Feats: W (Part 3 of 4)

60 feats, from Wholeness Of Body to Witch’s Charge.

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Part: 1 2 3 4

Wholeness Of Body · Wide Overwatch · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen Spell · Widen The Gap · Wild Empathy · Wild Lights · Wild Shape · Wild Shape · Wild Strider · Wild Winds Gust · Wild Winds Gust · Wild Winds Initiate · Wild Winds Initiate · Wilderness Spotter · Wiles on the Wind · Willing Death · Wind Caller · Wind Caller · Wind God's Fan · Wind Jump · Wind Jump · Wind Pillow · Wind Tempered · Wind-Tossed Spell · Wind-tossed Spell · Winding Flow · Winding Flow · Wing Step · Winglet Flight · Winglets · Winglets · Wings Of Air · Wings Of The Dragon · Winter Cat Senses · Winter Sleet · Winter's Clutch · Winter's Embrace · Winter's Kiss · Wish Alchemy · Witch Dedication · Witch Dedication · Witch Warden · Witch's Bottle · Witch's Charge · Witch's Communion · Witch's Hut · Witchwood Seed · Witch’s Armaments · Witch’s Bottle · Witch’s Broom · Witch’s Charge

Wholeness Of Body

FEAT 4

monk 

Prerequisites ki spells

You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1.

This feat leads to: Endurance Of The Rooted Tree.

Core Rulebook, page 160.

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Wide Overwatch

FEAT 10

archetype 

Prerequisites Overwatch Dedication, master in Perception

Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet.

Guns & Gears, page 51.

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Widen Spell [>]

FEAT 1

manipulate metamagic oracle 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Advanced Player’s Guide, page 79.

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Widen Spell [>]

FEAT 1

manipulate metamagic witch 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Advanced Player’s Guide, page 101.

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Widen Spell [>]

FEAT 1

druid manipulate metamagic 

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Core Rulebook, page 134.

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Widen Spell [>]

FEAT 1

manipulate metamagic sorcerer 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Core Rulebook, page 198.

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Widen Spell [>]

FEAT 1

manipulate metamagic wizard 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Core Rulebook, page 210.

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Widen Spell [>]

FEAT 1

druid manipulate spellshape 

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Player Core 1, page 128.

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Widen Spell [>]

FEAT 1

manipulate spellshape witch 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Player Core 1, page 186.

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Widen Spell [>]

FEAT 1

concentrate spellshape wizard 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Player Core 1, page 201.

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Widen Spell [>]

FEAT 1

manipulate oracle spellshape 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Player Core 2, page 138.

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Widen Spell [>]

FEAT 1

manipulate sorcerer spellshape 

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Player Core 2, page 153.

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Widen The Gap

FEAT 10

archetype 

Prerequisites Turpin Rowe Lumberjack Dedication

Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe Strike to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe Strike to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any.

Extinction Curse #3: Life’s Long Shadows, page 75.

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Wild Empathy

FEAT 2

ranger 

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Core Rulebook, page 172.

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Wild Lights

FEAT 4

archetype 

Prerequisites Spell Trickster Dedication, ability to cast dancing lights

When you cast dancing lights, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately.

LOTGB, page 123.

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Wild Shape

FEAT 1

druid 

Prerequisites Wild order

You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.

This feat leads to: Elemental Shape, Reactive Transformation, Ferocious Shape, Form Control, Perfect Form Control, Insect Shape, Monstrosity Shape, Heart Of The Kaiju, Plant Shape, Soaring Shape, Dragon Shape, True Shapeshifter, and Thousand Faces.

Core Rulebook, page 134.

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Wild Shape

FEAT 4

druid 

Prerequisites Wild order

You are one with the Wild order, always adapting to meet any challenge. You gain the wild shape order spell. You can choose from more forms as you gain druid wizard.

Player Core 1, page 131.

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Wild Strider

FEAT 12

archetype 

Prerequisites Horizon Walker Dedication

Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from Favored Terrain based on the terrain.

Advanced Player’s Guide, page 177.

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Wild Winds Gust [>>]

FEAT 14

air concentrate evocation manipulate monk 

Prerequisites Wild Winds Initiate

Requirements You are in wild winds stance.

You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60-foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.

Core Rulebook, page 165.

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Wild Winds Gust [>>]

FEAT 14

air concentrate manipulate monk 

Prerequisites Wild Winds Initiate

Requirements You are in wild winds stance.

You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind Strikes. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.

Player Core 2, page 126.

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Wild Winds Initiate

FEAT 8

monk 

Prerequisites ki spells

You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.

This feat leads to: Wild Winds Gust and Electric Counter.

Core Rulebook, page 163.

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Wild Winds Initiate

FEAT 8

monk 

Prerequisites Qi single spell

You learn a stance that lets you attack from a distance. You gain the wild winds stance qi spell (page 258). Though entering the stance is a qi spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.

Player Core 2, page 124.

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Wilderness Spotter

FEAT 2

uncommon general skill 

Prerequisites Expert in Survival

Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren't tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device.

Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain.

The Fall of Plaguestone, page 57.

