51 feats, from Unfetter Eidolon to Usurp the Lunar Reins.
Part: 1 2
Unfetter Eidolon · Unfettered Halfling · Unfettered Halfling · Unfettering Prankster · Unhampered Passage · Unhampered Passage · Unified Theory · Unified Theory · Unimpeded Step · Unimpeded Step · United Assault · Universal Longevity · Universal Longevity · Universal Versatility · Unkillable · Unlimited Demesne · Unlimited Ghost Flight · Unlimited Potential · Unlock Secret · Unmistakable Lore · Unmistakable Lore · Unnerving Expansion · Unnerving Prowess · Unobstructed Shot · Unravel Mysteries · Unrivaled Builder · Unseat · Unseat · Unseen Passage · Unshakable Grit · Unshakable Idealism · Unstable Concoction · Unstable Concoction · Unstable Redundancies · Unstoppable Juggernaut · Unstoppable Juggernaut · Untamed Form · Untrained Improvisation · Untrained Improvisation · Unusual Composition · Unusual Composition · Unusual Treatment · Unwavering Mien · Unwavering Mien · Unwind Death · Unyielding Disguise · Uplifting Overture · Uplifting Winds · Urgent Upwelling · Ursine Avenger Form · Usurp the Lunar Reins
Unfetter Eidolon
FEAT 1
You can allow your eidolon to travel far from your side. You learn the unfetter eidolon link spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 68.
Unfettered Halfling
FEAT 1
You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.
Core Rulebook, page 52.
Unfettered Halfling
FEAT 1
You were either pressed into indentured servitude or shackled in a prison, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a Failure on a check to Grapple you, it gets a critical Failure instead.
Unfettering Prankster
FEAT 17
You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast unfettered pack as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank.
LOIL, page 57.
Unhampered Passage
FEAT 9
You won't allow others to restrain you. You can cast freedom of movement on yourself as a primal innate spell once per day.
Advanced Player’s Guide, page 46.
Unhampered Passage
FEAT 9
You won't allow others to restrain you. You can Cast unfettered movement on yourself as a primal innate spell once per day.
Unified Theory
FEAT 15
Prerequisites legendary in Arcana
You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
Core Rulebook, page 268.
Unified Theory
FEAT 15
Prerequisites legendary in Arcana
You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
Unimpeded Step
FEAT 1
Prerequisites Liberator cause
With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.
Core Rulebook, page 109.
Unimpeded Step
FEAT 1
Prerequisites liberation cause
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.
Player Core 2, page 94.
FEAT 2
Access Kaetiarn have access to this feat.
Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.
LOKL, page 82.
FEAT 13
Prerequisites Expert Longevity
Frequency once per day
You've perfected your ability to keep up with all the skills you've learned over your long life, so you're almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.
Core Rulebook, page 41.
FEAT 13
Prerequisites Ancestral Longevity
You've perfected your ability to keep up with all the skills you've learned over your long life, so you're almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).
Universal Versatility
FEAT 8
Prerequisites Universalist wizard, Hand of the Apprentice
You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards.
You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 211.
FEAT 8
Prerequisites Zombie Dedication
Frequency once per hour
Trigger You would be reduced to 0 HP.
You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates.
Book of the Dead, page 61.
Unlimited Demesne
FEAT 20
Prerequisites Thaumaturge's Demesne
You can move your demesne here and there, bringing it wherever your journey takes you. Your demesne expands to a maximum of 10,000 square feet. Once per day, you can call your demesne forth, which takes 1 minute. This has the effects of resplendent mansion, except that it conjures your demesne from its previous location, with all the benefits of Thaumaturge's Demesne in addition to the those of the spell. You must be able to claim the new area, with the same restrictions as Thaumaturge's Demesne.
Dark Archive, page 47.
Unlimited Ghost Flight
FEAT 14
Prerequisites Ghost Flight
You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes.
Book of the Dead, page 47.
FEAT 20
Frequency once per minute
The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.
Dark Archive, page 29.
Unlock Secret
FEAT 5
Prerequisites Open Mind
You delve deeper into your psychic potential. Choose a 1st-level occult spell, either a common spell or another to which you have access. You can cast that spell once per day as an innate occult spell.
LOIL, page 44.
Unmistakable Lore
FEAT 2
Prerequisites expert in Lore
You never get information about your areas of expertise wrong.
When you Recall Knowledge using any Lore subcategory in which you're trained, if you roll a critical failure, you get a failure instead. If you're a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
Core Rulebook, page 268.
Unmistakable Lore
FEAT 2
Prerequisites expert in Lore
You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you're trained, if you roll a critical Failure, you get a Failure instead. If you're a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
FEAT 4
Prerequisites Curse Maelstrom Dedication
You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to Demoralize a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature.
Dark Archive, page 169.
FEAT 6
Prerequisites Faligi Duelist Dedication
Trigger You critically succeed at a Strike or Disarm with your Faligi dueling sword
Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn't understand your language.
LOWG, page 35.
FEAT 10
Prerequisites Archer Dedication, expert in Athletics
With a quick use of brute force, you remove an obstacle and take a calculated shot as part of the same motion. Attempt to Shove or Trip one adjacent creature, then make a ranged Strike with a bow or crossbow you’re wielding. The Strike is made at the same multiple attack penalty as the Shove or Trip attempt, and this activity counts as one attack when calculating your multiple attack penalty.
Player Core 2, page 185.
