Feats & Pursuits
Feats are disciplines that you learn and improve over time. Each feat has 5 ranks (I through V) that build upon each other. For rank III and above, a trainer is required.
Combat Feats
Action Surge
- I: 1 extra action per long rest
- II: 1 extra action per short rest
- III: 2 extra actions per short rest
- IV: 1 extra action per combat
- V: Restore 1 AP whenever an ally spends 1 AP (limit once per round)
Weapon Mastery
Choose one weapon type (can be trained multiple times for different weapons).
- I: +1 to hit
- II: +1 to damage
- III: +1 crit range
- IV: +1 AP on crit
- V: Cannot be disarmed unless incapacitated, critical hits use maximum die result
Parry
Requires shield or weapon equipped. Use reaction to reduce incoming weapon damage.
- I: Once per round, reduce melee damage taken by 2
- II: Increase to 4 damage reduction
- III: Add Dex modifier to parry reduction
- IV: Can parry ranged attacks
- V: Counterattack after successful parry
Glory Kill
Finish stunned/incapacitated enemies or enemies with critical hits/vulnerability damage.
- I: Recover 1 AP for your first glory kill in combat
- II: Also heal 1d4 HP
- III: Activates for every glory kill (limit 1/turn)
- IV: Throw corpse at enemy within 20 ft for 1d6 vulnerability damage
- V: Deal 1d6 damage to all creatures within 5 ft on each glory kill
Dual Wield
Use AP for offhand attacks when attacking.
- I: Offhand attack penalty reduced by 1
- II: Offhand hits increase next main-hand crit range by 1
- III: Offhand penalty reduced by 2 total
- IV: Crit range bonuses stack
- V: Thorny defense: melee attackers take 2 damage when hitting you
Martial Arts Styles
Sandingo Style
"Superior breath control, and with mastery one's skin becomes impervious to spears and bullets."
- I: Iron lung technique: hold breath x2 duration
- II: -1 damage reduction
- III: Use 1 AP to deflect projectile, taking no damage (reaction)
- IV: Damage reduction increases to -2
- V: Immunity to slashing, bludgeoning, or piercing damage (choose one)
Momentum Fighter
"Make your every strike a step, your every step a strike."
- I: After hitting with melee attack, move 5 feet without provoking AoO
- II: Hit 2 different targets for +2 AC until start of next turn
- III: After Move or Disengage, next melee attack deals +1d6 damage
- IV: Run along walls and vertical surfaces (up to 20 ft)
- V: Pass through enemy spaces, ignore difficult terrain
Sword Spider Style
Apply "the best defense" principle to your shin guards.
- I: Wield one-handed slashing weapons strapped to legs; -5 ft movement
- II: +1d4 damage when leaping 10+ ft at target
- III: With both legs equipped, hit 2 adjacent creatures with 1 attack
- IV: Kicks count as magical for resistance
- V: Dropping target to 0 HP with spider kick recovers 1 AP
Special Feats
Rageaholic
You don't just 'like' to rage.
- I: When hit or failing check/attack, rage for 3 turns (reaction): +1 AP, -5 DR, +5 damage, disadvantage on spells/Charisma. DM picks targets. 1/LR
- II: Advantage on death saves while raging
- III: Rage recharges on short rest
- IV: Rage lasts 1 minute
- V: Rage once per battle, throwing creatures restores 1 AP
Training Requirements
Ranks I-II: Self-training possible
Ranks III-V: Trainer required
Training Time: 1 week per rank (3 weeks for rank III, etc.)
Master Trainers: Required for rank V, very rare
Important Notes
This game does not use proficiency bonuses. Feats provide flat bonuses that stack with ability modifiers. Choose your feats carefully as training time and trainers become increasingly difficult to find at higher ranks.