:** You gain a number of Languages equal to your Proficiency Bonus.
	+ You learn a new Language each time your Proficiency Bonus increases.
* **Ear for Language:** You are able to understand all forms of language to a limited degree. When reading or listening to a language you are unfamiliar with, you are able to understand the general meaning being conveyed (e.g. basic nouns, verbs and grammar). But you will not be able to understand complex details being described nor will you be able to communicate in this language.

### Medic

* **Healer's Kit Proficiency:** You gain proficiency in Healer's Tools.
	+ If you are already proficiency with Healer's Tools, you gain another Tool proficiency of your choice.
* **Healing Boost:** When *Characters* regain Hit Points as a result of a Spell or Effect you cause, they regain additional Hit Points equal to your Proficiency Bonus.
* **First Aid:** You do not need to succeed on a Medical Skill Check to use a Healer's Kit. When you use a Healer's kit to heal a Character using a Medical Skill Check they regain Hit Points equal to two rolls of the Hit Die expended as part of this Action, plus their Constitution modifier and, due to this feat, your Proficiency Bonus.

### Virtuoso

* **Virtuoso:** You gain a number of Tool proficiencies equal to your Proficiency Bonus.
	+ You learn a new Tool proficiency each time your Proficiency Bonus increases.
* **Any Tool Will Do:** You are able to use any Tool to at least a competent level of proficiency, even when you have had no experience in using that Tool previously. You may add your Proficiency Bonus to any Skill Check where you are able to use a Tool, however you do not gain Advantage on a Skill Check for using a Tool you are not Proficient with as part of a Skill Check which you are proficient in.

### Smooth Talker

* **Distracting Words:** You may use the Distract Action as a Bonus Action.
* **Quick Talker:** You may use a Skill Action to attempt to influence a Character as a Bonus Action.
* **Everyone's Friend:** You have Advantage on all Checks involving flattery and making a good impression on Characters.

### Sprinter

* **Movement Speed Boost:** Your *Movement Speed* is increased by 10ft
* **Evasive:** Whenever you take the Dash Action, you gain the benefits of the Disengage Action.
* **Sprinter:** You have Advantage on all Checks involving Long Distance running or Sprinting

### Riding Expert

* While you are Riding a Mount, you gain the following benefits:
	+ **Hands-Free Riding:** You do not need to hold your mount with one hand.
		- Consequently you may hold Items, Weapons and Shields using both hands while using a Mount.
	+ **Protective Rider:** If your Mount is Hit by a Melee Attack, you may choose to have the Attack target yourself instead.
	+ **Evasive Maneuvers:** If you and your Mount are both required to roll a Dexterity Saving Throw against the same effect (e.g. to avoid the damage of an explosion), you may choose to both benefit from the highest roll you each make against the Check.
		- For example, if yourself and your Mount both make a Dexterity Saving Throw to avoid the damage caused by a Fireball, and you have a result of a 5 and a 17 respectively, you may both treat the result of your Saving Throw as being a 17.
* **Skilled Rider:** You have Advantage on a Skill Checks relating to riding a mount, including staying seated, maintaining control and performing feats of athleticism while mounted.

