60 feats, from Healing Hands to Holy Castigation.
Healing Hands · Healing Hands · Healing Touch · Healing Transformation · Healing Transformation · Heart Of The Kaiju · Heat Wave · Heaven's Thunder · Heaven's Thunder · Hedge Maze · Hefting Shadow · Hefty Hauler · Hefty Hauler · Heightened Captivation · Heir Of The Tradarn · Hell of 1,000,000 Needles · Hell's Armaments · Hellspawn · Helpful Halfling · Helpful Poppet · Helpful Tinkering · Herbalist Dedication · Herbalist Dedication · Hero's Wings · Heroes' Call · Heroic Presence · Heroic Recovery · Heroic Recovery · Hex Focus · Hex Focus · Hex Master · Hex Master · Hex Wellspring · Hidden Magic · Hidden Magic · Hidden Paragon · Hidden Paragon · Hidden Thorn · Hideous Ululation · Hierophant's Power · Hierophant's Power · High-quality Scrounger · High-Speed Regeneration · Hijack Undead · Hilt Hammer · Hireling Manager · Histrionic Injury · Hit The Dirt! · Hobgoblin Lore · Hobgoblin Lore · Hobgoblin Weapon Discipline · Hobgoblin Weapon Expertise · Hobgoblin Weapon Familiarity · Hobgoblin Weapon Familiarity · Hobnobber · Hobnobber · Hold Mark · Holistic Care · Holistic Care · Holy Castigation
Healing Hands
FEAT 1
Prerequisites healing font
Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
This feat leads to: Magic Hands.
Core Rulebook, page 121.
Healing Hands
FEAT 1
Prerequisites healing font
Your vitality is even more vibrant and restorative. When you Cast heal, you roll d10s instead of d8s.
Player Core 1, page 114.
Healing Touch
FEAT 4
Prerequisites Champion Dedication
You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.)
Core Rulebook, page 223.
FEAT 10
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.
Core Rulebook, page 137.
Healing Transformation
FEAT 8
Prerequisites Untamed Form
Your transformation magic rejuvenates your body. When you Cast Untamed Form, you regain Hit Points equal to your level. While in a form granted by Untamed Form, you gain fast healing equal to half your level.
Player Core 1, page 132.
Heart Of The Kaiju
FEAT 20
Prerequisites Monstrosity Shape
Witnessing the might of the kaiju King Faloufalud, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-level spell.
Fists of the Ruby Phoenix #3: King of the Mountain, page 76.
FEAT 5
Frequency once per 10 minutes
Trigger An effect would deal fire damage to you, even if you resist all the damage.
You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.
LOAG, page 104.
FEAT 6
Prerequisites Faloleis Heavenseeker Dedication
With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body.
Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level.
If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the force trait and gains the electricity or sonic trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the Grapple check is resolved.
AoE2, page 78.
FEAT 6
Prerequisites Faloleis Heavenseeker Dedication
Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the Grapple check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the force trait and gains the electricity or sonic trait instead).
LOIL, page 224.
FEAT 12
You sculpt a manicured maze of hedges. You create a wall of shrubs in a square 30 feet on a side, with 15-foot- high walls. You can place up to four more walls inside, each 10 feet wide and 15 feet high. The hedge lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute.
You can spend 10 minutes using this impulse as an exploration activity to instead create a cozy cabin with hedges for walls. It lasts for 12 hours, but ends if you use the impulse again.
Rage of Elements, page 35.
Hefting Shadow
FEAT 9
Prerequisites Clever Shadow
Your shadow can contain objects. You can Interact with your shadow to store or retrieve objects, just like you would a mundane container (meaning you spend two Interact actions total to store and then retrieve the object, for example). Your shadow can contain 2 Bulk of objects, which don't count toward the Bulk you're carrying. The items remain solid but take on a shadowy patina while stored this way. Though the items are in your shadow and can be detected normally, you gain a +2 circumstance bonus to Stealth checks to Conceal the Objects unless someone knows to check your shadow for items.
LOAG, page 88.
Hefty Hauler
FEAT 1
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Core Rulebook, page 262.
Hefty Hauler
FEAT 1
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Heightened Captivation
FEAT 8
Prerequisites Captivator Dedication
You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat.
Special You can select this feat more than once. Each time you select it, you choose a different spell.
LOTGB, page 121.
Heir Of The Tradarn
FEAT 9
Prerequisites Tradarn Astrology
In the past, you would have been a proud initiate of the Tradarn Brethren. Today, you carry on their legacy. When you use Tradarn Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).
LOCG, page 14.
