feat:
- action: 10 minutes
  descr: You spend 10 minutes performing deeds to restore your magical connection.
    This restores 1 Focus Point to your focus pool. The deeds you need to perform
    are specified in the class or ability that gives you your focus spells. These
    deeds can usually overlap with other tasks that relate to the source of your focus
    spells. For instance, a cleric with focus spells from a good deity can usually
    Refocus while tending the wounds of their allies, and a wizard of the illusionist
    school might be able to Refocus while attempting to Identify Magic of the illusion
    school.
  frequency: null
  has_been_manually_proofread: true
  level: null
  name: Refocus
  prereqs: null
  requirement: You have a focus pool, and you have spent at least 1 Focus Point since
    you last regained any Focus Points.
  source:
  - abbr: CRB
    page_start: 300
    page_stop: 300
  traits:
  - Concentrate
  - Exploration
  trigger: null
- action: Reaction
  descr: Your ancestors' innate resistance to magic surges, before slowly ebbing down.
    You gain a +1 circumstance bonus to the triggering saving throw and until the
    end of this turn.
  frequency: null
  has_been_manually_proofread: true
  level: null
  name: Call on Ancient Blood
  prereqs:
  - descr: Dwarf
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 35
    page_stop: 35
  traits: null
  trigger:
  - You attempt a saving throw against a magical effect, but you haven't rolled yet.
- action: null
  descr: You eagerly absorbed the old stories and traditions of your ancestors, your
    gods, and your people, studying in subjects and techniques passed down for generation
    upon generation. You gain the trained proficiency rank in Crafting and Religion.
    If you would automatically become trained in one of those skills (from your background
    or class, for example), you instead become trained in a skill of your choice.
    You also become trained in Dwarven Lore.
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Dwarven Lore
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: Your kin have instilled in you an affinity for hard-hitting weapons, and
    you prefer these to more elegant arms. You are trained with the battle axe, pick,
    and warhammer.\n\nYou also gain access to all uncommon dwarf weapons. For the
    purpose of determining your proficiency, martial dwarf weapons are simple weapons
    and advanced dwarf weapons are martial weapons.
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Dwarven Weapon Familiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: Your innate connection to stone makes you adept at moving across uneven surfaces.
    You can ignore difficult terrain caused by rubble and uneven ground made of stone
    and earth. In addition, when you use the Acrobatics skill to Balance on narrow
    surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and
    when you roll a success at one of these Acrobatics checks, you get a critical
    success instead.
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Rock Runner
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: You have a knack for noticing even small inconsistencies and craftsmanship
    techniques in the stonework around you. You gain a +2 circumstance bonus to Perception
    checks to notice unusual stonework. This bonus applies to checks to discover mechanical
    traps made of stone or hidden within stone. If you aren’t using the Seek action
    or searching, the GM automatically rolls a secret check for you to notice unusual
    stonework anyway. This check doesn’t gain the circumstance bonus, and it takes
    a –2 circumstance penalty.
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Stonecunning
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: 'You''ve learned techniques first devised by your ancestors during their
    ancient wars, allowing you to comfortably wear massive suits of armor. Ignore
    the reduction to your Speed from any armor you wear.


    In addition, any time you’re taking a penalty to your Speed from some other reason
    (such as from the encumbered condition or from a spell), deduct 5 feet from the
    penalty. For example, the encumbered condition normally gives a –10-foot penalty
    to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple
    penalties, pick only one penalty to reduce.'
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Unburdened Iron
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: 'You heart aches for vengeance against those who have wronged your people.
    Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred:
    drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with
    weapons and unarmed attacks against creatures with that trait. If your attack
    would deal more than one weapon die of damage (as is common at higher levels than
    1st), the bonus is equal to the number of weapon dice or unarmed attack dice.


    In addition, if a creature critically succeeds at an attack against you and deals
    damage to you, you gain your bonus to damage against that creature for 1 minute
    regardless of whether it has the chosen trait.


    **Special** Your GM can add appropriate creature traits to the ancestral foes
    list if your character is from a community that commonly fights other types of
    enemies.'
  frequency: null
  has_been_manually_proofread: true
  level: 1
  name: Vengeful Hatred
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 36
  traits:
  - Dwarf
  trigger: null
- action: Two Actions
  descr: 'Your dwarven build allows you to push foes around, just like a mighty boulder
    tumbles through a subterranean cavern. Take a Step into the square of a foe that
    is your size or smaller, and the foe must move into the empty space directly behind
    it. The foe must move even if doing so places it in harm’s way. The foe can attempt
    a Fortitude saving throw against your Athletics DC to block your Step. If the
    foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning
    damage equal to your level plus your Strength modifier.


    If the foe can''t move into an empty space (if it is surrounded by solid objects
    or other creatures, for example), your Boulder Roll has no effect.'
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Boulder Roll
  prereqs:
  - descr: 'Feat: Rock Runner'
    feat: Rock Runner
  requirement: null
  source:
  - abbr: CRB
    page_start: 36
    page_stop: 37
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: You've learned cunning techniques to get the best effects out of your dwarven
    weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a
    dwarf weapon, you apply the weapon's critical specialization effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Dwarven Weapon Cunning
  prereqs:
  - descr: 'Feat: Dwarven Weapon Familiarity'
    feat: Dwarven Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 37
    page_stop: 37
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: Your hardiness lets you withstand more punishment than most before going
    down. Increase your maximum Hit Points by your level. When you have the dying
    condition, the DC of your recovery checks is equal to 9 + your dying value (instead
    of 10 + your dying value).\n\nIf you also have the Toughness feat, the Hit Points
    gained from it and this feat are cumulative, and the DC of your recovery checks
    is equal to 6 + your dying value.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Mountain's Stoutness
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 37
    page_stop: 37
  - abbr: ERR-CRB-1.0
    page_start: 1
    page_stop: 1
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: You have a deep reverence for and connection to stone. You gain *meld into
    stone* as a 3rd-level divine innate spell that you can cast once per day.\n\nIf
    you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual
    stonework and stonework traps that require legendary proficiency in Perception.
    If you have both Stonecunning and legendary proficiency in Perception, when you’re
    not Seeking and the GM rolls a secret check for you to notice unusual stonework,
    you keep the bonus from Stonecunning and don’t take the -2 circumstance penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Stonewalker
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 37
    page_stop: 37
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: Your dwarven affinity blends with your training, granting you great skill
    with dwarven weapons. Whenever you gain a class feature that grants you expert
    or greater proficiency in certain weapons, you also gain that proficiency for
    battle axes, picks, warhammers, and all dwarven weapons in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Dwarven Weapon Expertise
  prereqs:
  - descr: 'Feat: Dwarven Weapon Familiarity'
    feat: Dwarven Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 37
    page_stop: 37
  traits:
  - Dwarf
  trigger: null
- action: null
  descr: You have accumulated a vast array of lived knowledge over the years. During
    your daily preparations, you can reflect upon your life experiences to gain the
    trained proficiency rank in one skill of your choice. This proficiency lasts until
    you prepare again. Since this proficiency is temporary, you can’t use it as a
    prerequisite for a skill increase or a permanent character option like a feat.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Ancestral Longevity
  prereqs:
  - descr: at least 100 years old
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: You’ve studied in traditional elven arts, learning about arcane magic and
    the world around you. You gain the trained proficiency rank in Arcana and Nature.
