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Feats

The document outlines various feats categorized by type, including Archetype, Elf, General, Ranger, and Skill feats. Each feat is described with its prerequisites, benefits, and mechanics, such as the Animal Companion feat allowing a ranger to gain a young animal companion. Other notable feats include Elven Instincts, Experienced Tracker, and Tame Animal, each providing unique advantages in gameplay.
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0% found this document useful (0 votes)
18 views6 pages

Feats

The document outlines various feats categorized by type, including Archetype, Elf, General, Ranger, and Skill feats. Each feat is described with its prerequisites, benefits, and mechanics, such as the Animal Companion feat allowing a ranger to gain a young animal companion. Other notable feats include Elven Instincts, Experienced Tracker, and Tame Animal, each providing unique advantages in gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Feats by Category
ARCHETYPE FEATs
Beastmaster Dedication
Mature Beastmaster Companion
Nature's Precision
ELF FEATs
Elven Instincts
Elven Weapon Familiarity
GENERAL FEATs
Thorough Search
RANGER FEATs
Animal Companion
Greenwatch Initiate
Hunted Shot
Snap Shot
SKILL FEATs
Experienced Tracker
Spirit Speaker
Survey Wildlife
Survey Wildlife
Tame Animal
That's Not Natural!

Feats A-Z

Animal Companion Feat 1

Ranger

You gain the service of a young animal companion that travels with you and obeys simple commands. When you Hunt Prey, your animal companion gains the action's benefits and your
hunter's edge benefit if you have one.
PC1

Beastmaster Dedication Feat 2

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Archetype Dedication

Prerequisites trained in Nature

You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second
animal companion. If you ever have more than one animal companion, you gain the Call Companion action.

Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key
spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
PC2

Elven Instincts Feat 5

Elf

Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you
go first, regardless of whether you rolled Perception or not.
LO: CG

Elven Weapon Familiarity Feat 1

Elf

You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite
longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced
weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
PC1

Experienced Tracker Feat 1

General Skill

Prerequisites trained in Survival

Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a

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master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll
whenever there are significant changes in the trail.
PC1

Greenwatch Initiate Feat 4

Rare Gunslinger Investigator Ranger

Prerequisites trained in Survival

You become an expert in Survival and gain the Experienced Tracker and Survey Wildlife skill feats.
LO: IL

Hunted Shot Feat 1

Flourish Ranger

Requirements You are wielding a ranged weapon with reload 0.

You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of
resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
PC1

Mature Beastmaster Companion Feat 4

Archetype

Prerequisites Beastmaster Dedication

All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.

Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your active animal companion can still use 1 action that round
on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round - you can't
Command it later.
PC2

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Nature's Precision Feat 6

Archetype

Prerequisites Beastmaster Dedication, animal companion with an agile or finesse unarmed attack

Your companions pick at an enemy's weak points. When your companion strikes a off-guard creature with an agile or finesse unarmed attack, it deals an additional 1d4 precision damage
(2d4 if the animal companion is specialized). If the companion already deals precision damage, combine the precision damage.
HotW

Snap Shot Feat 6

Ranger

You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon
Strike. You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such
as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
PC1

Spirit Speaker Feat 2

Uncommon General Necromancy Secret Skill

Prerequisites expert in Nature


You know that when an animal dies, its spirit lingers briefly before moving on. Using low chants, body language that shows respect, and special movements that demonstrate to the spirit
that you are an ally, you glean information from a spirit before it departs. This is a 1-minute activity. You must begin the activity while adjacent to the body of an animal or beast that died
within the last 1 minute. As part of the activity, you ask one simple question of the spirit. Attempt a Nature check at a DC determined by the GM (normally, this is the appropriate DC for the
level of the animal or beast when it was alive). Regardless of the result of your check, the spirit immediately departs and can't be used for Spirit Speaker again. If the creature had the
confused or frightened condition when it died, you can't get a result better than a critical failure. Only one creature can use Spirit Speaker on a given dead animal, as the effort takes the
spirit's full attention.

Critical Success The spirit answers you truthfully. The spirit's answer is likely to be terse or cryptic compared to normal communication with an animal, and it can pertain only to things the
creature directly experienced or considered important. The spirit doesn't remember anything that happened more than 1 day ago.
Success As critical success, but the spirit doesn't recall anything that happened more than 1 hour ago.

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Failure The spirit doesn't answer you.
Critical Failure The spirit is wracked with misery or bewilderment and gives you an erroneous answer.
AP 175

Survey Wildlife Feat 1

General Skill

Prerequisites trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby,
based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall
Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.
PC1

Survey Wildlife Feat 1

General Skill

Prerequisites trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby,
based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall
Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.
PC1

Tame Animal Feat 1

Uncommon Exploration General Skill

Prerequisites trained in Nature


Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach
and entreat a wild animal so that it's more receptive to your presence and requests.

To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically
too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt

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usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary
proficiency.

Critical Success You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal
would normally prey upon. This effect is permanent.
Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
Failure You fail to make any kind of meaningful impression on the animal.
Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month.
AP 175

That's Not Natural! Feat 4

Rare General Skill

Prerequisites expert in Survival


Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all
initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material
Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of
resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2.

If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual - if you do so, you gain a +2 circumstance bonus.
AP KM

Thorough Search Feat 3

General

Prerequisites expert in Perception

You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a
maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice
something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.
PC2

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