Feats

Feats

Characters choose a feat at 1st level, and at every subsequent level.

Feats appear in three tiers: adventurer feats, champion feats, and epic feats. Adventurer feats are available to any character between level 1 and level 10. Champion feats are available starting at level 5. Epic feats are available starting at level 8.

Feats per Level

Contents

Level Player Character
1 1 adventurer
2 2 adventurer
3 3 adventurer
4 4 adventurer
5 4 adventurer
1 champion
6 4 adventurer
2 champion
7 4 adventurer
3 champion
8 4 adventurer
3 champion
1 epic
9 4 adventurer
3 champion
2 epic
10 4 adventurer
3 champion
3 epic

Since humans start with an additional feat at 1st level, add one to the number of adventurer feats humans possess all the way up the chart.

Most of the feats in the game are attached to specific class talents, attacks, and spells. If a feat is attached to a talent, power, or spell, you must have the talent, power, or spell in order to choose the feat. When there is more than one feat attached to a specific talent or power, you have to choose the lower tier feats before you pick up the higher tier feats.

General Feats

These are general feats available to any character. A character can’t take a specific feat more than once. A few general feats only have adventurer-tier versions; others also have champion- and epic-tier versions that can be added later in your career.

Further Backgrounding

Adventurer Tier: Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.

Champion Tier: Add a total of 3 points to backgrounds you already have, or choose 3 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.

Epic Tier: Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. These points can take one of your backgrounds over 5, to a maximum of 7.

Improved Initiative

Adventurer Tier: Gain a +4 bonus to Initiative checks.

Linguist

Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish, gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what most other humanoids are saying or screaming during battle. You are not fluent in all these languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-centric (heavy on words connected to danger rather than philosophy or emotions).

You can also read enough to get by in all these languages.

Champion Tier: You can speak, read, and write all the humanoid languages fluently. Stranger languages are no problem for you either. If someone is speaking it, you can figure it out.

Precise Shot

Adventurer Tier: When your ranged attack targets an enemy who is engaged with an ally, you have no chance of hitting that ally.

Rapid Reload

Adventurer Tier: Reloading a heavy crossbow now takes only a quick action. Reloading a hand or light crossbow is a free action.

Reach Tricks

Once per battle, tell the GM how you are using your weapon’s reach to perform an unexpected stunt with a reach weapon such as a longspear or halberd. To use the stunt, you must roll a 6+ on a d20.

Ritual Casting

Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual casters (cleric, wizard) don’t need this feat. (See Rituals for ritual casting rules.)

Secret School TechniqueBoA

Adventurer Tier: You have learned a secret technique lost in the present age. Pick one of your non-spell powers to benefit from this secret technique. You must name and describe this technique, and also specify a bonus effect for the technique. Once per battle, when the escalation die is 2+, you may execute this secret technique.

This bonus effect is mostly cosmetic—it cannot always do extra damage, nor can it apply a condition in most circumstances. However, if you set up a good story in advance, then it encourages the GM to be lenient: so, if the big villain in this campaign arc is the heavily armored Dread Knight, then seeking out the secret lost technique of the armor-piercing mantis sword strike might be a good idea.

For example, take the classic fighter move carve an opening. Executed as fate-cutting strike, it might curse the foe with bad luck as you cut through their good fortune. As longbeard’s precise mattock, it might let you roll your relationship with a dwarf-aligned icon and increase your crit range bonus by +1 for every die that rolls a 5 or 6. As heavenly judgement, it might make your sword blaze with divine light, and make your next critical hit holy damage.

As usual for this sort of collaborative story-meets-mechanics rules, work with your GM to come up with something that’s evocative but not overpowering. It’s cool to learn a secret technique from an undead weapons master, or learn it in your dreams from your dead grandmother and then use it to take down a big bad guy, but it’s dull if secret weapons become your bread-and-butter moves.

Skill Escalation

Adventurer Tier: Twice per day, you can add the escalation die to one of your skill checks. Choose after you roll the check.

Strong Recovery

Adventurer Tier: When you roll recovery dice, reroll one of the dice and use the higher result. At 5th level, reroll two of the dice. At 8th level, reroll three.

Toughness

Adventurer Tier: You get additional hit points equal to half your baseline class hit points (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th level, the total hp bonus increases to double your baseline hp value.

Feat Lists

General Feats

Feat Name Pre-Req Tier: Why You’d Want It
Further Backgrounding None A: Add 2 total points to your backgrounds, or 2 new points of backgrounds.
Further Backgrounding None C: Add 3 total points to your backgrounds, or 3 new points of backgrounds.
Further Backgrounding None E: Add 2 total points to your backgrounds, or 2 new points of backgrounds. You can raise one background to 7.
Imp. Initiative None A: +4 to initiative checks.
Linguist None A: Speak all normal humanoid languages well enough.
Linguist None C: Speak, read, and write normal languages fluently; and speak bizarre languages no one else can deal with.
Precise Shot None A: Ranged attacks won’t hit engaged allies.
Rapid Reload None A: Quick action to reload heavy crossbow; free action to reload light or hand crossbow.
Reach Tricks None A: Once per battle, use a reach weapon in a special way.
Ritual Casting None A: Cast spells you know as rituals.
Skill Escalation None A: Add the escalation die to your skill checks after seeing roll; 2/day.
Strong Recovery None A: Reroll one die when rolling recovery dice. At 5th level, reroll 2 dice. At 8th level, reroll three dice.
Toughness None A: Gain bonus hp equal to half your class baseline hp; improves at 5th and 8th level.

