{"meta":{"query":"\/api\/feats\/000000000000000000","time":"0.0217 seconds","status":"success"},"success":[{"name":"Alternate Form (I - II)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]}},"tags":["No Prerequisite"],"cost":[3],"description":"You have the ability to transform from one persona to another, whether that be through bodily transformation like a werewolf or through exterior mechanisms, such as a cybernetically enhanced soldier who can call forth a symbiotic mech suit.\n","effect":"Upon taking this feat, you build a single alternate form using the normal character creation rules, though your attribute and feat points are determined by your tier in this feat:\n<ul>\n<li><strong>Tier 1<\/strong> - Half of your primary form's attribute points (rounded up), and 3 feat points.<\/li>\n<li><strong>Tier 2<\/strong> - Same attribute points as your primary form, and 3 feat points less than your primary form.<\/li>\n<\/ul>\nWhenever your primary form gains new attribute points or levels up, your alternate form also gains points according to the above formulas.\nAs a focus action, you may change between any two forms (including your primary form or any alternate form). You maintain this capability in all of your forms.\nEach form is treated as a completely different character for mechanical purposes - possessing different attributes, feats, perks, flaws, and other defining characteristics. Your alternate form does, however, retain the ability to transform back into your primary form.\nIn order to keep track of hit points, you should always record the total damage that your character has suffered. When transforming, your damage remains with you even if your maximum hit points change. For example, Dr. Jekyll has a max HP of 15 and Mr. Hyde has a max HP of 30. During combat, Mr. Hyde suffers 10 damage. When he later transforms back into Dr. Jekyll, the 10 damage remains and is subtracted from his new maximum, leaving the doctor with 5 out of 15 hit points. Additionally, when changing forms, if your hit points would be reduced to less than 1, your hit point total becomes 1 instead.\n","special":"When selecting feats for your alternate form, you may not select the <em>Alternate Form<\/em> feat.\nWith GM approval, you may take this feat multiple times. If you do, you get access to an additional form. Multiple Alternate Forms can be a powerful way of accumulating new feat points and attributes. The GM should prevent players from exploiting the feat to create an overly powerful character.\n"},{"name":"Area Manipulation (I - V)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]}},"tags":["No Prerequisite","Extraordinary"],"cost":[1],"description":"Whether unloading your assault rifle on full-automatic or hurling a ball of flame, you are exceptionally precise at choosing targets for area attacks, allowing you to avoid allies who would otherwise be caught in the line of fire.\n","effect":"For each tier of this feat you possess, you can omit a single 5-foot square from being targeted as part of an area attack.\n"},{"name":"Armor Mastery (I - II)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]}},"tags":["No Prerequisite"],"cost":[3],"description":"Whether you are a heavily armored mechanized knight or a nimble rogue in studded leather, you and your armor are one. Your training and experience at wearing armor allows you to maximize its protection and minimize its drawbacks.\n","effect":"Your training allows you to sleep in armor without gaining one level of the <em>fatigued<\/em> bane. In addition, while wearing armor, you gain the following benefits:\n<ul>\n<li><strong>Tier 1<\/strong> - The Fortitude prerequisite for wearing armor is reduced by 1. When wearing armor, you get a +1 armor bonus to your Guard defense.<\/li>\n<li><strong>Tier 2<\/strong> - The Fortitude prerequisite for wearing armor is reduced by 2. When wearing armor, you get a +2 armor bonus to your Guard defense. Any movement penalty is reduced by 5'.<\/li>\n<\/ul>\n"},{"name":"Attack Redirection","prerequisites":{"tier1":{"Feat":["Defensive Reflexes II"]}},"tags":["Extraordinary"],"cost":[3],"description":"You are adept at redirecting your enemy's attacks. Whether using fancy footwork, magical force, or tactical superiority, you know how to force your enemy to attack unintended targets.\n","effect":"When you make a defend action and your roll exceeds the attacker's action roll, you can choose to redirect the attack to a target that is neither you, nor the attacker. The original attack roll does not change, only the target. If the attack was a melee attack, you can redirect it to anyone within 5' of you (as opposed to within 5' of the attacker).