    If you would automatically become trained in one of those skills (from your background
    or class, for example), you instead become trained in a skill of your choice.
    You also become trained in Elven Lore.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Elven Lore
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: You favor bows and other elegant weapons. You are trained with longbows,
    composite longbows, longswords, rapiers, shortbows, and composite shortbows. In
    addition, you gain access to all uncommon elf weapons. For the purpose of determining
    your proficiency, martial elf weapons are simple weapons and advanced elf weapons
    are martial weapons.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Elven Weapon Familiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: Watching your friends age and die fills you with moroseness that protects
    you against harmful emotions. You gain a +1 circumstance bonus to saving throws
    against emotion effects. If you roll a success on a saving throw against an emotion
    effect, you get a critical success instead.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Forlorn
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: Your muscles are tightly honed. Your Speed increases by 5 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Nimble Elf
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: Your elven magic manifests as a simple arcane spell, even if you aren’t formally
    trained in magic. Choose one cantrip from the arcane spell list. You can cast
    this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell
    level equal to half your level rounded up.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Otherworldly Magic
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: Your mystic control and meditations allow you to resist external influences
    upon your consciousness. Whenever you are affected by a mental effect that lasts
    at least 2 rounds, you can reduce the duration by 1 round. You still require natural
    sleep, but you treat your saving throws against effects that would cause you to
    fall asleep as one degree of success better. This protects only against sleep
    effects, not against other forms of falling unconscious.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Unwavering Mien
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: You work at a pace born from longevity that enhances your thoroughness. You
    can voluntarily spend twice as much time as normal on a Perception check or skill
    check to gain a +2 circumstance bonus to that check. You also don’t treat a natural
    1 as worse than usual on these checks; you get a critical failure only if your
    result is 10 lower than the DC. For example, you could get these benefits if you
    spent 2 actions to Seek, which normally takes 1 action. You can get these benefits
    during exploration by taking twice as long exploring as normal, or in downtime
    by spending twice as much downtime. The GM might determine a situation doesn’t
    grant you a benefit if a delay would be directly counterproductive to your success,
    such as a tense negotiation with an impatient creature.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Ageless Patience
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 40
    page_stop: 40
  traits:
  - Elf
  trigger: null
- action: null
  descr: You are attuned to the weapons of your elven ancestors and are particularly
    deadly when using them. Whenever you critically hit using an elf weapon or one
    of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical
    specialization effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Elven Weapon Elegance
  prereqs:
  - descr: 'Feat: Elven Weapon Familiarity'
    feat: Elven Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 41
    page_stop: 41
  traits:
  - Elf
  trigger: null
- action: Single Action
  descr: You move in a graceful dance, and even your steps are broad. You Step 5 feet
    twice.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Elf Step
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 41
    page_stop: 41
  traits:
  - Elf
  trigger: null
- action: null
  descr: You’ve continued to refine the knowledge and skills you’ve gained through
    your life. When you choose a skill in which to become trained with Ancestral Longevity,
    you can also choose a skill in which you are already trained and become an expert
    in that skill. This lasts until your Ancestral Longevity expires. When the effects
    of Ancestral Longevity and Expert Longevity expire, you can retrain one of your
    skill increases. The skill increase you gain from this retraining must either
    make you trained in the skill you chose with Ancestral Longevity or make you an
    expert in the skill you chose with Expert Longevity.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Expert Longevity
  prereqs:
  - descr: 'Feat: Ancestral Longevity'
    feat: Ancestral Longevity
  requirement: null
  source:
  - abbr: CRB
    page_start: 41
    page_stop: 41
  traits:
  - Elf
  trigger: null
- action: Single Action
  descr: You’ve perfected your ability to keep up with all the skills you’ve learned
    over your long life, so you’re almost never truly untrained at a skill. You reflect
    on your life experiences, changing the skills you selected with Elven Longevity
    and Expert Longevity.
  frequency: once per day
  has_been_manually_proofread: false
  level: 13
  name: Universal Longevity
  prereqs:
  - descr: 'Feat: Expert Longevity'
    feat: Expert Longevity
  requirement: null
  source:
  - abbr: CRB
    page_start: 41
    page_stop: 41
  traits:
  - Elf
  trigger: null
- action: null
  descr: Your elven affinity blends with your class training, granting you great skill
    with elven weapons. Whenever you gain a class feature that grants you expert or
    greater proficiency in certain weapons, you also gain that proficiency in longbows,
    composite longbows, longswords, rapiers, shortbows, composite shortbows, and all
    elf weapons in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Elven Weapon Expertise
  prereqs:
  - descr: 'Feat: Elven Weapon Familiarity'
    feat: Elven Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 41
    page_stop: 41
  traits:
  - Elf
  trigger: null
- action: null
  descr: You build a rapport with an animal, which becomes magically bonded to you.
    You gain a <%FAMILARS%%>familiar using the rules on page 217. The type of animal
    is up to you, but most gnomes choose animals with a burrow Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Animal Accomplice
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: You recognize the chittering of ground creatures as its own peculiar language.
    You can ask questions of, receive answers from, and use the Diplomacy skill with
    animals that have a burrow Speed, such as badgers, ground squirrels, moles, and
    prairie dogs. The GM determines which animals count for this ability.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Burrow Elocutionist
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Your enhanced fey connection affords you a warmer reception from creatures
    of the First World as well as tools to foil their tricks. You gain a +2 circumstance
    bonus to both Perception checks and saving throws against fey.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Fey Fellowship
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Your connection to the First World grants you a primal innate spell, much
    like those of the fey. Choose one cantrip from the primal spell list. You can
    cast this spell as a primal innate spell at will. A cantrip is heightened to a
    spell level equal to half your level rounded up.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: First World Magic
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: You might have a flighty nature, but when a topic captures your attention,
    you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency
    rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore
    as well as the Lore granted by your background, if any. At 7th level you gain
    master proficiency in these Lore skills, and at 15th level you gain legendary
    proficiency in them.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Gnome Obsession
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: You favor unusual weapons tied to your people, such as blades with curved
    and peculiar shapes. You are trained with the glaive and kukri. In addition, you
    gain access to all uncommon gnome weapons. For the purpose of determining your
    proficiency, martial gnome weapons are simple weapons and advanced gnome weapons
    are martial weapons.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Gnome Weapon Familiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Your ancestors spent their days cloaked and cradled in illusions, and as
    a result, sensing illusion magic is second nature to you. You gain a +1 circumstance
    bonus to both Perception checks and Will saves against illusions. When you come
    within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check
    for you to disbelieve it, even if you didn’t spend an action to Interact with
    the illusion.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Illusion Sense
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 44
    page_stop: 44
  traits:
  - Gnome
  trigger: null
- action: null
  descr: You hear animal sounds as conversations instead of unintelligent noise, and
    can respond in turn. You can speak to all animals, not just animals with a burrow
    Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which
    usually uses the Diplomacy skill).