Racial Feats

Power Affected Pre-Req Tier: Why You’d Want It
Cruel Dark Elf C: Once per day, use cruel to deal 5 ongoing damage per level against a target you miss or you roll a natural odd attack roll against (even a 1).
Breath Weapon Dragonic C: Breath weapon now targets 1d3 enemies in a nearby group.
That’s Your Best Shot? Dwarf C: If escalation die is 2+, the best shot recovery is free.
Heritage of the Sword Elf A: Use d6 and d8 swords without penalties; or if already able to use such swords without penalties, +2 melee damage.
Confounding Gnome C: Target of confounding is weakened instead of dazed.
Surprising Half-Elf C: Use surprising an extra time, but only to change a nearby ally’s d20 roll.
Evasive Halfling C: The foe’s reroll when you use evasive takes a –5 penalty.
Lethal Half-Orc C: If lethal attack reroll is 16+, use lethal again that battle.
Highblood Teleport High Elf C: When you teleport, deal damage equal to twice your level to engaged enemy.
Halo Holy One C: Halo now activates whenever you heal using a recovery.
Quick to Fight Human C: Increase escalation die by +1 when you roll natural 19 or 20 for initiative.
Never Say Die Forgeborn C: When you roll 16+ on your never say die save, take an extra standard action next turn.
Curse of Chaos Tiefling C: Use curse of chaos for free when a nearby enemy gets a natural 1 attack roll.
Elven Grace Wood Elf C: Start your elven grace rolls with a d4 instead of a d6.

Barbarian Feats

Power Affected Pre-Req Tier: Why You’d Want It
Barbarian Rage Class A: When esc die is 4+, start raging for free as a quick action.
Barbarian Rage Class C: Now start raging for free when esc. die is 3+.
Barbarian Rage Class E: Now start raging for free when esc. die is 2+.
Anc.Warband Talent E: The warband fights for 1 round even after you are unconscious.
Barbaric Cleave Talent A: Gain +2 bonus to Barbaric Cleave attacks, and on a hit with Barbaric Cleave, you can heal using a recovery.
Barbaric Cleave Talent C: You can move for free before using a Barbaric Cleave attack.
Barbaric Cleave Talent E: Use Barbaric Cleave as often as you want in one battle.
Building Frenzy Talent A: The bonus damage dice are now d6s instead of d4s.
Building Frenzy Talent C: The bonus damage dice are now d10s instead of d6s.
Building Frenzy Talent E: Use Building Frenzy twice per day now.
Natural Will Talent A: Use Natural Will twice per day now.
Natural Will Talent C: Bonus increases to +4 MD.
Natural Will Talent E: Use Natural Will as a free action, even as a reaction to an attack.
Relentless Talent E: Gain resist damage 12+ until next turn after you crit.
Slayer Talent A: Gain +2 bonus to Slayer attacks.
Slayer Talent C: Once per battle, deal Slayer damage on a miss.
Slayer Talent E: Gain 20 temp hp when your Slayer attack drops a non-mook enemy.
Strongheart Talent A: Increase your maximum recoveries by 1.
Strongheart Talent C: You gain +1 PD and when you heal using a recovery, you can roll a save.
Strongheart Talent E: Increase your maximum recoveries by 1 (2 total).
Unstoppable Talent A: The recovery from your Unstoppable attack is free.
Unstoppable Talent C: Add 2 x Con mod to the total healing from the Unstoppable recovery.
Unstoppable Talent E: Use Unstoppable twice per battle now.
Violence Talent C: Deal half damage with missed attacks when you use Violence.
Violence Talent E: Attack roll bonus using Violence increases to +1d6 from +1d4.
Whirlwind Talent A: Deal normal miss damage with missed Whirlwind attacks.
Whirlwind Talent C: Penalty to AC and PD from Whirlwind is now –2. Disengage attempts after using Whirlwind succeed automatically.
Whirlwind Talent E: Use Whirlwind anytime during your turn now.

