General Feats
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All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.
For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy.
General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills.
These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can’t select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite.
General Feats
1st level General Feats
- Adopted Ancestry - Gain access to ancestry feats from another ancestry.
- Armor Proficiency - Become trained in a type of armor.
- Breath Control - Hold your breather longer and gain benefits against inhaled threats.
- Canny Acumen - Become an expert in a saving throw or Perception.
- Diehard - Die at dying 5, rather than dying 4.
- Fast Recovery (Con 14) - Regain more HP from rest, recover faster from disease and poisons.
- Feather Step (Dex 14) - Step into difficult terrain.
- Fleet - Increase your Speed by 5 feet.
- Lucky - Reroll a failed skill check or saving throw.
- Ride - Automatically succeed at commanding your mount to move and know how to better protect it.
- Shield Block - Ward off a blow with your shield.
- Toughness - Increase your maximum HP and reduce the DCs of recovery checks.
- Weapon Proficiency - Become trained in a weapon type.
3rd Level General Feats
- Ancestral Paragon - Gain a 1st level ancestry feat.
- Hireling Manager (Cha 14) - Hirelings gain +2 to skill checks.
- Improvised Repair - Quickly patch a broken item.
- Keen Follower - Improve bonuses when you Follow the Expert.
- Pick up the Pace (Con 14) - Your group can Hustle for up to 20 minutes longer.
- Prescient Planner - Procure a piece of adventuring gear.
- Skitter (Dex 16, Fleet) - Crawl up to half your Speed.
- Weapon Improviser (trained in all martial weapons) - You know how to fight with whatever is at hand.
7th Level General Feats
- Expeditious Search (Mast in Percep) - Search areas in half the time.
- Improvised Critical (Weapon Improviser) - You can apply critical specialization effects to improvised weapons you wield.
- Prescient Consumable (Prescient Planner) - Procure consumable items with Prescient Planner.
- Supertaster (Mast in Percep) - Gain secret checks to detect poison by taste.
11th Level General Feats
- A Home in Every Port (Cha 16) - Spend downtime to gain free lodging for a night.
- Caravan Leader (Con 18, Pick up the Pace) - Your group can Hustle for much longer.
- Guiding Luck (Lucky) - You can use Lucky a second time for Perception and attack rolls.
- Incredible Investiture (Cha 16) - Invest up to 12 magic items.
- Incredible Scout (Mast in Percep) - Grant allies +2 to initiative rolls when Scouting.
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