60 feats, from Blessed Sacrifice to Bone Swarm.
Blessed Sacrifice · Blessed Spell · Blessed Spell · Blessing of the Sun Gods · Blind-fight · Blind-fight · Blind-fight · Blind-fight · Blind-Fight · Blind-Fight · Blind-Fight · Blind-Fight · Blind-Fight · Blood Ascendancy · Blood Component Substitution · Blood Frenzy · Blood In The Air · Blood Rising · Blood Sovereignty · Bloodletting Claws · Bloodletting Fangs · Bloodline Breadth · Bloodline Conduit · Bloodline Conduit · Bloodline Focus · Bloodline Focus · Bloodline Metamorphosis · Bloodline Mutation · Bloodline Mutation · Bloodline Perfection · Bloodline Perfection · Bloodline Resistance · Bloodline Resistance · Bloodline Wellspring · Bloody Blows · Bloody Blows · Bloody Debilitation · Bloody Debilitation · Blowgun Poisoner · Body of Air · Bogedaen · Bolai Paragon · Bolster Soul Cage · Bon Mot · Bon Mot · Bond Conservation · Bond Conservation · Bonded Animal · Bonded Animal · Bonded Focus · Bonded Focus · Bonds of Death · Bone Caller · Bone Investiture · Bone Magic · Bone Magic · Bone Missile · Bone Rider · Bone Spikes · Bone Swarm
Blessed Sacrifice
FEAT 4
Prerequisites Blessed One Dedication
You gain the protector’s sacrifice domain spell as a devotion spell (Player Core page 378).
Player Core 2, page 190.
FEAT 8
Prerequisites Blessed One Dedication, ability to cast spells from spell slots, Mercy
Frequency once per 10 minutes
When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell.
Advanced Player’s Guide, page 162.
FEAT 8
Prerequisites Blessed One Dedication, ability to cast spells from spell slots, Mercy
Once per 10 minutes. When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based normal effects of your spell.
Player Core 2, page 190.
Blessing of the Sun Gods
FEAT 4
Prerequisites Bright Lion Dedication
The Old Sun Gods share their power with you. Select the ambition, cities, darkness, dreams, family, fire, freedom, healing, moon, passion, or sun domain. You gain an initial domain spell for that domain. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Strength of Thousands #4: Secrets of the Temple-City, page 79.
Blind-fight
FEAT 8
Prerequisites master in Perception
Your battle insights make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Advanced Player’s Guide, page 63.
Blind-fight
FEAT 8
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Core Rulebook, page 149.
Blind-fight
FEAT 8
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Core Rulebook, page 173.
Blind-fight
FEAT 8
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Core Rulebook, page 186.
Blind-Fight
FEAT 14
Prerequisites master in Perception
Your battle instincts let you fight effectively even when you can't see. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Player Core 1, page 134.
Blind-Fight
FEAT 8
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Player Core 1, page 145.
Blind-Fight
FEAT 8
Prerequisites master in Perception
Your heightened senses allow you to instinctively detect unseen opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Player Core 1, page 160.
Blind-Fight
FEAT 8
Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Player Core 1, page 173.
Blind-Fight
FEAT 8
Prerequisites master in Perception
Your battle insights make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re offguard to them for reasons other than the hidden condition), hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Player Core 2, page 109.
Blood Ascendancy
FEAT 14
Prerequisites Blood Rising
When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know. The effects follow the same rules as given in Blood Rising, and each effect can have a different target.
Player Core 2, page 156.
Blood Component Substitution
FEAT 12
You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you Cast a Spell, you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to Cast the Spell, and your Cast a Spell activity gains the concentrate trait but not the manipulate trait. You can't use blood components to replace any required part of a spell's cost.
Advanced Player’s Guide, page 140.
FEAT 6
Prerequisites Bloodletting Claws
Requirements Your eidolon's last action dealt bleed damage to a living creature.
Your eidolon flies into a frenzy. It gains the benefits of boost eidolon and gains temporary HP equal to your level, but takes a –2 penalty to AC. It can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which your eidolon is fatigued for 1 minute and can't start another frenzy for 1 minute.
Secrets of Magic, page 69.
FEAT 12
Requirements An enemy you've damaged with a ranged weapon during the last minute is concealed or hidden from you.
Once you've locked on to a target, little can obscure your aim. Make a ranged weapon Strike against the required target. This Strike ignores the target's concealed condition and reduces the flat check for the hidden condition from 11 to 5.
Guns & Gears, page 116.
FEAT 1
Trigger A creature targets you with a spell of the same tradition as your bloodline.