Unravel Mysteries
FEAT 8
Prerequisites master in a Decipher Writing skill, Tokaikral Dedication
You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual –2 circumstance penalty to further checks to decipher that text.
LOCG, page 113.
Unrivaled Builder
FEAT 13
Prerequisites Handy with Your Paws
Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done. You gain creation as a 5th-level innate primal spell. You must have an equivalent Bulk of material to create an item, such as wood or scrap metal to make a wheelbarrow. You can cast this spell once each day.
Extinction Curse #3: Life’s Long Shadows, page 73.
FEAT 10
Prerequisites Cavalier Dedication
Requirements You are riding your mount and wielding a jousting weapon.
You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone.
Advanced Player’s Guide, page 165.
FEAT 10
Prerequisites Cavalier Dedication
Requirements You are riding your mount and wielding a jousting weapon.
With a mighty blow from atop your companion, you attempt to knock an opponent off their mount. Make a melee Strike against a mounted creature. If your attack hits, attempt succeed, the target is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, the target also lands prone.
Player Core 2, page 193.
Unseen Passage
FEAT 8
Frequency once per day
You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast pass without trace as an innate primal spell heightened to a spell level equal to half your level rounded up.
LOIL, page 129.
Unshakable Grit
FEAT 12
Prerequisites Grit and Tenacity
You've become hardened by conflict after everything you've faced, and you possess a certain intractable stubbornness. If the reroll granted to you by your Grit and Tenacity reaction is a success, you get a critical success instead; if it's a critical failure, you get a failure instead.
Guns & Gears, page 117.
Unshakable Idealism
FEAT 8
Prerequisites Knight Vigilant Dedication, expert in Will saves
Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.
LOCG, page 94.
Unstable Concoction
FEAT 10
You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use Quick Alchemy, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure).
Advanced Player’s Guide, page 107.
Unstable Concoction
FEAT 10
You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an Initial effect that uses dice. You increase the size of any dice for the item’s Initial effect by one Step. For instance, you could increase damage from a moderate alchemist’s fire to 2d10 or healing from a moderate elixir of life to 5d8+12. Because this affects only initial dice, it wouldn’t increase unarmed attack damage from a bestial mutagen, persistent damage from an acid flask, and the like. When this item is activated, the creature activating it must succeed at a
Player Core 2, page 67.
FEAT 14
Trigger You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet.
You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check.
You can't rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time.
Guns & Gears, page 31.
Unstoppable Juggernaut
FEAT 20
You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier.
In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).
Advanced Player’s Guide, page 111.
Unstoppable Juggernaut
FEAT 20
You have become a brutal, unstoppable force of Nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier.
In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at single gate Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).
Player Core 2, page 85.
Untamed Form
FEAT 1
Prerequisites untamed order
You are one with the Wild order, always changing and adapting to meet any challenge. You gain the Untamed Form order spell (page 382), which lets you transform into a variety of shapes that you can expand with druid wizard.
Player Core 1, page 128.
Untrained Improvisation
FEAT 3
You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you're 7th level or higher, the bonus increases to your full level instead. This doesn't allow you to use the skill's trained actions.
Core Rulebook, page 268.
Untrained Improvisation
FEAT 3
You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –single gate at 5th level and your full level at 7th level. This doesn't allow you to use the skill's trained skill action.
FEAT 10
Prerequisites Polymath muse
You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual.
Core Rulebook, page 102.
FEAT 10
Prerequisites Polymath muse
You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.
Player Core 1, page 104.
Unusual Treatment
FEAT 2
Prerequisites expert in Medicine
Your medical training extends to less obvious conditions. When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by single gate. If you're able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day.
If the condition results from an affliction, the affliction isn't cured, though the condition is reduced as long as the affliction remains at that stage.
If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by single gate.
Unwavering Mien
FEAT 1
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
Core Rulebook, page 40.
Unwavering Mien
FEAT 1
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by single gate round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
FEAT 16
Prerequisites Clockwork Reanimator Dedication
Requirements The target's body must be mostly intact.
Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a DC 40 Crafting check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day.
OoA3, page 79.
Unyielding Disguise
FEAT 9
Prerequisites ability to cast humanoid form or illusory disguise
When you cast humanoid form or illusory disguise to alter your appearance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you drained 1. You can keep extending it in this way, increasing your drained condition by 1 each time, to a maximum duration of 6 hours.
Dark Archive, page 121.
Uplifting Overture
FEAT 2
Prerequisites Maestro muse
You learn the uplifting overture composition cantrip (page 372), which aids your allies' skills with the inspiring Nature of your Performance.
Player Core 1, page 101.
Uplifting Winds
FEAT 16
Prerequisites Storm order
The winds are eager to keep you aloft. When you are Flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately fly up to half your Speed.
Player Core 1, page 134.
FEAT 6
Prerequisites Wellspring Mage Dedication
Frequency once per 10 minutes
Trigger An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.
Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy.
Secrets of Magic, page 249.
FEAT 2
You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals 1d8 piercing damage and a claws unarmed attack that deals 1d6 slashing damage and has the agile trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form.
Treasure Vault, page 183.
FEAT 18
The moon has always been connected to the tides, and now you can grasp that connection. You can create massive amounts of water and control these tides, subverting even the moon's sovereignty over the oceans and seas. Choose an area 50 feet long by 50 feet wide within 500 feet, and choose two different effects from the options provided below. The effects take place in the listed order.
Rage of Elements, page 33.
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