Gambits and Feats
Gambits
Gambit Points are bursts of stamina, focus and exertion: the reserve that lets a fighter push past the normal flow of a fight. They are not magic. Every character has them, whatever their path, and anyone can learn a Gambit.
Your pool
You have Gambit Points equal to your proficiency bonus: 2 at level 1, 3 at level 5, 4 at level 9.
Knowing Gambits
You know as many Gambits as your proficiency bonus. You choose two at level 1, a third at level 5 and a fourth at level 9.
Declaring a Gambit
- Declare a Gambit at the start of your turn, before the actions it changes. It costs 1 Gambit Point.
- You may declare one Gambit per turn.
- A Gambit that makes an attack uses your normal weapon attack, with the changes it describes.
Fighting Forms
A Fighting Form is a stance. Declare it like any Gambit, for 1 point. It lasts for a number of rounds equal to your proficiency bonus, and you may hold only one at a time.
While you are in a Form you may spend one more Gambit Point that turn on another Gambit, for at most two in a turn.
Recovering Gambit Points
- A long rest restores all your Gambit Points.
- Once between long rests, a short rest lets you choose one:
- Catch Your Breath: regain all your Gambit Points.
- Mend the Body: spend every Gambit Point you have left, and heal 1d4 per point spent, plus your Constitution modifier once.
- You cannot recover Gambit Points while you have Exhaustion, while you are Poisoned, or while your Spark is fractured by Hollowing.
Totemic Augmentation
A Gambit is not magic, but it can carry magic. If it fits the moment and your GM agrees, you may spend mana as you declare a Gambit to carry one of your powers with it. The power's effect applies to the Gambit as written. A Survivalist's flurry of blows can carry a burning edge, a Deepbinder's shove can land with the weight of a falling wall.
Peak Flow
A Survivalist at Peak Flow may declare one Gambit on their turn without spending a point. Survivalists lean on this most, but any path can build around Gambits.
Fighting Forms
Bodyguard
Fighting Form. 1 Gambit Point.
While in this form, when an ally within 5 ft of you is attacked, you may move up to 5 ft as a free action and become the target instead. If the effect cannot be intercepted, your ally has advantage on their saving throw against it.
Counter-Guard
Fighting Form. 1 Gambit Point.
While in this form, you have +2 AC against melee attacks. Once per round, when a melee attack misses you, you may attack the attacker at -2 to hit.
Deadzone
Fighting Form. 1 Gambit Point.
While in this form, your ranged attacks have advantage against a creature that moved toward you since your last turn. You also gain +1 to hit for every full 15 ft between you and the target, up to +3.
Duelist's Rhythm
Fighting Form. 1 Gambit Point.
While in this form, when a creature misses you with a melee attack, you may make a melee weapon attack against it as a free action. After each melee hit you land, you may move up to 5 ft without provoking opportunity attacks.
Evasive Footwork
Fighting Form. 1 Gambit Point.
While in this form, attacks against you have disadvantage, as if you had taken the Dodge action. When a Dexterity saving throw would deal you damage, you take none on a success and half on a failure. Once per round, when a melee attack misses you, you may move 5 ft without provoking opportunity attacks.
Hunker Down
Fighting Form. 1 Gambit Point.
While in this form, when you are targeted by a ranged attack you may drop prone as a reaction, for +2 AC. While prone, you have +2 AC against all ranged attacks, and your own ranged attacks are not made at disadvantage. In cover, your ranged attacks ignore half cover.
Reckless Drive
Fighting Form. 1 Gambit Point.
While in this form, you have advantage on melee attack rolls, and melee attacks against you have advantage too. When you drop a foe to 0 hit points, you gain 1 temporary Gambit Point.
All Gambits
Barbaric Yawp
Gambit. 1 Gambit Point.
Each enemy within 15 ft of you makes a Wisdom saving throw. On a failure, its next attack against you has disadvantage. If you are below half your hit points, enemies that fail also cannot take reactions until their next turn.
Brutal Chain
Gambit. 1 Gambit Point.
Make one melee attack. On a hit, deal normal damage, then make a second attack against another creature within 5 ft of the target, for half damage. If both attacks hit, the second creature has disadvantage on its next attack.
Cleave
Gambit. 1 Gambit Point.
Choose one foe and up to two creatures next to it within your reach, and make an attack roll against each one's AC. The first foe takes full damage on a hit, the others half. Only the first foe can take a critical hit.
Covering Fire
Gambit. 1 Gambit Point.