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Animal Elocutionist
  prereqs:
  - descr: 'Feat: Burrow Elocutionist'
    feat: Burrow Elocutionist
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: Single Action
  descr: The magic within you provides increased energy you can use to focus. You
    regain 1 Focus Point, up to your usual maximum.
  frequency: once per day
  has_been_manually_proofread: false
  level: 5
  name: Energized Font
  prereqs:
  - descr: at least one Innate Spell from a Gnome heritage or ancestry feat that shares
      a tradition with at least one of your focus spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: null
  descr: You produce outstanding results when wielding unusual weapons. Whenever you
    critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s
    critical specialization effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Gnome Weapon Innovator
  prereqs:
  - descr: 'Feat: Gnome Weapon Familiarity'
    feat: Gnome Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Over time your fey magic has grown stronger. You gain faerie fire and invisibility
    as 2nd-level primal innate spells. You can cast each of these primal innate spells
    once per day.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: First World Adept
  prereqs:
  - descr: at least one primal innate spell
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Your connection to the First World has grown, and its positive energy flows
    into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your
    Constitution modifier × half your level. This is cumulative with any healing you
    receive from Treat Wounds.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Vivacious Conduit
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Your gnome affinity blends with your class training, granting you great skill
    with gnome weapons. Whenever you gain a class feature that grants you expert or
    greater proficiency in a given weapon or weapons, you also gain that proficiency
    in the glaive, kukri, and all gnome weapons in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Gnome Weapon Expertise
  prereqs:
  - descr: 'Feat: Gnome Weapon Familiarity'
    feat: Gnome Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 45
    page_stop: 45
  traits:
  - Gnome
  trigger: null
- action: null
  descr: Fire fascinates you. Your spells and alchemical items that deal fire damage
    gain a status bonus to damage equal to half the spell’s level or one-quarter the
    item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire
    damage you deal.
  frequency: null
  has_been_manually_proofread: false
  name: Burn It!
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You know that the greatest treasures often look like refuse, and you scoff
    at those who throw away perfectly good scraps. You gain a +1 circumstance bonus
    to checks to Subsist, and you can use Society or Survival when you Subsist in
    a settlement.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: City Scavenger
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You’ve picked up skills and tales from your goblin community. You gain the
    trained proficiency rank in Nature and Stealth. If you would automatically become
    trained in one of those skills (from your background or class, for example), you
    instead become trained in a skill of your choice. You also become trained in Goblin
    Lore.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Goblin Lore
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: Reaction
  descr: You take advantage of your ally’s movement to adjust your position. You Step.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Goblin Scuttle
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: An ally ends a move action adjacent to you.
- action: Single Action
  descr: You sing annoying goblin songs, distracting your foes with silly and repetitive
    lyrics. Attempt a Performance check against the Will DC of a single enemy within
    30 feet. This has all the usual traits and restrictions of a Performance check.
    You can affect up to two targets within range if you have expert proficiency in
    Performance, four if you have master proficiency, and eight if you have legendary
    proficiency.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Goblin Song
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: Others might look upon them with disdain, but you know that the weapons of
    your people are as effective as they are sharp. You are trained with the dogslicer
    and horsechopper. In addition, you gain access to all uncommon goblin weapons.
    For the purpose of determining your proficiency, martial goblin weapons are simple
    weapons and advanced goblin weapons are martial weapons.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Goblin Weapon Familiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You can make useful tools out of even twisted or rusted scraps. When using
    the Crafting skill to Craft, you can make level 0 items, including weapons but
    not armor, out of junk. This reduces the Price to one-quarter the usual amount
    but always results in a shoddy item. Shoddy items normally give a penalty, but
    you don’t take this penalty when using shoddy items you made. You can also incorporate
    junk to save money while you Craft any item. This grants you a discount on the
    item as if you had spent 1 additional day working to reduce the cost, but the
    item is obviously made of junk. At the GM’s discretion, this might affect the
    item’s resale value depending on the buyer’s tastes.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Junk Tinker
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You are especially good at riding traditional goblin mounts. You gain the
    Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance
    bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount.
    You can always select a wolf as your animal companion, even if you would usually
    select an animal companion with the mount special ability, such as for a champion’s
    steed ally.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Rough Rider
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 48
    page_stop: 48
  traits:
  - Goblin
  trigger: null
- action: null
  descr: Taller folk rarely pay attention to the shadows at their feet, and you take
    full advantage of this. You can move 5 feet farther when you take the Sneak action,
    up to your Speed. In addition, as long as you continue to use Sneak actions and
    succeed at your Stealth check, you don’t become observed if you don’t have cover
    or greater cover and aren’t concealed at the end of the Sneak action, as long
    as you have cover or greater cover or are concealed at the end of your turn.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Very Sneaky
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You know how to wield your people’s vicious weapons. Whenever you score a
    critical hit using a goblin weapon, you apply the weapon’s critical specialization
    effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Goblin Weapon Frenzy
  prereqs:
  - descr: 'Feat: Goblin Weapon Familiarity'
    feat: Goblin Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: After years of crawling and climbing through caverns, you can climb easily
    anywhere you go. You gain a climb Speed of 10 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Cave Climber
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You can scuttle farther and faster when maneuvering alongside allies. When
    you use <%FEATS%Goblin Scuttle%%>Goblin Scuttle, you can Stride up to half your
    Speed instead of Stepping.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Skittering Scuttle
  prereqs:
  - descr: 'Feat: Goblin Scuttle'
    feat: Goblin Scuttle
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: Your goblin affinity blends with your class training, granting you great
    skill with goblin weapons. Whenever you gain a class feature that grants you expert
    or greater proficiency in a given weapon or weapons, you also gain that proficiency
    in the dogslicer, horsechopper, and all goblin weapons in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Goblin Weapon Expertise
  prereqs:
  - descr: 'Feat: Goblin Weapon Familiarity'
    feat: Goblin Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You can move up to your Speed when you use the Sneak action, and you no longer
    need to have cover or greater cover or be concealed to Hide or Sneak.
  frequency: null
  has_been_manually_proofread: false
  name: Very, Very Sneaky
  prereqs:
  - descr: 'Feat: Very Sneaky'
    feat: Very Sneaky
  requirement: null
  source:
  - abbr: CRB
    page_start: 49
    page_stop: 49
  traits:
  - Goblin
  trigger: null
- action: null
  descr: You have learned to remain hidden by using larger folk as a distraction to
    avoid drawing attention to yourself. You can use creatures that are at least one
    size larger than you (usually Medium or larger) as cover for the Hide and Sneak
    actions, though you still can’t use such creatures as cover for other uses, such
    as the Take Cover action.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Distracting Shadows
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You’ve dutifully learned how to keep your balance and how to stick to the
    shadows where it’s safe, important skills passed down through generations of halfling
    tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If
    you would automatically become trained in one of those skills (from your background
    or class, for example), you instead become trained in a skill of your choice.
    You also become trained in Halfling Lore.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Halfling Lore
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: Free Action
  descr: Your happy-go-lucky nature makes it seem like misfortune avoids you, and
    to an extent, that might even be true. You can reroll the triggering check, but
    you must use the new result, even if it’s worse than your first roll.
  frequency: once per day
  has_been_manually_proofread: false
  level: 1
  name: Halfling Luck
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Fortune
  - Halfling
  trigger: You fail a skill check or saving throw.
