Feats

From The Domains of Dread

Feats in The Domains of Dread offer passive bonuses to characters, any class features, or other statistics. Feats are chosen at the time of level up - some classes receive feats at different levels than other classes and may be influenced by choice of archetype. If a feat is categorized as a general feat, then any character who fulfills their requirements may take them - otherwise, they are restricted within the class feats provided.

General Feats in The Domains of Dread

Agile
Prerequisites: Dex 13+
Character gains +2 to Acrobatics checks. If an Acrobatics check would be at modest challenge, it is downgraded to trivial.
Ambidextrous
Prerequisites: Dex 13+
Character has their penalty to dual wielding weapons softened by 2 to the main hand and 4 to the off hand.
Alert
Prerequisites: Wis 13+
Character gains +2 to Perception and initiative checks. They cannot lose a maneuver challenge initiated by an enemy in stealth by more than 5.
Attenuated Foci
Prerequisites: 1st Circle spellcasting
Character obtains a spellcasting focus in the inventory. By meditating on this focus, they gain +2 to Lore and Spellcraft checks until their next rest. Should this focus be liquidated or destroyed, it may be resummoned at rest time.
Back to the Wall
Prerequisites: +2 BAB
Character gains +2 to attack and damage rolls, +1 untyped AC when at 1/4 or less total HP.
Blind-Fight
Prerequisites: +1 BAB
Character will re-roll once when determining hit chance against concealed enemies, and suffer no penalty for being targeted by enemies who are concealed or invisible.
Bullheaded
Prerequisites: None
Character gains +2 to Intimidate, Antagonize checks, and +1 to saves made against mind-affecting spells or spell-like abilities.
Cleave
Prerequisites: Str 13+
Character initiates another attack on a random enemy in melee as a free action after dropping or killing their engaged target.
Cleave, Greater
Prerequisites: cleave
Cleave, and may chain off itself.
Combat Casting
Prerequisites: 1st Circle spellcasting
Character suffers no penalties related to Concentration checks made from casting or using a spell-like ability when engaged.
Courage
Prerequisites: None
Character gains +2 to saves made against Fear, Horror and Delirium. If their initial save succeeds, the next save within an hour IGT will be at least 10. Will not chain off itself.
Deceitful
Prerequisites: Prs 13+
Character gains +2 to Deception checks. If the character's disguise is compromised, the detector must make an additional successful Intuition check to reveal the character's true name if known, otherwise only their generic identity will be revealed.
Deft Hands
Prerequisites: None
Character gains +2 to Sleight of Hand checks. A "pocket" (a small, tiny bag capable of holding a single inventory item that weighs no more than a pound) is made available in the inventory. Even if the character is successfully strip searched, the contents of the pocket are not revealed.
Endurance
Prerequisites: Con 13+
Character suffers exhaustion at 0.5x the normal rate, and requires no special accommodations to rest outside.
Fortunate
Prerequisites: Must be taken at 1st level
Character has 15% better chance to stabilize when downed, and has a 50% chance to add +1 to Fortitude, Reflex or Will saves.
Gleaning Eyes
Prerequisites: None
Character gains +2 to Appraise checks. Items sold to vendors have a markup of 5 silver so long as they are not worthless.
Thorough
Prerequisites: None
Character gains +2 to Search and Knowledge checks. Search checks conducted in Detect Mode are rolled twice.
Lightning Reflexes
Prerequisites: None
Character gains +2 to Reflex saves. They may be hit by only one AoO when disengaging from melee, even if surrounded by multiple enemies.
Nimble Fingers
Prerequisites: Dex 13+
Character gains +2 to Handle Device checks. The first failure to disarm a trap does not engage the trap.
Quick Draw
Prerequisites: +1 BAB
Character suffers no penalties to the first weapon switch made during a combat encounter.
Self-Sufficient
Prerequisites: None
Character gains +2 to Handle Medicine and Survival checks. Attempts to staunch bleeding or otherwise apply medical equipment to the self does not incur the normal -5 check penalty.
Spell Focus
Prerequisites: 1st Circle spellcasting
Character imposes +1 to DC on saves made against their selected spell school, and adds additional effects to some spells.
Spell Focus, Greater
Prerequisites: spell focus, 3rd Circle spellcasting
Character imposes +2 to DC on saves made against their selected spell school, and adds additional effects to some spells. Stacks with spell focus.
Spell Penetration
Prerequisites: 1st Circle spellcasting
Character gains +1 CL for purposes of overcoming spell resistance.
Spell Penetration, Greater
Prerequisites: spell penetration, 3rd Circle spellcasting
Character gains +2 CL for purposes of overcoming spell resistance. Stacks with spell penetration.
Spring Attack
Prerequisites: Dex 13+, +2 BAB
Character does not provoke AoO from an engaged target when disengaging after a successful melee attack.
Stealthy
Prerequisites: None
Character gains +2 to Stealth checks. They move 50% less slowly when hiding and gain +1 to Perception checks made while hidden.
Steely Fortitude
Prerequisites: Con 13+
Character gains +2 to Fortitude saves. Poison or disease in their system expires at 1.25x the normal rate.
Weapon Focus...
Prerequisites: +2 BAB
Character gains +1 AB and upgrades the base weapon die when fighting with a focused weapon. Selects by weapon family. Does not apply to weapons they are not proficient with.
Weapon Proficiency...
Prerequisites: None
Character gains proficiency with weapons of the selected type.