\n"},{"name":"Attribute Substitution (I - II)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]}},"tags":["Any Attribute"],"cost":[2],"description":"Your prowess in an extraordinary, mental, or social attribute is linked in a way that empowers another attribute of your character, allowing you to use that attribute for tasks normally reserved for another. Examples of Attribute Substitution in play include a martial artist who is physically weak but capable of using internal chi to throw and disable opponents, an anatomical genius who uses logic to make vital strikes rather than their agility, or a gunslinger whose deadshot aim is the result of a dark pact.\n","effect":"When you take this feat, you create a permanent link between two attributes: one stronger (the primary attribute) and one weaker (the dependent attribute). You may use your primary attribute in place of the dependent attribute for different purposes depending on which tier of the feat you have:\n<ul>\n<li><strong>Tier 1<\/strong>\n  <ul>\n  <li>Making non-attack, non-defend, non-invocation action rolls<\/li>\n  <li>Calculating hit points, defenses, and other secondary statistics<\/li>\n  <li>Meeting feat prerequisites<\/li>\n  <li>Other situations at the GM's discretion<\/li>\n  <\/ul>\n<\/li>\n<li><strong>Tier 2<\/strong>\n  <ul>\n  <li>Making attack and defend action rolls<\/li>\n  <li>Invoking banes and boons<\/li>\n  <\/ul>\n<\/ul>\nThe relationship formed by your two attributes is subject to case-by-case approval and must be approved by the GM first. The link must be logical and consistent with the story you are trying to tell. For example, a brawler who substitutes their Logic for their Might to represent their ability to use leverage in grappling rather than strength would likely not get to use their Logic score for an attempt to bend the bars on a prison cell. Furthermore, the GM should prevent players from creating illogical substitutions that are purely aimed at making their characters unreasonably powerful. Two examples of proper uses of this feat include a calculating warrior who studies angles, leverage, and physics to substitute Logic for Might, or a gunslinger who channels dark energy, giving her deadshot accuracy and substituting Entropy for Agility.\n"},{"name":"Bane Focus","prerequisites":{"tier1":{"Other":["Ability to invoke the chosen bane"]}},"tags":["Might","Passive","Combat","Bane"],"cost":[3],"description":"You are specialized in the use of a particular bane that is iconic to your character. Perhaps you are a martial artist known for your stunning strikes, a sniper who knows how to slow a target's escape, or a fire mage who sets enemies ablaze with persistent burning damage.\n","effect":"Choose a bane that you can invoke. When your roll on a damaging attack exceeds the target's defense by 5 or more (as opposed to the usual 10), you can inflict this bane for free. Each attack is still only capable of inflicting a single bane. Furthermore, when making a bane attack to inflict your chosen bane, you gain advantage 2 on the bane attack roll.\n","special":"You may take this feat multiple times. Each time you do, choose a different bane.\n"},{"name":"Boon Access","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Extraordinary"],"cost":[1,2,3,4,5,6,7,8,9],"description":"You have a special gift: it might be the result of your heritage, a close encounter with magical energy, or the result of years of training with a master. In any case, although you do not necessarily possess the aptitude to work extraordinary powers for yourself or create a desired effect with your physical capabilities alone, you are able to reliably replicate a single boon.\n","effect":"When you choose this feat, choose one boon that you do not have the requisite attribute to invoke. The cost of this feat is equal to the power level of the chosen boon. You can invoke the chosen boon despite lacking the necessary attribute. For invocation rolls, treat your attribute score as the power level of the boon. If the boon has multiple attribute prerequisite options, you choose one attribute when you take this feat. Additionally, you count as having access to the chosen boon for the purpose of meeting feat prerequisites, and your attribute for meeting such prerequisites is equal to the power level of the boon. The Boon Access feat bypasses the normal attribute score restrictions based on character level, so a first level character could spend all 6 of their feat points to begin play with access to a power level 6 boon.\nYou may acquire this feat multiple times. Each time, select a new boon.\n","special":"You may take this feat multiple times. Each time you do, choose a new boon to gain access to.\nNote that this feat can give access to high-powered boons with a potential for very dramatic impact on the storyline of a game. As such, using this feat to access a boon of power level 6 or higher should be approved by the GM before using it in a game.\nIf you ever meet the attribute prerequisite for the chosen boon, you may choose at that time to lose this feat and regain the feat points spent. Re-allocate them as you choose.