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Feats and Abilities

Alertness

Advantage on Perception Checks.

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Aura of the Bright One

Evil characters take 1 hit per round while they are within 10 ft. *Must be a Priest*

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Bend His Ear

15% chance the Bright One will intervene on your behalf. *Must be a Priest*

 

Berserker

Enter a state of rage, blood, and steel. This condition lasts for 3 rounds, and every hit they take, the first hit is shrugged off, and every hit delivered is treated as 2 hits. *Must be a Champion*

 

Blind Fighting

In a 10' radius, if you are blinded or you cannot see, you roll your attack without disadvantage. In addition, your opponent doesn’t have advantage from you being blinded.

 

Cleave

If you drop your opponent, you may make one more attack against an opponent within 5ft.

 

Critical

Increase your critical range to 5 and 6. *Must have a 3 or more in either Melee or Ranged*

 

Divine Intervention

25% chance the Bright One will intervene on your behalf.

*Must have Minor Miracles*

 

Enchant Item

A player can enchant a Staff, Wand, Weapon, Armor, or Scroll.

*Must have 3 points in Arcane Magic and 4 points in Arcana. Must be a Wizard. *

 

Enhance Spell

Double a spell's AOE or Damage.

*Must have 5 in Arcane Magic. Must be a Wizard. *

 

Evasion

1/day you can automatically succeed on a Save *Must have 5 in Dodge*

 

Focus

Can fire a blast of force energy from your focus at no cost. *This blast of energy damage is equal to your Arcana or Religion Score.

*Must be a Priest or Wizard. *

 

Headshot

20% chance of instant death of the opponent. This doesn’t include tier 5 monsters or opponents with a helmet, but causes a critical hit instead. A player must roll a six on a 1d6.

 

Improved Critical

Increase your crit range to 4, 5, and 6   

*Must have a 4 or more in either Melee or Ranged*

 

Jack of all Trades

Add 1 point to any 4 Attributes or skills.

*May take multiple times*

**May not take on initial character creation.

 

Minor Miracles

20% chance the Bright One will intervene on your behalf. *Must have Bend His Ear*

 

Language

Each time this feat is taken, the character may learn an additional language.

*May take multiple times*

 

Sharpshooter

Ignore all cover except full.

 

Spell Savant

Prepare 1-2 Tier spells without a spellbook

*Must have Steel Trap*

 

Steel Trap

Remember important details of events, people, and or documents.

 

Superior Critical

Increase your critical range to 3, 4, 5, and 6.

*Must have Improved Critical. *

**May not take on initial character creation.

 

Supreme Healing

Use 2d6s as your healing dice.

*Must be a Priest*

 

Toughness

Gain 2 Health Points to a maximum of 20.

*May Take Multiple times. *

 

Two-Weapon Fighting

Make another weapon attack with your off-hand at no disadvantage.

 

Volley

Make a Ranged attack to everyone in a 20' radius *Must have 4 in Ranged*

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ELEMENTAL FEATS 

Elemental Adept (Fire)

Ignore resistance, max 1 fire damage die/turn.

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Child of the Storm

Gain flight in heavy wind, resistance to lightning.

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Crystalline Skin 

Earth armor gives +1 AC and reflects damage 1/short rest.

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Frostbite Soul

Chill aura slows attackers by 10 ft.

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Combat Feats

Designed for tactical movement, momentum, and guard manipulation rather than flat bonuses.

 

Surge Step
Once per turn, after a successful melee attack, you may move 1 space without provoking counteractions. If this movement places you adjacent to a new enemy, gain +1 Guard until the end of their next turn.

 

Momentum Edge
When you hit twice in a single round (via dual wielding or off-turn reaction), you may spend 1 Exertion to ignore the target's Guard for your next attack.
 

Guardbreaker Form
Attacks you make ignore Guard from shields. If you reduce Guard to 0, inflict the “Exposed” condition until the target defends or evades.

 

Cohort Formation
When adjacent to an ally, you both gain +1 Morale. If you both target the same enemy, apply +1 damage once per round.

 

Blood Oath Counter
Once per scene, when struck to 0 Guard or lower, you may spend 2 Stamina to immediately retaliate with a single attack before applying further effects.
 

Skill Feats

Centered on versatility, time-based effects, and social engineering with mechanical weight.

 

Flash Appraisal

Once per scene, declare a single item, creature, or event as “Noteworthy.” You immediately learn one secret, danger, or hidden benefit about it. It can be used mid-combat or in exploration.