Bard Feats

Power Affected Pre-Req Tier: Why You’d Want It
Bardic Songs Class A: Songs continue for one round when you are silenced, stunned, or unconscious.
Battle Cries Class A: Use your 1st or 3rd level battle cries without making a melee attack.
Balladeer Talent A: First time you use the ballad-created relationship, 5s become 6s. +2 to Balladeer checks.
Balladeer Talent C: Sing two ballads a day.
Balladeer Talent E: Gain 3 or 4 bonus dice at the cost of an equal number of cursed dice with each enemy.
Battle Skald Talent A: Once per day, use battle cries on yourself.
Battle Skald Talent C: Battle cries used on yourself also help an ally.
Battle Skald Talent E: Once per battle, reroll an attack meant to trigger a battle cry.
Jack of Spells Talent A: Gain 3 cantrips if you choose wizard; gain dancing lights if you choose sorcerer. Also use Charisma for attack and damage bonuses with the spell you’ve jacked.
Jack of Spells Talent C: Jack another spell from a second other spell-casting class.
Jack of Spells Talent E: Jack another spell from a third other spell-casting class.
Hang Tough! Battle cry A: If the ally is staggered, double hang tough temporary hp.
Hang Tough! Battle cry C: Add your level to the temporary hp (before any doubling for being staggered).
Hang Tough! Battle cry E: You can be the target of hang tough.
It’s All Yours! Battle cry A: Your ally’s attack also deals +1d6 damage.
It’s All Yours! Battle cry C: Damage bonus increases to +3d6.
It’s All Yours! Battle cry E: Damage bonus increases to +3d12.
Move It! Battle cry A: Your allies gain a +2 bonus to move it disengage checks.
Move It! Battle cry C: Bonus increases to +5.
Move It! Battle cry E: Ally can pop free of one enemy automatically before rolling disengage.
Pull It Together! Battle cry A: Target ally also heals +1d4 hp per point of escalation die.
Pull It Together! Battle cry C: Battle cry now triggers on any natural even roll; healing increases to +1d6 per point.
Pull It Together! Battle cry E: Use the battle cry 3 times per battle; healing increases to +1d10 per point.
Stay Strong! Battle cry A: The AC bonus also applies to PD.
Stay Strong! Battle cry C: The AC bonus also applies to MD.
Stay Strong! Battle cry E: Bonus increases to +4.
The Time Is Now Battle cry E: The battle cry now triggers on a natural 18+ instead of 19+.
They Fall Before Us! Battle cry E: The battle cry now triggers on a natural 19+ instead of 20+.
Victory is Ours! Battle cry C: Trigger is now 3+ on the escalation die instead of 5+.
Victory is Ours! Battle cry E: Allies’ damage bonus is now +3d12.
We Need You! Battle cry A: The battle cry save now gets a +1 bonus.
We Need You! Battle cry C: Save bonus increases to +2.
We Need You! Battle cry E: If escalation die is 3+, two allies can roll a save.
Arrow of Verse Spells & Songs C: Recharge after battle is now 11+.
Arrow of Verse Spells & Songs E: Bonus dice and miss dice are now d12s.
Battle Chant Spells & Songs A: Use d6s instead of d4s for battle chant damage.
Battle Chant Spells & Songs C: Once per day, expend a recovery to reroll a battle chant attack.
Battle Chant Spells & Songs E: One battle per day, use d10s instead of d6s for battle chant damage.
Befuddle Spells & Songs A: Recharge check for befuddle now 6+.
Befuddle Spells & Songs C: Target of befuddle now only needs to be in sight.
Befuddle Spells & Songs E: On a hit, the confusion effect is now save ends.
Overworld Two-Step Spells & Songs C: Recharge check is 11+.
Overworld Two-Step Spells & Songs E: Far away allies can now also have their positions swapped.
Song of Thunder Spells & Songs C: Number of targets increases to 2d4.
Song of Thunder Spells & Songs E: Two of the targets can now be far away.
Soundburst Spells & Songs A: On a natural even hit, the dazed effect is now save ends.
Soundburst Spells & Songs C: Spell is now recharge 16+ after battle.
Soundburst Spells & Songs E: Spell now targets 1d4 + 1 enemies in a group.
Vicious Mockery Spells & Songs A: Hit effect is now a save ends effect.
Vicious Mockery Spells & Songs C: Recharge check for vicious mockery now 6+.
Vicious Mockery Spells & Songs E: Natural even miss doesn’t expend vicious mockery.
Wild Heal Spells & Songs A: Wild heal is now recharge 16+ after battle.
Wild Heal Spells & Songs C: Add a third random target.
Wild Heal Spells & Songs E: Wild heal effect now provides free recoveries.