\n"},{"name":"Boon Focus (I - III)","prerequisites":{"tier1":{"Other":["Ability to invoke the chosen boon"]},"tier2":{"Other":["Ability to invoke the chosen boon"]},"tier3":{"Other":["Ability to invoke the chosen boon"]}},"tags":["Extraordinary","Passive","Boon"],"cost":[3],"description":"You are specialized in the use a particular boon that is iconic to your character. Examples of this feat in action include a druid who can shapechange at-will, a combat medic who can tend the wounds of many with expert skill, and a mad scientist who can animate mechanical minions effortlessly.\n","effect":"Choose a single boon that you can invoke. You gain benefits with that boon according to your tier in this feat.\n<ul>\n<li><strong>Tier 1<\/strong> - When you invoke the chosen boon on a single target, you succeed automatically and do not need to make an action roll. You can invoke the boon at any of the power levels you could access via your other means. If the invocation is not a single target, success is not automatic, but you get advantage 2 on the action roll to invoke the boon.<\/li>\n<li><strong>Tier 2<\/strong> - You gain advantage 3 on your action roll to invoke the boon if you are not single-targeting. Additionally, you may invoke the boon one time increment faster, as follows: If the invocation time is a major action or move action, it becomes a minor action. If the invocation time is 1 focus action, it becomes 1 major action. If the invocation time is 1 minute, it becomes 1 focus action. If the invocation time is 10 minutes, it becomes 1 minute. If the invocation time is 1 hour, it becomes 10 minutes. If the invocation time is 8 hours, it becomes 1 hour. If the invocation time for a boon is 1 minor action, it can be invoked only once as a minor action. Beyond that it can be invoked by expending a move or major action.<\/li>\n<li><strong>Tier 3<\/strong> - The effect at tier 3 varies based on the duration of the boon:\n  <br \/>\n  <strong>If the chosen boon has a duration of \"sustain persists\"<\/strong>, you gain advantage 4 on your action roll to invoke if you are not single-targeting. Additionally, one instance of the boon can be sustained each round as a free action, rather than a minor action. If the boon is somehow temporarily canceled, in the absence of other rules, you can invoke it again as a free action. If targeted by the <em>nullify<\/em> bane, this effect can only be canceled by a power level 6 or greater invocation of that bane.\n  <br \/>\n  <strong>If the boon has a different duration<\/strong>, you gain advantage 5 on your action roll to invoke if you are not single-targeting.\n<\/li>\n<\/ul>\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new boon each time. Your tier of this feat is independent for each boon.\n"},{"name":"Climbing","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[1],"description":"You gain the ability to climb or parkour perfectly, akin to certain vampires, aberrant creatures, ninjas, and insects.\n","effect":"You gain a climb speed equal to your base speed and can scale horizontal and vertical surfaces, even climb upside-down, with no fear of falling.\n"},{"name":"Combat Follow-through","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Combat"],"cost":[2],"description":"You are able to decimate many enemies in quick succession. Like a legendary Samurai warrior or matchless elven archer, your foes fall in waves before you.\n","effect":"Every time you bring an enemy to zero hit points with a Might or Agility attack, you can immediately make an extra attack as a free action.\n"},{"name":"Combat Momentum","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Combat"],"cost":[1],"description":"Whether through brute strength or lightning reflexes, you are able to use the momentum of combat to maneuver around the battlefield with ease.\n","effect":"Every time you bring an enemy to zero hit points with a Might or Agility attack, you can immediately move up to your normal speed as a free action.\n","special":"If you have access to the <em>teleport<\/em> boon, you may use it instead of a normal move.\n"},{"name":"Companion (I - III)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[2],"description":"Whether a hired bodyguard, a loyal animal sidekick, or a sibling that follows you everywhere, you have the constant and unflinching loyalty of one particular companion character.\n","effect":"You gain a companion character that acts independently from you. During combat, your companion acts on its own initiative count and gains the usual assortment of actions, which you may choose. You also get to assign your companion's attributes. Whenever you gain a level or purchase a new tier in this feat, you may reassign your companion's attributes and feats.\n<ul>\n<li><strong>Tier 1<\/strong> - Your companion has a total of 20 attribute points plus 4 per level of your character.<\/li>\n<li><strong>Tier 2<\/strong> - Your companion receives 3 feat points.