Choose up to three creatures within your weapon's range and within 15 ft of each other, and make a separate attack roll against each, for half damage. If at least one attack hits, all three make a Wisdom saving throw or are frightened until your next turn.
Crippling Strike
Gambit. 1 Gambit Point.
Make a melee attack. On a hit, deal normal damage, and the target makes a Constitution saving throw. On a failure, until the end of its next turn its speed is halved and it has disadvantage on its next melee attack.
Crippling Volley
Gambit. 1 Gambit Point.
Choose up to two creatures within range and make a separate attack roll against each. On a hit, deal normal damage, and the target makes a Strength saving throw. On a failure, its speed is halved and it cannot Dash until the end of its next turn.
Fan the Hammer
Gambit. 1 Gambit Point.
Fire every loaded shot in a repeating firearm with one attack roll, at advantage within 5 ft and -2 for every 5 ft beyond. On a hit, all the ammunition is spent and the target takes Xd6 + your Dexterity modifier damage, where X is the number of shots.
Flurry
Gambit. 1 Gambit Point.
Strike several times in one attack: twice with a large or two-handed weapon, three times with a one-handed weapon, four times with a finesse weapon or bare hands. Each strike after the first is at a further -2 to hit. Only the first can be a critical hit.
Forcepoint Strike
Gambit. 1 Gambit Point.
Make a ranged attack. On a hit, deal normal damage, and the target makes a Strength saving throw. On a failure, it is pushed 5 ft and has disadvantage on its next attack.
Goading Strike
Gambit. 1 Gambit Point.
Make a melee attack at -2 to hit. On a hit, the target immediately makes a melee attack against you. Hit or miss, you may then answer with one attack at advantage.
Heavy Swing / Concentrated Shot
Gambit. 1 Gambit Point.
Make one attack with everything behind it. On a hit, roll twice the weapon's damage dice. Critical hits work as normal.
Iron Rush
Gambit. 1 Gambit Point.
Move up to your speed, and attempt a shove or a grapple at any point along the way as part of the move.
Irongrip Bind
Gambit. 1 Gambit Point.
Make a grapple check with advantage. If you already have the target grappled, it is restrained instead until the end of your next turn. A restrained target takes 1d4 damage each time it tries to break free.
Kneecap Cutter
Gambit. 1 Gambit Point.
Make a weapon attack. On a hit, the target's speed is halved until the end of its next turn. If it was already slowed or prone, it also takes an extra 1d4 damage.
Leg Breaker
Gambit. 1 Gambit Point.
Make a weapon attack. On a hit, the target makes a Constitution saving throw. On a failure, its speed is 0 and it cannot take reactions until the end of its next turn.
Momentum Swing
Gambit. 1 Gambit Point.
Your next weapon hit deals an extra 1d6 damage and pushes the target 5 ft away. If it strikes a wall or a solid object, it takes an extra 1d4 bludgeoning damage.
Multishot
Gambit. 1 Gambit Point.
Fire or throw two projectiles at one target with a single attack roll. On a hit, roll the damage dice twice; only the first can be a critical hit. Both pieces of ammunition are spent, hit or miss.
Opportunist's Gambit
Gambit. 1 Gambit Point.
When you ready an action, you may also ready a second action or a bonus action. Both go off together when your trigger happens.
Overrun Drive
Gambit. 1 Gambit Point.
Move up to 15 ft in a straight line. If you pass through an enemy's space and end the move next to it, make a melee weapon attack against it with advantage.
Pinning Shot
Gambit. 1 Gambit Point.
Make a ranged attack. On a hit, deal normal damage, and the target makes a Constitution saving throw. On a failure, its speed is halved and it cannot Dash until the end of its next turn.
Pressure Shot
Gambit. 1 Gambit Point.
Make a ranged attack. On a hit, a target that is concentrating must make a concentration check, and a target that moved this round takes an extra 1d8 damage and makes a Constitution saving throw or has disadvantage on its next attack.
Quick Draw
Gambit. 1 Gambit Point.
Make a ranged weapon attack at once. If it is your first attack of the encounter, you have advantage.
Shatter Stance
Gambit. 1 Gambit Point.
Make a melee attack. On a hit, deal normal damage, and the target makes a Strength saving throw or is knocked prone. If it was already prone, it takes an extra 1d6 damage instead.
Shoulder Ram
Gambit. 1 Gambit Point.
Make an Athletics check against the target's Strength or Dexterity. On a success, the target is knocked prone and you move into its space. On a failure, you have +2 AC against it until your next turn.
