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Feats

What is a Feat?

A feat is a specialized skill or talent gained through focused training, discipline, or practice. Feats are non-magical—they do not grant supernatural powers, spell-like effects, or traits outside the natural limits of a character’s race.

Feats represent what a character has mastered through deliberate effort within their class or personal development. They can enhance combat techniques, improve precision, bolster defenses, expand knowledge, or refine specialized skills.

  • Feats are not innate racial abilities.
  • Feats do not provide magical or supernatural powers.
  • Feats do not grant physical or mental capabilities beyond what is normally possible for the character’s race.

In short, a feat is an earned mark of growth—something a character achieves through discipline, study, and practice.

Categories of Feats

Feats can be grouped into three primary categories. Each category reflects a different aspect of a character’s growth, whether it be universal talents, class-based expertise, or the refinement of racial heritage.

General Feats

General feats are available to all characters, regardless of race or class. They represent broad skills or techniques that any adventurer can learn with dedication. General feats often improve survivability, adaptability, or effectiveness in common adventuring situations.

Examples: improved accuracy with weapons, defensive stances, enhanced endurance, or mastery of a skill.

Class Feats

Class feats are tied to a character’s chosen profession. They reflect specialized training that only certain classes can pursue, building on the foundation of their unique roles and responsibilities. These feats help characters excel in the defining features of their class.

Examples: a fighter learning advanced combat maneuvers, a rogue perfecting stealthy techniques, or a cleric gaining more efficient healing practices.

Racial Feats

Racial feats allow characters to deepen their connection to their heritage. These feats expand upon natural strengths, cultural traditions, and inherent traits of a race. They cannot grant unnatural or magical powers, but instead enhance abilities that are already part of the character’s lineage.

Examples: elves gaining sharper vision, keener hearing, or greater proficiency with bows; dwarves improving their resilience and skill with axes; halflings refining agility, luck, or stealth.

General Feats

  • Acrobatic
  • Agile
  • Alertness
  • Animal Afinity
  • Ambidexterity
  • Appraise Magic Value
  • Armor Proficiency
    • Armor Proficiency (Light)
    • Armor Proficiency (Medium)
    • Armor Proficiency (Heavy)
    • Armor Specialization (Light)
    • Armor Specialization (Medium)
    • Armor Specialization (Heavy)
  • Athletic
  • Blind fighting
    • Hear the Unseen
  • Blind Sense
  • Brutal Throw
  • Combat Reflexes
  • Dash
  • Decietful
  • Deft Hands
  • Diligent
  • Dive for Cover
  • Dodge
    • Mobility
      • Spring Attack
        • Whirlwind Attack
  • Endurance
    • Die Hard
  • Exotic Weapon Proficiency
  • Expertise
    • Improved Disarm
    • Improved Feint
    • Improved Trip
  • Goad
  • Great Fortitude
  • Improved Critical
  • Improved Diversion
  • Improved Inititive
    • Danger Sense
  • Improved Unarmed Strike
    • Deflect Arrows
    • Stunning Fist
  • Investigator
  • Iron Will
  • Jack of all Trades
  • Leadership
  • Lightning Reflexes
  • Martial Weapon Proficiency
  • Mounted Combat
    • Mounted Archery
    • Ride By Attack
      • Spirited Charge
    • Trample
  • Negotiator
  • Nimble Fingers
  • Open Minded
  • Persuasive
  • Point Black Shot
    • Far Shot
    • Shot on the Run
    • Precise Shot
      • Improved Precise Shot
    • Rapid Shot
      • Improved rapid shot
      • Manyshot
  • Power Attack
    • Cleave
      • Great Cleave
      • Improved Bull Rush
      • Leap Attack
      • Sunder
  • Quick Draw
  • Quick Reconnoiter
  • Run
  • Self Sufient
  • Shield Proficiency
    • Shield Bash
    • Improved Shield Bash
  • Simple Weapon Proficiency
  • Skill Focus
  • Stealthy
  • Tactical Trapsmith
  • Toughness
  • Track
  • Two Weapon Fighting
    • Improved Two Weapon Defense
    • Improved Two Weapon Fighting
  • Weapon Finesse
  • Weapon Focus
    • Greater Weapon Focus
    • Weapon Specialization
    • Greater Weapon Specialization
  • Zen Archery