<\/li>\n<li><strong>Tier 3<\/strong> - Your companion has a total of 30 attribute points plus 6 per level of your character. In addition, you can optionally grant feats to your companion. In order to do so, you spend your own feat points and the companion receives the feat instead of you. The companion, not you, must meet all feat prerequisites. Any math related to these feats are calculated based on the companion's attributes, feats, etc. If you have spent feat points this way and would gain feat points from any other effect, those feat points are reduced by the number of feat points you have granted to your companion.<\/li>\n<\/ul>\n","special":"If you ever lose your companion, voluntarily or involuntarily, you regain the feat points that you have spent on this feat and any of the companion's feats, and may spend them as usual.\nIn addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new companion each time.\n"},{"name":"Craft Mundane Item (I - II)","prerequisites":{"tier1":{"any":{"Attribute":[{"Learning":3},{"Logic":3}],"Feat":["Knowledge I"]}},"tier2":{"any":{"Attribute":[{"Learning":3},{"Logic":3}],"Feat":["Knowledge I"]}}},"tags":["Non-Combat"],"cost":[2],"description":"You have mastered a particular craft, and given proper time and materials, you can create items related to that craft. You might be an expert blacksmith, professional engineer, master alchemist, or any similar manner of professional craftsman.\n","effect":"Choose a specific craft or profession. You can create items that are relevant to your chosen craft, and your GM will determine the speed at which you craft based on the nature of the item and the materials you have access to. Your tier in the Craft Mundane Item feat determines the maximum wealth level of the items you can craft. Unlike acquiring items by using your wealth (described in Chapter 5), crafting does not limit your ability to acquire additional goods.\n<ul>\n<li><strong>Tier 1<\/strong> - You can craft items equal to your wealth level.<\/li>\n<li><strong>Tier 2<\/strong> - You can craft items equal to your wealth level + 1.<\/li>\n<\/ul>\n<strong>Craft Examples<\/strong> (This list is not exhaustive, and you can work with your GM to come up with other suitable crafts):\n<ul>\n<li>Alchemy - acid, chemicals, non-magical tinctures, incense, reagents.<\/li>\n<li>Arcane - magical ingredients, inks, scrolls, exotic components.<\/li>\n<li>Blacksmithing - metal, leather, weapons, armor, wheels, horseshoes.<\/li>\n<li>Chemistry - acid, explosives, narcotics.<\/li>\n<li>Engineering - machines, wheels, gears, guns, vehicles.<\/li>\n<li>Geography - maps, cartography, instruments of navigation.<\/li>\n<li>Herbalism - poultices, natural remedies, stimulants, brewing.<\/li>\n<li>Medicine - medical tools, tonics, tinctures, pain relievers, anti-toxins.<\/li>\n<\/ul>\n","special":"In addition to taking multiple tiers of this feat, you may take this feat multiple times and select a new craft or profession each time.\n"},{"name":"Defensive Mastery","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Combat"],"cost":[3],"description":"You know how to turn a strong offense into an even stronger defense. Your special training or experience with defensive implements and shields allows you to capitalize on their defensive benefits far beyond the average wielder. Examples include a martial artist's defensive kata or a soldier equipped with a riot shield.\n","effect":"When wielding a weapon or implement with the <em>defensive<\/em> property, you gain an additional +1 armor bonus. In addition, the <em>defensive<\/em> value of the item is increased by 1 when you wield it. So <em>defensive<\/em> 1 becomes <em>defensive<\/em> 2 and <em>defensive<\/em> 2 becomes <em>defensive<\/em> 3.\n"},{"name":"Energy Resistance (I - IV)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]}},"tags":["Extraordinary"],"cost":[2],"description":"Whether due to inherited racial traits, specialization in a particular type of energy, or inherent extraordinary protection, you are resistant to a specific type of energy. A fiery sorceress immune to the hottest blaze or a biologically anomalous alien race that is immune to poison are both examples of this feat in play.\n","effect":"Choose from the following energy types: fire, cold, lightning, acid, poison, or another at the GM's discretion. When you are attacked with that energy type, you gain resistance to the attack as follows:\n<ul>\n<li><strong>Tier 1<\/strong> - Your defense scores are increased by 3 against the chosen energy type.<\/li>\n<li><strong>Tier 2<\/strong> - Your defense scores are increased by 6 against the chosen energy type.<\/li>\n<li><strong>Tier 3<\/strong> - Your defense scores are increased by 9 against the chosen energy type.<\/li>\n<li><strong>Tier 4<\/strong> - You are immune to damage and harmful effects from the chosen energy type.<\/li>\n<\/ul>\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new energy type each time.\n"},{"name":"Flying","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[3],"description":"Whether through a pair of celestial or infernal wings, an inherent telekinetic force, or mutant super powers, you possess the ability to fly.