Snap Reposition
Gambit. 1 Gambit Point.
Move up to 15 ft without provoking opportunity attacks, then make a ranged attack against a creature you moved away from.
Split Focus
Gambit. 1 Gambit Point.
You may concentrate on two effects at once. If you take damage, both concentration checks fail automatically.
Spotter's Focus
Gambit. 1 Gambit Point.
Your next ranged attack ignores up to three-quarters cover and scores a critical hit on a 19 or 20.
Feats
A feat is a talent beyond your path, such as a trained instinct or a learned trade. Every character takes one at level 1. At levels 4 and 8 you may take a feat instead of raising your ability scores.
Some feats are open to everyone. Others belong to a path, and a few to a single element or manifestation. Some ask you to choose an ability score or a proficiency when you take them. The wizard shows only the feats you can take.
Outside of leveling, a feat can be learned in downtime from a teacher, a guild, or an archive. See Downtime.
Universal feats
Athlete
+1 to Strength or Dexterity. Standing up from prone costs only 5 ft of movement. Climbing doesn't cost extra movement. Running long jumps require only 5 ft of movement beforehand.
Battlefield Awareness
You keep track of everything moving around you, even in the thick of a melee. Gain +1 to AC vs opportunity attacks. Once per short rest, you may use your reaction to reduce falling damage, or to succeed automatically on a DC 10 Acrobatics check to avoid being knocked prone.
Durable
+1 to Constitution. When you roll a Hit Die to regain HP, the minimum HP you regain equals twice your Constitution modifier (minimum 2).
Empathic Instinct
Gain Advantage on Sage checks to detect lies, fear, or hidden motives. Once per short rest, you may ask the GM to reveal a surface-level emotional state of a creature you can see.
Enchanter's Touch
When touching an active Totem, you may imbue an object with elemental or aberrant energy reflective of your abilities. This takes 1 hour. The item holds a minor property (glows, resists weather, hums with force, etc.) and may reflect a known Totemic Power. Only one item may be imbued at a time; reusing this feat ends the previous enchantment. Special crafting or ritual components may allow stronger effects, at the GM's discretion.
Mobile
+10 ft to your movement speed. When you use the Dash action, difficult terrain doesn't cost extra movement. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.
Observant
+1 to Intelligence or Wisdom. If you can see a creature's mouth, you can interpret what it's saying by lip reading. +5 bonus to your passive Sage score.
Old World Lorekeeper
Gain Proficiency in one of the following: Lore, Sage, or Influence. Once per long rest, you may recite a relevant piece of local lore to gain Advantage on one check related to Totems, spirits, or Monolith myths.
Relentless Rush
You charge in a straight line and do not stop for whoever is in the way. When you move 20 ft or more in a straight line on your turn, you gain +1 to hit with your next melee or thrown weapon attack. You may also move through one creature's space as part of that movement, as long as you do not stop there.
Resonant Form
You fight without armor and trust your footwork and your Spark instead. While you wear no armor, your AC equals 10 + your Dexterity modifier + your casting modifier. A shield still adds its bonus. Once per short rest, you can use your reaction to halve the damage of one attack that hits you. You have advantage on Acrobatics checks made to escape grapples or restraints.
Silent Tread
Gain Advantage on Subterfuge and Sage checks while in wilderness or natural terrain. You may Hide even while lightly obscured in natural cover.
Skilled
Gain proficiency in any combination of three skills or tools of your choice.
Tactical Stalker
You know how to vanish mid-movement. If you move 10 ft or less, you may attempt to Hide even if only lightly obscured. Once per short rest, if you hit with a weapon attack while hidden, your next movement does not provoke opportunity attacks.
Tenacious Survivor
You endure when others fall. Once per long rest, when you fail a death saving throw, you may reroll it. When you are stabilized, you regain +1 HP instead of remaining unconscious. Gain +1 to death saving throws.
Totem-Forged Artisan
Gain proficiency with an Artisan, Apothecary, or Bushcraft kit (choose one). You may craft items from Totemic materials (shards, boneglass, crystalsteel) without penalty. Crafted items may inherit minor aesthetic or spiritual traits based on proximity to a Totem.
Totemic Scholar
Gain Advantage on Lore checks involving Totems or Monoliths. You may identify the presence of a Totem within 1 mile once per long rest.
Tough
Your HP maximum increases by an amount equal to twice your level. When you gain a level, your HP maximum increases by 2.