Cleric Feats

Power Affected Pre-Req Tier: Why You’d Want It
Heal Class A: Target can now be nearby instead of ally you’re next to.
Heal Class C: If target is unconscious, add 1d10 x your Cha mod to recovery.
Heal Class E: Add +30 hp to recovery if you’re next to target.
Domain: Healing Talent A: Allies you heal can use your recoveries instead.
Domain: Healing Talent C: Invocation of healing provides 2 extra uses of heal that battle.
Domain: Healing Talent E: Allies you heal add triple your level hp instead of double.
Domain: Justice OR Vengeance Talent A: You can give the reroll blessing to yourself.
Domain: Justice OR Vengeance Talent C: When you gain a reroll blessing, gain two blessings instead of one.
Domain: Justice OR Vengeance Talent E: Gain a +4 bonus to the rerolled attack.
Dom: Knowledge OR Lore Talent A: Once per day, change knowledge skill roll to natural 20.
Dom: Knowledge OR Lore Talent C: Now use a d4 for invocation instead of d6.
Dom: Knowledge OR Lore Talent E: Gain a positive relationship point with different random icon each day.
Domain: Life OR Death Talent A: The death save bonus is now +2.
Domain: Life OR Death Talent C: Each battle, the first nearby ally that becomes staggered gains hit points equal to double your level.
Domain: Life OR Death Talent E: You gain one free use of resurrection.
Domain: Love OR Beauty Talent C: You gain a two-dice conflicted icon relationship instead.
Dom: Protection OR Community Talent A: One ally can roll a save each time you target allies with a spell.
Domain: Strength Talent A: Once per battle, deal bonus damage with melee attack, d4s equal to Strength modifier or level, whichever is higher.
Domain: Strength Talent C: Damage bonus dice are now d8s instead of d4s.
Domain: Strength Talent E: Once per day, the damage bonus dice are d20s instead of d8s.
Domain: Sun or Anti-Undead Talent A: Your attacks dealing holy damage gain a +1 damage bonus per tier.
Domain: Sun or Anti-Undead Talent C: Gain a +2 bonus to all defenses against attacks by undead.
Domain: Sun or Anti-Undead Talent E: The Sun/Anti-Undead invocation also affects your allies’ spells.
Domain: Trickery OR Illusion Talent C: Your trick die can now be used for any d20 roll.
Domain: Trickery OR Illusion Talent E: You get a free use of the trick die when the escalation die reaches 3+.
Domain: War OR Leadership Talent A: The domain power works with any attack now.
Domain: War OR Leadership Talent C: The attack bonus can now apply to multiple enemies you attack.
Domain: War OR Leadership Talent E: Your allies also get a damage bonus against the enemies you attack equal to double your Cha mod.
Circle of Prot Spells E: Spell is now recharge 16+ after battle instead of daily.
Combat Boon Spells A: The combat boon save automatically succeeds if the attack is a crit.
Combat Boon Spells C: Ally can roll a save even if attack misses.
Javelin of Faith Spells A: Deals +1d6 damage vs. undamaged target. Increases at each tier.
Javelin of Faith Spells C: Spell can now target far away enemy with –2 attack penalty.
Javelin of Faith Spells E: Make the spell’s attack a second time when roll a natural 18+.
Judgment Spells C: Spell now deals half damage on a miss.
Judgment Spells E: Spell is now recharge 16+ after battle instead of daily.
Mighty Healing Spells C: This spell is now a close-quarters spell.
Prayer for Readiness Spells E: This spell is now a quick action to cast.
Spirits of the Righteous Spells C: You also gain the AC bonus.
Turn Undead Spells A: You can expend turn undead to gain an extra use of heal for one battle.
Turn Undead Spells C: Target demons or undead with turn undead.
Turn Undead Spells E: Increase target hp limit by 100 hp.

Fighter Feats

Power Affected Pre-Req Tier: Why You’d Want It
Extra Tough Class A: Gain an additional recovery.
Threatening Class A: Deal damage to enemies that fail to disengage from you equal to your Dex or Con mod; increases at 5th and 8th level.
Threatening Class C: Non-mook enemies that fail to disengage from you are vulnerable.
Cleave Talent A: You can move to reach a new target before using your Cleave attack.
Cleave Talent C: Use Cleave twice each battle now (but only once per round).
Cleave Talent E: Gain a +4 bonus with Cleave attacks.
Comeback Strike Talent A: You don’t take the –2 penalty for Comeback Strike attacks.
Comeback Strike Talent C: Once per day, use Comeback Strike twice in a battle.
Comeback Strike Talent E: Gain a +4 bonus with Comeback Strike attacks.
Counter-Attack Talent A: Counter-Attack attack now deals full damage.
Counter-Attack Talent C: Use Counter-Attack once per turn instead of per round.
Counter-Attack Talent E: Use Counter-Attack when escalation die is 3+.
Deadeye Archer Talent A: Spend a quick action before attack to add your Dex mod to the damage if you miss.
Deadeye Archer Talent C: Once per battle, your crit range with a ranged attack expands by +4.
Deadeye Archer Talent E: Your crit range with ranged weapon attacks expands by +1.
Heavy Warrior Talent A: Once per day, use Heavy Warrior twice in a battle.
Heavy Warrior Talent C: Heavy Warrior now works against an attack vs. PD.
Heavy Warrior Talent E: Once per day, reroll a recharge roll for a magic armor power.
Power Attack Talent A: Deal Power Attack damage even if you miss.
Power Attack Talent C: One battle per day, use Power Attack twice in a battle.
Power Attack Talent E: Power Attack damage dice increase to 1d6 (1-H) or 1d8 (2-H).
Skilled Intercept Talent A: You can pop free from up to 2 enemies when using Skilled Intercept.
Skilled Intercept Talent C: Add escalation die to Skilled Intercept saves.
Skilled Intercept Talent E: You do not take opportunity attacks while using Skilled Intercept.
Tough as Iron Talent A: Once per day, rally a second time in the same battle using a quick action.
Tough as Iron Talent C: Increase your total recoveries by 2.
Tough as Iron Talent E: Gain another use of Tough As Iron when you roll a natural 20 with an attack.
A Dozen Cuts Maneuver C: Once per battle, trigger a dozen cuts with a natural odd hit.
Brace for It Maneuver A: Brace for it now works against any type of attack.
Brace for It Maneuver C: Brace for it now works any number of times before your next turn.
Carve an Opening Maneuver C: Crit range expands by +2 instead of +1.
Combat Mastery Maneuver E: Combat mastery now triggers on any natural even hit.
Deadly Assault Maneuver A: Effect now let’s you reroll 1s and 2s for damage.
Deadly Assault Maneuver C: Deadly assault now triggers on any natural 17+.
Defensive Fighting Maneuver A: AC bonus also applies to PD.
Defensive Fighting Maneuver C: Bonus increases to +3.
Defensive Fighting Maneuver E: AC bonus also applies to MD.
Heavy Blows Maneuver C: Triggers on any miss if using two-handed weapon.
Heavy Blows Maneuver E: Add double (1-H) or triple (2-H) the escalation die to miss damage.
Hero’s Skill Maneuver C: Add +4 instead of +2.
Hero’s Skill Maneuver E: The damage is no longer halved if the attack hits.
Never Surrender Maneuver E: Gain a +2 bonus to your never surrender save.
Precision Attack Maneuver A: Precision attack now works with ranged attacks.
Punish Them Maneuver A: Stop the movement of the target of your punish them attack.
Punish Them Maneuver C: Dazed effect is now a save ends effect (11+).
Punish Them Maneuver E: Dazed effect is now weakened (11+ save ends).
Second Shot Maneuver C: The second shot attack only takes a –2 penalty.
Set ’em Up Maneuver E: The crit range bonus now also applies to any ally who attacks the target while you are engaged with the target.
Shield Bash Maneuver A: Can pop the target free of your allies.
Shield Bash Maneuver C: Once per battle, daze your shield bash target if it’s staggered.
Spinning Charge Maneuver E: Your spinning charge attack deals full damage is esc die is 3+.
Steady Now Maneuver C: Gain temporary hp equal to double your Con mod instead.
Strong Guard Maneuver C: AC bonus also applies to PD.
Strong Guard Maneuver E: Bonus increases to +3.
Sword of Destiny Maneuver E: Now trigger sword of destiny with a natural 18+ if the esc die is 3+.
Two-Weapon Pressure Maneuver C: The attack bonus increases to +4.

