General Feats
These feats are open to everyone. You pick one at each even level (2, 4, 6, 8, 10, 12) as you grow into whatever kind of adventurer you want to be.
Feat List
| Feat | Effect |
|---|---|
| Alchemist | Edge to harvest and craft potions. See Alchemy. |
| Ancient Lore | Edge on history and arcane knowledge checks. |
| Animal Companion | Gain a loyal 1 HD animal companion. |
| Animal Whisperer | Edge to calm, ride, or direct animals. |
| Armor Proficiency | Gain proficiency with the next armor tier (Light → Medium → Heavy). |
| Armored Caster | You can cast spells while wearing armor. |
| Aura of Courage | Allies within Near gain Edge on saves vs fear. |
| Beast Bond | Your animal companion gains +1 HD. Requires Animal Companion. |
| Brawler | +PB to unarmed attack rolls and grapple checks. Unarmed strikes deal 1d4 (1d6 at level 5, 1d8 at level 9). You may use DEX instead of STR for unarmed attacks. |
| Centered Mind | Spend 1 Boost Die to end one charm or fear effect on yourself. |
| Countercharm | Spend 1 Boost Die: allies within Near gain Edge vs charm and fear until end of your next turn. |
| Cutting Words | Spend a Boost Die to impose Setback on one enemy’s next roll. |
| Divine Sense | You can sense undead and fiendish presence within Near. |
| Dual Wielder | When fighting with two light weapons, roll damage twice and take the highest. |
| Endurance | Edge on saves vs Fatigue, once per day. |
| Escape Artist | Edge to escape bonds, grapples, and restraints. |
| Fast Healer | When you spend Hit Dice to heal, add +1 HP per die. |
| Favored Enemy | Choose a creature type. Edge to track, recall lore, and attack that type. |
| Fearless | Auto-succeed vs mundane fear; Edge vs magical fear. |
| Fleet of Foot | Your base Speed is Fast instead of Normal. |
| Flurry of Blows | When you make an unarmed attack, spend Boost Dice to make additional unarmed attacks—one extra attack per Boost Die spent. Requires Brawler. |
| Hold Breath | You can hold your breath for CON minutes instead of CON rounds. |
| Hunter’s Mark | Spend 1 Boost Die to mark a target. Edge on attacks against that target until it dies or you rest. |
| Improved Initiative | Edge on Initiative rolls. |
| Jack of All Trades | Once between rests, add PB to any check you’re not proficient in. |
| Keen Senses | Pick one sense (hearing, sight, or smell). Edge on checks using that sense. Can take multiple times for different senses. |
| Lay on Hands | As an action, spend one of your Hit Dice to heal a touched creature for that die + your CON. |
| Leadership | You can give your Boost Die to an ally within Near. |
| Linguist | Learn 2 additional languages. |
| Lucky | Halflings only. Start each session with 1 extra Boost Die. |
| Martial Adept | Take one Fighter Feat (you must meet any requirements). |
| Mounted Combatant | Edge on melee attacks against creatures smaller than your mount. |
| Natural Explorer | Edge on checks to forage, track, and navigate. |
| Opportunist | When an adjacent enemy misses you, make a free attack against them. |
| Poison Resistance | Edge on saves vs poison. |
| Resilience | Once per day, reroll a failed save. |
| Strong Back | +5 item slots to your carrying capacity. |
| Stunning Strike | When you hit with an unarmed attack, target makes a CON save (DC 8 + PB + DEX) or is Stunned until end of your next turn. Once per combat. Requires Brawler. |
| Tough | +2 HP per level (retroactive). |
| Unarmored Defense | When unarmored, AC = 10 + DEX + CON. |
| Weapon Mastery | Gain proficiency with one weapon category (Light, Medium, or Heavy). |