Voice of the Many
You gain proficiency in two additional languages, dialects, or Common Hand variants. You may mimic local accents or communication styles after 1 hour of exposure, gaining Advantage on Influence checks related to speech.
Wayfinder
You cannot get lost by natural means. You can always determine true north, elevation, and the general location of nearby water or shelter. Gain Advantage on Survival checks made in wild terrain.
Melee feats (Survivalist)
Bleeding Edge
You know how to make wounds that last. Once per turn when you hit a creature with a melee weapon, it begins to bleed: at the start of its next turn, it takes 1d4 damage for 2 rounds. You may apply this effect a number of times per long rest equal to your proficiency bonus.
Brawler's Grip
Your grapples and shoves become relentless. When you attempt to grapple or shove, you may roll with Advantage once per short rest. While you grapple a creature, it has disadvantage on contested checks to break free.
Juggernaut's Stand
You refuse to yield ground, anchoring yourself through sheer will. Once per short rest, when you are subjected to forced movement, you may choose to automatically resist it. While you do not move during your turn (voluntarily or involuntarily), you gain +1 AC and Advantage on Strength saving throws until the start of your next turn.
Lockdown Specialist
You know how to stand so that a fleeing enemy has nowhere to go. When a creature within 5 ft of you provokes an opportunity attack (e.g., by moving or Disengaging), you may instead force it to make a Strength saving throw (DC = 8 + your Strength modifier + proficiency bonus). On a failure, the creature’s movement is halted immediately. On a success, it moves normally, but you may not make an opportunity attack this turn.
Punishing Reflex
You strike back with precision when foes expose themselves. Once per short rest, when a creature within 5 ft misses you with a melee attack, you may immediately make a weapon attack against them as a reaction. If your attack hits, the creature must make a Dexterity saving throw (DC = 8 + your Strength or Dexterity modifier + proficiency bonus) or lose its reactions until the start of its next turn. On a critical hit it is also knocked prone.
Relentless Motion
You hit harder on the move. When you move 15 feet or more on your turn, you gain +1 to weapon damage rolls until the end of that turn. Once per short rest, when you move at least 10 feet and then hit a creature with a weapon attack, you may force it to make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier + proficiency bonus). On a failure, it is pushed 5 ft and has disadvantage on its next attack before the end of its turn.
Tavern Brawler
+1 to Strength or Constitution. Proficiency with improvised weapons. Unarmed strikes deal 1d6 bludgeoning damage. When you hit with an unarmed strike or improvised weapon, you can use a bonus action to attempt a grapple.
Ranged feats (Survivalist)
Climber's Eye
You fight from wherever you can perch. You have Advantage on Athletics checks to climb or maintain footing. When you make a ranged weapon attack from a higher elevation than your target, you may roll one attack per turn with Advantage (usable once per short rest).
Pinpoint Volley
You can clip even the fastest foes. When you hit a creature with a ranged weapon attack, you may force a Dexterity save (DC = 8 + DEX + Prof). On a failure, their speed is halved until the end of their next turn. Usable once per short rest.
Precision Anchor
You are most dangerous when still. If you do not move on your turn, your first ranged weapon attack gains +1 damage die. Once per short rest, you may ignore cover for a single ranged attack.
Ricochet Shot
A miss is not always wasted. Your shot skips off stone and finds someone else. Once per short rest, when you make a ranged weapon attack and miss, you may reroll the attack against a different target within 15 feet of the original.
Snapshot Killer
You shoot first and hard. If you roll initiative, you may immediately make one ranged weapon attack before combat begins (once per long rest). Your ranged attacks do not have disadvantage against targets within 5 ft.
Elementalist feats
Elemental Synergy
You work two elements at once, and each feeds the other. Choose two elements you know (Air, Fire, Water). When you cast a hybrid Totemic Power that uses both, you may reroll one of its damage dice (once per short rest). Gain +1 to Intelligence or Wisdom.
Flare Instinct
Your fire flickers when threatened. Once per short rest, when you are hit by a melee attack while Wreathed, you may immediately lash out, dealing 1d6 fire damage to the attacker. You also have advantage on saving throws against being frightened while Wreathed.
Flow of Focus
When you use your Action and Bonus Action on the same turn to cast two different Elemental abilities, you regain 1 Mana (once per long rest). You gain Advantage on concentration checks involving Tier 1 or 2 Elemental abilities.
Frozen Veins
Cold is a natural part of your focus. Gain Resistance to cold damage. Once per long rest, when you take cold damage from an external source, your next Water ability used before the end of your next turn has advantage on its attack roll, or its targets have disadvantage on its save.