 

Quiet Tools
When using any toolkit, reduce the time required by 50% and suppress all detectable noise, light, or energy unless disrupted.

 

Calculated Delay
Once per round, delay an action until after another character acts, even if they are behind you in initiative. If your delayed action interrupts a foe, they roll at Disadvantage.

 

Echo Reading
Once per long rest, read the lingering “intent” of a location or object. Ask 1 question about what occurred here in the last day—answer given by GM must include emotion or motive.

 

Urban Ghost
While in settlements, you leave no trace, cannot be followed without magical aid, and gather information twice as fast during downtime.

 

Magic Feats

Focus on spell evolution, cost-shifting, or world-bending rules without mimicking metamagic.

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Spell Instinct
Choose 1 known spell. You can cast it reflexively without verbal or somatic signs if surprised or ambushed. Can only be used once per encounter.

 

Arcane Rot
You can channel spell energy through corrupted or broken terrain. When casting while standing in decay, ruins, or desecrated areas, reduce its Stamina cost by 1.

 

Soul-Bound Spark
Pick one spell you know. Once per long rest, it automatically recasts itself one round later if the initial cast failed.

 

Feedback Field
If you are struck while concentrating on a spell, the attacker suffers +1 Stamina if they roll doubles.

 

Leyline Sync
When standing still for more than 1 round, your next spell cast has its range doubled and does not provoke.
 

Survival Feats

Leverage exhaustion, pacing, and terrain—no static nature bonuses.

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Dustwalker’s Endurance
Reduce all Fatigue gains from travel, hunger, or weather by 1 (minimum 0). You also wake first from natural sleep or magical slumber.

 

Scorchskin
Immune to ambient heat, ash, steam, and minor burns. Fire-based attacks against you roll at Disadvantage if you are in natural terrain.
Tags: [Survival, Elemental]

 

Silent Sentinel
While standing still in the wilderness, you cannot be detected by mundane means unless the seeker rolls doubles. Traps you set in the wilderness are always hidden.

Blood Trail Reader
You can identify a creature's injury, condition, and direction of travel from even a single drop of blood or disturbed plant matter.

 

Last Ration Instinct
Once per session, when your HP drops to 0, you can act normally for 1 additional round before collapsing.

 

Social Feats

Not just persuasion—these modify party-wide tempo, faction reputation, and NPC loyalty.

 

Whisperspread

You may spend 1 hour and 1 coin to spread a rumor. Within 1 day, this rumor takes hold in the local population (GM decides effect).

 

Gravetongue
You may speak calmly to anyone recently bereaved or who’s lost kin in the last month. You cannot be lied to by these individuals.

 

Banner-Bearer
When carrying a known symbol of power (e.g., house sigil, faith banner), your allies within sight gain +1 Morale when fighting aligned foes.
 

Oath of Reciprocity
Once per session, when someone owes you a favor, you may call it in. They must act—even against their interest—unless it would harm their loved ones.

 

Masked Intent
Your true motives are unreadable unless revealed by divine power or a known flaw. You roll at Advantage when pretending to feel something you don’t.

 

Legendary Feats

Synergy-based feats that define characters mechanically and narratively. 

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Momentum God

(Requires: Surge Step, Momentum Edge, Guardbreaker Form)
You no longer roll Initiative—your actions always resolve immediately after the first foe that attacks. When you strike three enemies in a row, restore 1 Exertion.

 

Arcforge Ascendant

(Requires: Soul-Bound Spark, Leyline Sync, Arcane Rot)

You may now cast a spell from memory even if you’ve forgotten it. Once per day, your spells reshape the local terrain for 1 hour (narratively and mechanically).

 

The Quiet Sovereign (Requires: Urban Ghost, WhisperSpread, Masked Intent)

You may declare a political or social outcome in a town or faction. Within one week, unless countered, your influence shapes that outcome permanently.

 

Warden of the Endure

(Requires: Dustwalker’s Endurance, Silent Sentinel, Blood Trail Reader)
You never suffer environmental penalties. Your allies cannot get lost in any terrain. Your camp is always safe from ambush.

 

Breaker of Fate

(Requires: Flash Appraisal, Feedback Field, Last Ration Instinct)

Once per campaign arc, you may choose to reroll any result made by any character, deaths, or divine judgments.

©2025 Shadowgate Entertainment 

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