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Wiles on the Wind [>>]

FEAT 12

air auditory illusion impulse kineticist primal 

Speaking lies, you set them loose upon a drifting wind. You create an auditory illusion that comes from a square within 500 feet and can be as loud as four normal humans talking. The sound can be intricate, including speech or music, though the GM might require you to attempt a check or know a language for it to be convincing. The illusion lasts until the end of your next turn, and you can Sustain the impulse.

You can have any creature within 40 feet of the illusion, or that comes within 40 feet of it during the duration, attempt a Will save against your class DC. This is a mental effect.

Success The creature is unaffected, disbelieves the illusion, and is temporarily immune for 1 hour.Failure The creature is fascinated with the source of the sound until the end of its next turn. When the fascination ends, the creature is temporarily immune for 1 hour.Critical Failure As failure, but the creature is fascinated for 1 minute or until it disbelieves.

Rage of Elements, page 25.

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Willing Death [R]

FEAT 1

duskwalker 

Frequency once per day

Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition.

Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the dying condition.

Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.

LOAG, page 31.

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Wind Caller

FEAT 8

druid 

Prerequisites Storm order

You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1.

This feat leads to: Invoke Disaster.

Core Rulebook, page 137.

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Wind Caller

FEAT 6

druid 

Prerequisites Storm order

You can call upon the winds to lift you into the air. You gain the stormwind flight order spell.

Player Core 1, page 131.

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Wind God's Fan

FEAT 9

tengu 

Prerequisites Tengu Feather Fan

Your fan can stir up even more powerful winds. You can Activate your tengu feather fan one additional time per day. Add the 3rd-level wall of wind spell to the spells contained within your fan.

This feat leads to: Thunder God's Fan.

LOAG, page 59.

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Wind Jump

FEAT 10

monk 

Prerequisites ki spells

You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 163.

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Wind Jump

FEAT 10

monk 

Prerequisites Qi single spell

You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump qi spell (page 258).

Player Core 2, page 124.

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Wind Pillow

FEAT 1

sylph 

The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the Powerful Leap skill feat, even if you don't meet that feat's prerequisites.

LOIL, page 31.

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Wind Tempered

FEAT 1

sylph 

You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against air and electricity effects.

If you roll a success on a save against an air effect, you get a critical success instead.

LOAG, page 115.

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Wind-Tossed Spell [>]

FEAT 14

air archetype concentrate spellshape 

Prerequisites Elementalist Dedication, air is in your elemental philosophy

You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air trait.

Rage of Elements, page 60.

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Wind-tossed Spell [>]

FEAT 14

air archetype concentrate metamagic 

Prerequisites Elementalist Dedication

You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover.

If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air trait.

Secrets of Magic, page 207.

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Winding Flow [>]

FEAT 10

monk 

Frequency once per round

Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can't use the same action twice.

Core Rulebook, page 163.

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Winding Flow [>]

FEAT 10

monk 

Once per round. Any journey consists of more than simply reaching your destination. You use two of the following skill action in any order: stand up, Step, and Stride. You can’t use the same action twice.

Player Core 2, page 124.

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Wing Step [>]

FEAT 9

strix 

With a sharp flap of your wings, you stay light on your feet as you move. You Step 5 feet twice.

LOAG, page 138.

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Winglet Flight [>]

FEAT 9

kobold 

Prerequisites Winglets

Once per round, intense use and exercise have made your Winglets more powerful. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren't on solid ground at the end of this movement, you fall.

Player Core 2.

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Winglets

FEAT 5

kobold 

You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further.

When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat). You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first.

In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet longer than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed.

This feat leads to: Hatchling Flight and Wyrmling Flight.

LOAG, page 39.

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Winglets

FEAT 5

kobold 

Through the lingering influence of your warren's patron, you've sprouted a small set of wings. While not suitable for full flight, these weak wings can help you jump further with a small flap. When Leaping horizontally, you move an additional 5 feet. This additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first.

Player Core 2.

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Wings Of Air [>>]

FEAT 9

morph primal sylph transmutation 

Frequency once per day

You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings.

This feat leads to: Eternal Wings.

LOAG, page 116.

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Wings Of The Dragon

FEAT 12

archetype 

Prerequisites Dragon Disciple Dedication

You can manifest draconic wings to soar through the air at great speed. You gain the dragon wings sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.

Advanced Player’s Guide, page 169.

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Winter Cat Senses

FEAT 1

catfolk 

Prerequisites winter catfolk heritage

Your eyes are keen and accustomed to winter conditions. You ignore concealment caused by ice and snow.

LOAG, page 19.

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Winter Sleet [>]

FEAT 4

cold impulse kineticist primal stance water 

Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on this uneven ground immediately falls unless it Balances (DC 15). A creature is off-guard on the ice, as normal for uneven ground. You're immune to these effects.

If a creature on the ice is critically hit by one of your water impulses or critically fails at a save against one, that creature is slowed 1 until the end of its next turn.

Rage of Elements, page 32.

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Winter's Clutch [>>]

FEAT 1

cold impulse kineticist primal water 

Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain.

Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.