- action: null
  descr: You favor traditional halfling weapons, so you’ve learned how to use them
    more effectively. You have the trained proficiency with the sling, halfling sling
    staff, and shortsword. In addition, you gain access to all uncommon halfling weapons.
    For you, martial halfling weapons are simple weapons, and advanced halfling weapons
    are martial weapons.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Halfling Weapon Familiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: Whether keeping your balance or scrambling up a tricky climb, your hairy,
    calloused feet easily find purchase. If you roll a success on an Acrobatics check
    to Balance or an Athletics check to Climb, you get a critical success instead.
    You’re not flat-footed when you attempt to Balance or Climb.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Sure Feet
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You have learned how to use your sling to fell enormous creatures. When you
    hit on an attack with a sling against a Large or larger creature, increase the
    size of the weapon damage die by one step (details on increasing weapon damage
    die sizes can be found on page 279).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Titan Slinger
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You were forced into service as a laborer, either pressed into indentured
    servitude or shackled by the evils of slavery, but you’ve since escaped and have
    trained to ensure you’ll never be caught again. Whenever you roll a success on
    a check to Escape or a saving throw against an effect that would impose the grabbed
    or restrained condition on you, you get a critical success instead. Whenever a
    creature rolls a failure on a check to Grapple you, they get a critical failure
    instead. If a creature uses the Grab ability on you, it must succeed at an Athletics
    check to grab you instead of automatically grabbing you.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Unfettered Halfling
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: Your communal lifestyle causes you to pay close attention to the people around
    you, allowing you to more easily notice when they act out of character. You gain
    a +2 circumstance bonus to Perception checks when using the Sense Motive basic
    action to notice enchanted or possessed characters. If you aren’t actively using
    Sense Motive on an enchanted or possessed character, the GM rolls a secret check,
    without the usual circumstance and with a –2 circumstance penalty, for you to
    potentially notice the enchantment or possession anyway. In addition to using
    it for skill checks, you can use the Aid basic action to grant a bonus to another
    creature’s saving throw or other check to overcome enchantment or possession.
    As usual for Aid, you need to prepare by using an action on your turn to encourage
    the creature to fight against the effect.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Watchful Halfling
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 52
    page_stop: 52
  traits:
  - Halfling
  trigger: null
- action: null
  descr: During your adventures, you’ve honed your ability to adapt to the culture
    of the predominant ancestry around you. You gain the Adopted Ancestry general
    feat, and you also gain one 1st-level ancestry feat from the ancestry you chose
    for the Adopted Ancestry feat.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Cultural Adaptability
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You are particularly adept at fighting with your people’s favored weapons.
    Whenever you critically succeed at an attack roll using a shortsword, a sling,
    or a halfling weapon, you apply the weapon’s critical specialization effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Halfling Weapon Trickster
  prereqs:
  - descr: 'Feat: Halfling Weapon Familiarity'
    feat: Halfling Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: 'Your luck guides you to look the right way and aim your blows unerringly.
    You can use Halfling Luck twice per day: once in response to its normal trigger,
    and once when you fail a Perception check or attack roll instead of the normal
    trigger.'
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Guiding Luck
  prereqs:
  - descr: 'Feat: Halfling Luck'
    feat: Halfling Luck
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You are easily able to ward off attempts to play on your fears and emotions.
    When you roll a success on a saving throw against an emotion effect, you get a
    critical success instead. If your heritage is gutsy halfling, when you roll a
    critical failure on a saving throw against an emotion effect, you get a failure
    instead.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Irrepressible
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: You excel at going unnoticed, especially among a crowd. You no longer need
    to have cover or be concealed to Hide or Sneak. If you would have lesser cover
    from creatures, you gain cover and can Take Cover, and if you would have cover
    from creatures, you gain greater cover.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Ceaseless Shadows
  prereqs:
  - descr: 'Feat: Distracting Shadows'
    feat: Distracting Shadows
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: Your halfling affinity blends with your class training, granting you great
    skill with halfling weapons. Whenever you gain a class feature that grants you
    expert or greater proficiency in a given weapon or weapons, you also gain that
    proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons
    in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Halfling Weapon Expertise
  prereqs:
  - descr: 'Feat: Halfling Weapon Familiarity'
    feat: Halfling Weapon Familiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 53
    page_stop: 53
  traits:
  - Halfling
  trigger: null
- action: null
  descr: Through study of multiple magical traditions, you’ve altered a spell to suit
    your spellcasting style. Choose one cantrip from a magical tradition other than
    your own. If you have a spell repertoire or a spellbook, replace one of the cantrips
    you know or have in your spellbook with the chosen spell. If you prepare spells
    without a spellbook (if you’re a cleric or druid, for example), one of your cantrips
    must always be the chosen spell, and you prepare the rest normally. You can cast
    this cantrip as a spell of your class’s tradition. If you swap or retrain this
    cantrip later, you can choose its replacement from the same alternate tradition
    or a different one.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Adapted Cantrip
  prereqs:
  - descr: Spellcasting Class Feature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: The short human life span lends perspective and has taught you from a young
    age to set aside differences and work with others to achieve greatness. You gain
    a +4 circumstance bonus on checks to Aid.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Cooperative Nature
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: Your adaptability manifests in your mastery of a range of useful abilities.
    You gain a 1st-level general feat. You must meet the feat’s prerequisites, but
    if you select this feat during character creation, you can select the feat later
    in the process in order to determine which prerequisites you meet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: General Training
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: Your powerful ego makes it harder for others to order you around. If you
    roll a success on a saving throw against a mental effect that attempts to directly
    control your actions, you critically succeed instead. If a creature rolls a failure
    on a check to Coerce you using Intimidation, it gets a critical failure instead
    (so it can’t try to Coerce you again for 1 week).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Haughty Obstinacy
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: You were raised to be ambitious and always reach for the stars, leading you
    to progress quickly in your chosen field. You gain a 1st-level class feat for
    your class. You must meet the prerequisites, but you can select the feat later
    in the character creation process in order to determine which prerequisites you
    meet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Natural Ambition
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: Your ingenuity allows you to learn a wide variety of skills. You gain the
    trained proficiency rank in two skills of your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Natural Skill
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: You’ve familiarized yourself with a particular weapon, potentially from another
    ancestry or culture. Choose an uncommon simple or martial weapon with a trait
    corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common
    in another culture. You gain access to that weapon, and for the purpose of determining
    your proficiency, that weapon is a simple weapon. If you are trained in all martial
    weapons, you can choose an uncommon advanced weapon with such a trait. You gain
    access to that weapon, and for the purpose of determining your proficiency, that
    weapon is a martial weapon.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Unconventional Weaponry
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: You’ve continued adapting your magic to blend your class’s tradition with
    your adapted tradition. Choose a cantrip or 1st-level spell from the same magical
    tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it
    to your spell repertoire, spellbook, or prepared spells just like the cantrip
    from Adapted Spell. You can cast this spell as a spell of your class’s magical
    tradition. If you choose a 1st-level spell, you don’t gain access to the heightened
    versions of that spell, meaning you can’t prepare them if you prepare spells and
    you can’t learn them or select the spell as a signature spell if you have a spell
    repertoire.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Adaptive Adept
  prereqs:
  - descr: can cast 3rd-level Spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: You’ve learned how to handle situations when you’re out of your depth. You
    gain the Untrained Improvisation general feat. In addition, you can attempt skill
    actions that normally require you to be trained, even if you are untrained.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Clever Improviser
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: null
  descr: You have developed a soul-deep bond with your comrades and maintain an even
    greater degree of cooperation with them. If you are at least an expert in the
    skill you are Aiding, you get a success on any outcome rolled to Aid other than
    a critical success.
