Arcana Feats

General Skill Feats


1st Level Arcana Feats (Req Trained in Arcana)

  • Arcane Sense - Cast detect magic at will as an arcane innate spell.


    2nd Level Arcana Feats (Req Expert in Arcana)


      7th Level Arcana Feats (Req Master in Arcana)

      • Quick Recognition (Recognize Spell) - Identify spells as a free action as it's being cast.



      Arcana Training (Feat 1)

      General
      Skill

      Prerequisites Intelligence 12


      You become Trained in Arcana.


      Arcane Sense (Feat 1)

      General
      Skill

      Prerequisites Training in Arcana


      Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.


      Quick Identifaction (Feat 1)

      General
      Skill

      Prerequisites Training in Arcana, Nature, Occultism, or Religion


      You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.


      Recognize Spell [R] (Feat 1)

      General
      Secret
      Skill

      Prerequisites Training in Arcana, Nature, Occultism, or Religion
      Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.


      If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

      Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

      Success You correctly recognize the spell.

      Failure You fail to recognize the spell.

      Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.


      Trick Magic Item [A] (Feat 1)

      General
      Manipulate
      Skill

      Prerequisites Training in Arcana, Nature, Occultism, or Religion


      You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

      Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

      If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

      Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.

      Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.

      Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.


      Assured Identification (Feat 2)

      General
      Skill

      Prerequisites Expert in Arcana, Nature, Occultism, or Religion


      You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.


      Automatic Knowledge (Feat 2)

      General
      Skill

      Prerequisites Expert in a skill with the Recall Knowledge action


      You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers) on the skill check.

      Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.


      Magical Shorthand (Feat 2)

      General
      Skill

      Prerequisites Expert in Arcana, Nature, Occultism, or Religion


      Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.


      Quick Recognition (Feat 7)

      General
      Skill

      Prerequisites Master in Arcana, Nature, Occultism, or Religion; Recognize Spell


      You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

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