A feat represents a talent or an area of expertise that grants a Hero special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat and you can take a feat at the same time as you meet its prerequisite. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Acrobatic feat requires you to have a Dexterity of 13 or higher. If your Dexterity is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Acrobatic feat until your Dexterity is restored.


God Favored Weapon
Althares Light Hammer or warhammer
Anshar Unarmed strike
Beltine Staff
Cadic Dagger or Short-Bow
Hurrian Longsword
Illiir Gladius
Larissa Shortsword or Whip
Neroth War scythe or Sickle
Nier Greatsword
Saluwe’ Spear or Natural weapons
Sarish Dagger
Yarris Trident
Belisarda Longbow
Fire Dragon Flail

Anointed Weapon

Each deity favors a weapon above all others, and by choosing to use it, you gain their favor.
You gain the following benefits while wielding the favored weapon of your deity:
• You are proficient in the favored weapon of your deity.
• While wielding the favored weapon of your deity, you can perform the somatic component of any divine spell even when wielding the weapon two-handed or wearing a shield. (Or casting arcane spells if you are a Sorcerer of Sarish).
• Once per turn, when you roll damage with favored weapon of your deity, you can reroll the weapon’s base damage dice and use either total.



Arcane Spell Mastery

Prerequisite: Arcane spellcaster

You have mastered one spell above all others and you are adept at using it well. Choose one spell of 1st level or higher that you can cast with your spell slots. This spell must be from an arcane spellcasting class that you have levels in and once this spell is chosen you may not change it.
• You know this spell so well that it no longer counts as one of your known spells, allowing you to learn an additional spell later.
• When you cast your chosen spell, you gain the following benefits:
• You treat your spell as if you had cast it with a spell slot one level higher than the one you used to cast the spell.
• You may apply one Metamagic option you know to your spell without paying its arcane point cost once, regaining the ability to do so after completing a long rest.
• Any creature attempting to interrupt or end your spell with counterspell or dispel magic must make an ability check using their spellcasting ability regardless of your spell’s level.



Combat School Training

Prerequisite: You must meet the prerequisites of your chosen combat school.

You have gained acceptance into a school that teaches a combat style.

When you first take this feat, you must choose a combat school to join and you gain 2 resolve dice. You must be proficient in the weapons your chosen school teaches and you must wield those weapons to gain any benefits from your chosen school. You gain the first tier (journeyman) benefits of your chosen school.

You may take this feat again to gain the next tier (master) benefits of your chosen school. When you take this feat again to become a master of your chosen school, your resolve die changes to a d8 and you gain an additional resolve die.



Dragon’s Hide

Prerequisite: Ss’ressen

You have used a special diet, the proper rites, and a secret collection of ointments to harden your scales. You gain the following benefits:
• Your Constitution score increase by 1, to a maximum of 20.
• The AC granted by your Natural Armor racial trait increases to 15 + your Dexterity modifier.



Infernal Heritage

Prerequisite: Tiefling

The taint of the infernal in your blood is stronger than in most dark-kin, causing additional demonic features to develop in you as time goes by. You gain the following benefits:
• Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20
• Your unnatural aura intensifies. You suffer disadvantage on all Charisma (Persuasion) checks and gain advantage on all Charisma (Intimidation) skill checks when dealing with creatures which are not dark-kin or infernals.
• Choose an additional option from the list of traits for your Infernal Heritage racial feature. You may select this feat more than once, choosing a different Infernal Heritage option each time.



Powerful Cant

Prerequisite: Divine spellcaster

There is one cant (divine spell) you have come to cherish and whenever you cast it you are filled with righteous awe. Choose one spell of 1st level or higher that you can cast with your spell slots. This spell must be from a divine spellcasting class that you have levels in, and you cannot change this spell once you have chosen it. When you cast your chosen spell, you gain the following benefits: • You always have your chosen spell prepared and it doesn’t count against the number of spells you can prepare each day.
• Anyone attempting to interrupt or end your chosen spell with
counterspell or dispel magic must make an ability check using their spellcasting ability regardless of your spell’s level.
• When you roll for damage or healing with your spell, you may treat any 1 on a damage or healing die as a 2.
If your spell doesn’t deal damage or heal, you may treat your spell as if you had cast it with a spell slot one level higher than the one you used to cast the spell, up to a 6th level spell slot.



Primal Spell Affinity

Prerequisite: Primal spellcaster

The spirits have given you intimate knowledge of a spell, inscribing it into your blood and bones. Choose one spell of 1st level or higher that you can cast with your spell slots. This spell must be from a primal spellcasting class that you have levels in, and once this spell is chosen you may not change it.
• Your chosen spell no longer counts as one of your known spells, allowing you to learn an additional spell later. You gain the following benefits when casting your chosen spell:
• Anyone attempting to interrupt or end your spell with counterspell or dispel magic must make an ability check using their spellcasting ability regardless of your spell’s level.
• When you roll for damage or healing with your spell, you may treat any 1 on a damage or healing die as a 2.
If your spell doesn’t deal damage or heal, you may treat your spell as if you had cast it with a spell slot one level higher than the one you used to cast the spell, up to a 6th level spell slot.



Tail Swipe

Prerequisite: Ss’ressen or similar physiology that includes a tail.

You have learned to make attacks with your tail, surprising opponents with your lightning-quick sweeps. You gain the following benefits:
• You can make unarmed strikes with your tail, dealing 1d6 + your Strength modifier in bludgeoning damage.
• When you take the Attack action, you may attempt to shove a creature within 5 feet of you with your tail as a bonus action.
• You have advantage on any Strength (Athletics) check to resist being shoved.


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