### Animal Companion

* **Loyal Beast:** You are bonded to an Animal Companion.
* **Beast Stats:** The Animal Companion takes on the form of a Small or Medium sized animal of your choosing. It also has one primary feature and one secondary feature of your choice from the below options. You may change the selected features and the form the familiar takes when you level up. Irrespective of the form it takes, it has the following base stats if it is Medium Sized or Small Sized:
	+ **Base Stats**
		- **Creature Type:** Beast
		- **Size Category:** Small or Medium. Armor Class, Hit Points, Ability Scores and Attack depend on Size Category:
		- **Medium Sized:**
			* AC: 11 (10 + Dexterity Modifier)
			* HP: 3 times your Character Level. A number of d4 Hit Dice equal to your Character Level.
			* Ability Scores: Str: +3, Dex: +1, Con: +0, Wis: +1, Int: -4, Cha: -2
			* Saving Throws: Str: Proficiency Bonus + 3, Con: Proficiency Bonus
			* **Unarmed Strikes**
				+ Ability Modifier: Strength
				+ Reach: 5ft
				+ Attack Roll: 3 + Your Proficiency Bonus
				+ Damage: 1d4+3 (6 Average) Piercing, Slashing or Bludgeoning Damage (your Choice)
		- **Small Sized:**
			* AC: 14 (10 + Dexterity Modifier)
			* HP: 2 times your Character Level.
			* A number of d4 Hit Dice equal to your Character Level.
			* Str: -1, Dex: +4, Con: -1, Wis: +1, Int: -4, Cha: -2
			* Saving Throws: Dex: Proficiency Bonus + 3, Con: Proficiency Bonus - 1
			* **Unarmed Strikes**
				+ Ability Modifier: Dexterity
				+ Reach: 5ft
				+ Attack Roll: 4 + Your Proficiency Bonus
				+ Damage: 1d4+ 4 (7 Average) Piercing, Slashing or Bludgeoning Damage (your Choice)
	+ **Movement Speed:** 40ft
	+ **Additional Senses:** Darkvision 60ft
	+ **Proficiency Bonus:** Equal to your own
	+ **Primary Feature Options:**
		- Pick one of the following Primary Features: Flying, Climbing or Swimming
		- **Flying (Available to Small Sized Animal Companions Only):** It has a Flying Movement Speed equal to it's movement speed.
		- **Climbing:** It has a Climb Speed equal to it's Movement Speed. Additionally it has Advantage on Strength and Dexterity Saving Throws.
		- **Swimming:** It has a Swim Speed equal to twice it's Movement Speed. Additionally it can breathe underwater and it's Unarmed Strikes have an increased reach of up to 10ft.
	+ Secondary Features Option:
		- Pick one of the following Secondary Features: Trained, Evasive, Resilient, Swift, Sticky or Nocturnal
		- **Trained:** It may add your Proficiency Bonus to Awareness and Dexterity Skill Checks it makes.
		- **Evasive:** It can take the Disengage Action as a Bonus Action.
		- **Resilient:** It gains a bonus to it's AC equal to your Proficiency Bonus.
		- **Swift:** It's Movement Speed is increased by 20ft.
		- **Sticky:** It can climb along vertical surfaces and ceilings without falling.
		- **Nocturnal:** It's Darkvision range is 120ft and it has Advantage on Awareness Skill Checks.
* **Reducing to 0HP:** If the Animal Companion is reduced to 0HP it instead falls to 1HP and becomes Unconscious for 1 Hour. It does not enter the Dying Condition. After being reduced to 0HP, the Animal Companion is unwilling to engage in further Combat Conflicts for the day, and until it takes a Long Rest it can only take Actions to avoid harm, such as the Dodge, Disengage and Dash Action. See *Death of Animal Companions.*
* **Intuitive Understanding:** Your Animal Companion understands simple ideas you describe to it through verbal or sign language and it can carry out simple commands. It cannot however understand any languages.
* **Command:** Your Animal Companion is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish. As a Bonus Action, you can *Command* the Animal Companion to use a particular Action. If you do not provide it with an Action it automatically takes the Dodge Action and no Bonus Action.
* **Combat Partner:** Once per turn, you may forgo one Unarmed Strike you could have made to allow your Animal Companion to make an Unarmed Strike as a Reaction.
* **Death of Animal Companions:** Discuss with your GM what your limits are regarding the portrayal of the injury or death of an Animal Companion. We recommend GMs do not insist upon portraying the death of an Animal Companion where it would make Players at the table uncomfortable. As an alternative, we have suggested Animal Companions become Incapacitated when reduced to 0HP, and must take a Short Rest before being able to engage in combat again. Groups which are comfortable with portraying the Death of Animal Companions may use the Dying Condition as normal.
* **Replacing your Animal Companion:** If you wish to replace your Animal Companion you may do so when you Level up. Alternatively you may change it before this in the event that your Animal Companion Dies. Work with your GM to find a narratively satisfying way to justify the change of Animal Companion.