  frequency: null
  has_been_manually_proofread: false
  name: Cooperataive Soul
  prereqs:
  - descr: 'Feat: Cooperative Nature'
    feat: Cooperative Nature
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: null
- action: Free Action
  descr: A stroke of brilliance gives you a major advantage with a skill despite your
    inexperience. Gain a +4 circumstance bonus to the triggering skill check.
  frequency: once per day
  has_been_manually_proofread: false
  level: 9
  name: Incredible Improvisation
  prereqs:
  - descr: 'Feat: Clever Improviser'
    feat: Clever Improviser
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Human
  trigger: You attempt a check using a skill you’re untrained in.
- action: null
  descr: You’ve learned to split your focus between multiple classes with ease. You
    gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes,
    see page 219), even if you normally couldn’t take another dedication feat until
    you take more feats from your current archetype. If you’re a half-elf, you don’t
    need to meet the feat’s ability score prerequisites.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Multitalented
  prereqs:
  - descr: Ancestry Level 9
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 58
    page_stop: 58
  traits:
  - Human
  trigger: null
- action: null
  descr: You’ve continued to advance your powers using your unconventional weapon.
    Whenever you gain a class feature that grants you expert or greater proficiency
    in certain weapons, you also gain that proficiency in the weapon you chose for
    Unconventional Weaponry.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Unconventional Expertise
  prereqs:
  - descr: trained in the weapon you chose for Unconventional Weaponry
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 58
    page_stop: 58
  traits:
  - Human
  trigger: null
- action: null
  descr: Your elven blood runs particularly strong, granting you features far more
    elven than those of a typical half-elf. You may also have been raised among elves,
    steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage
    of your elven parent or ancestors. You typically can’t select a heritage that
    depends on or improves an elven feature you don’t have. For example, you couldn’t
    gain the cavern elf’s darkvision ability if you didn’t have low-light vision.
    In these cases, at the GM’s discretion, you might gain a different benefit.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Elf Atavism
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 58
    page_stop: 58
  traits:
  - Half-Elf
  trigger: null
- action: null
  descr: Your own actions inspire your allies to great achievements. Whenever you
    critically succeed at a skill check, you automatically qualify to use the Aid
    reaction when attempting to help an ally using the same skill, even without spending
    an action to prepare to do so.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Inspire Imitation
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 58
    page_stop: 58
  traits:
  - Half-Elf
  trigger: null
- action: null
  descr: The elven magic in your blood manifests as a force you can use to become
    more appealing or alluring. You can cast 1st-level charm as an arcane innate spell
    once per day.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Supernatural Charm
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 58
    page_stop: 58
  traits:
  - Half-Elf
  trigger: null
- action: null
  descr: Your dual human and orc nature has given you a unique perspective, allowing
    you to bridge the gap between humans and the many intelligent creatures in the
    world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy
    checks against non-humanoid intelligent creatures and against humanoids that are
    marginalized in human society (at the GM’s discretion, but typically at least
    including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception
    checks to Sense the Motives of such creatures.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Monstrous Peacemaker
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Half-Orc
  trigger: null
- action: Reaction
  descr: Fierceness in battle runs through your blood, and you refuse to fall from
    your injuries. You avoid being knocked out and remain at 1 Hit Point, and your
    wounded condition increases by 1.
  frequency: once per day
  has_been_manually_proofread: false
  level: 1
  name: Orc Ferocity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: You would be reduced to 0 Hit Points but not immediately killed.
- action: null
  descr: Your orc blood is strong enough to grant you the keen vision of your orc
    forebears. You gain darkvision, allowing you to see in darkness and dim light
    just as well as you can in bright light. However, in darkness, you see in black
    and white only.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Orc Sight
  prereqs:
  - descr: low-light vision
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Half-Orc
  trigger: null
- action: Reaction
  descr: You defend yourself against magic by relying on techniques derived from orc
    cultural superstitions. You gain a +1 circumstance bonus to your saving throw
    against the triggering spell or magical effect.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Orc Superstition
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Concentrate
  - Orc
  trigger: You attempt a saving throw against a spell or magical effect, before rolling.
- action: null
  descr: In combat, you favor the brutal weapons that are traditional for your orc
    ancestors. You are trained with the falchion and greataxe. In addition, you gain
    access to all uncommon orc weapons. For you, martial orc weapons are simple weapons,
    and advanced orc weapons are martial weapons.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Orc Weapon Famailiarity
  prereqs:
  - descr: Ancestry Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: null
- action: null
  descr: You are brutally efficient with the weapons of your orc ancestors. Whenever
    you critically hit using a falchion, a greataxe, or an orc weapon, you apply the
    weapon’s critical specialization effect.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Orc Weapon Carnage
  prereqs:
  - descr: 'Feat: Orc Weapon Famailiarity'
    feat: Orc Weapon Famailiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: null
- action: Reaction
  descr: Your victories in battle fill you with pride and imbue you with the energy
    to fight a bit longer despite your wounds. You gain temporary Hit Points equal
    to your Constitution modifier until the end of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 5
  name: Victorious Vigor
  prereqs:
  - descr: Ancestry Level 5
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: You bring a foe to 0 Hit Points.
- action: null
  descr: You steep yourself in superstition and practice ancient orc mental exercises
    for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving
    throws against spells and magical effects at all times.