Level (+2) The damage increases by 1d4.

Rage of Elements, page 32.

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Winter's Embrace

FEAT 10

archetype 

Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the dazzled condition.

Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat.

Treasure Vault, page 185.

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Winter's Kiss

FEAT 14

archetype 

Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level.

Treasure Vault, page 185.

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Wish Alchemy

FEAT 20

rare alchemist 

You have learned Laefaligaim Namouva's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of Interact actions as the spell's casting time and grants you the effects of the spell.

LOL, page 20.

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Witch Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Intelligence 14

You cast spells like a witch. Choose a patron; You gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice.

Special You can't select another dedication feat until you have gained two other feats from the witch archetype.

This feat leads to: Basic Witch Spellcasting, Expert Witch Spellcasting, Master Witch Spellcasting, Patron's Breadth, Basic Witchcraft, and Advanced Witchcraft.

Advanced Player’s Guide, page 154.

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Witch Dedication

FEAT 2

archetype dedication multiclass witch 

Prerequisites Intelligence +2

You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron’s tradition, but aside from the tradition, you don’t gain any other effects the patron would usually grant.

Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets. (See page 212 for more on familiars.) You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You’re trained in the spell attribute for witch archetype spells is Intelligence, and they are witch spells of your patron’s tradition. You become trained in the skill associated with the patron’s tradition; if you were already trained in it, you instead become trained in a skill of your choice.

Player Core 1, page 222.

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Witch Warden

FEAT 1

uncommon human 

Access Khaifith ethnicity

You and your family have fought long and hard against witches, particularly the winter witches of Morobiax, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead.

LOCG, page 13.

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Witch's Bottle

FEAT 8

witch 

Prerequisites Cauldron

You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle, you can cast cackle into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed.

Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.

Advanced Player’s Guide, page 103.

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Witch's Charge

FEAT 6

detection divination witch 

You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

This feat leads to: Witch's Communion.

Advanced Player’s Guide, page 102.

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Witch's Communion

FEAT 10

witch 

Prerequisites Witch's Charge

You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.

Advanced Player’s Guide, page 104.

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Witch's Hut

FEAT 20

witch 

Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.

The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.

The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.

You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.

Advanced Player’s Guide, page 105.

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Witchwood Seed [>>]

FEAT 12

impulse kineticist overflow plant polymorph primal wood 

You touch a creature to implant a malignant seed in its body. The creature takes 5d10 piercing damage and other effects depending on its Fortitude save against your class DC. The creature is then temporarily immune for 24 hours. Creatures with the fungus, plant, or wood trait are immune.

Critical Success The creature is unaffected.Success The creature takes half damage and takes a –10-foot status penalty to all its Speeds until the end of its next turn.Failure The target takes full damage and is clumsy 2 and immobilized until the end of its next turn.Critical Failure The target takes double damage and is clumsy 2 and immobilized. It attempts a new save at the end of each of its turns, ending the effect if it succeeds.

Level (+4) The damage increases by 1d10.

Rage of Elements, page 35.

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Witch’s Armaments

FEAT 1

witch 

Your patron’s power changes your body to ensure you are never defenseless. You gain one of the following unarmed attacks.

• Eldritch Nails Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage, is in the brawling group, and has the agile and unarmed traits.

• Iron Teeth With a click of your jaw, your teeth transform into long metallic points. You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group.

• Living Hair You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a Weapon, though your control isn’t fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.

Special You can take this feat more than once, gaining a different unarmed attack each time.

Player Core 1, page 186.

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Witch’s Bottle

FEAT 8

witch 

Prerequisites Cauldron

You spend 10 minutes and single gate Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle (page 384), you can Cast cackle into the bottle just before you seal it. If you do, the hex’s duration is extended as if you had Cast cackle the round after the hex was Cast (typically this extends the duration by single gate round). Your cackling laugh sounds out when the potion is unsealed.

Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single gate action that has the concentrate trait. You can’t regain the Focus Point you spent to create the potion (or the Focus Point you spent to Cast cackle) until the potion is consumed or loses its magic.

Player Core 1, page 189.

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Witch’s Broom

FEAT 12

witch 

A broom is the only steed you need to fly through the night Sky. During your daily preparations, you can anoint a single gate broom, staff, polearm, or similarly shaped object with a Flying ointment made of special herbs and oils. Until the next time you make your daily preparations, it gains the magical trait, and you can Ride on it while you’re holding it with at least single gate hand. It moves at a fly Speed of 20 feet. The broom takes a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashes to the ground if it carries more than 30 Bulk. The broom can’t be controlled by anyone but you. If you anoint a Weapon or other held item, you can’t Ride the broom and wield it at the same time.

You can Craft your broomstick into a Flying broomstick If you anoint an item that’s already a Flying broomstick, the broom gains a +10-foot status bonus to its Speed and you can choose whether it works for anyone or only you.

Player Core 1, page 190.

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Witch’s Charge

FEAT 6

detection witch 

You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can Cast single spell with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.

Special This feat has the trait corresponding to the tradition of single spell you Cast (arcane, divine, occult, or primal).

Player Core 1, page 188.

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