Paladin Feats

Power Affected Pre-Req Tier: Why You’d Want It
Smite Evil Class A: Gain a +4 attack bonus with Smite Evil attacks.
Smite Evil Class C: Add a total of +2d12 damage with Smith Evil.
Smite Evil Class E: Add a total of +4d12 damage with Smite Evil.
Bastion Talent A: Increase your total recoveries by 1.
Bastion Talent C: Once per day, use Bastion twice in a battle.
Bastion Talent E: Your ally takes no damage; you still take half.
Cleric Training Talent A: Use your Charisma as the attack ability for cleric spells.
Cleric Training Talent C: Cast the cleric’s heal spell twice per day.
Cleric Training Talent E: Choose 2 cleric spells to gain instead of one.
Fearless Talent A: Gain a +1 bonus to death saves.
Fearless Talent C: Gain a +1 bonus to all saves except death saves.
Fearless Talent E: Nearby allies gain a +1 bonus to death saves.
Implacable Talent A: You gain a +1 bonus to saves.
Implacable Talent C: Once per turn, you can take damage equal to your level to reroll a save.
Implacable Talent E: You gain a +1 bonus to Physical Defense and a +1 bonus to Mental Defense.
Lay on Hands Talent A: Add twice your Cha mod to Lay on Hands healing.
Lay on Hands Talent C: Lay on Hands healing uses a free recovery instead of one of your own.
Lay on Hands Talent E: Two additional uses of Lay on Hands each day.
Paladin’s Chal Talent A: The attack and disengage penalty is equal to –4 or to the esc. die, whichever is higher
Paladin’s Chal Talent C: You can have two enemies challenged at same time.
Paladin’s Chal Talent E: Enemies you challenge are vulnerable to your attacks.
Path of URE Talent A: Once per day, reroll relationship dice with a good or ambiguous icon.
Path of URE Talent C: Your melee and ranged attacks deal holy damage.
Path of URE Talent E: Gain 1 relationship point with a good or ambiguous icon.
Way of Evil Basd Talent A: Once per day, reroll relationship dice with evil or ambiguous icon.
Way of Evil Basd Talent C: When your Smite Evil attack kills 3 or more mooks, you don’t expend it.
Way of Evil Basd Talent E: Gain 1 relationship point with an evil or ambiguous icon.