## Magic Starter Feats

### Cantrip Student

* You gain one Cantrip of your Choice from any Magic Tradition. You choose the Spellcasting Ability Modifier of this Spell from Intelligence, Awareness or Charisma when you gain this Feat.
* Whenever you Level Up, you may change your choice of Cantrip and the Spellcasting Ability Modifier used by the Spell.
* You may add your Spellcasting Ability Modifier to the Damage Dealt by any Cantrip you Cast.

### Weapon Bond

* **Weapon Bond:** Choose one weapon with which you are proficient to create a magical bond with. You cannot bond to a weapon with the Heavy Property.
* **Attunement:** Forming this Magical Bond uses one of your three magical attunement slots. This is in addition to any other attunements the Weapon may require.
* **Spellcasting Focus:** You may use a bonded weapon as a Spellcasting Focus.
* **Magical Attack:** You may use either your Intelligence, Awareness or Charisma Modifier for the Attack and Damage rolls you make with that weapon (you choose when you bond to the Weapon).
* **Loyal Weapon:** While you are within 120ft of your Weapon, you may use a Bonus Action to teleport it directly into your hand. Additionally, if the Weapon has the Thrown Property and is Thrown, it returns to your hand immediately after the effects of the Attack have occurred.
* **Changing Weapon:** At the end of a Long Rest, you may choose to bond to a different weapon. You lose all the benefits you had with the previous weapon you were bonded with. You may also as an Action choose to end you bond, as well as your Attunement, to the Magical Weapon.
* **Weapon Proficiency:** If you are not already proficient in a weapon, you gain proficiency in one weapon of your choice which lacks the Heavy property.

### Ritual Student

* **Spellbook:** You gain a Spellbook, within which you can transcribe your favourite Spells from one of the three Traditions of Magic (Supernatural, Arcane or Natural Magic).
* **Initial Spells:** When you gain this Feat, your Spellbook will contain:
	+ Two 1st Level Ritual Spells of your choice from the Magic Tradition you chose.
	+ Up to two Spells you currently have prepared, provided they are from the Tradition of Magic you chose.
* **Ritual Casting:** You can cast any Ritual Spell contained in your Spellbook as a Ritual, without the need to have it prepared. The Spell Level of the Spell must be equal to or less than half your Character's Level rounded up.
* **Spell Preparation:** If you have an Archetype which allows you to change the Spells you have prepared at the end of a long rest, you may choose to prepare any number of Spells transcribed in your Spellbook provided the Archetype would normally allow you to prepare them. (your study allows you to recall them quickly)
* **Adding Spells:** You may use writing implements to transcribe additional Spells into the Spellbook:
	+ **Duration:** Transcribing a Spell requires 2 Hours of study and writing per Spell Level (e.g. a 2nd Level Spell would require 4 hours of study)
	+ **Requirements:** In order to Transcribe a Spell, it must either be:
		- A Ritual Spell from the chosen Tradition of Magic
		- or a Spell you currently have prepared or a capable of preparing which is from the chosen Tradition of Magic (i.e. you must have the necessary levels of an Archetype which would allow you to prepare a spell of the given Spell Level, Tradition and School of Magic.)
* **Transcribing New Spells:** To Transcribe a Ritual Spell or a Spell you do not currently have prepared, you must either have a written copy of the Spell (in the form of a Spell Scroll or another Spellbook) written in a language you can understand, or a Spellcaster who has the Spell prepared may assist you with your study of the Spell.
* **Tutoring:** If a Spellcaster assists in the study of a Spell, the time they spend assisting you counts towards the time required to transcribe it (i.e. if a Spellcaster assists you in the transcribing of a 2nd level Spell, then the Spell will be transcribed after a total of just 2 hours rather than 4). You may only benefit from the assistance of one Spellcaster in this way.
* **Destroying a Spellbook:** Spellbooks are assumed to be kept from most forms of harm along with the other belongings of the Spellcaster. A Spellbook can however be destroyed if damage specifically targets it. It's Object Stats are AC 10, HP 10, Strength: +0 and Constitution: +0, and it has vulnerability to fire damage.
* **Replacing and Copying a Spellbook:** In the event that the Spellbook is destroyed, a Spellcaster may replace it by rewriting the Spells. A new Spellbook costs 50 credits. Transcribing a Spell which a Spellcaster had previously transcribed requires only 1 hour per Spell level. Some safety conscious Spellcasters create copies of their Spellbooks for just such an occasion.