\n","effect":"You gain a flight speed equal to your normal speed. At the GM's discretion, certain hostile actions may be capable of canceling your flight, sending you hurtling to your doom. If your flight is anatomical, the <em>immobile<\/em> bane might render your wings immovable. If telekinetic, an application of the <em>nullify<\/em> bane may cancel your flight.\n"},{"name":"Knowledge (I - III)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]}},"tags":["No Prerequisite","Extraordinary"],"cost":[2],"description":"Whether through extensive study or years of first hand experience, you have knowledge of a particular subject which far surpasses your general intelligence. A navigator well versed in the galactic map, a barbarian warlord with years of experience with military strategy, and a professor of the paranormal are all examples of this feat in play.\n","effect":"When you take this feat, choose a sphere of knowledge from the list below or, with the GM's approval, create a new one. <br \/>\nExample spheres of knowledge include alchemy, anatomy, arcane, computers, explosives, engineering, geography, herbalism, history, location (must specify), medicine, military strategy, supernatural, and wilderness.<br \/>\nYour tier in this feat determines how knowledgeable you are within your chosen sphere.\n<ul>\n<li><strong>Tier 1<\/strong> - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.<\/li>\n<li><strong>Tier 2<\/strong> - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 22 or lower. For higher CRs, your Learning attribute is considered to be 6 for the action roll unless your Learning score is already 6 or higher, in which case you gain advantage 1 on the roll.<\/li>\n<li><strong>Tier 3<\/strong> - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 26 or lower. For higher CRs, your Learning attribute is considered to be 8 for the action roll unless your Learning score is already 8 or higher, in which case you gain advantage 1 on the roll.<\/li>\n<\/ul>\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new sphere of knowledge each time. Purchasing this feat in this way confers no benefit on other spheres of knowledge.\n"},{"name":"Multi-Attack Specialist (I - VI)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]},"tier6":{"Other":["None"]}},"tags":["Any Attribute"],"cost":[3],"description":"Whether you are delivering a flurry of blows, wielding two weapons, or calling a chain of lightning bolts from the sky, you have mastered the art of delivering multiple attacks.\n","effect":"At the start of your turn, you may declare that you are multi-attacking. You must state how many extra attacks you would like to make. You receive a corresponding number of additional major actions, which can only be used for attacks. <em>All<\/em> of your attacks this round suffer disadvantage equal to 3 times the number of <strong>additional<\/strong> attacks you declare (i.e., if you make 2 attacks, you suffer disadvantage 3; 3 attacks suffers disadvantage 6). For each tier of this feat that you possess, reduce the disadvantage penalty by 1.\nYou may use your attacks to make any combination of bane or damaging attacks, but you may not invoke boons. Resolve each attack individually, applying any other multi-targeting options as you wish. You can move between each of these attacks and they can be used to target the same creature more than once.\nThe number of additional attacks you can make with this feat is limited to 1 + half your level, rounded up. Thus, the limit is 2 additional attacks at 1st level, 3 additional attacks at 3rd level, and 6 additional attacks at 9th level.\n<strong>Example<\/strong> - Vax the Deathbringer has Multi-Attack Specialist (Tier III). He declares that he will be making three attacks this round (two additional attacks). Therefore, all of his attacks suffer disadvantage 3 (3 x 2 = 6, minus 3 for feat tier 3). His first attack is a necromantic burst targeting a 10'-cube. Because of the area of effect, Vax suffers an additional disadvantage 2, making his total disadvantage for that attack 5. For his second attack, Vax casts a spell of blindness on a single foe, making an action roll at disadvantage 3. For his final attack, Vax moves in to melee and uses his touch of death on three foes. Targeting 3 foes incurs an additional disadvantage 3, making his final attack roll suffer a total of disadvantage 6.\n"},{"name":"Multi-Bane Specialist","prerequisites":{"tier1":{"Other":["Able to inflict both banes (see description)"]}},"tags":["Bane","Combat"],"cost":[3],"description":"You have mastered a signature attack that allows you to invoke two banes at once. A blast of ice that blinds and slows your enemy, a thunderous shotgun blast that hurls foes back and knocks them to the ground, and a wormtongue song that puts targets to sleep and alters their memory are all examples of a signature attack that could be created with this feat.