FEAT 18
The landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a side within 500 feet. Each creature in the area takes 13d6 piercing damage, with a basic Reflex save against your class DC. Each creature that fails its save is impaled, becoming immobilized until it Escapes (the DC is your class DC); a creature that critically failed is also off-guard as long as it's impaled. The hell remains until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. The first time you Sustain it each round, lightning crisscrosses the needles. Each creature in the area takes 3d12 electricity damage with a basic Reflex save against your class DC. Squares in the area are hazardous terrain. A creature takes 6 piercing damage for every square of the area it moves through.
Level (20th) The initial damage is 17d6, and the hazardous terrain damage is 7.
Rage of Elements, page 31.
Hell's Armaments
FEAT 12
Prerequisites Maefalei Dedication
You've trained with your order's weapon and your Maefalei plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Maefalei plate as well.
Maefalei Signifer Signifers are the powerful and enigmatic Maefalei spellcasters who support and sometimes lead other Moribaetond on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts.
LOCG, page 84.
Hellspawn
FEAT 1
Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Lie to Me skill feat.
This feat leads to: Devil Magic.
Advanced Player’s Guide, page 40.
Helpful Halfling
FEAT 9
When you aid a friend with a task, you find many ways to help and avoid interfering.
On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don't give your ally a –1 circumstance penalty to their check.
LOCG, page 45.
Helpful Poppet
FEAT 1
You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to Aid.
LOTGB, page 63.
FEAT 10
Prerequisites offensive boost
Frequency once per 10 minutes
You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a Crafting check against a high DC for your level.
Success For 1 minute, the chosen ally's Strikes with the chosen weapon gain the same offensive boost your innovation has.Critical Failure Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike.Guns & Gears, page 29.
Herbalist Dedication
FEAT 2
Prerequisites trained in Nature, Natural Medicine
You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.
Special You can't select another dedication feat until you have gained two other feats from the herbalist archetype.
This feat leads to: Endemic Herbs, Expert Herbalism, Fresh Ingredients, Poultice Preparation, and Staemorn Herbalist.
Advanced Player’s Guide, page 176.
Herbalist Dedication
FEAT 2
Prerequisites trained in Nature, Natural Medicine
You can create natural remedies. You gain the advanced alchemy benefits (page 174). You can use advanced alchemy to create 4 alchemical consumables with the healing trait, though the number is reduced by 2 if you didn’t make your daily preparations in the wilderness. These consumables are called your herbal items. You remember herbal item formulas and don’t need a formula book for them.
You become an expert in Nature and can use Nature instead of Crafting to Craft alchemical consumables with the healing trait. You don’t need to be trained in Crafting to do so, and you can use healer’s tools instead of alchemist’s tools.
Player Core 2, page 202.
Hero's Wings
FEAT 17
Prerequisites Energize Wings
You have begun the final steps to reaching your full potential. Your wings are always in their majestic form without you needing to use Energize Wings, granting you a permanent fly Speed. Furthermore, sprites recognize you as a powerful hero (or villain) by your unique wings and are appropriately impressed. You gain a +2 circumstance bonus on all Diplomacy and Intimidation checks against sprites and gain the benefits of the Glad-Hand skill feat against other sprites, without taking a –5 penalty to your Diplomacy check.
LOAG, page 132.
Heroes' Call
FEAT 9
The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain heroism as a 3rd-level innate occult spell that you can cast once per day. If you Cast the Spell when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level.
LOCG, page 21.
FEAT 17
Frequency once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.
Advanced Player’s Guide, page 47.
FEAT 10
Prerequisites healing font, good alignment
The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.
Core Rulebook, page 125.
FEAT 10
Prerequisites healing font
The restorative power of your healing invigorates the recipient. If the next action you use is to Cast heal targeting a single gate living creature and the target regains Hit Points from the spell, the target also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +single gate status bonus to damage rolls. In addition, if the target is prone, it can immediately Stand as a free action that doesn't trigger reactions.
Player Core 1, page 118.
Hex Focus
FEAT 12
Your patron's teachings have allowed you to achieve a deeper focus. 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: Hex Wellspring.
Advanced Player’s Guide, page 104.
Hex Focus
FEAT 12
Your patron’s teachings have allowed you to achieve a deeper focus. Whenever you Refocus, completely refill your focus pool.
Player Core 1, page 190.
Hex Master
FEAT 20
You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain a Spell for all your active hexes that have a duration of sustained.
Advanced Player’s Guide, page 105.
Hex Master
FEAT 20
You embody the link to your patron so completely that you can Cast your hexes in rapid succession. You are no longer limited to casting only a single gate hex each turn. In addition, when you cast cackle to Sustain a hex, you gain the effects of Sustain for all your active hexes that have a duration of sustained.