Keen Reflex Current
You are first to move, and quick to slip away. Gain +1 to Initiative. Once per short rest, after using a bonus action Air ability, you may also take the Disengage action as part of the same turn.
Phase Tempering
You master transitions between water’s states. Once per short rest, you may change water to mist or ice (or vice versa) without spending an action, immediately before casting a Water ability. You have advantage on concentration checks to maintain Water abilities in rain or on wet ground.
Pressure Adept
You feel which way the wind wants to push, and you let it. When you use an Air ability that pushes or moves a creature, you may move 5 ft without provoking. Once per short rest, you may treat a creature as one size smaller for the purpose of being moved by your Air ability.
Resonant Pulse
Totemic energy amplifies your aura. While standing in ambient light, wind, or moisture appropriate to your element, your Totemic save DC increases by +1 (does not stack). You may glow, flicker, or shimmer visibly as a harmless ambient effect tied to your element.
War Caster
Advantage on Constitution saving throws to maintain concentration when you take damage. You can use powers even with weapons or a shield in both hands. When a hostile creature's movement provokes an opportunity attack, you can use your reaction to use a power against the creature rather than making an opportunity attack.
Wreathed Arsenal
Wreathed in flame, every blow you land carries some of the fire with it. While Wreathed, your first attack each round, whether a weapon strike or a bare-handed blow, deals +1d4 fire damage. Once per long rest, you may Wreathe yourself for 1 round without casting a Wreathing ability.
Aberrant feats
Aberrant Recoil
You lash out reflexively when hurt. When you are reduced below half HP, your next Aberrant ability deals +1 damage die (any type). Once per short rest, you may use an Aberrant ability without provoking opportunity attacks.
Aura Sense
You can perceive the presence and position of Sparks within 30 ft, even through cover or concealment. You gain a rough sense of each creature's remaining Mana pool (Full, Wounded, Bloodied, Critical). Once per turn when you deal damage to a creature, you impose disadvantage on its next concentration check. You cannot be surprised by creatures expending Mana within this radius.
Gleaming Mirage
Light slides off you, and a blow aimed at you lands a hand's width wide. When you are missed by an attack, you may force the attacker to make a Sage check (DC 13). On a failure, they attack at disadvantage until the end of their next turn. Usable once per short rest.
Gravitic Sink
You manipulate force to stabilize your form. Gain Resistance to falling damage. Once per short rest, when you fail a Strength or Dexterity saving throw, you may succeed instead, and your speed is 0 until your next turn.
Mindspike Control
You’ve trained your will to resist feedback. Once per short rest, reroll a failed saving throw against Stunned, Frightened, or Charmed. Gain +1 to Intelligence or Wisdom.
Moment Rebound
You take back the last few seconds and try again. Once per short rest, reroll a failed saving throw or missed attack. If the rerolled attack hits, you may move 5 ft without provoking opportunity attacks.
Polarity Twist
You bend magnetism in ways others can’t detect. When wielding a metal weapon or wearing metal armor, you may gain +1 AC once per short rest as a surge of repelling force. You may also sense metal objects within 15 ft, even through walls or cover.
Pulse Breaker
You send a shudder through the ground that rattles anyone trying to hold a power. When you use a Deepbinder ability, creatures within 5 ft must make a Con save (DC = 8 + INT + Prof) or suffer disadvantage on Concentration checks until their next turn. (Usable once per short rest.).
Slow Pulse Awareness
You feel the moment before a fight starts, and you use it. Gain +1 to Initiative. Once per long rest, after rolling initiative, you may mark a creature: its first save against your power this combat has disadvantage.
Totemic Aberration
You momentarily tap into greater instability. Once per short rest, you may use a Totemic Ability one tier higher than your current limit. After using it, roll a d6. On a 1, you gain a level of Exhaustion.
Twilight Anchor
You are at home between the extremes. While in dim light, you gain +1 AC. Once per short rest, you may ignore blindness or Spark-made darkness until the start of your next turn.
Unnerving Presence
You exude a disquieting aura even while calm. Gain Advantage on Influence checks when you’ve used an Aberrant ability in the last minute. Once per long rest, when a creature fails a saving throw against your Totemic Power, it is frightened until the end of its next turn.
Weight of Intent
You impose physical force with your will. When you hit with a melee or unarmed attack, you may deal +1d4 force damage (once per turn). You have advantage on saves against being shoved or knocked prone while grounded.