\n","effect":"Choose two banes that you are able to inflict and that share a common prerequisite attribute. You are able to inflict both banes with a single attack. The required attribute score for combining the banes is equal to the sum of their power levels (e.g., combining <em>knockdown<\/em> and <em>slowed<\/em>, both power level 1, would require an attribute score of 2). If the banes target different defenses, you choose which defense your attack targets. On a successful attack roll, the target is inflicted with both banes. They each persist independently of one another and must be resisted separately.\n","special":"In order to benefit from the bane focus feat when using a multi-bane attack, you must possess bane focus for both banes.\nYou may take this feat more than once. If you do, you must choose a different pair of banes for the new instance of the feat.\n"},{"name":"Multi-Target Attack Specialist (I - V)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]}},"tags":["Any Attribute"],"cost":[2],"description":"You are a master of wreaking havoc on many foes at once, whether it be with a whirlwind of your twin blades, a hail of gun fire, a massive wave of psionic energy, or a devastating ball of flame.\n","effect":"When you choose this feat, you must decide to focus in area, ranged, or melee attacks. For each tier, you reduce the disadvantage penalty associated with multi-targeting for your chosen attack type by 1.\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new multi-target mode (area, ranged, or melee) each time. Track your feat tier separately for each targeting mode that you select for this feat.\n"},{"name":"Multi-Target Boon Expert","prerequisites":{"tier1":{"Feat":["Boon Focus","Multi-Target Boon Specialist II"]}},"tags":["Non-Combat","Any Attribute"],"cost":[3],"description":"You have so mastered the art of aiding groups of allies that you can invoke certain boons effortlessly. A healing nova, a supernatural wind that gives flight to a group, and a time dilation that hastens a group of allies are all examples of this feat in action.\n","effect":"When multi-targeting a boon for which you have the Boon Focus feat, you do not need to make an action roll if the disadvantage normally incurred from multi-targeting is completely negated by your Multi-Target Boon Specialist feat. Your invocation automatically succeeds.\n"},{"name":"Multi-Target Boon Specialist (I - IX)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]},"tier6":{"Other":["None"]},"tier7":{"Other":["None"]},"tier8":{"Other":["None"]},"tier9":{"Other":["None"]}},"tags":["Non-Combat","Extraordinary"],"cost":[2],"description":"You are a master of invoking boons for more than one target. A mass dimensional shift to an intermediary plane and a mass manifestation of entropic life draining are some examples of what this might look like in play.\n","effect":"For each tier of this feat, you reduce the disadvantage penalty associated with invoking boons for multiple targets by 1.\n"},{"name":"Natural Defense (I - III)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Attribute":[{"Fortitude":1}]},"tier3":{"Attribute":[{"Fortitude":2}]}},"tags":["Combat","Physical","Defense","Fortitude"],"cost":[2],"description":"Whether through draconic heritage, a cyborg exoskeleton, or just a lifetime of conditioning, your skin is tough as nails, allowing your body to deflect blows that would cripple others.\n","effect":"When you are not wearing armor, you gain a bonus to your Guard and Toughness defenses. Your bonus is determined by your tier in this feat:\n<ul>\n<li><strong>Tier 1<\/strong> - +1 bonus to Guard and Toughness.<\/li>\n<li><strong>Tier 2<\/strong> - +2 bonus to Guard and Toughness.<\/li>\n<li><strong>Tier 3<\/strong> - +3 bonus to Guard and Toughness.<\/li>\n<\/ul>\n"},{"name":"Potent Bane","prerequisites":{"tier1":{"Other":["Ability to invoke the chosen bane"]}},"tags":["Bane","Combat"],"cost":[3],"description":"You are so adept at a particular form of attack that your foes struggle to shake off the effects. Perhaps the flames of your fireballs burn hotter. Or maybe you've developed a special chemical to mix in with your blinding powder. Whatever the source and whatever the effect, most enemies are incapable of recovering from your legendary attack.\n","effect":"Choose one bane that you can invoke that has a duration of \"resist ends\". When a target makes a resist roll to shake off your invocation of the chosen bane, they have disadvantage 1.\n","special":"You may select this feat multiple times. Each time you take it, choose a different bane.\n"},{"name":"Reckless Attack","prerequisites":{"tier1":{"Feat":["Battle Trance"]}},"tags":["Combat"],"cost":[3],"description":"By willingly punishing your own body in the heat of battle, you launch a relentless flurry of attacks that physically drains you but devastates your foes. A super soldier activating a stim pack and a berserker pushing their muscles to the breaking point are examples of this feat in action.