Player Core 1, page 191.
Hex Wellspring
FEAT 18
Prerequisites Hex Focus
Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.
Advanced Player’s Guide, page 105.
Hideous Ululation
FEAT 4
Prerequisites Oozemorph Dedication, trained in Performance
Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect.
The Slithering, page 59.
Hierophant's Power
FEAT 20
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.
Core Rulebook, page 139.
Hierophant's Power
FEAT 20
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-rank spell slot.
Player Core 1, page 134.
High-quality Scrounger
FEAT 6
Prerequisites Scrounger Dedication
When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it.
Advanced Player’s Guide, page 190.
FEAT 6
Trigger Your turn begins.
Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration.
Awakening Your regeneration can automatically save you from the brink of death. Once per day, you can use High-Speed Regeneration when your Hit Points would be reduced to 0 instead of the usual trigger. You avoid being knocked out and remain at the number of HP you regained.
Awakening Regrowth invigorates you. You gain a +10-foot status bonus to your Speed until the end of your turn.
Dark Archive, page 78.
FEAT 4
Prerequisites Clockwork Reanimator Dedication
Frequency once per hour
Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee Strike against an adjacent undead creature. On a success, instead of taking damage, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result.
Critical Success The target is unaffected and temporarily immune for 24 hours.Success The target is unaffected.Failure The undead creature becomes a minion under your control for 1 minute. The control ends if you or an ally attacks the minion undead.Critical Failure As failure, but the duration is 1 hour.This feat leads to: Improved Hijack Undead.
OoA3, page 79.
Hilt Hammer
FEAT 10
Prerequisites Knight Reclaimant Dedication
You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the versatile B trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the versatile B trait.
LOKL, page 76.
Hireling Manager
FEAT 3
Prerequisites Charisma 14
You are able to find and secure better labor than most.
When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.
Advanced Player’s Guide, page 206.
FEAT 5
Frequency once per hour
Trigger A creature you can see damages you with a melee Strike.
You respond with a startled look, dramatic pratfall, or theatrical arm-flailing that stymies your attacker. The attacker must succeed at a Will saving throw against your class DC or spell DC, whichever is higher, or become stupefied 1 for 1 round (stupefied 2 on a critical failure).
LOTGB, page 64.
FEAT 1
Trigger A creature you can see attempts a ranged Strike against you.
You fling yourself out of harm's way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.
This feat leads to: Leap And Fire.
Guns & Gears, page 111.
Hobgoblin Lore
FEAT 1
You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in Athletics and Crafting. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Hobgoblin Lore.
LOCG, page 50.
Hobgoblin Lore
FEAT 1
You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You gain the trained proficiency rank in Athletics and Crafting. 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 Hobgoblin Lore.
Hobgoblin Weapon Discipline
FEAT 5
Prerequisites Hobgoblin Weapon Familiarity
You know how to efficiently utilize the weapons soldiers use in close quarters.
Whenever you score a critical hit using a weapon of the polearm, spear, or sword group, you apply the weapon's critical specialization effect.
LOCG, page 51.
Hobgoblin Weapon Expertise
FEAT 13
Prerequisites Hobgoblin Weapon Familiarity
You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Hobgoblin Weapon Familiarity.
LOCG, page 51.
Hobgoblin Weapon Familiarity
FEAT 1
You are trained with composite longbows, composite shortbows, glaives, longbows, longswords, and shortbows.
In addition, you gain access to all uncommon hobgoblin weapons. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons.
This feat leads to: Hobgoblin Weapon Discipline and Hobgoblin Weapon Expertise.
LOCG, page 50.
Hobgoblin Weapon Familiarity
FEAT 1
You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbows, composite shortbows, glaive, longbows, longsword, and shortbow—for the purpose 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.
Hobnobber
FEAT 1
Prerequisites trained in Diplomacy
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
This feat leads to: Entourage.
Core Rulebook, page 262.
Hobnobber
FEAT 1
Prerequisites trained in Diplomacy
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to single gate hour). If you're a master in Diplomacy and roll a critical Failure to Gather Information, you get a Failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Hold Mark
FEAT 5
You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo.
Advanced Player’s Guide, page 18.
Holistic Care
FEAT 6
Prerequisites trained in Diplomacy, Treat Condition
You provide emotional and spiritual care.
Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.
Advanced Player’s Guide, page 184.
Holistic Care
FEAT 6
Prerequisites trained in Diplomacy, Treat Condition
You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.
Player Core 2, page 208.
Holy Castigation
FEAT 1
Prerequisites good alignment
You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead.
This feat leads to: Castigating Weapon.
Core Rulebook, page 121.