Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
If you wear armor that you lack proficiency with, you take the respective armor penality on any ability
check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
If you wear armor that you lack proficiency with, you take the respective armor penality on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Armor Proficiency (Medium) (⏺⏺.)
Prerequisites: Armor Proficiency (light).
If you wear armor that you lack proficiency with, you take the respective armor penality on any ability
check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Prerequisites: Spell Focus (conjuration).
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and
Constitution for the duration of the spell that summoned it.
In melee, every time you miss because of concealment, you can reroll your attack one time to see if you
actually hit.
invisible attacker advantages do still apply for ranged attacks, however.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink
spell.
Prerequisite: Spellcraft 3
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more
creatures. Brewing a potion takes one day. The base price of a potion is its spell tier x (2 x spell tier
- 1) x 50 gp. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever
drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component also carries a commensurate cost. In
addition to the costs derived from the base price, you must expend the material component when creating the
potion.
Prerequisites: Str 13, Power Attack.
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or
killing it), you get an immediate, extra melee attack against another creature within reach. You cannot move
before making this extra attack. The extra attack is with the same weapon and at the same bonus as the
attack that dropped the previous creature. You can use this ability once per round.
Prerequisites: Str 13, Power Attack, Cleave.
This feat works like Cleave, except that there is no limit to the number of times you can use it per
round.
Prerequisites: Int 13.
When you use the attack action in melee, you can take a penalty of as much as 5 on all your attack
rolls and add the same number (+5 or less) as a dodge bonus to your Armor Class. The changes to attack rolls
and Armor Class last until your next action or reaction.
A character with the Combat Reflexes skill can interrupt another character's turn if:
A character with the Counterpsell skill can interrupt another character's turn to counterspell a
spell that is being cast.
They roll a spellcraft check to see if they know the spell, and can then proceed to counterspell as
explained in the "Counterspelling" section. Doing so uses up the character's action for this round. After
the action is resolved, the acting character completes their turn, and the interrupting character is left
with just their movement.
Prerequisite: Spellcraft 5
You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of
armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon,
suit of armor, or shield, you must use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not
included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so
costs half the raw materials, and half the time it would take to craft that item in the first place.
Prerequisite: Spellcraft 9
You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its
base price. To craft a rod, you must use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components, as noted in their descriptions. These costs are in
addition to those derived from the rod's base price.
Prerequisite: Spellcraft 12
You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must use up raw
materials costing one-half of its base price.
Some staffs incur extra costs in material components, as noted in their descriptions. These costs are in
addition to those derived from the staff's base price.
Prerequisite: Spellcraft 5
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each
1,000 gp in its base price. The base price of a wand is its (2 x the spell tier - 1) x 750 gp. To craft a
wand, you must use up raw materials costing one-half of this base price.
Any wand that stores a spell with a costly material component also carries a commensurate cost. In addition
to the cost derived from the base price, you must expend fifty copies of the material component.
Prerequisite: Spellcraft 3
You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for
each 1,000 gp in its price. To enchant a wondrous item, you must use up raw materials costing half of this
price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw
materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components, as noted in their descriptions. These costs
are in addition to those derived from the item's base price. You must pay such a cost to create an item or
to mend a broken one.
Prerequisites: Dex 13.
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be
aware of the attack and not surprised.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and
ranged attacks generated by spell effects can't be deflected.
Prerequisites: Point Blank Shot.
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by
1-1/2). When you use a thrown weapon, its range increment is doubled.
Prerequisite: Spellcraft 12
You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its
base price. To craft a ring, you must use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials, and
half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components, as noted in their descriptions. You must pay such
a cost to forge such a ring or to mend a broken one.
Prerequisites: skill score 8 in the selected weapon.
When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the Critical Hit range of a weapon.
Prerequisites: Int 13, Combat Expertise.
You have advantage when you try to disarm your opponent.
Prerequisites: Ability to acquire a new familiar, sufficiently high skill score (see below).
When choosing a familiar, the creatures listed below are also available to the character.
| Familiar | Familiar skill score |
| Shocker lizard | 5 |
| Stirge | 5 |
| Elemental, small | 5 |
| Imp | 7 |
| Pseudodragon | 7 |
| Quasit | 7 |
Prerequisites: Int 13, Combat Expertise.
You can use one of your attacks to feint, giving you advantage on your next attack during your turn.
Prerequisites: Dex 13.
You have advantage when you try to grapple your opponent.
You have advantage on your initiative checks.
Prerequisites: Point Blank Shot, Precise Shot.
When you use a weapon that has a skill score higher than 11, your ranged attacks ignore the AC bonus granted to
targets by anything less than total cover, and the miss chance granted to targets by anything less than total
concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Prerequisites: Str 13. Power Attack.