The magic in your blood surges in response to your foe’s spell. You generate a blood magic effect you know, even if you are already under the effects of blood magic. The target must be either you or the creature that triggered Blood Rising. If the blood magic that bonus applies against the triggering spell. If the effect has a duration, it instead lasts until the beginning of your next turn.
Special This feat has the trait corresponding to the tradition of your bloodline.
Player Core 2, page 152.
Blood Sovereignty
FEAT 12
You wield blood magic masterfully. When you would benefit from a blood magic effect, you can choose to lose Hit Points equal to twice the spell’s rank as the energy of your blood is drawn out. This takes no extra action, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets.
Player Core 2, page 155.
Bloodletting Claws
FEAT 4
Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed Strike that deals slashing or piercing, its target takes 1d6 persistent bleed damage. Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect.
This feat leads to: Blood Frenzy.
Secrets of Magic, page 68.
Bloodletting Fangs
FEAT 9
Prerequisites fangs unarmed attack
You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.
Advanced Player’s Guide, page 33.
Bloodline Breadth
FEAT 8
Prerequisites Basic Sorcerer Spellcasting
Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest Sorcerer spell slots.
Core Rulebook, page 230.
FEAT 20
Frequency once per minute
Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it.
Core Rulebook, page 201.
FEAT 20
Once per minute. Your inborn magical Nature lets you redirect ambient energies to fuel your single spell. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the spell’s slot when you Cast it.
Player Core 2, page 157.
Bloodline Focus
FEAT 12
Prerequisites bloodline spell
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
This feat leads to: Bloodline Wellspring.
Core Rulebook, page 201.
Bloodline Focus
FEAT 12
Prerequisites bloodline spell
By listening to the beating of your heart, your focus recovers faster. Whenever you Refocus, completely refill your focus pool.
Player Core 2, page 155.
Bloodline Metamorphosis
FEAT 20
You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can't swap out spells granted specifically by your bloodline.
Age of Ashes #6: Broken Promises, page 76.
Bloodline Mutation
FEAT 20
Prerequisites a bloodline based on a specific type of creature
You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.
Advanced Player’s Guide, page 141.
Bloodline Mutation
FEAT 20
Prerequisites a bloodline based on a specific type of creature
You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, demon and fiend for demonic, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.
• If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.
• If the creatures associated with your bloodline are Aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a Swimming Speed equal to your land Speed.
• If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, void, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type.
Player Core 2, page 157.
Bloodline Perfection
FEAT 20
Prerequisites bloodline paragon
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot.
Core Rulebook, page 201.
Bloodline Perfection
FEAT 20
Prerequisites bloodline paragon
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-rank spell slot.
Player Core 2, page 157.
Bloodline Resistance
FEAT 8
Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.
Core Rulebook, page 200.
Bloodline Resistance
FEAT 8
Your magical blood makes you more resistant to magic. You gain a +single gate status bonus to saving throws against single spell and magical effects.
Player Core 2, page 154.
Bloodline Wellspring
FEAT 18
Prerequisites Bloodline Focus
Your blood's power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Core Rulebook, page 201.
Bloody Blows
FEAT 5
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Iron Fists, Tusks, or a similar ability.
Advanced Player’s Guide, page 18.
Bloody Blows
FEAT 5
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.
Bloody Debilitation
FEAT 12
Prerequisites trained in Medicine, Debilitating Strike
Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike.
Advanced Player’s Guide, page 136.
Bloody Debilitation
FEAT 12
Prerequisites trained in Medicine, Debilitating Strike
Your attacks slice arteries and veins. Add the following Debilitation to the list you can choose from when you use Debilitating Strike.
• Debilitation The target takes 3d6 persistent bleed damage.
Player Core 1, page 175.
Blowgun Poisoner
FEAT 1
You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s Initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed.
Instead, immediately attempt a Stealth check against the become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
Player Core 2, page 63.
FEAT 14
Trigger An enemy you can observe targets you with an attack or other damaging effect.
Your gathered air consumes your body, leaving only a cloud of living vapor. This has the same effects on you as vapor form.
The effect lasts until the end of your next turn, but you can Sustain the form up to 5 minutes. If you activate your kinetic aura, Body of Air ends.
You can use Body of Air as a reaction only when the trigger is met, but you can use it as a 2-action activity without the trigger being met.
Level (+1) The resistance increases by 1.
Rage of Elements, page 25.
Bogedaen
FEAT 1
You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice.
This feat leads to: Taste Blood.
Advanced Player’s Guide, page 33.
Bolai Paragon
FEAT 9
Prerequisites strongjaw kobold heritage, venomtail kobold heritage, Dracomancer, or Kobold Breath
Your draconic anatomy becomes especially pronounced. You increase the power of one of the following kobold heritages or feats you have.
