At every Ability Score Improvement level (4, 8, 12, 16, and 19) you choose: raise your ability scores, or take a feat instead. A feat is a named package that grants a distinct ability, a new option in combat, a stronger hand in the economy, or a whole new action you could not take before.
Phasing. At launch, leveling uses ability score improvements only. Feats arrive as a later option, so the choice at those levels opens up once feats go live. Every class table on this wiki marks the levels where the choice applies.
Half feats. Some feats also grant +1 to a relevant ability, so you give up less by taking them.
Prerequisites. Most feats have a requirement, listed in parentheses: a minimum level, an ability score of 13 or higher, ranks in a skill or a meta-skill (Leadership, Mercantile, and the rest), another feat, or membership in a guild or ownership of an asset. Meta-skill ranks, especially Leadership and Mercantile, are the real gate on the strongest feats, and Mercantile is the slowest of all to train. Exact numbers are still being tuned.
¶ General and combat feats
Available from level 4, the first ASI.
- Ironblood (CON 13). +2 HP per level.
- Unerring (DEX 13, ranged proficiency). Ignore some cover; trade accuracy for heavy ranged damage.
- Headsman (STR 13, Athletics). Trade accuracy for damage; a bonus attack on a kill or crit.
- Bladedance (DEX 13). A reaction to raise AC against one melee attack.
- Shieldsworn (martial weapon, Athletics). Punish foes that leave your reach or strike allies beside you.
- Spearwall (reach weapon). Extra reaction attacks at reach.
- Twinblade (DEX 13). Full off-hand damage; draw two weapons at once.
- Windfoot (Acrobatics). Move without provoking; bonus speed after you attack.
- Everwary (Perception). +initiative; you can't be surprised; deny attackers advantage.
- Fatetouched (level 8). A pool of luck dice to reroll an attack, save, or check, refreshed on a rest.
- Stonehide (armor proficiency). +1 AC; reduce nonmagical damage.
- Hedgemage (Arcana). Learn two cantrips and a 1st-level spell from any list.
- Warweaver (spellcasting). Cast with a weapon or shield in hand; a reaction cast when provoked.
- Unbroken. Proficiency in a saving throw of your choice.
- Worldly. Proficiency in three skills or tools, and half proficiency in all others.
- Battlemender (WIS 13, Medicine). Better healing and stabilizing; revive without a kit.
- Titanthewed (STR 13, Athletics). Climb, jump, and swim bonuses; advantage on shove and grapple.
- Beastfriend (Animal Handling). Bonuses with mounts and companions.
- Untiring (level 8, CON 13). Reduce exhaustion and enforced downtime.
- Ritualist (spellcasting). Cast a set of your spells as rituals: slower, but without spending a slot.
- Wellspring (level 8, spellcasting). Get one spent slot back on a short rest, once between long rests.
- Runewarden (level 8, Arcana). Better odds of drawing a rune back out intact, and a cheaper bench fee putting one in.
- Seahand (Athletics or Acrobatics). Fight and move on a pitching deck without penalty, never seasick, and better at boarding.
- Stormwise (level 8, Survival). Read the weather a day out; less storm damage to hull and cargo, and a faster worst leg.
- Keelwright (level 8, Engineering). Repair a hull at sea with no yard; faster refits and cheaper careening.
- Fleetspoken (level 12, Leadership). Command more hulls at once, with tighter coordination and faster signals.
¶ Trade and craft feats
The economic feats, gated behind Mercantile and the professions.
- Coinwise (Mercantile). Better margins and reduced fees.
- Mastercrafter (level 8, a profession at high rank). Higher craft quality and speed; a chance at rare craft results.
- Hearthkeeper (a cooking profession). The meals you cook feed more people and hold their benefit longer.
- Caravanlord (level 8, Mercantile). Larger, safer caravans; better escort and raid outcomes.
- Shadowrunner (level 8, Stealth or Deception). Reduce or avoid tariffs and inspection; safer smuggling lanes.
- Guildbound (guild or Free Company member, Mercantile). Cheaper hirelings; market and contract access.
- Landed (level 12, Mercantile, owns property). Operate more property; lower upkeep; faster development.
- Assessor (Investigation or Mercantile). See true item values; read through local price opacity.
- Sunshardtouched (level 8, Arcana). Handle and refine Sunshard safely; a bonus when wielding it.
- Usurer (level 8, Mercantile, bank access). Loans and escrow; earn interest; secure storage.
- Reeve (level 12, Mercantile, a governance role). Collect and administer taxes efficiently; less unrest.
- Almsgiver (Religion, faith standing). Stronger faith standing per tithe; minor faith perks.
- Quartermaster (level 8, Survival). Better supply logistics; resist supply-line attacks.
These unlock whole new verbs in the world, and they are gated the hardest. All of them respect the market bounds and the anti-grief safeguards.
- Founder (level 16, Leadership, has founded or holds a settlement). Found faster and cheaper, and start further along. It does not unlock founding: the right to hold ground comes with the lord tier, and a guild can already found without this. The feat makes you better at it, the way Landed does for property.
- Marketmaker (level 12, Mercantile). Unlock a personal market node; nudge local prices.
- Charterwright (level 12, Mercantile, Free Company member). Unlock brokering or holding a guild charter.
- Bountymaster (level 8, Leadership). Unlock issuing and managing bounties at scale.
- Envoy (level 12, CHA 15, Persuasion, guild officer). Unlock formal alliance and treaty actions.
- Whisperer (level 12, Stealth and Deception). Unlock espionage: gather intel, place informants.
- Underminer (level 16, Mercantile). Unlock economic sabotage, at a reputation risk.
- Marshal (level 12, Leadership, the Quartermaster feat). Unlock siege and supply-line command.
- Pathwright (level 8, Survival or Investigation). Unlock charting and selling distant markets and routes.
See Classes for where the ASI-or-feat choice lands in each class, and Stats, Skills & Professions for how leveling works.
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