Class and Archetype Feats in The Domains of Dread

Artificer

Alchemist, subcapstone

Alchemical Aptitude, Greater
Prerequisites: None
Character gains +2 effective crafting level for the Alchemy crafting profession.
Enhanced Restoral
Prerequisites: 6th level
Any tincture tagged as healing created by character adds an extra 1 fast healing and grants +1 natural AC for the duration.
Extended Inventory
Prerequisites: None
Character improves their available stabilize tincture slots by 2.
Poison Awareness
Prerequisites: None
Character gains +2 to saves versus poison and adds half their effective crafting level for Alchemy, rounded down, to any crafting with poison as the product.
Speedy Administration
Prerequisites: None
Character may throw any tincture at target ally, applying effects from afar.
Volatile Inventory
Prerequisites: None
Character may throw a tincture they have stabilized, dealing 1d4 untyped damage/2 levels in a short radius.
Volatile Inventory, Greater
Prerequisites: volatile inventory, 9th level
Any stabilized tincture which has been thrown leaves behind a lingering miasma, continuing to deal 1d4 untyped damage/2 levels per round in a short radius for a number of rounds equal to half the character's level rounded down. Multiple thrown instances in the same area do not stack.

Alchemist, capstone

Fuming Inventory
Prerequisites: greater volatile inventory, 14th level
The miasma left behind a thrown tincture no longer damages allies, instead bestowing any ally fast healing 2 and +2 to Str, Con and Dex for as long as they remain inside the miasma.
Sublime Inventory
Prerequisites: 14th level
Character restores the formula slot used to create a tincture when stabilizing that tincture. All tinctures gain +2 CL for purposes of duration and overcoming SR.
Viperous Poison
Prerequisites: viperous poison, 14th level
Character imposes -2 to any save conducted against a poison they have created, and adds 1d4 untyped damage + INT/round to its effect. Targets poisoned by the character have 15% reduced movement speed.

Architect, subcapstone

Augment Construction, Ablative
Prerequisites: None
Any golem under the character's command enters a period where it cannot be downed when first receiving an attack that would set its HP below 0 for a number of rounds equal to a quarter of the character's level rounded down. After this period the golem discharges any damage which it would have received as temporary HP. 1/rest.

Augment Construction, Guarding

Prerequisites: None
Character may command their golem to guard a target in touch range, redirecting any damage meant for the target from an engaged enemy to the golem instead for a number of rounds equal to half the character's level rounded down. 1/rest.
Augment Construction, Ranged
Prerequisites: None
Character may command their golem to fire volleys, dealing 1d4 untyped damage/2 levels as ranged touch attacks for a number of rounds equal to half the character's level rounded down. 1/rest.
Augment Construction, Improved Ablative
Prerequisites: ablative augment construction, 12th level
A golem presently storing incoming damage does so at 1.5x the values and also discharges 0.75x of the values as untyped damage in a short radius.
Augment Construction, Improved Ranged
Prerequisites: ranged augment construction, 12th level
A golem firing volleys will be able to do so for as long as the character commands.
Augment Construction, Improved Guarding
Prerequisites: guarding augment construction, 12th level
A golem protecting their target will be able to intercept any single target ranged attack, spell, or spell-like ability.
Bountiful Infusion
Prerequisites: 6th level
Character gains an additional infusion to apply per rest.
Improved Construction
Prerequisites: None
Character takes 0.5x the normal time to reconstruct their golem, and bestows +2 to Str and Con to their golem.
Improved Construction, Greater
Prerequisites: improved construction, 9th level
Character takes 0.25x the normal time to reconstruct their golem, and bestows +2 to Str and Con to their golem, stacking with improved construction.
Mirrored Efficacy
Prerequisites: 12th level
Character receives all effects of an infusion on their golem.