### Familiar

* **Magical Creature:** You are bonded to a tiny magical creature called a Familiar. This may be a creature which represents an extension of yourself, or it may be an entirely separate magical creature which is bonded to you.
* **Attunement:** Forming this Magical Bond uses one of your three magical attunement slots.
* **Beast Form:** The Familiar takes on the form of a tiny creature of your choosing. It also has one primary feature and one secondary feature of your choice from the below options. You may change the selected features and the form the familiar takes when you level up. Irrespective of the form it takes, it has the following base stats:
	+ **Base Stats:** AC: 12 HP: 2 times your Character Level. A number of d4 hit dice equal to your level, Str: -4, Dex: +2, Con: -1, Wis: +1, Int: -4, Char: -2, Movement Speed: 30. Darkvision 60ft. Proficiency bonus is equal to your own.
	+ **Creature Type:** Beast
	+ **Primary Features Options:**
		- **Flying:** It has a Fly Speed equal to twice it's Movement Speed
		- **Climbing:** It has a Climb Speed equal to it's Movement Speed. Additionally it can move across vertical walls and upside down on ceilings.
		- **Swimming:** It has a Swim Speed equal to twice it's Movement Speed and it can breathe underwater.
	+ Secondary Features Option:
		- **Skilled:** It may add your proficiency bonus to Awareness and Dexterity Skill Checks it makes.
		- **Blindsight:** It gains 10ft of Blindsight
		- **Nightsight:** It's Darkvision range is 120ft.
* **Dormant Form:** When the Familiar is taking a Long Rest, it reverts to it's Dormant Form. The Dormant Form of a Familiar is a tiny, non-magical object of your choosing which costs 50 credits or less, such as a small trinket, an item of clothing or a Spellbook. As an Action, you may command the Familiar Transform from the Beast Form to it's Dormant Form, or vice versa. You may change the Dormant Form your Familiar takes when you level up. While in this form, the Familiar is regarded as an Uncommon Magical Object for the purposes of being damaged. If the Character the Familiar is bonded to dies, the Familiar reverts to it's Dormant Form.
* **Reducing to 0HP:** If the Familiar is reduced to 0HP while in it's Beast Form, it immediately reverts to it's Dormant Form. It must remain in it's Dormant Form for 8 hours before it can take on it's Beast Form again.
* **Recalling the Familiar:** As an Action, you can recall the Familiar to your hand or a position within 5ft of you. You may do this whether it's in it's Beast Form or Dormant Form. If the Familiar has been completely destroyed, it reforms at the end of your next Long Rest within 5ft of you.
* **Telepathic Link:** While the Familiar is in Beast Form you are able to communicate simple ideas to it via Telepathy. It can alert you through telepathy if it perceives an obvious threat, but it is unable to communicate beyond this. The range of this telepathic link is limited to 100ft.
* **Telepathic Sight:** While your Familiar is within the range of your Telepathic link, you may use an Action to see through it's eyes. You benefit from any special senses it has, such as Darkvision or Blindsight while looking through it's eyes.
* **Channel Spell:** While your Familiar is within the range of your Telepathic link, you can choose to have any Spell you Cast whose Range is Touch originate from the Familiar instead.
* **Command:** You Familiar is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish. As a Bonus Action, you can *Command* the Familiar to use a particular Action. However it is incapable of the Attack or Use an Object Actions, and if you do not provide it with an Action it automatically takes the Dodge Action and no Bonus Action.