Ranger Feats

Power Affected Pre-Req Tier: Why You’d Want It
Archery Talent A: Gain +2 attack bonus and +1 crit range to Archery rerolls.
Archery Talent C: Once per day, use Archery twice in a battle.
Archery Talent E: Once per day, turn a hit with a ranged attack into a crit.
Double Melee Attack Talent A: Gain a +2 bonus with your second attack, if it’s against a different target.
Double Melee Attack Talent C: Once per battle, use Double Melee Attack after an odd attack roll.
Double Melee Attack Talent E: Pop free of one enemy before a Double Melee Attack roll. Use your move action in between attacks.
Double Ranged Attack Talent A: Gain a +2 bonus with your second attack, if it’s against a different target.
Double Ranged Attack Talent C: Once per battle, use Double Ranged Attack after an odd attack roll.
Double Ranged Attack Talent E: Pop free of one enemy before a Double Ranged Attack roll. Use your move action in between attacks.
Favored Enemy Talent A: Change your favored enemy during a full heal-up.
Favored Enemy Talent C: Your crit range vs. favored enemies expands by 1.
Favored Enemy Talent E: Choose a second non-humanoid type as favored enemy.
Fey Queen’s Enchantments Talent A: Choose which ability score to use for sorcerer spells you cast.
Fey Queen’s Enchantments Talent C: You can choose from sorcerer at-will spells.
Fey Queen’s Enchantments Talent E: Gain an additional sorcerer spell.
First Strike Talent A: The crit range of your First Strike attacks expands by 1.
First Strike Talent C: Once per day, deal triple damage with a First Strike crit.
First Strike Talent E: Whenever you hit with a First Strike attack, you can reroll damage and take the best result.
Lethal Hunter Talent A: Your crit range of Lethal Hunter attacks expands by 1.
Lethal Hunter Talent C: Once per day, use Lethal Hunter against two enemies.
Lethal Hunter Talent E: If the escalation die is 3+, your Lethal Hunter crits deal triple damage.
Ranger ex Cathedral Talent A: Cast the cleric class feature heal spell once per battle.
Ranger ex Cathedral Talent C: You can choose from cleric at-will spells.
Ranger ex Cathedral Talent E: Gain an additional cleric spell.
Ranger’s Pet Talent A: Your pet gains a third ability.
Ranger’s Pet Talent C: Your pet gains a fourth ability.
Ranger’s Pet Talent E: Your pet gains a fifth ability.
Tracker Talent A: Use terrain stunt now in urban environments.
Tracker Talent C: You can now track equally well in urban areas.
Tracker Talent E: You can now track flying, teleporting, and other difficult to find creatures.
2-Weap Mastery Talent A: Add your level to damage with missed melee attacks.
2-Weap Mastery Talent C: Make an opportunity attack against an enemy who rolls a natural 1 against you with a melee attack.
2-Weap Mastery Talent E: One battle per day, add twice your level to damage with missed attacks.
Animal Comp Companion A: Once per day, companion can attack twice in a round.
Animal Comp Companion A: Once per day, companion can make an enemy disengage check fail.
Animal Comp Companion A: Once per day, reroll a companion’s missed attack.
Animal Comp Companion A: Your companion adds the escalation die to its attacks.
Animal Comp Companion C: Once per day, companion can force a reroll that hits it.
Animal Comp Companion C: Your Lethal Hunter talent also applies to companion.
Animal Comp Companion C: Increase companion’s PD and MD by +1.
Animal Comp Companion E: Increase companion’s damage die by one size.
Animal Comp Companion E: Increase companion’s AC by +1.
Bear Companion C: Gains twice its level in temporary hp with each hit.
Snake Companion C: Companion’s ongoing damage increases to 3 x your level.
Snake Companion E: Companion’s ongoing damage increases to 4 x your level.

