General Feats

Blind Fighter

You are an effective fighter even when you’re unable to see

As long as you can hear and feel, you can sense objects within 30 feet as well as if you could see.

Low visibility (including the dazzled and blinded conditions) has no effect on you. If are blinded or have no vision, you still critically fail Notice rolls that rely on seeing objects more than 30 feet from you.

The GM should give this as a free feat to all permanently blind player characters.

Blood Magic

When you cast a spell, you can tap into blood magic for a burst of power

Prerequisites
A mystic origin
Trigger
You cast a spell

The triggering spell has -2 cost. At the end of your turn, you take 1 fatigue.

Bonus Ribbons

You learn any two ribbons of your choice

You learn any two ribbons of your choice. These ribbons can be from any class, even if you don’t have any levels in that class.

Familiar

You summon a magical animal spirit that works for you

You are accompanied by a magical familiar animal. Your familiar is a tiny animal (Size -2 or smaller) with the Minion and Spirit traits. Your familiar is intelligent, with Intellect +0 and Spirit +0. Your familiar can speak the same languages as you. You can communicate telepathically with your familiar while it is within 60 feet of you. Your familiar loyally follows any orders you give it, unless those orders are obviously suicidal.

If your familiar dies, you can resummon it with a 1-hour ritual.

Innate Focus

You can cast spells from your body instead of from an arcane focus

Prerequisites
A mystic origin

You don’t need to wield an arcane focus in order to cast spells. Choose one type of magical weapon, such as orbs or staves. If a combat feat for this weapon lists a requirement of the form “you are wielding this weapon”, you ignore that requirement.

Master of Many Forms

You can use a variety of different forms to adapt to any situation

Prerequisites
Any Specialize power

Choose one Specialize power you know. Change the specialization you picked for that power. If the power is currently active, this change doesn’t apply to that instance of the power.

Resilient

You are especially resilient against a particular damage type

Choose one of the Cold, Electricity, Fire, Necrotic, Radiant, Sonic, or Toxic traits. You have 10 Shield of the chosen trait.

You can pick this feat multiple times. You can pick the same trait or a different trait each time.

Skilled

You are highly proficient in a wide variety of skills

You gain two skill boosts.

You can pick this feat multiple times.

Squishy Caster

You have a lot of magical power, at the cost of your physical toughness

You have +4 Mana and +1 Mana Limit. Your maximum health equals 4 + 5 * Character Level + 2 * Strength instead of its normal value.

Sympathetic Mage

You can cast magic through totems that represent specific creatures

Prerequisites
A mystic origin

You can craft a sympathetic totem that represents another creature, much like a voodoo doll or a religious statuette. Crafting such a totem requires 1 hour of work, plus one of the following components:

  • A small piece of the creature, such as a hair, a toenail, or a drop of blood
  • A prized possession of the creature, such as a family heirloom or a favorite weapon

When you target a sympathetic totem with a spell, you can choose for the spell to instead target the creature represented by the totem. The totem has the Fragile trait, so if the spell is an attack, and if the attack roll critically fails, the totem breaks.

Toughness

You are tougher and more resilient than anyone else

Your maximum health increases by an amount depending on your character level, as given in the following table.

Character Level Health Bonus
6 or less +5
7 ... 12 +10
13 ... 18 +15
19 or more +20

Wild Mage

You can tap into wild magic for a burst of power when you cast a spell

Prerequisites
A mystic origin
Trigger
You cast a spell

The triggering spell has -1 cost. Roll on the Wild Magic table.