  frequency: null
  has_been_manually_proofread: false
  level: 9
  name: Pervasive Superstition
  prereqs:
  - descr: 'Feat: Orc Superstition'
    feat: Orc Superstition
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: null
- action: null
  descr: Given time to collect yourself after a near-death scrape, you can rebuild
    your ferocity and withstand additional finishing blows. You can use Orc Ferocity
    with a frequency of once per hour, rather than once per day.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Incredible Ferocity
  prereqs:
  - descr: 'Feat: Orc Ferocity'
    feat: Orc Ferocity
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: null
- action: null
  descr: Your orc affinity blends with your class training, granting you great skill
    with orc weapons. Whenever you gain a class feature that grants you expert or
    greater proficiency in a given weapon or weapons, you also gain that proficiency
    in the falchion, the greataxe, and all orc weapons in which you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 13
  name: Orc Weapon Expertise
  prereqs:
  - descr: 'Feat: Orc Weapon Famailiarity'
    feat: Orc Weapon Famailiarity
  requirement: null
  source:
  - abbr: CRB
    page_start: 59
    page_stop: 59
  traits:
  - Orc
  trigger: null
- action: null
  descr: You have used alchemy to create life, a simple creature formed from alchemical
    materials, reagents, and a bit of your own blood. This alchemical familiar appears
    to be a small creature of flesh and blood, though it might have some unusual or
    distinguishing aspects depending on your creative process. Like other familiars,
    your alchemical familiar assists you in your laboratory and on adventures. The
    familiar uses your Intelligence modifier to determine its Perception, Acrobatics,
    and Stealth modifiers (see Familiars for more information).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Alchemical Familiar
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 76
    page_stop: 76
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You can identify alchemical items quickly. When using the Crafting skill
    to Identify Alchemy on an alchemical item you hold, you can do so as a single
    action, which has the concentrate and manipulate traits, instead of spending 10
    minutes. If you have the formula for the item you are attempting to identify,
    you gain a +2 circumstance bonus to your check, and if you roll a critical failure,
    you get a failure instead.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Alchemical Savant
  prereqs:
  - descr: trained in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 76
    page_stop: 76
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You’ve learned how to throw a longer distance. When you throw an alchemical
    bomb, it has a range increment of 30 feet instead of the usual 20 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Far Lobber
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 76
    page_stop: 76
  traits:
  - Alchemist
  trigger: null
- action: Single Action
  descr: You keep your bombs in easy-to-reach pouches from which you draw without
    thinking. You Interact to draw a bomb, then Strike with it.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Bomber
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 76
    page_stop: 76
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Repeated exposure to toxic reagents has fortified your body against poisons
    of all kinds. You gain poison resistance equal to half your level, and you gain
    a +1 status bonus to saving throws against poisons.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Poison Resistance (Alchemist)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 77
    page_stop: 77
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: While under the effect of a mutagen, you can metabolize that mutagen’s power
    to heal yourself. This uses a single action, which has the concentrate and manipulate
    traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item
    levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends,
    even if you are under the effect of Persistent Mutagen.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Revivifying Mutagen
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 77
    page_stop: 77
  traits:
  - Alchemist
  trigger: null
- action: Free Action
  descr: You cause the bomb to create a cloud of thick smoke, in addition to its normal
    effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst.
    You choose which corner of the target’s space (or the space in which the bomb
    lands) the cloud is centered on. Creatures within that area have the concealed
    condition, and all other creatures are concealed to them. The smoke lasts for
    1 minute or until dissipated by a strong wind.
  frequency: once per round
  has_been_manually_proofread: false
  level: 2
  name: Smoke Bomb
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 77
    page_stop: 77
  traits:
  - Additive
  - Alchemist
  trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least
    1 lower than your advanced alchemy level.
- action: null
  descr: You have calculated all the angles to maximize a bomb’s splash. When you
    throw an alchemical bomb with the splash trait, you can cause the bomb to deal
    splash damage equal to your Intelligence modifier (minimum 0) instead of the normal
    amount.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Calculated Splash
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 77
    page_stop: 77
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Thanks to the time you’ve spent studying and experimenting, you know how
    to scale your formulas into larger batches that don’t require any additional attention.
    When spending downtime to Craft alchemical items, you can produce twice as many
    alchemical items in a single batch without spending additional preparatory time.
    For instance, if you are creating elixirs of life, you can craft up to eight elixirs
    in a single batch using downtime, rather than four. This does not reduce the amount
    of alchemical reagents required or other ingredients needed to craft each item,
    nor does it increase your rate of progress for days past the base downtime spent.
    This also does not change the number of items you can create in a batch using
    advanced alchemy.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Efficient Alchemy
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 77
    page_stop: 77
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You’ve learned how to make your personal energy last just a little bit longer
    when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an
    alchemical tool or elixir, that tool or elixir remains potent until the end of
    your next turn, instead of losing its potency at the start of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Enduring Alchemy
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 78
    page_stop: 78
  traits:
  - Alchemist
  trigger: null
- action: Free Action
  descr: You’ve discovered how to mix two elixirs into a single hybrid concoction.
    You can spend 2 additional batches of infused reagents to add a second elixir
    to the one you’re crafting. The second elixir must also be at least 2 levels lower
    than your advanced alchemy level, and the combination elixir is an alchemical
    item two levels higher than the higher of the two elixirs’ levels. When this combination
    elixir is consumed, both the constituent elixirs take effect. For example, you
    can combine two elixirs of life to create a combined elixir that heals twice the
    normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye
    elixir to both gain darkvision and find secret doors.
  frequency: once per round
  has_been_manually_proofread: false
  level: 6
  name: Combine Elixirs
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 78
    page_stop: 78
  traits:
  - Additive
  - Alchemist
  trigger: You use Quick Alchemy to craft an alchemical item that has the elixer trait
    and is at least 2 levels lower than your advanced alchemy level.
- action: Free Action
  descr: 'Your bombs impose additional effects on your enemies. You mix a substance
    into the bomb that causes one of the following: dazzled, deafened, flat-footed,
    or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the
    target must succeed at a Fortitude saving throw or suffer that effect until the
    start of your next turn. Use your class DC for this saving throw (even if someone
    else throws the bomb).'
  frequency: once per round
  has_been_manually_proofread: false
  level: 6
  name: Debilitating Bomb
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 78
    page_stop: 78
  traits:
  - Additive
  - Alchemist
  trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels
    lower than your advanced alchemy level.
- action: null
  descr: You can lob bombs with great force and a precise trajectory to angle the
    splash in a cone spraying in a single direction. When throwing an alchemical bomb
    with the splash trait, instead of splashing all squares adjacent to the target,
    you can treat the target’s space as the first affected square of a 15-foot cone
    directed away from you, potentially allowing you to avoid allies and splash deeper
    into enemy lines. If the target takes up more than a single square, the target’s
    square closest to you is the first affected square of the cone.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Directional Bombs
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 78
    page_stop: 78
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your bestial mutagen brings out the beast lurking within you, granting you
    especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re
    affected by a bestial mutagen you created, you gain the mutagen’s item bonus to
    your Intimidation checks. In addition, your claws and jaws are increasingly vicious,
    and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty
    to AC from –1 to –2 and, in exchange, increase the damage die size of your claws
    and jaws by one step.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Feral Mutagen
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Alchemical items you create on the fly are particularly potent. When you
    use Quick Alchemy to create an infused alchemical item that allows a saving throw,
    you can change its DC to your class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Powerful Alchemy
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: Free Action
  descr: You mix in an additive to make your bomb’s contents adhere to the target
    and continue to deal damage. A creature that takes a direct hit from one of your
    sticky bombs also takes persistent damage equal to and of the same type as the
    bomb’s splash damage. If the bomb already deals persistent damage, combine the
    two amounts.
  frequency: once per round
  has_been_manually_proofread: false
  level: 8
  name: Sticky Bomb
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Additive
  - Alchemist
  trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels
    lower than your advanced alchemy level.
