These feats are in the Origin category. Generally, all player characters gain an Origin feat at 1st Level. Whenever you would be able to gain a Feat, you can still choose to take an Origin feat.
Prerequisite: Charisma 13 or higher
Skilled at mimicry and dramatics, you gain the following benefits:
Always on the lookout for danger, you gain the following benefits:
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Prerequisite: Intelligence 13 or higher
You have studied languages and codes, gaining the following benefits:
Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
Choose a class: Arcanist, Bard, Black Mage, Geomancer, Time Mage, or White Mage. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, or Time Mage; Wisdom for Geomancer, or White Mage; or Intelligence for Arcanist, or Black Mage.
Repeatable. You can select this Feat more than once, but you must choose a different spell list each time.
You are an adept musician, able to skillfully play and lift the spirits of your allies. You gain the following benefits:
Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
You have learned a number of spells you can cast as rituals. These spells are written in a ritual book, which you must have on hand when casting one of them.
When you gain this feat, choose one of the following classes: Arcanist, Bard, Black Mage, Geomancer, Time Mage, or White Mage. You acquire a ritual book holding a number of 1st level spells with the ritual tag equal to your proficiency bonus, which must be on the list of the chosen class. Your casting ability for these rituals are the same as the chosen class (Charisma for Bard, or Time Mage; Wisdom for Geomancer, or White Mage; Intelligence for Arcanist, or Black Mage).
When your proficiency bonus increases, you learn another spell with a ritual tag from your chosen class, which is copied into the spellbook.
If you come across a spell in written from, such as a magickal scroll or a mage's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level must not be higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual books takes 2 hours per level of the spell, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.
You've trained to deal particularly damaging strikes.
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
You gain proficiency in any combination of 3 skills or tools of your choice.
Repeatable. You can select this Feat more than once.
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
You awaken the ability to mentally connect with others, granting you the following benefits:
Hardy and resilient, you gain the following benefit:
You have practiced extensively with a variety of weapons, gaining the following benefits:
Prerequisite: Strength or Dexterity 13 or higher
You have undergone extensive physical training to gain the following benefits:
Prerequisite: Strength or Dexterity 13 or higher
You are able to deftly use your swift charge to catch enemies off guard and strike, gaining the following benefits:
Prerequisite: 4th-Level or higher
You are practiced in the art of crushing your enemies, granting you the following benefits:
Prerequisite: 4th-Level or higher
Prerequisite: Dexterity 13 or higher
You are practiced in the ability to deflect melee attacks against you with finesse, granting you the following benefits:
You master fighting with two weapons, gaining the following benefits:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting, gaining the following benefits:
Prerequisite: Strength or Dexterity 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
Prerequisite: 4th-Level or higher
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
Prerequisite: 4th-Level or higher
Prerequisite: Wisdom or Charisma 13 or higher
You have grown in your ability to inspire your allies to greater heights, shoring up their resolve to fight.
Prerequisite: Intelligence 13 or higher
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the results is used for the attack roll, ability check, or saving throw (e.g. if you had Disadvantage and rolled a 2 and a 20, and decided to use Lucky and rolled a 16, you can choose between 2 and 16).
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain 1d3 expended luck points when you finish a long rest.
Prerequisite: 4th Level or higher
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
Prerequisite: Strength or Dexterity 13 or higher
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
You are exceptionally speedy and agile. You gain the following benefits:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
You are a dangerous foe to face while mounted. While you are mounted and aren't Incapacitated, you gain the following benefits:
You possess an intuitive understanding of the way magick ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:
Prerequisite: Intelligence or Wisdom 13 or higher
Quick to notice details of your environment, you gain the following benefits:
Prerequisite: 4th-Level or higher
You have achieved a penetrating precision in combat, granting you the following benefits:
You attain mastery in a particular skill, gaining the following benefits:
Prerequisite: 4th-Level or higher
Choose one ability score. You gain the following benefits:
Prerequisite: 4th-Level or higher
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions. Also, instead of the creature's speed becoming 0, the creature's movement is disrupted and their speed is halved.
Prerequisite: 4th-Level or higher
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
Prerequisite: 4th-Level or higher
You've learned where to cut to have the greatest results, granting you the following benefits:
Prerequisite: 4th-Level or higher
Prerequisite: Dexterity 13 or higher
You become skilled in the delivery of swift attacks, striking in a blur of speed. You gain the following benefits:
You learn to move things with your mind, granting you the following benefits:
You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 DARK damage to gain a blood boon. The damage you take to gain a blood boon can't be reduced in any way. Your blood boon lasts for 1 hour or until expended. You can expend this blood boon to gain one of the following benefits:
You master the shortsword, longsword, scimitar, rapier, greatsword, falchion, wakizashi, katana, bladed fan, cane sword, dual blade, and gunblade. You gain the following benefits when using any of them:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
Thanks to extensive practice with the crossbow, you gain the following benefits:
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
While the standard weapon for the guard, you have learned to master the immense reach and ability to skewer enemies using the pike. You gain the following benefits:
You can keep your enemies at bay with reach weapons. You gain the following benefits:
*Attack of Opportunity variant: This also includes the Disrupt Prey and Stand Still reactions.