Architect, capstone

Sublime Infusion
Prerequisites: 14th level
Character's infusions now target two areas: if they originally target a weapon, they will also enhance the target's armor, if they originally target an armor or a shield, they will target the target's shield if present and vice versa.
Boundless Infusion
Prerequisites: bountiful infusion, 14th level
Character gains 2 additional infusions to apply per rest, stacking with bountiful infusion.
Awaken Golem
Prerequisites: 14th level
Character forms an irreparable bond with their golem, granting it an additional attack per round, 16 total HP, +2 to Str and Con and sets its Intelligence score to 6. The golem becomes capable of basic cognizance and independent speech. Should the golem ever be downed, the character suffers 10d4 untyped damage from their link's forcible severance.

Vitaler, subcapstone

Augment Homunculus, Ferocity
Prerequisites: None
Character's homunculus gains access to intimidate and will initiate the maneuver at the character's command. After a successful maneuver the homunculus deals an extra 2d6+2 bludgeoning damage. 3/rest.
Augment Homunculus, Rage
Prerequisites: None
Character's homunculus enters a berserk rage at their command, gaining +2 Str and Con and the ability to deal 1d4 bleeding/round on successful melee attacks against living targets for a number of rounds equal to half the character's level, rounded down. The rage persists for a normal duration. 1/rest.
Augment Homunculus, Sacrifice
Prerequisites: None
Character's homunculus may forfeit half their current HP to restore 0.75x the value back to the character, rounded down. 1/rest.
Augment Homunculus, Improved Ferocity
Prerequisites: ferocity augment homunculus, 12th level
Character's homunculus gains access to greater intimidate and will initiate the maneuver at the character's command. After a successful maneuver the homunculus deals an extra 3d6+4 bludgeoning damage. 3/rest.
Augment Homunculus, Improved Rage
Prerequisites: rage augment homunculus, 12th level
Character's homunculus enters a berserk rage at double the values, but suffers -1 to AC and persists for the same duration. 1/rest.
Augment Homunculus, Improved Sacrifice
Prerequisites: sacrifice augment homunculus, 12th level
Character's homunculus may forfeit half their current HP to restore 1.25x the value back to the character, rounded down. 2/rest.
Temper Mutagen, Cognitive
Prerequisites: None
Character's mutagen no longer decreases INT by 2 on all targets unless the negative variant is chosen, where it will instead decrease by 4.
Temper Mutagen, Stability
Prerequisites: None
Character's mutagen no longer decreases AC by 1 on all targets unless the negative variant is chosen, where it will instead decrease by 2.
Temper Mutagen, Improved Cognitive
Prerequisites: cognitive temper mutagen, 9th level
Character's mutagen increases INT by 3 on target or sets their INT to 8.
Temper Mutagen, Improved Stability
Prerequisites: stability temper mutagen, 9th level
Character's mutagen increases untyped AC by 2 on target or decreases AC by 3.
Mutagenic Dart
Prerequisites: None
Character may apply mutagens from a distance, subject to a ranged touch attack in addition to a Fortitude save if negative.
Myriad Mutagens
Prerequisites: None
Character stores another allotment of mutagen per rest.

Vitaler, capstone

Awaken Homunculus
Prerequisites: 14th level
Character forges an irreparable bond with their homunculus, granting it an additional attack per round, 24 total HP, 1d6+2 bludgeoning damage on hit and sets its Intelligence score to 8 where now capable of common thought and speech. Should the homunculus ever be downed, the character's HP is set to 0 at the bond's forcible severance.
Mutagenic Menagerie
Prerequisites: myriad mutagens, 14th level
Character stores another 2 allotments of mutagen per rest, stacking with myriad mutagens.
Sublime Mutagen
Prerequisites: 14th level
Character's mutagen effects are boosted to 1.5x normal values, rounded down.