- action: null
  descr: You can cause your body to twist and flow like the quicksilver within your
    mutagens. Whenever you are under the effects of a quicksilver mutagen you created,
    you can stretch your legs and Step up to 10 feet, and you can squish and compress
    your body, allowing you to make it through tight spaces as if you were one size
    smaller, in addition to any effect from Squeezing.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Elastic Mutagen
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: The particularly volatile compounds that you brew into your bombs result
    in them creating especially large and powerful explosions. When you throw an alchemical
    bomb you created and that bomb has the splash trait, you can add your Intelligence
    modifier to the bomb’s usual splash damage, and it deals splash damage to every
    creature within 10 feet of the target.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Expanded Splash
  prereqs:
  - descr: 'Feat: Calculated Splash'
    feat: Calculated Splash
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: 'You have learned enhanced techniques and alchemical secrets that allow you
    to expand the range of effects you can impose with your bombs. When you use Debilitating
    Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1,
    stupefied 1, or –10-foot status penalty to Speeds.'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Greater Debilitating Bomb
  prereqs:
  - descr: 'Feat: Debilitating Bomb'
    feat: Debilitating Bomb
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: Free Action
  descr: You mix a special additive into your elixir that calms the drinker’s body
    and mind. The elixir of life attempts to counteract one fear effect or one effect
    imposing the paralyzed condition on the drinker.
  frequency: once per round
  has_been_manually_proofread: false
  level: 10
  name: Merciful Elixir
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Additive
  - Alchemist
  trigger: You craft an elixer of life using Quick Alchemy, and that elixir is at
    least 2 levels lower than your advanced alchemy level.
- action: null
  descr: By concentrating your poisons’ toxic components, you make them harder for
    victims to resist. When you craft an alchemical item with the poison trait by
    any means, the DC is increased by up to 4, to a maximum of your class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Potent Poisoner
  prereqs:
  - descr: 'Feat: Powerful Alchemy'
    feat: Powerful Alchemy
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Integrating your own personal energy into the elixirs you create causes them
    to affect you for longer. When you consume one of your alchemical items that has
    the elixir and infused traits and a duration of 1 minute or longer, that elixir’s
    duration is doubled.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Extend Elixir
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: The fortifying additives you brew into your mutagens make your juggernaut
    form impervious. Whenever you’re affected by a juggernaut mutagen you created,
    you gain resistance to all physical damage equal to your Intelligence modifier
    (minimum 0).
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Invincible Mutagen
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You lob bombs unerringly, despite obstructions or distance. When you throw
    an alchemical item with the bomb trait, its range increment increases to 60 feet,
    you reduce any circumstance bonus to the target’s AC from cover by 1, and you
    automatically succeed at the flat check when targeting a concealed creature.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Uncanny Bombs
  prereqs:
  - descr: 'Feat: Far Lobber'
    feat: Far Lobber
  requirement: null
  source:
  - abbr: CRB
    page_start: 79
    page_stop: 79
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your silvertongue mutagen transcends languages and plausibility. When affected
    by a silvertongue mutagen you have created, you ignore circumstance penalties
    to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your
    words transcend linguistic barriers; everyone listening to you speak hears your
    words as if you were speaking in their own language (though you do not actually
    speak that language, nor does this ability allow you to understand any additional
    languages).
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Glib Mutagen
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 80
    page_stop: 80
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your additives contain panaceas that can remedy a plethora of maladies. When
    you use Merciful Elixir, your elixir can instead attempt to counteract the blinded,
    deafened, sickened, or slowed condition.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Greater Merciful Elixir
  prereqs:
  - descr: 'Feat: Merciful Elixir'
    feat: Merciful Elixir
  requirement: null
  source:
  - abbr: CRB
    page_start: 80
    page_stop: 80
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: 'Ever inventive, you have discovered increasingly devastating ways for your
    bombs to impede and hamper your foes. When you use Debilitating Bomb, add the
    following to the list of effects you can choose from: enfeebled 2, stupefied 2,
    or a –15-foot status penalty to Speeds. If you instead apply one of the effects
    listed in Debilitating Bomb, the target avoids the effect only if the result of
    its saving throw is a critical success.'
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: True Debilitating Bomb
  prereqs:
  - descr: 'Feat: Greater Debilitating Bomb'
    feat: Greater Debilitating Bomb
  requirement: null
  source:
  - abbr: CRB
    page_start: 80
    page_stop: 80
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your body readily accepts and retains minor changes. When you drink one of
    your alchemical items that has the elixir and infused traits and a duration of
    1 minute or more, you can make the elixir’s duration indefinite. You can do so
    only if the elixir’s level is half your level or lower. If you later consume a
    different elixir and make it indefinite, the effect of the previous indefinite
    elixir ends.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Eternal Elixir
  prereqs:
  - descr: 'Feat: Extend Elixir'
    feat: Extend Elixir
  requirement: null
  source:
  - abbr: CRB
    page_start: 80
    page_stop: 80
  traits:
  - Alchemist
  trigger: null
- action: Free Action
  descr: You mix a substance into the bomb to foil resistances. The bomb reduces any
    resistance the enemy has to its damage type by an amount equal to your level,
    but only for that attack.
  frequency: once per round
  has_been_manually_proofread: false
  level: 16
  name: Exploitive Bomb
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 80
    page_stop: 80
  traits:
  - Additive
  - Alchemist
  trigger: You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels
    lower than your advanced alchemy level.
- action: null
  descr: Specialized tweaks to your formula that supplements your genius considerably
    broaden the benefits you gain from cognitive mutagens. When you’re affected by
    a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception,
    Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival
    checks. In addition, you can communicate telepathically with creatures within
    60 feet with whom you share a language. The communication is two-way once you
    establish it, so a creature you contact can also communicate with you.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Genius Mutagen
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You’ve trained your physical form to remain stable within the a given altered
    state. Once per day, when you consume an alchemical item with the infused and
    mutagen traits that you have crafted, you can retain its effects until the next
    time you make your daily preparations instead of its normal duration.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Persistent Mutagen
  prereqs:
  - descr: 'Feat: Extend Elixir'
    feat: Extend Elixir
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your mastery of alchemical secrets enables you to replicate effects most
    believe can be achieved only via magic. Select a number of potions equal to your
    Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to
    Craft these potions as alchemical items with the elixir trait. When Crafting these
    alchemical elixirs, you can substitute alchemical reagents for an equal value
    of magical components, and you can use alchemist’s tools instead of any other
    required tool kits. Other than that, the formula does not change. Once you’ve
    chosen the potion formulas, they can’t be changed.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Improbable Elixirs
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: With a minor adjustment of ratios in the formula for your serene mutagen,
    you gain mental protections. When you’re affected by a serene mutagen you created,
    detection, revelation, and scrying effects of 9th level or lower detect nothing
    from you or your possessions and auras. For instance, detect magic would still
    detect other magic in the area, but not any magic on you.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Mindblank Mutagen
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your alchemical mastery can resuscitate the recently slain. You can administer
    a true elixir of life to a creature who has been dead for no more than 2 rounds.
    When you do, that creature is immediately returned to life with 1 Hit Point and
    becomes wounded 1.
  frequency: once every 10 minutes
  has_been_manually_proofread: false
  level: 18
  name: Miracle Worker
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: You have perfected the formulas for bombs that impede your enemies. When
    you use Debilitating Bomb, your target avoids the condition the bomb imposes only
    if it critically succeeds at its saving throw.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Perfect Debilitation
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: Your research has paid off, culminating in the legendary philosopher’s stone.