### Magic Student

* Choose either Supernatural, Arcane or Natural Magic Traditions. You gain the following spells from that tradition provided you are at the following levels. You can cast the levelled spells you gain from this feature once per L*ong Rest* in addition to your usual *Spellcasting*. You choose the *Spellcasting Ability Modifier* from Intelligence, Awareness or Charisma when you take this feat.
	+ You gain one Cantrip and one 1st Level Spell from the chosen Tradition of Magic.
* 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.

### Telepathy Student

* You are able to communicate telepathically with Characters you can see within 60ft of you using a language you know. They may respond telepathically to you in a language they also know.
* You learn the Vicious Mockery Cantrip, or if you already know this Spell choose another Cantrip from the Schools of Enchantment or Illusion. You choose the *Spellcasting Ability Modifier* of this Spell from Intelligence, Awareness or Charisma when you gain this Feat. Spells gained from this feature are considered as being from the Creation or Supernatural Magic Traditions (your Choice).
* You no longer need to provide Verbal components for Spells you cast.

### Telekinesis Student

* As a *Bonus Action* you can move a Character other than yourself, or an Object which is not being worn or carried, which you can see with an invisible magical force along any path of your choice. The maximum distance an Object or Character is moved by this feature depends upon their Size Category. Tiny: 30ft, Small: 10ft, Medium: 5ft. You cannot move Objects or Characters which are Large sized or larger, or weigh more than 1000lbs.
* A *Character* who does not wish to be moved can prevent this movement by making a Strength Saving Throw against this effect's DC, which is given by: 8 + Proficiency Bonus + A Spellcasting Ability Modifier of your choice (Intelligence, Awareness or Charisma), which you choose when you take this Feat.
* If an Object or Character is airborne at the end of this movement, it immediately begins to fall. You may catch a Tiny or Small Object moved within 5ft of you as part of this *Bonus Action*.

### Student of the Elements

Choose one of the following Damage types: acid, cold, fire, lightning, poison or thunder.

* You gain one Cantrip from any Tradition of Magic which deals Damage of that chosen Damage type. You choose the Spellcasting Ability Modifier of this Spell from Intelligence, Awareness or Charisma when you gain this feature. A list of example Cantrips are presented below. Spells gained from this feature are considered as being from the Arcane or Creation Magic Traditions (your choice).
* When you roll the minimum value possible on a Damage die used to deal the form of Damage chosen for this feat, you may treat it as having rolled it's maximum value instead.
* You may select this feat multiple times, choosing a different Damage type each time and gaining an additional cantrip of the Damage type chosen.

Damage Types and Example Cantrips
 Cold
 Fire
 Lightning
 Poison
 Thunder

\*Spell introduced in 7e

### Student of the Holy Light

* You gain the Sacred Flame Cantrip, or if you already know this Spell choose any other Cantrip from the Supernatural Magic Tradition. You choose the Spellcasting Ability Modifier of this Spell from Intelligence, Awareness or Charisma when you gain this feature. Spells gained from this feature are considered as being from the Supernatural Magic Tradition.
* Radiant Damage you cause burns with blinding brilliance. When a Character takes Radiant Damage from an Attack or Spell you caused they cannot take Reactions until the Start of their next Turn.

### Student of the Dark Arts

* You gain the Chill Touch Cantrip, or if you already know this Spell choose any other Cantrip from the Arcane Magic Tradition. You choose the Spellcasting Ability Modifier of this Spell from Intelligence, Awareness or Charisma when you gain this feature. Spells gained from this feature are considered as being from the Arcane Magic Tradition.
* You are able to siphon a small portion of energy from others. When you deal Necrotic Damage to a Character, you gain Temporary Hit Points equal to your Proficiency Bonus.

### Protective Enchantments

* You gain the Blade Ward Cantrip, or if you already know this Spell choose any other Cantrip from the Arcane Magic Tradition. You choose the Spellcasting Ability Modifier of this Spell from Intelligence, Awareness or Charisma when you gain this feature. Spells gained from this feature are considered as being from the Arcane Magic Tradition.
* Your minimum Armor Class is 13 + your Dexterity Modifier. This magical effect is suppressed by spells such Antimagic Fields, and a spell such as Dispel Magic suppresses the effect for 1 hour.