60 feats, from Cackle to Cast Down.
Cackle · Cackle · Cadence Call · Cadence Call · Calcifying Sand · Calculated Splash · Call And Response · Call and Response · Call Bonded Item · Call Gun · Call Implement · Call Of Elysium · Call Of The Green Man · Call Of The Wild · Call of the Wild · Call the Hurricane · Call Ursine Ally · Call Wizardly Tools · Call Your Shot · Call Your Shot · Called · Called Shot · Callow May · Camouflage · Camouflage · Can't Fall Here · Can't Fall Here · Can't You See? · Cannibalize Magic · Cannon Corner Shot · Canny Acumen · Canny Acumen · Canopy Sight · Cantrip Casting · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Cantrip Expansion · Captivating Curiosity · Captivating Intensity · Captivator Dedication · Capture Magic · Caravan Leader · Caravan Leader · Careful Explorer · Cartwheel Dodge · Cascade Bearers Flexibility · Cascade Bearers Spellcasting · Cascade Countermeasure · Cascading Ray · Cast Down
Cackle
FEAT 1
You can extend one of your spells with a quick burst of laughter. You learn the cackle hex. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 100.
Cackle
FEAT 1
Your patron’s power fills you with confidence, letting you Sustain a magical working even as a quick burst of laughter leaves your lips. You learn the cackle hex.
Player Core 1, page 186.
FEAT 6
Prerequisites Marshal Dedication
Frequency once per minute
You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn.
This feat leads to: Tactical Cadence.
Advanced Player’s Guide, page 180.
FEAT 6
Prerequisites Marshal Dedication
Once per minute. You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally in your marshal’s aura is quickened until the end of their next turn, and they can use the extra action only to Stride. If an ally uses this extra action, at the end of its turn that ally becomes slowed 1 until the end of its following turn.
Player Core 2, page 205.
FEAT 4
Trigger A creature damages you with an attack using an unarmed attack or a non-reach melee weapon.
Your flesh gives way as you're struck, becoming coarse sand that can magically turn your enemy to stone. You gain resistance equal to your level to physical damage from the triggering attack. The attacking creature must attempt a Fortitude save against your class DC. Regardless of the result, that creature can't trigger Calcifying Sand again for 1 hour.
Success The creature is unaffected.Failure The creature is slowed 1 until the end of its next turn.Critical Failure The creature is petrified until the end of its next turn.Rage of Elements, page 26.
Calculated Splash
FEAT 4
You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.
This feat leads to: Expanded Splash, Mega Bomb, and Controlled Blast.
Core Rulebook, page 77.
FEAT 8
Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect.
Advanced Player’s Guide, page 113.
FEAT 8
Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you. If your next action is to Cast a composition cantrip with a duration of single gate round, it becomes a call. While the spell is active, one ally of your choice affected by the spell can respond to your call as a single gate action that has the auditory and concentrate traits to extend the spell's duration by single gate round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect.
Player Core 1, page 103.
FEAT 4
Prerequisites arcane bond
You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away.
Advanced Player’s Guide, page 142.
Call Gun
FEAT 8
Prerequisites Spellshot Dedication
You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand.
Call Gun (conjuration, magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand.
Guns & Gears, page 141.
FEAT 2
Requirements You have a free hand.
You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again; you must track the creature down to get the implement back.
Dark Archive, page 42.
Call Of Elysium
FEAT 9
Prerequisites Musetouched
The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies. Your Speed increases by 5 feet; the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). Allies who begin their turn in combat adjacent to you gain a +5-foot status bonus to their Speed for the round.
LOAG, page 11.
Call Of The Green Man
FEAT 13
You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level.
LOAG, page 44.
Call Of The Wild
FEAT 2
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level.
This feat leads to: Primal Summons.
Core Rulebook, page 134.
Call of the Wild
FEAT 2
You call upon the creatures of Nature to come to your Aid. You can spend 10 minutes in concert with Nature to replace a spell you've prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same rank.
Player Core 1, page 129.
FEAT 8
Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a 20-foot emanation, or a 30-foot emanation if you're in a body of water. Each creature in the area takes 6d8 bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is battered by the waves and pushed 10 feet (or 20 feet on a critical failure).
Level (+2) The damage increases by 1d8.
