This chapter holds the feats that belong to no class: general feats, open to every character, and skill feats, which sharpen what you already do well. Class feats live with their class, ancestry feats in Chapter 3, and archetype feats in Chapter 5.
Every feat in this chapter has a rank, and you can take it once your Class Proficiency reaches that rank. The feats of each rank are listed in alphabetical order.
General Feats
General feats interact with the shared machinery of the game: your senses, your skills, and the way you cast your spells. Some of them raise a proficiency; a proficiency raised this way never goes above your Class Proficiency.
Trained General Feats
Prerequisites you can cast cantrips
Study broadens your range of simple spells. If you prepare spells, you can prepare two additional cantrips each day. If you cast spells spontaneously, add two additional cantrips from your spell list to your repertoire.
Prerequisites you can cast spells
Through sheer mental effort, you simplify the words and gestures of your spellcasting until they are barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Prerequisites you prepare spells
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you use your own magic to unravel it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell, and then you attempt to counteract the triggering spell.
Special This feat gains the trait of the tradition of the spells you cast.
Your eyes and ears catch what others let slip past. You become an expert in Perception. At 5th level, you become a master in Perception; at 11th level, a paragon; and at 17th level, legendary.
Prerequisites you can cast spells
You can soften your offensive spells so they subdue instead of kill. If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait.
You draw your weapon and attack in the same motion. You Interact to draw a weapon, then Strike with that weapon.
Prerequisites you can cast spells
You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, its range becomes 30 feet.
Prerequisites you can cast spells
You spread the energy of your spell over 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 its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a smaller burst is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and 10 feet to the length of a larger cone or line.
Expert General Feats
Prerequisites you can cast spells
Frequency once per turn
Requirements Your most recent action was to cast a spell that isn't a cantrip.
You siphon the energy of your spell into one weapon you're wielding, or into one of your unarmed attacks. Until the end of your turn, it deals an extra 1d6 force damage and gains the trait of the spell's tradition. If the spell dealt a different type of damage, the Strike deals that type instead, or one type of your choice if the spell could deal several.
Prerequisites expert in attacks
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to it.
Prerequisites trained in at least one skill
You deepen your training in one field. You become an expert in one skill in which you're trained.
Special You can select this feat more than once, choosing a different skill each time.
Prerequisites you can cast spells
You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a flat check with a threshold of 15. If you succeed, your action isn't disrupted.
Master General Feats
Prerequisites master in Perception
Your battle instincts make you aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not off-guard to creatures that are hidden from you (unless you're off-guard to them for another reason), and you need only a flat check with a threshold of 5 to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
Prerequisites you can cast spells
Frequency once per day
If your next action is to cast a cantrip or a spell at least 2 ranks lower than your highest-rank spell slot, reduce the number of actions it takes to cast by 1 (minimum 1 action).
Prerequisites expert in at least one skill
You become a master in one skill in which you're an expert.
Special You can select this feat more than once, choosing a different skill each time.
Paragon General Feats
Prerequisites paragon in Perception; Keen Senses, or your class makes you an expert in Perception at 1st level
Very little escapes your notice anymore. You become legendary in Perception. At 15th level, you become ascendant in Perception.
Prerequisites you have a focus pool
Your concentration runs deep enough to fill you completely. When you Refocus, you regain all your Focus Points instead of 1.
Prerequisites master in at least one skill
You become a paragon in one skill in which you're a master.
Special You can select this feat more than once, choosing a different skill each time.
Legendary General Feats
Prerequisites you can cast spells
Trigger Your turn begins.
You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, extending the duration of one of your active spells.
Prerequisites paragon in at least one skill
You become legendary in one skill in which you're a paragon.
Special You can select this feat more than once, choosing a different skill each time.
Skill Feats
Skill feats sharpen something you already know how to do. This section hasn't been written yet.