You have advantage when you try to attack an object held or carried by another character.
Prerequisites: Point Blank Shot, Precise Shot.
When you use a weapon that has a skill score higher than 6, you may fire two arrows at a single opponent within
30 feet. Both arrows use the same attack roll (with disadvantage) to determine success and deal damage
normally
For every five points you have in your weapon skill above +6, you may add one additional arrow to this attack.
However, each arrow after the second adds a cumulative 2 penalty on the attack roll.
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you
score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
Prerequisites: Dex 13, Dodge.
Attacks of opportunity against you caused when you move out of a threatened area are made at disadvantage.
Prerequisites: Wis 13, Wild Shape.
You can complete the verbal and somatic components of spells while in a wild shape. You substitute various
noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your
current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily
use them, and you do not gain the ability to speak while in a wild shape.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack (⏺⏺.)
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from
all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your skill
with the weapon. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands,
instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the
damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the
penalty on attack rolls still applies.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the
standard 4 penalty on your attack roll.
Benefit: Drawing weapons does not count as your free interaction. You can draw any number of weapons
during your turn.
Benefit: Choose a tipe of crossbow (hand, light, heavy). You ignore the Loading property of hand crossbow
and light crossbow, while you can make an additional attack with a heavy crossbow, if you skill score allows
it.
Prerequisite: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest
attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a 2
penalty.
Prerequisite: Spellcraft 1
You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its
base price. The base price of a scroll is (2 x the spell tier - 1) x 25 gp. To scribe a scroll, you must use up
raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to
the costs derived from the base price, you must expend the material component when scribing the scroll.
If you wear a shield and you lack proficiency with it, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Snatch Arrows (⏺⏺.)
Prerequisite: Dex 15, Deflect Arrows.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.
Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept
for later use.
You must have at least one hand free (holding nothing) to use this feat.
Choose a school of magic. Add +1 to the Difficulty Class for all saving throws against spells from the school of
magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic.
Prerequisites: Spell Focus.
Choose a school of magic to which you already have applied the Spell Focus feat. Add +1 to the Difficulty Class
for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from
Spell Focus.
Prerequisites: Spell Focus.
You get a +2 bonus on skill checks (1d20 + skill rank) made to overcome a creature's spell resistance.
Prerequisites: Spell Focus.
You get advantage on skill checks checks (1d20 + skill rank) made to overcome a creature's spell resistance.
Prerequisite: Dex 13, Wis 13, Unarmed Strike [8].
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins
the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10
+ 1/2 your Unarmed Strike score + your Wis modifier), in addition to dealing damage normally. A defender who
fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't
take actions or reactions, automatically fails any Dexterity saving throws and attack rolls against them have
advantage. You may attempt a stunning attack no more than once per round. Constructs, oozes, plants, undead and
incorporeal creatures cannot be stunned.
Fatigue: when you use Stunning Fist, you roll a d20 and if the result is higher than your Unarmed Strike
score, you suffer non-lethal damage equal to your Unarmed Damage skill score. If your non-lethal damage ever
becomes equal to your current hit points, you gain one level of exhaustion. If it goes over you current hit
points you fall unconscious. If you use this skill while you already have levels of exhaustion, you roll one
additional d20 to determine if you get non-lethal damage, and you may incur in non-lethal damage multiple times.
Prerequisite: Shield Proficiency.
If you wear a shield and you lack proficiency with it, you have disadvantage on any ability check, saving throw,
or attack roll that involves Strength or Dexterity, and you can't cast spells.
Prerequisite: Dex 15, Two-Weapon Fighting.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1
shield bonus to your AC. If during your turn you don't make any attack, your bonus increases to +2 until you
make an attack or until the beginning of your next turn.
When you fight with another weapon in the off-hand, you can add the full ability modifier to damage.
Two Weapon Fighting, Improved (⏺⏺.)
Prerequisites: Two-Weapon Fighting.
When you fight with another weapon in the off-hand and you can make more than 1 attack with the primary hand,
you can also do other attacks with the off hand, provided your skill allows it.
For example if the skill with the wapon in the primary hand is 8, you can make two attacks with your primary
hand +8/+3 and if your skill with the off hand is at least 6, you can also make two attacks with the off hand
+6/+1.
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting.
You are not restricted to use light weapons for two weapon fighting.
You can activate a wand in each hand with the same action. You expend 2 charges from each wand while
using them this way. You can also activate a wand in one hand while using a weapon in the other. You expend
2 charges from it while using it this way.
Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge, Mobility.
When you use the attack action, you can give up your regular attacks and instead make one melee attack at your
full attack bonus against each opponent within reach.
When you use the Whirlwind Attack skill, you also forfeit any bonus or extra attacks granted by any other
ability.