Rogue Feats

Power Affected Pre-Req Tier: Why You’d Want It
Sneak Attack Class A: Sneak Attack now works against lower initiative enemies in first round.
Sneak Attack Class C: Sneak Attack now works against confused, dazed or weakened enemies.
Sneak Attack Class E: Once per battle, replace normal miss damage with Sneak Attack damage.
Trap Sense Class A: The attack reroll option can also apply to a nearby ally of the rogue.
Trap Sense Class C: Gain a +3 bonus to skill check rerolls against traps.
Trap Sense Class E: Take only half damage from trap attacks.
Cunning Talent A: Gain a +1 bonus to MD.
Cunning Talent C: Once per battle, reroll a save against an effect that hit you by overcoming your MD.
Cunning Talent E: As champion feat, but now reroll saves once per save.
Imp. Sneak Atk Talent A: Once per day, you can use Sneak Attack vs. an invalid target.
Imp. Sneak Atk Talent C: Once per day, roll d20s for your Sneak Attack damage instead of d8s.
Imp. Sneak Atk Talent E: One battle per day, ignore the once-per-round limitation for Sneak Attack damage.
Murderous Talent A: Gain +2 attack bonus vs. staggered enemies.
Murderous Talent C: Your crit range vs. staggered enemies expands by 2.
Murderous Talent E: Staggered enemies that make melee attacks against you and miss are vulnerable to your attacks.
Shadow Walk Talent A: On a miss, you can still use your move action normally.
Shadow Walk Talent C: Twice per day, reroll an attack following use of shadow walk.
Shadow Walk Talent E: Twice per day, return from shadow walk somewhere you wouldn’t have been able to reach.
Smooth Talk Talent A: Add your Cha mod to your Smooth Talk save.
Smooth Talk Talent C: Success with Smooth Talk yields a 3-point positive relationship now.
Smooth Talk Talent E: On failed Smooth Talk save, you a get 2-point conflicted relationship.
Thievery Talent A: Gain thief’s strike as a bonus power.
Thievery Talent C: Once per day, deal full damage with a thief’s strike attack instead of half damage.
Thievery Talent E: Twice per level, steal with thief’s strike things that can’t normally be stolen.
Tumble Talent A: Ignore the penalty for disengaging from more than one enemy.
Tumble Talent C: One battle per day, succeed on first disengage check each turn.
Tumble Talent E: Roll a hard save (16+) to tumble out of critical hits, taking damage equal to attacker’ level instead.
Assassin’s Gambit Power E: Once per turn, gain extra standard action with power if you drop a mook.
Bleeding Strike Power A: Ongoing damage to large or huge targets is 1d6 per level instead.
Bleeding Strike Power C: A natural even miss deals ongoing damage equal to your level.
Bleeding Strike Power E: Can use bleeding strike against enemies taking ongoing damage.
Deadly Thrust Power A: Add your Str mod to miss damage.
Deadly Thrust Power C: You can now target mooks with deadly thrust attacks.
Deadly Thrust Power E: Add 5 x Strength mod to hit damage, if you don’t include Sneak Attack.
Death’s Twin Power E: If your first death’s twin attack is natural 18+, you can also target the same creature with your second attack.
Deflection Power A: Also triggers on a ranged attack vs. AC.
Deflection Power C: Deflected attack now deals full damage.
Deflection Power E: Using the power no longer spends your momentum.
Evasive Strike Power A: If you drop target, you can pop free from all foes.
Evasive Strike Power C: On a natural even hit, +2 bonus to AC and PD against the next attack.
Evasive Strike Power E: As champion feat, but now also +2 MD.
Flying Blade Power A: On a crit, target is also dazed.
Flying Blade Power C: Attack roll doesn’t have to be even for Sneak Attack damage.
Flying Blade Power E: Use flying blade with ranged weapons.
Roll With It Power A: Also triggers on attack vs. PD.
Roll With It Power C: Also triggers on a ranged attack.
Roll With It Power E: Once per day, take damage equal to attacker’s level instead of half damage.
Spiky Bastard Power C: Spiky bastard damage now applies while you’re staggered.
Spiky Bastard Power E: Spiky bastard damage is 15 instead of 10 when esc. die is 3+.
Sure Cut Power C: Missing with sure cut doesn’t count as a use of Sneak Attack damage.
Swift Dodge Power C: Also triggers on attack vs. PD.
Swift Dodge Power E: Rerolled attack takes a –2 penalty.
Swift Riposte Power C: If your attack crits, the enemy misses.
Swift Riposte Power E: Gain a +2 bonus with swift riposte attacks.
True Targeting Power E: Regain your momentum if the invisible enemy’s attack misses.

Sorcerer Feats

Power Affected Pre-Req Tier: Why You’d Want It
Breath weapon Class A: Failing a death save doesn’t cancel your breath weapon spells.
Gather Power Class A: Once per battle, you choose a chaotic benefit.
Gather Power Class C: Once per battle, gather power as a quick action if escalation die is 4+.
Gather Power Class E: Roll 2 chaotic benefits if escalation die is 2+.
Arcane Heritage Talent A: Use Charisma as the attack ability for wizard spells.
Arcane Heritage Talent C: Cast wizard spells empowered.
Blood Link Talent C: Gain another relationship point with an icon in your heritage.
Chromatic Heritage Talent A: Gain +2 attack bonus with empowered breath weapon spells.
Chromatic Heritage Talent C: Once per day, turn a breath weapon re-use failure into a success.
Chromatic Heritage Talent E: One battle per day, gain resist dragon attack 16+.
Fey Heritage Talent A: Use your Fey Heritage power twice per day now.
Fey Heritage Talent C: Gain a +2 attack bonus vs. elves and creatures in elven sphere of influence.
Fey Heritage Talent E: Once per battle, gain racial ability of an elf race when esc. die is 6+.
Infernal Heritage Talent A: Gain resistance 12+ to fire and one other damage type.
Infernal Heritage Talent C: Increase one of your resistances to 16+.
Infernal Heritage Talent E: You can enter a spell frenzy as free action for free if esc die is 5+.
Metallic Heritage Talent A: Gain resist energy 12+ for rest of battle as quick action. You choose type.
Metallic Heritage Talent C: When your chaotic benefit increases your defenses, apply it to an ally.
Metallic Heritage Talent E: One battle per day, gain resist demon attack 16+ instead of resist energy.
Sorc’s Familiar Talent A: Familiar gains another randomly changing ability.
Sorc’s Familiar Talent C: Once per level, familiar can cast one of your expended spells.
Sorc’s Familiar Talent E: Familiar gains another randomly changing ability.
Spell Fist Talent A: When you miss with spell vs. engaged enemy, add Cha mod to miss damage. Damage increases at each tier.
Spell Fist Talent C: Once per battle, include an enemy engaged with you in a spell targeting other foes.
Spell Fist Talent E: Once per day, include all enemies engaged with you as targets of an empowered spell.
Undead Heritage Talent A: Decrease your total recoveries by 1; gain a +2 bonus to death saves.
Undead Heritage Talent C: Increases your resistance to 16+ and attack bonus vs. undead by +1.
Undead Heritage Talent E: Gain +1 attack bonus if you cut off hand and put out eye.
Breath of Black Spell E: On a miss, ongoing damage is now doubled.
Breath of Blue Spell E: The spell can now target a far away enemy.
Burning Hands Spell A: On a miss, deal fire damage equal to any die that rolled max.
Burning Hands Spell C: Choose another target for spell when you roll a natural 18+.
Burning Hands Spell E: Can now target all enemies engaged with you in addition to normal targets.
Calling the Blood Spell E: Roll two d6s, then choose the roll you want.
Chaos Bolt Spell A: No penalty for attacking a far away enemy.
Chaos Bolt Spell C: Roll on epic table for chaotic benefit, or choose it, depending on tier.
Echoing Thunder Spell C: Empowering echoing thunder doubles its aftershock damage.
Lightning Fork Spell A: Once per battle, reroll a lightning fork attack.
Lightning Fork Spell C: Lightning fork not expended if you miss all targets.
Lightning Fork Spell E: Recharge roll is now 11+.
Resist Energy Spell A: Add another target with the spell.
Scorching Ray Spell A: You can now target far away enemies, but with a –2 penalty.
Scorching Ray Spell C: The spell attack can deal random energy damage instead of fire.
Scorching Ray Spell E: No penalty for attacking a far away enemy.
The Elven Shadows Spell E: Once per battle, you can instead teleport to a far away location you can see.