The trident is an unusual choice of weapon for overland combat, but nevertheless, you have mastered the art of using it. You gain the following benefits:
You have mastered the strange and difficult art of using a whip in combat. You gain the following benefits:
Prerequisite: Proficiency with medium armour
You have trained to master the use of heavy armour, gaining the following benefits:
Prerequisite: Proficiency with heavy armour
You can use your armour to deflect strikes that would kill others. You gain the following benefits:
You have trained to master the use of light armour, gaining the following benefits:
Prerequisite: Proficiency with medium armour
You have practiced moving in medium armour to gain the following benefits:
Prerequisite: Proficiency with light armour
You have trained to master the use of medium armour and shields, gaining the following benefit:
You use shields not just for protection but also for offense. You gain the following benefits:
Prerequisite: The ability to cast at least one spell
Studying occult lore, you have unlocked eldritch power within yourself, gaining the following benefits:
Prerequisite: The ability to cast at least one spell
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Furthermore, when you gain this feat, choose one of the following damage types: WATER, FIRE, ICE, LIGHTNING, WIND, EARTH, HOLY, DARK.
Whenever you inflict damage of this element with a spell to a creature that has Resistance, Immunity, or Absorption to this element, you treat their resistance stage as though it were 1 less than normal (i.e. Immune becomes Resist, etc.). In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Repeatable. You can select this Feat more than once. Each time you do so, you must choose a different damage type.
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Prerequisite: 4th Level or higher
Prerequisite: Spellcasting feature from a class that prepares spells
You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity, gaining the following benefits:
Your exposure to the Shadowfell's magick has changed you, granting you the following benefits:
Prerequisite: 8th Level or higher
Prerequisite: The ability to cast at least one spell
Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting, gaining the following benefits:
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
Prerequisite: Spellcasting or Pact Magick feature
You have learned how to exert your will on your spells to alter how they function:
Prerequisite: 4th-Level or higher
Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
Prerequisite: The ability to cast at least one spell
You are a master at summoning creatures. You gain the following benefits:
Prerequisite: 4th-Level or higher
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
*Attack of Opportunity variant: Even if you do not have the Attack of Opportunity reaction, you can use this War Caster reaction to cast a single-target spell when a creature moves, leaving a square within 2m of you.
Prerequisite: Bangaa
Prerequisite: 4th-Level or higher
Despite your poor vision, you hone your senses even more, able to sense those around you even without sight, gaining the following benefits:
Prerequisite: Nu Mou
Prerequisite: 4th-Level or higher
You learn more magick typical of the nu mou. You learn the Detect Magick spell and can cast it at will, without expending a spell slot. You also learn the Piercing Sight and Spell Shield spells, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells (including the spells from your Nu Mou subrace) using spell slots you have of the appropriate level. Your spellcasting ability for all three spells is dependent on which subrace of Nu Mou you chose.
Prerequisite: Moogle
Your small stature allows you to be even more evasive as enemies strike you. You gain the following benefits:
Prerequisite: Genasi
Prerequisite: 4th-Level or higher
You learn to call on the powers of your corresponding elemental affinity to serve your commands. You gain the following benefits:
Prerequisite: Moogle (Terran), or Viera (Rava)
Your connection with the Fey strengthens, allowing you to momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
Prerequisite: Garif
Your hardiness as a Garif has grown even further. You gain the following benefits:
Prerequisite: Moogle (Etorian)
You have become even more capable of making incredible creations. You gain the following benefits:
Prerequisite: Garif (Urban), Hume, Moogle (City), Seeq (Urban), or Viera (Veena)
You have a knack for learning new things. You gain the following benefits:
Prerequisite: Seeq
Your inner fury burns tireless. You gain the following benefits:
Prerequisite: Nu Mou (Dak'roh)
Your connection with the Shadowfell strengthens, allowing you to weave threads of shadow as you are struck to fade from sight. You gain the following benefits:
Prerequisite: Viera
Prerequisite: 8th-Level or higher
With your attunement to the Mist and heightened Viera hearing, you become able to communicate with the spirit world. Your Wisdom score increases by 1, to a maximum of 20.
Furthermore, you can spend 10 minutes meditating to try to reach out to the soul of a dead creature, or a planar entity of your choice, such as a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane.
Roll percentile dice. If you roll a number equal to or lower than twice your total Level, you are able to establish contact with the entity. You can spend up to 10 minutes communicating with them, and during this time, you may ask three questions that it must answer. The GM determines the answer to the question, usually in the form of one word or a short phrase. The entity may choose to divulge more if it so wishes. In either case, the entity does not need to be truthful depending on how it views you.
After successfully contacting the entity, it can cause strain on your mind. Make a DC 15 WIS saving throw. On a failed save, you take 6d6 PSYCHIC damage and receive one level of
If you are able to contact the entity, you can't use this trait again for 5 days. Otherwise, you can use it again after you finish a long rest.
Prerequisite: Nu Mou or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
Prerequisite: Viera
Prerequisite: 4th-Level or higher
The accuracy of viera is legendary, especially that of vieran archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
You have honed your ability to shape your personality and to read the personalities of others, gaining the following benefits:
You can prepare and deliver deadly poisons, gaining the following benefits: