Feats: D (Part 7 of 7)

29 feats, from Duel Spell Advantage to Dwarven Weapon Familiarity.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4 5 6 7

Duel Spell Advantage · Dueling Dance · Dueling Dance · Dueling Dance · Dueling Parry · Dueling Parry · Dueling Parry · Dueling Riposte · Dueling Riposte · Duelist Dedication · Duelist Dedication · Duelist's Challenge · Duelist's Edge · Duelist’s Challenge · Dulair's Cognitive Crossover · Duo's Aim · Duskwalker Lore · Duskwalker Magic · Dustsoul · Dwarven Doughtiness · Dwarven Doughtiness · Dwarven Lore · Dwarven Lore · Dwarven Reinforcement · Dwarven Reinforcement · Dwarven Weapon Cunning · Dwarven Weapon Expertise · Dwarven Weapon Familiarity · Dwarven Weapon Familiarity

Duel Spell Advantage

FEAT 6

archetype 

Prerequisites Psychic Duelist Dedication

When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice.

If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: confusion, crushing despair, hallucination, suggestion, synaptic pulse, and synesthesia.

Dark Archive, page 203.

Open in the interactive list

Dueling Dance [>]

FEAT 10

stance swashbuckler 

Prerequisites Dueling Parry

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.

Advanced Player’s Guide, page 92.

Open in the interactive list

Dueling Dance [>]

FEAT 12

fighter stance 

Prerequisites Dueling Parry

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.

Core Rulebook, page 151.

Open in the interactive list

Dueling Dance [>]

FEAT 12

fighter stance 

Prerequisites Dueling Parry

Requirements You are wielding a single gate one-handed melee Weapon and hold nothing else in your hands.

Using a free hand as pivot and Balance, you both attack and defend with your Weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.

Player Core 1, page 149.

Open in the interactive list

Dueling Parry [>]

FEAT 1

swashbuckler 

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

This feat leads to: Dueling Dance, Dueling Riposte, Guiding Riposte, Improved Dueling Riposte, Reflecting Riposte, Dueling Dance, and Selfless Parry.

Advanced Player’s Guide, page 88.

Open in the interactive list

Dueling Parry [>]

FEAT 2

fighter 

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.

You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Core Rulebook, page 146.

Open in the interactive list

Dueling Parry [>]

FEAT 2

fighter 

Requirements You are wielding a single gate one-handed melee Weapon and hold nothing else in your hands.

You can parry attacks against you with your one-handed start of your next turn as long as you continue to meet the requirements.

Player Core 1, page 141.

Open in the interactive list

Dueling Riposte [R]

FEAT 8

fighter 

Prerequisites Dueling Parry

Trigger A creature within your reach critically fails a Strike against you.

Requirements You are benefiting from Dueling Parry.

You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.

This feat leads to: Guiding Riposte, Improved Dueling Riposte, and Reflecting Riposte.

Core Rulebook, page 149.

Open in the interactive list

Dueling Riposte [R]

FEAT 8

fighter 

Prerequisites Dueling Parry

Trigger A creature within your reach critically fails a Strike against you.

Requirements You are benefiting from Dueling Parry.

You elegantly counterattack against your flailing enemy.

Make a melee Strike against or attempt to disarm the triggering creature.

Player Core 1, page 146.

Open in the interactive list

Duelist Dedication

FEAT 2

archetype dedication 

Prerequisites trained in light armor and simple weapons

You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.

Special You cannot select another dedication feat until you have gained two other feats from the duelist archetype.

This feat leads to: Duelist's Challenge, Selfless Parry, and Student Of The Dueling Arts.

Advanced Player’s Guide, page 171.

Open in the interactive list

Duelist Dedication

FEAT 2

archetype dedication 

Prerequisites trained in light armor and simple weapons

You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw feat (Player Core 159), enabling you to both draw and attack with a weapon as 1 action.

Player Core 2, page 197.

Open in the interactive list

Duelist's Challenge [>]

FEAT 4

archetype open 

Prerequisites Duelist Dedication

Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals.

If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.

Advanced Player’s Guide, page 171.

Open in the interactive list

Duelist's Edge [F]

FEAT 4

archetype 

Prerequisites Faligi Duelist Dedication

Trigger You roll initiative, and you can observe at least one opponent.

You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw your Faligi dueling sword.

LOWG, page 35.

Open in the interactive list

Duelist’s Challenge [>]

FEAT 4

archetype 

Prerequisites Duelist Dedication

Select one enemy you can see and proclaim a challenge against it. That enemy is your dueling opponent until it’s defeated, it flees from the encounter, or the encounter ends.

Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike’s damage equal to the number of damage dice your weapon deals.

If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.

Player Core 2, page 197.

Open in the interactive list

Dulair's Cognitive Crossover [R]

FEAT 4

uncommon general skill 

Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.

Dulair teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill.

Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

LOPSG, page 120.

Open in the interactive list

Duo's Aim [>>]

FEAT 8

archetype concentrate 

Prerequisites Sniping Duo Dedication

With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod.

Guns & Gears, page 139.

Open in the interactive list

Duskwalker Lore

FEAT 1

duskwalker 

You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in Medicine and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vreitaistian Lore.

Advanced Player’s Guide, page 38.

Open in the interactive list

Duskwalker Magic

FEAT 9

duskwalker 

Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast augury and gentle repose each once per day as 2nd-level divine innate spells.

Advanced Player’s Guide, page 38.

Open in the interactive list

Dustsoul

FEAT 1

lineage oread 

Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You can sustain yourself on dirt and ash instead of normal food and water.

LOAG, page 107.

Open in the interactive list

Dwarven Doughtiness

FEAT 1

dwarf 

You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.

Advanced Player’s Guide, page 42.

Open in the interactive list

Dwarven Doughtiness

FEAT 1

dwarf 

You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your frightened condition by 2 instead of single gate.

Player Core 1.

Open in the interactive list

Dwarven Lore

FEAT 1

dwarf 

You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.

Core Rulebook, page 36.

Open in the interactive list

Dwarven Lore

FEAT 1

dwarf 

You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for dwarf Lore.

Player Core 1.

Open in the interactive list

Dwarven Reinforcement

FEAT 5

dwarf 

Prerequisites expert in Crafting

You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.

Advanced Player’s Guide, page 42.

Open in the interactive list

Dwarven Reinforcement

FEAT 5

dwarf 

Prerequisites expert in Crafting

You can use your Knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending single gate hour working on an item, you can give it a +single gate circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though single gate hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.

Player Core 1.

Open in the interactive list

Dwarven Weapon Cunning

FEAT 5

dwarf 

Prerequisites Dwarven Weapon Familiarity

You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect.

Core Rulebook, page 37.

Open in the interactive list

Dwarven Weapon Expertise

FEAT 13

dwarf 

Prerequisites Dwarven Weapon Familiarity

Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained.

Core Rulebook, page 37.

Open in the interactive list

Dwarven Weapon Familiarity

FEAT 1

dwarf 

Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer.

You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.

This feat leads to: Dwarven Weapon Cunning and Dwarven Weapon Expertise.

Core Rulebook, page 36.

Open in the interactive list

Dwarven Weapon Familiarity

FEAT 1

dwarf 

Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Player Core 1.

Open in the interactive list

Part: 1 2 3 4 5 6 7

ABCDEFGHIJKLMNOPQRSTUVWXYZ