Rage of Elements, page 32.
Call Ursine Ally
FEAT 8
Frequency once per hour
You can cast a 3rd-level summon animal as an innate spell, but only to summon a black bear. At 10th level, the summon animal spell is heightened to 4th level, and you can summon a grizzly bear. At 12th level, your summon animal innate spell is heightened to 5th level, and you can summon a polar bear. At 14th level, it's heightened to 6th level, and you can summon a cave bear.
Treasure Vault, page 184.
FEAT 4
Prerequisites arcane bond
You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them. You teleport your bonded item or spellbook to you.
It arrives in your hand if you have a free hand or at your feet if you don’t. The item must be within single gate mile and have single gate Bulk or less.
Player Core 1, page 202.
Call Your Shot
FEAT 8
Prerequisites Play to the Crowd
When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:
Advanced Player’s Guide, page 175.
Call Your Shot
FEAT 8
Prerequisites Play to the Crowd
When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: • A creature you can see within 30 feet becomes frightened 2. This effect has the emotion, fear, mental, and visual traits.
Player Core 2, page 201.
Called
FEAT 5
You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
Advanced Player’s Guide, page 31.
FEAT 10
You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe's anatomy to target and make a ranged weapon Strike. If you hit and deal damage, the target takes one of the following effects, based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the "arms" effect to a creature's tentacles if those are what the creature uses to attack.
Guns & Gears, page 115.
Callow May
FEAT 1
You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage.
Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are flat-footed against you.
Advanced Player’s Guide, page 31.
Camouflage
FEAT 10
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
This feat leads to: Shadow Hunter and Stealthy Companion.
Core Rulebook, page 174.
Camouflage
FEAT 10
Prerequisites master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
Player Core 1, page 161.
FEAT 13
Frequency once per day
Trigger An adjacent and willing ally would be reduced to 0 HP but not killed.
You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall unconscious and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn't without consequence; your ally's wounded condition increases by 1.
LOAG, page 36.
FEAT 13
Trigger An adjacent and willing ally would be reduced to 0 HP but not killed.
Once per day, you physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall unconscious and remains at single gate Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for single gate minute. Fighting onward with such an injury isn't without consequence; your ally's wounded condition increases by single gate.
Can't You See?
FEAT 8
Prerequisites trained in Occultism, expert in Stealth
The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.
Dark Archive, page 64.
FEAT 13
Prerequisites Fey Influence
Frequency once per day
The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. You can draw power from your magical equipment to replenish your health. You drain one of your invested items, in the process regaining Hit Points equal to double the item's level.
In addition, you can attempt a counteract check with a total bonus equal to 10 + the drained item's level against one effect that gave you the drained, doomed, enfeebled, fatigued, or slowed condition. If you succeed, you reduce the chosen condition's value by 1.
An item drained by this action becomes non-magical until the next time you make your daily preparations.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 126.
Cannon Corner Shot
FEAT 6
By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst).
Guns & Gears, page 129.
Canny Acumen
FEAT 1
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Core Rulebook, page 259.
Canny Acumen
FEAT 1
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Canopy Sight
FEAT 1
You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision.
LOIL, page 54.
Cantrip Casting
FEAT 2
You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait.
This feat leads to: Basic Spellcasting, Expert Spellcasting, and Master Spellcasting.
Secrets of Magic, page 219.
Cantrip Expansion
FEAT 2
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
Advanced Player’s Guide, page 79.
Cantrip Expansion
FEAT 2
Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
Advanced Player’s Guide, page 101.
Cantrip Expansion
FEAT 2
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.
Core Rulebook, page 100.
Cantrip Expansion
FEAT 2
You study a wider range of simple spells. You can prepare two additional cantrips each day.
Core Rulebook, page 122.
Cantrip Expansion
FEAT 2
You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire.
Core Rulebook, page 198.
Cantrip Expansion
FEAT 2
Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
Core Rulebook, page 210.
Cantrip Expansion
FEAT 2
You expand what your mind can accomplish. Add two additional occult cantrips to your repertoire.
Dark Archive, page 24.
Cantrip Expansion
FEAT 2
You study a wider range of simple single spell. You can prepare two additional cantrips each day.
Player Core 1, page 114.
Cantrip Expansion
FEAT 2
Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple single spell. You can prepare two additional cantrips each day.