Wizard Feats

Power Affected Pre-Req Tier: Why You’d Want It
Ritual Magic Class C: Can cast full rituals in 1d3 + 1 rounds.
Abjuration Talent A: Bonus also applies to PD.
Abjuration Talent C: Gain 2d12 temp hp when you cast a daily spell.
Abjuration Talent E: Bonus also applies to MD.
Cantrip Mastery Talent A: You can now use cantrip-style versions of any spell you know.
Evocation Talent C: When you evoke, reroll one natural attack roll that is less than esc. die.
High Arcana Talent C: You can now cast counter-magic twice per battle.
High Arcana Talent E: You can cast counter-magic in reaction to any magical action.
Color Spray Spell A: The weakened effect hp threshold increases by 5 hp.
Color Spray Spell C: On a miss, deal damage equal to your level.
Color Spray Spell E: The spell now targets 1d3 + 1 creatures.
Confusion Spell A: You can choose a new miss effect that dazes all missed targets.
Confusion Spell C: Each failed save by the target deals 6d10 psychic damage to it.
Confusion Spell E: Confused effect now requires a difficult save (16+).
Denial Spell C: The target of the spell is also hampered on a natural even miss.
Denial Spell E: The spell now targets 1d4 + 1 enemies.
Disintegrate Spell E: The spell now targets a far away creature.
Fireball Spell C: Target 1d4 enemies instead of 1d3 when you cast the spell recklessly.
Fireball Spell E: The spell now targets 1d3 + 1 enemies.
Force Salvo Spell A: You can now target one creature with bolts until you hit it once.
Force Salvo Spell C: On a miss, deal damage equal to level with a bolt.
Force Salvo Spell E: Increase the number of bolts by 1.
Hold Monster Spell A: Regain the spell if you miss all targets with it.
Hold Monster Spell C: The spell can now target 2 enemies under the hp limit.
Hold Monster Spell E: Increase the hp limit by +50 hp.
Lightning Bolt Spell C: Deal 10 ongoing lightning damage on a natural even hit.
Lightning Bolt Spell E: Deal 20 ongoing lightning damage (hard save) on a natural even hit.
Magic Missile Spell A: Now choose two targets for the spell, each getting half damage dice.
Magic Missile Spell C: Roll a d20 with the spell to see if you crit.
Magic Missile Spell E: Use d8s instead of d4s for damage dice at spell levels 7 and 9.
Meteor Swarm Spell E: Damage from each meteor is now 5d4 x 10.
Ray of Frost Spell A: On a natural even hit, daze the target if it’s staggered.
Ray of Frost Spell C: The spell’s target can now be far away.
Ray of Frost Spell E: You can have the spell deal lightning or negative energy damage.
Rebuke Spell A: Deal double your level psychic damage when you roll a natural even hit.
Rebuke Spell C: Also daze a target (save ends) you hit with the spell.
Rebuke Spell E: Daze a target for a round when you roll a natural even miss.
Shield Spell A: You choose which attack roll the attacker must use.
Shield Spell C: The spell’s recharge roll is now 6+.
Shield Spell E: Hit or miss, take only half damage from attack you use shield against.
Shocking Grasp Spell A: Cast the spell as a quick action now.
Shocking Grasp Spell C: Once per battle, you can also daze a target you hit with the spell.
Shocking Grasp Spell E: Use d8s instead of d6s for the spell’s damage dice.
Teleport Spell E: You can now cast the spell on nearby allies; if allies are close, you can teleport to a location known by an ally.
Teleport Shield Spell C: When your teleport shield attack misses, the attack isn’t expended that round.
Teleport Shield Spell E: You can now teleport an enemy to a location far away you can see.
Utility Spell Spell A: Each utility spell slot lets you cast two spells.
Utility Spell Spell C: Each utility spell slot lets you cast three spells.
Wizard’s Familiar Talent A: Familiar gains another ability.
Wizard’s Familiar Talent C: Once per level, your familiar can cast one of your expended spells.
Wizard’s Familiar Talent E: Familiar gains another ability.
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