\n","effect":"While you are in a battle trance, on your turn you may choose to inflict 5 hit points of damage on yourself to make an attack as a minor action. Effects that prevent or reduce damage cannot affect this self-inflicted damage. You suffer the damage before making your extra attack, so you must be able to remain conscious after the damage is dealt in order to benefit from your extra attack.\n"},{"name":"Skill Specialization (I - V)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]}},"tags":["No Prerequisite"],"cost":[2],"description":"You have the eyes of an eagle, the endurance of an ox, the guile of a fox, or some similarly exceptional non-combat talent. It might come from intense training, prolonged study, or even an inherent natural talent.\n","effect":"Choose one attribute. Any time you make a roll using the chosen attribute that is not for initiative, attacks, invocations, or the defend action, you gain advantage 1 on the roll per tier of this feat you possess for that attribute.\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new attribute each time. Track your feat tier separately for each attribute that you choose for this feat.\n"},{"name":"Superior Concentration (I - III)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]}},"tags":["Extraordinary"],"cost":[3],"description":"Your powers of focus are exceptionally honed, allowing you to maintain concentration on multiple extraordinary effects at once. This feat is typical among character concepts built to enhance themselves or their allies, such as bards, platoon leaders, or engineers.\n","effect":"When you take the <em>sustain a boon<\/em> minor action, you may sustain one additional boon per tier of this feat which you possess.\n"},{"name":"Swimming","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[1],"description":"You are made for the water and can swim at surprising speeds with the aptitude of a fish. This might be the result of hard core training, or it may stem from a racial trait, such as webbed feet and hands.\n","effect":"You gain a swimming speed equal to your base speed and do not need to make any special action rolls to maintain this base speed.\n"},{"name":"Sworn Enemy (I - IX)","prerequisites":{"tier1":{"Other":["None"]},"tier2":{"Other":["None"]},"tier3":{"Other":["None"]},"tier4":{"Other":["None"]},"tier5":{"Other":["None"]},"tier6":{"Other":["None"]},"tier7":{"Other":["None"]},"tier8":{"Other":["None"]},"tier9":{"Other":["None"]}},"tags":["Non-Combat","Combat"],"cost":[1],"description":"You are expertly focused on dealing with a particular species, race, or faction. Perhaps your family was slain by werewolves, and you have devoted your life to studying their mannerisms in order to hunt them down. Or maybe you were raised in a prison on the third moon of Vogax Prime, and you know the Vogans better than they know themselves.\n","effect":"Choose a species, race, or faction (e.g., dragons, Void Templars, gnolls, or vampires). You learn the primary conversational language of that species, and at the GM's discretion, you may have some level of access to other special forms of communication (such as thieves' cant or secret hand signals). Furthermore, you gain advantage 1 per tier of this feat to all Mental attribute rolls (Learning, Logic, Perception, and Will) pertaining to your chosen group.\n","special":"In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new group each time. Your total advantage on Mental attribute rolls is equal to your tier for that particular group. For example, a character might have Sworn Enemy II (Void Templars) and Sworn Enemy IV (Werewolves).\n"},{"name":"Vicious Strike","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Combat"],"cost":[2],"description":"Whether through brute force, lethal precision, or volatile magic, a deadly attack delivered by you is exceptionally vicious. Berserkers, assassins, and superheroes of exceptional combat skill are all good examples of this feat in play.\n","effect":"Any time you roll a natural 20 on the d20 for an attack action roll, you get advantage 1 on all subsequent d20 re-rolls granted by dice explosions.\n"},{"name":"Wealthy","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[3],"description":"Whether you were born into nobility, come from old money, are heir to a great treasure, or simply a well-established merchant, you are wealthier than the average adventurer.\n","effect":"Your wealth score is increased by 1.\n"},{"name":"Well-Rounded","prerequisites":{"tier1":{"Other":["None"]}},"tags":["Non-Combat"],"cost":[2],"description":"You have a versatile education, a wide range of experiences, or just plain old good luck. The result is that you're pretty good at things you're not specialized in.\n","effect":"Any time you use an attribute with a score of 2 or less to make an action roll outside of combat that is not a bane or boon invocation, you gain advantage 1 to the roll.\n"}]}