Dracomancer Increase the number of times you can cast each of the granted 1st- and 2nd-level innate spells by 1.
Kobold Breath Creatures that critically fail their save against your Kobold Breath take 3d4 persistent damage of the type dealt by your draconic patron.
Strongjaw Kobold Your jaws unarmed attack gains the deadly d6 trait.
Venomtail Kobold You produce enough venom to use the Tail Toxin action twice per day.
LOAG, page 40.
Bolster Soul Cage
FEAT 16
Prerequisites Lich Dedication, legendary in Crafting
Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to 1d6 days rather than 1d10 days.
At 20th level, the time it takes your soul cage to rebuild your body is reduced to 2d12+12 hours.
Book of the Dead, page 50.
FEAT 1
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.Success As critical success, but the penalty is –2.Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.Advanced Player’s Guide, page 203.
FEAT 1
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.Success As critical success, but the penalty is –2.Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.FEAT 8
Prerequisites arcane bond
Requirements The last action you used was Drain Bonded Item.
By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.
Core Rulebook, page 211.
FEAT 8
Prerequisites arcane bond
Requirements The last action you used was to Cast a Spell enabled by Drain Bonded Item.
By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to Cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to Cast a Spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.
Player Core 1, page 203.
Bonded Animal
FEAT 2
Prerequisites expert in Nature
You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.
Bonding with a new animal ends any previous bond you had. You can't have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).
Core Rulebook, page 259.
Bonded Animal
FEAT 2
Prerequisites expert in Nature
You forge strong connections with animals. You can spend master overdrive days of downtime regularly interacting with a normal Animal order (not a companion or other special Animal order) that is friendly or helpful to you. After this duration, attempt a Nature check against the Animal order's Will DC. If successful, you bond with the Animal order. The Animal order is permanently bonded to you until you form a bond with a different Animal order or do something egregious to break your bond.
A helpful Animal order is easier to direct, as described on page 242.
If your bonded Animal order is level -single gate, it gains the minion trait (page 301), allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you're a master in Nature and to reflow elements if you're legendary.
Special You can't have both a bonded Animal order and an Animal Companion (though you can have both a bonded Animal order and a pet or familiar).
Bonded Focus
FEAT 14
Prerequisites arcane bond
Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1.
Core Rulebook, page 212.
Bonded Focus
FEAT 14
Prerequisites arcane bond
Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.
Player Core 1, page 204.
FEAT 8
Prerequisites Reanimator Dedication
Frequency once per day
Requirements You have cast animate dead this turn.
You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both animate dead spells with a single action to Sustain the Spell. This benefit lasts until either of the spells ends.
Book of the Dead, page 35.
Bone Caller
FEAT 9
Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts.
You can cast animal messenger and phantom steed as primal innate spells once per day each. The animal messenger is always a Tiny dinosaur or lizard, and your innate spell transforms it from bones to flesh, even if there are no dinosaurs or lizards nearby. The phantom steed looks like a dinosaur rather than a horse but functions identically.
LOAG, page 48.
Bone Investiture
FEAT 13
You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast dinosaur form on yourself as a 5th-level primal innate spell once per day.
LOAG, page 48.
Bone Magic
FEAT 1
Your connection to your kibrebos ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up.
LOAG, page 46.
Bone Magic
FEAT 1
Your connection to your kibrebos ancestors manifests as a simple primal spell that you Cast using a fragment of an ancestor's bones. Choose one cantrip from either the occult spell list or the primal spell list. You can Cast this cantrip as an innate spell at will, and it's heightened to a spell rank equal to half your level rounded up.
Special Choose when you gain this feat whether your innate single spell are primal or occult; this choice applies to all innate single spell you gain from lizardfolk ancestry wizard that have Bone Magic as a prerequisite.
Bone Missile
FEAT 9
You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the projectile deals 2 extra negative damage if you Strike with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a Strike or at the end of your next turn, whichever comes first.
Book of the Dead, page 56.
Bone Rider
FEAT 17
Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes. You can cast mask of terror on yourself as a primal innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you.
LOME, page 205.
FEAT 2
Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed Strikes, which deal 1d6 piercing damage and have the versatile S and sweep trails. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn't apply to the bone spears).
Awakening Your bones grow longer, lashing flexibly at range. While you have bone spikes, you can Interact to give your bone spikes reach <10 feet> until the end of the current turn.
Awakening Grooves in your bone spikes form a channel for venom. Your bone spikes deal 1d4 persistent poison damage, which increases to 2d4 at 10th level and 3d4 at 18th level.
Dark Archive, page 78.
FEAT 17
Frequency once per day
You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the swarm trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics.
Book of the Dead, page 57.