Ascetic

Illuminate, subcapstone

Threaded Steps
Prerequisites: None
Character adds WIS to Stealth checks.
Cut the Line
Prerequisites: None
Character deals an additional 1d8+WIS astral damage to a target hit by cut beyond 4 rounds after the initial attack, regardless of distance. Successive attacks from cut beyond before this effect will not provide successive triggers.
Cut the Line, Greater
Prerequisites: cut the line, 9th level
As cut the line, but at double the base values for a total of 2d8+(WIS*2) astral damage.
Still Mind, Greater
Prerequisites: 6th level
Character gains an additional +2 to saves against mind-affecting spells and spell-like abilities, stacking with still mind.
Consume Spellwork
Prerequisites: 9th level
As dispel magic, substituting Ascetic level for caster level. If at least one effect is successfully stripped, the character heals 1d6+WIS HP. 1/rest.
Astral Melding
Prerequisites: 6th level
Character counts as having 15% concealment unless toggled off.
Shave the Chaff
Prerequisites: None
Character imposes +2 circumstantial bonus to ki strikes initiated while flanking a target.

Illuminate, capstone

Thread the Weave
Prerequisites: greater cut the line, 14th level
Any instance of cut the line attempts to spread to other targets in melee range of the original target, provoking Will saves. Failed saves mean all targets suffer the same effect simultaneously. Applying cut the line now hastens the character for 4 rounds.
Astral Supplication
Prerequisites: 14th level
Character becomes a quasi-outsider whose host demiplane is the Dread Astral. They are considered both their racial type and an outsider for purposes of damage and effects. Upon activation the character phases into the Dread Astral, becoming incorporeal as a reaction. This status sustains even if the character attacks. Attacks made in this state deal 1d8 bonus astral damage. 2/rest.
Collapse the Fallen
Prerequisites: 14th level
Character deals 15% of the enemy's current HP as additional astral damage when under the effects of cut beyond.

Monk, subcapstone

Concussive Force
Prerequisites: 9th level
Character upgrades the status effect on a target from a successful ki strike twice instead of once. Works once per target per rest.

Monk, capstone

Shepherd, subcapstone

Shepherd, capstone

Bard

Dirgist, subcapstone

Dirgist, capstone

Minstrel, subcapstone

Minstrel, capstone

Specialist, subcapstone

Specialist, capstone

Swashbuckler, subcapstone

Swashbuckler, capstone

Berserker

Skald, subcapstone

Skald, capstone

Slayer, subcapstone

Slayer, capstone

Warrior, subcapstone

Warrior, capstone

Cleric

Crusader, subcapstone

Crusader, capstone

Priest, subcapstone

Priest, capstone

Seeker, subcapstone

Seeker, capstone

Dark Knight

Blade, subcapstone

Blade, capstone

Torturer, subcapstone

Torturer, capstone

Traitor, subcapstone

Traitor, capstone

Druid

Anarchist, subcapstone

Anarchist, capstone

Blighter, subcapstone

Blighter, capstone

Naturopath, subcapstone

Naturopath, capstone

Shifter, subcapstone

Shifter, capstone

Fighter

Arbalest, subcapstone

Arbalest, capstone

Champion, subcapstone

Champion, capstone

Commander, subcapstone

Commander, capstone

Myrmidon, subcapstone

Myrmidon, capstone

Soldier, subcapstone

Soldier, capstone

Guildsman

Artisan, subcapstone

Artisan, capstone

Explorer, subcapstone

Explorer, capstone

Merchant, subcapstone

Merchant, capstone

Hunter

Bowyer, subcapstone

Bowyer, capstone

Ranger, subcapstone

Ranger, capstone

Stalker, subcapstone

Stalker, capstone

Warden, subcapstone

Warden, capstone

Inquisitor

Interceptor, subcapstone

Interceptor, capstone

Judicator, subcapstone

Judicator, capstone

Voice, subcapstone

Voice, capstone

Necromancer

Channeler, subcapstone

Channeler, capstone

Corruptor, subcapstone

Corruptor, capstone

Thresher, subcapstone

Thresher, capstone

Paladin

Avenger, subcapstone

Avenger, capstone

Dictator, subcapstone

Dictator, capstone

Protector, subcapstone

Protector, capstone

Rogue

Charlatan, subcapstone

Charlatan, capstone

Mercenary, subcapstone

Mercenary, capstone

Shadow, subcapstone

Shadow, capstone

Thief, subcapstone

Thief, capstone

Sorcerer

Ardent, subcapstone

Ardent, capstone

Elemental, subcapstone

Elemental, capstone

Sanguine, subcapstone

Sanguine, capstone

Warlock

Feyvian, subcapstone

Feyvian, capstone

Fiendish, subcapstone

Fiendish, capstone

Thalassic, subcapstone

Thalassic, capstone

Wizard

Subcapstone

Capstone

Psion

Subcapstone

Capstone