Class Feats

Bard

  • Bardic Music
    • Disguise Spell
    • Extra Music
    • Lingering Song
    • Obsure Lore
    • Subsonics
  • Chant of Fortitude

Spellcaster

  • Combat Casting
  • Extraordinary Spell Aim
  • Spell Focus
    • Greater Spell Focus
  • Magical Aptitude
  • Mobile Spellcasting
  • Spelljamming
  • Spell Mastery
  • Spell Penetration
    • Greater Spell Penetration

Cleric

  • Extra Turning
  • Improved Turning

Druid

  • Animal Affinity
  • Extra Wild shape
  • Fast Wild Shape
  • Hawk's Vision
  • Natural Spell
  • Natural Bond
  • Scent

Barbarian

  • Rage
    • Extended Rage
    • Extra Rage

Meta-Magic

  • Empower Spell
  • Enlarge Spell
  • Extend Spell
  • Heighten Spell
  • Maximize Spell
  • Silent Spell
  • Still Spell

Racial Feats

Racial feats are chosen on a separate track from normal feats. By default, a character selects one racial feat at levels 5, 10, 15, and 20. These options enhance innate racial themes without granting supernatural or class-exclusive powers. Some entries are repeatable and stack.

Humans

FeatBenefitNotes
Adaptive Learner Gain +5 skill points. Repeatable; stacks.
Versatile Training Gain 1 additional General feat. Once only.
Focused Growth +1 to any one ability score. Max once per ability score.
Polymath Choose 2 skills; gain +2 racial bonus to each (permanent). Choose new skills each time; repeatable.

Elves

FeatBenefitNotes
Keen Sight +2 racial bonus to Spot & Search. Repeatable; stacks.
Keen Hearing +2 racial bonus to Listen. Repeatable; stacks.
Martial Heritage +1 attack/damage with longsword, longbow, shortbow, or rapier. Repeatable; pick a weapon each time.
Fey Grace +1 racial bonus to Reflex saves. Repeatable; stacks.

Dwarves

FeatBenefitNotes
Battle-Hardened +5 hit points. Repeatable; stacks.
Grudge Fighter +1 attack/damage vs. a chosen natural enemy (e.g., orcs, giants, goblinoids). Repeatable; choose a new enemy each time.
Master Craftsman +5 skill points in a chosen craft/profession; those points must be spent in that skill now. Repeatable; choose a skill each time.
Stone Sense +2 racial bonus to Craft (stone/metal) or Appraise (metals/gems). Repeatable; stacks or pick the other skill.
Stubborn Will +1 racial bonus on Will saves vs. magic. Not repeatable.

Halflings

FeatBenefitNotes
Nimble Step +2 racial bonus on Balance & Jump. Repeatable; stacks.
Agile Dodge +1 AC when unarmored or in light armor. Repeatable; stacks.
Surefooted +2 racial bonus on Climb & Tumble. Repeatable; stacks.
Halfling Luck Once/day reroll a failed save; keep the new result. Repeatable; +1 use/day each time.
Fleet of Foot +5 ft. racial bonus to base speed. Not repeatable.

Orcs

FeatBenefitNotes
Brutal Strength +1 melee damage. Repeatable; stacks.
Savage Attacker +1 attack when charging or raging. Not repeatable.
Fearsome Presence +2 racial bonus on Intimidate checks. Repeatable; stacks.
Thick Hide +1 natural armor. Repeatable; stacks.
Orcish Endurance +2 racial bonus on Fortitude saves vs. poison, fatigue, and disease. Not repeatable.
Relentless Hunter +2 racial bonus on Survival and tracking checks. Not repeatable.
Blood Fury 1/day when at ≤ 50% HP, gain +2 Strength for the rest of combat. Repeatable; +1 use/day each time.

Half-Races & Selection Rules

Half-Elf: May choose from Human or Elf racial feats at each racial slot. Cannot select two versions of the “same effect” in the same level (e.g., Human Versatile Training and Elf Martial Heritage aimed at stacking the same weapon in the same slot).

Half-Orc: May choose from Human or Orc racial feats at each racial slot. Same “no double-dip in the same slot” rule applies.

Repeatables: If a feat is marked repeatable, it stacks unless otherwise specified. If a feat grants choices (enemy, weapon, skill), choose a new one each time unless “stacks” is stated.

Balance Note: Each racial feat is tuned to be ~½–⅔ the value of a general feat. Power accrues through progression, not a single pick.