Player Core 1, page 186.
Cantrip Expansion
FEAT 2
Dedicated study allows you to prepare a wider range of simple single spell for every situation. You can prepare two additional cantrips each day.
Player Core 1, page 201.
Cantrip Expansion
FEAT 2
Study broadens your range of simple single spell. Add two additional cantrips from your spell list to your repertoire.
Player Core 2, page 138.
Cantrip Expansion
FEAT 2
You better understand the basic powers of your bloodline. Add two additional cantrips from your spell list to your repertoire.
Player Core 2, page 153.
Cantrip Expansion
FEAT 2
Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
Secrets of Magic, page 42.
Captivating Curiosity
FEAT 9
You can snare the attentions of onlookers with your unique appearance. You can cast enthrall as a 3rd-level occult innate spell once per day.
LOAG, page 94.
Captivating Intensity
FEAT 6
Prerequisites Basic Captivator Spellcasting
Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have Heightened Captivation, you can Cast the chosen Spell a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level.
LOTGB, page 121.
Captivator Dedication
FEAT 4
Prerequisites Charisma 14, trained in Deception or Diplomacy
Your ability to captivate others borders on the preternatural.
You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill, or become an expert if you were already trained.
Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.
Special You can't select another dedication feat until you have gained two other feats from the captivator archetype.
This feat leads to: Basic Captivator Spellcasting, Captivating Intensity, Bisten, Expert Captivator Spellcasting, Master Captivator Spellcasting, Effortless Captivation, Heightened Captivation, Look Again, and Reactive Charm.
LOTGB, page 120.
FEAT 8
Prerequisites Arcane Cascade
Trigger You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell.
When you resist a spell, you capture some of its magic for your own use. You enter your Arcane Cascade stance, using the triggering spell to determine what damage type your Arcane Cascade deals. Alternatively, if you're already in Arcane Cascade, you can instead amplify its effects temporarily. Until the end of your next turn, you gain a +2 status bonus to the damage from your Arcane Cascade.
Secrets of Magic, page 45.
Caravan Leader
FEAT 11
Prerequisites Constitution 18, Pick Up the Pace
You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 20 minutes beyond that.
Advanced Player’s Guide, page 204.
Caravan Leader
FEAT 11
Prerequisites pick Up the Pace
You know how to get the most effort out of your allies on the road. Your group can Hustle for an additional 20 minutes beyond the length of time that the member who could Hustle longest on their own.
Careful Explorer
FEAT 4
Prerequisites Vofalai Agent Dedication
You've explored enough dusty tombs and hidden vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to.
Even if you aren't Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap.
LOWG, page 23.
FEAT 12
Prerequisites Provocator Dedication
Trigger You succeed or critically succeed at a Reflex saving throw.
Requirements You aren't encumbered or overburdened.
You Step up to 10 feet.
AoE3, page 78.
FEAT 6
Prerequisites Falutairnn Attendant Dedication, Cascade Bearers affiliation
Frequency once per day
Requirements You haven't yet acted on your turn.
You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.
LOCG, page 101.
Cascade Bearers Spellcasting
FEAT 10
Prerequisites Falutairnn Attendant Dedication, Cascade Bearers affiliation
Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Nainaend, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.
LOCG, page 103.
Cascade Countermeasure
FEAT 6
Prerequisites Arcane Cascade, focus pool
When in Arcane Cascade, you can make yourself resistant to magic. You learn the cascade countermeasure conflux spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 45.
FEAT 10
Prerequisites Spellstrike
Requirements Your last action was a successful Spellstrike, and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic).
Magical energy spills out to extend beyond the creature you struck. The flowing energy forms a ray with a range of 60 feet from the creature you damaged. You can't target any of the creatures you damaged with your Spellstrike with the ray. Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the Strike. On a hit, the target of the ray takes 1d4 damage per spell level of the same type of energy damage the spell deals (double damage on a critical hit). If you cast the spell in your Spellstrike from a spell slot, the damage from Cascading Ray increases to 1d8 damage per spell level.
If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the attack trait, the school and tradition traits of the original spell, and the trait matching the damage type.
Secrets of Magic, page 47.
FEAT 6
Prerequisites harmful font or healing font
The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
Core Rulebook, page 123.