29 feats, from Witch’s Communion to Wyrmling Flight.
Witch’s Communion · Witch’s Hut · Withstand Death · Wizard Dedication · Wizard Dedication · Wolf Drag · Wolf Drag · Wolf in Sheep's Clothing · Wolf Stance · Wolf Stance · Wonder Worker · Wood Ward · Woodcraft · Wooden Mantle · Wooden Palisade · Woodland Stride · Woodworker · Words Of Unraveling · Work Yourself Up · World-Wise Vigilance · Worldsphere Gravity · Wortwitch · Wounded Rage · Wounded Rage · Wrestler Dedication · Wrestler Dedication · Wronged Monk's Wrath · Wyrmbane Aura · Wyrmling Flight
Witch’s Communion
FEAT 10
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.
Player Core 1, page 189.
Witch’s Hut
FEAT 20
Your home is an animated structure that obeys your commands.
By performing a rite that takes single gate day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged The hut can’t attack or attempt skill checks. You can give the hut a command as a single gate action, which has the auditory and concentrate traits; after single gate round of reconfiguring itself, the hut then follows that command until you give it a different command.
• Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
• Hide The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusionist effect.
• Leap The hut spins around or leaps into the air, then casts 10th-rank teleport, transporting itself and all creatures within it.
• Lock With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances.
• move The hut gains a Speed of 60 feet, growing Giant instinct bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and single gate-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
You can have only one witch’s 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.
Player Core 1, page 191.
Withstand Death
FEAT 16
Prerequisites Sitreiku Sentry Dedication, Necromantic Resistance
Through repeated exposure, you've trained to resist the damage wrought by undead. Your resistance to negative damage also applies to damage dealt by the attacks and abilities of undead creatures, regardless of damage type.
LOKL, page 79.
Wizard Dedication
FEAT 2
Prerequisites Intelligence 14
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.
Select one arcane school of magic; you don't gain any abilities from your choice of school.
Special You can't select another dedication feat until you have gained two other feats from the wizard archetype.
This feat leads to: Arcane School Spell, Basic Arcana, Advanced Arcana, Basic Wizard Spellcasting, Arcane Breadth, Expert Wizard Spellcasting, Master Wizard Spellcasting, Thick Hide Mask, and Tireless Guide's Mask.
Core Rulebook, page 231.
Wizard Dedication
FEAT 2
Prerequisites Intelligence +2
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells.
You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member.
Player Core 1, page 223.
FEAT 6
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
Core Rulebook, page 162.
FEAT 6
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.
Player Core 2, page 123.
Wolf in Sheep's Clothing
FEAT 4
Prerequisites trained in Deception
With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter.
You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size.
Dark Archive, page 64.
FEAT 1
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
This feat leads to: Wolf Drag.
Core Rulebook, page 159.
FEAT 1
Requirements You are unarmored.
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Player Core 2, page 119.
Wonder Worker
FEAT 20
Prerequisites legendary in Arcana, Nature, Occultism, or Religion
The thaumaturge's path culminates with the working of wonders. Once per day, you can align your esoterica to cast a spell of 8th level or lower that takes 1, 2, or 3 actions to cast. The spell must be common or one to which you have access. You can choose a spell of any tradition for which you're legendary in the associated skill (Arcana for arcane, Nature for primal, Occultism for occult, or Religion for divine). Use your thaumaturge class DC in place of any necessary spell DC and your thaumaturge class DC – 10 in place of any necessary counteract modifier or spell attack modifier.
Dark Archive, page 47.
FEAT 17
Frequency once per hour
Trigger A creature targets you with an attack.
With a sweep of your hand, vines and roots burst from the ground along the edge of your space between you and the attacker, creating a natural lattice of wood that grants standard cover. The circumstance bonus from the cover applies to your AC when you're determining the outcome of the triggering attack. If the triggering attack still hits and deals physical damage to you, the ward reduces the damage by 30 and is immediately destroyed. If the attack misses, the ward instead persists for 3 rounds before withering back into the earth. Creatures can cross the ward, but it's difficult terrain.
Rage of Elements, page 49.
Woodcraft
FEAT 1
You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.
LOCG, page 26.
Wooden Mantle
FEAT 13
Your connection to the magic of the Plane of Wood allows you to call upon the power of plants and trees to protect yourself. You can cast mantle of the unwavering heart as a 5th-rank primal innate spell once per day.
Rage of Elements, page 49.
FEAT 6
Planks of wood, embellished with carvings, spring forth to form a wall. The palisade is up to 30 feet long, 20 feet high, and 1 inch thick. It must form in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. When you create the wall, you can choose to create ledges on one side of the wall, 4 feet from the top, with ladders reaching to them from the bottom of the wall.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and is immune to critical hits and precision damage. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Level (+2) The maximum length of the wall increases by 10 feet, and the HP of each section increase by 10.
Rage of Elements, page 34.
Woodland Stride
FEAT 4
Prerequisites Leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants or fungus, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede your progress.
Core Rulebook, page 135.
Woodworker
FEAT 1
Denizens of the Plane of Wood take immense pride in the magnificent works of art they can craft from wood, and practicing your own woodcraft helps you feel a connection with your planar heritage. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty Crafting skill feat for woodworking.
Rage of Elements, page 48.
Words Of Unraveling
FEAT 12
Prerequisites Eldritch Researcher Dedication
You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast maefufi's curse, outcast's curse, or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.
FEAT 8
Prerequisites Cathartic Mage Dedication
Requirements You have a reaction available and aren't prevented from using Catharsis.
You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn.
At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal.
Secrets of Magic, page 195.
World-Wise Vigilance
FEAT 8
Prerequisites Twilight Speaker Dedication
Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.
FEAT 20
Frequency once per hour
Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Faleivoum's masterpieces. If your next action is to Cast a Spell of at least 5th level from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area.
The effect persists for 1 minute.
Fists of the Ruby Phoenix #3: King of the Mountain, page 77.
Wortwitch
FEAT 1
You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target concealed only by such vegetation.
Advanced Player’s Guide, page 101.
FEAT 4
Trigger You take damage and are capable of entering a rage.
You roar in pain, awakening the rage within you. You Rage.
Core Rulebook, page 90.
FEAT 4
Trigger You take damage and are capable of entering a rage.
You roar in pain, awakening the rage within you. You rage.
Player Core 2, page 78.
Wrestler Dedication
FEAT 2
Prerequisites trained in Athletics, unarmed attacks, and unarmored defense
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered.
You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.
Special You can't select another dedication feat until you have gained two other feats from the wrestler archetype.
This feat leads to: Aerial Piledriver, Clinch Strike, Disengaging Twist, Elbow Breaker, Form Lock, Inescapable Grasp, Running Tackle, Spinebreaker, Strangle, Submission Hold, and Suplex.
LOTGB, page 126.
Wrestler Dedication
FEAT 2
Prerequisites trained in Athletics
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered.
You become an expert in Athletics and gain the Titan Wrestler skill feat. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude Swallow you Whole.
Player Core 2, page 222.
Wronged Monk's Wrath
FEAT 10
Prerequisites ki spells
You gain the wronged monk's wrath ki spell.
Increase the number of Focus Points in your focus pool by 1.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 74.
Wyrmbane Aura
FEAT 14
Prerequisites Dragonslayer Oath
Your aura protects against destructive energies and dragons' breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon's breath, increase the resistance to half your level.
Core Rulebook, page 115.
Wyrmling Flight
FEAT 17
Prerequisites Hatchling Flight
Your draconic wings have grown large and strong enough for flight. You gain a fly Speed equal to your Speed, using your wings to stay aloft.
LOAG, page 40.