    You learn the formula for the philosopher’s stone and can add it to your formula
    book.
  frequency: null
  has_been_manually_proofread: false
  name: Craft Philosopher’s Stone
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: Single Action
  descr: You add an incredibly powerful additive to a held bomb to create a mega bomb,
    greatly increasing its area and power. You use an Interact action to throw the
    mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb
    affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The
    bomb deals damage as if each creature were the primary target, with a basic Reflex
    save. On a failed save, a creature also takes any extra effects that affect a
    primary target (such as flat-footed from bottled lightning). While all targets
    in the area take splash damage as primary targets, there is no further splash
    beyond that area. If your next action after creating a mega bomb isn’t an Interact
    action to throw it, the mega bomb denatures and loses all effects.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Mega Bomb
  prereqs:
  - descr: 'Feat: Expanded Splash'
    feat: Expanded Splash
  requirement: You are holding an infused alchemical bomb you crafted, with a level
    at least 3 lower than your advanced alchemy level.
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Additive
  - Alchemist
  trigger: null
- action: null
  descr: You have enhanced the formulas for your mutagens, aligning them perfectly
    to your physiology. When under the effect of a mutagen you crafted, you do not
    suffer its drawback.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Perfect Mutagen
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 81
    page_stop: 81
  traits:
  - Alchemist
  trigger: null
- action: null
  descr: When you are raging, your visual senses improve, granting you darkvision.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Acute Vision
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  traits:
  - Barbarian
  trigger: null
- action: Single Action
  descr: You push back your rage for a moment in order to think clearly. Until the
    end of this turn, you can use actions with the concentrate trait even if those
    actions don’t have the rage trait.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Moment of Clarity
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  traits:
  - Barbarian
  - Concentrate
  - Rage
  trigger: null
- action: null
  descr: Your fury fills your foes with fear. While you are raging, your Demoralize
    and Scare to Death actions (from the Intimidation skill and an Intimidation skill
    feat, respectively) gain the rage trait, allowing you to use them while raging.
    As soon as you meet the prerequisites for the skill feats Intimidating Glare and
    Scare to Death, you gain these feats.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Raging Intimidation
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  traits:
  - Barbarian
  trigger: null
- action: null
  descr: Thrown weapons become especially deadly in your fury. You apply the additional
    damage from Rage to your thrown weapon attacks. If you have the Brutal Critical
    feat or the devastator class feature, apply their benefits to thrown weapon attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Raging Thrower
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  traits:
  - Barbarian
  trigger: null
- action: Two Actions
  descr: With a quick sprint, you dash up to your foe and swing. Stride twice. If
    you end your movement within melee reach of at least one enemy, you can make a
    melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing,
    Flying, or Swimming instead of Striding if you have the corresponding movement
    type.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Sudden Charge
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Barbarian
  - Fighter
  - Flourish
  - Open
  trigger: null
- action: null
  descr: When you Rage, your sense of smell improves. You gain imprecise scent with
    a range of 30 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Acute Scent
  prereqs:
  - descr: acute vision or darkvision
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 88
    page_stop: 88
  traits:
  - Barbarian
  trigger: null
- action: Single Action
  descr: Desperate to finish the fight, you pour all your rage into one final blow.
    Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the
    number of rounds remaining in your Rage (maximum 10). After this Strike, your
    Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Furious Finish
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Reaction
  descr: You keep pace with a retreating foe. Stride up to your Speed, following the
    foe and keeping it in reach throughout its movement until it stops moving or you’ve
    moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead
    of Stride if you have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: No Escape
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  - Rage
  trigger: A foe within reach attempts to move away from you.
- action: null
  descr: You can enter a second rage, but afterward you need to catch your breath.
    You can Rage without waiting for 1 minute after the previous Rage (or 1 round,
    with quick rage), but when you end this second Rage, you’re fatigued until you
    rest for 10 minutes.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Second Wind
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  trigger: null
- action: Single Action
  descr: You concentrate on your rage, overcoming fear and fighting back sickness.
    Reduce your frightened condition value by 1, and attempt a Fortitude save to recover
    from the sickened condition as if you had spent an action retching; you reduce
    your sickened condition value by 1 on a failure (but not on a critical failure),
    by 2 on a success, or by 3 on a critical success.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Shake it Off
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  - Concentrate
  - Rage
  trigger: null
- action: null
  descr: Your rage is a frenzy of rapid movements. While you are raging, you gain
    a +10-foot status bonus to your Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Fast Movement
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  trigger: null
- action: null
  descr: Physical obstacles can’t hold back your fury. While you are raging, you gain
    a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and
    Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you
    jump horizontally and by 2 feet when you jump vertically.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Raging Athlete
  prereqs:
  - descr: expert in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  trigger: null
- action: Two Actions
  descr: You make a wide, arcing swing. Make a single melee Strike and compare the
    attack roll result to the ACs of up to two foes, each of whom must be within your
    melee reach and adjacent to the other. Roll damage only once and apply it to each
    creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
    If you’re using a weapon with the sweep trait, its modifier applies to all your
    Swipe attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Swipe
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 89
    page_stop: 89
  traits:
  - Barbarian
  - Fighter
  - Flourish
  trigger: null
- action: Reaction
  descr: You roar in pain, awakening the rage within you. You Rage.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Wounded Rage
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Barbarian
  - Rage
  trigger: You take damage and are capable of entering a rage.
- action: null
  descr: Your proficiency in unarmored defense increases to expert. While you are
    raging and unarmored, your skin transforms into a thick hide resembling your animal’s
    skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if
    you have the greater juggernaut class feature, this status bonus increases to
    +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of
    +3.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Animal Skin
  prereqs:
  - descr: 'Feature: animal instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Barbarian
  - Instinct
  - Morph
  - Primal
  - Transmutation
  trigger: null
- action: Reaction
  descr: You swat 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 this Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Attack of Opportunity (Barbarian)
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Barbarian
  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.
- action: null
  descr: You push your foes around and leave bruises. While raging, when you successfully
    Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal
    to your Strength modifier; add this to the damage from a critical success to Trip.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Brutal Bully
  prereqs:
  - descr: expert in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Barbarian
  trigger: null
- action: Reaction
  descr: You swing clear through one foe and into another. Make a melee Strike against
    the second foe.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Cleave
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Barbarian
  - Rage
  trigger: Your melee Strike kills a creature or knocks it unconscious, and another
    foe is adjacent to that creature.
- action: Two Actions
  descr: You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot
    line, dealing 1d6 damage per level. The area and damage type match those of your
    dragon (see Table 3–4. If you used this ability in the last hour, the area and
    the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels).
    Each creature in the area must attempt a basic Reflex save.
  frequency: null
  has_been_manually_proofread: false
  name: Dragon’s Rage Breath
  prereqs:
  - descr: 'Feature: dragon instinct'
    feat: null
  requirement: You haven’t used this ability since you last Raged.
  source:
  - abbr: CRB
    page_start: 90
    page_stop: 90
  traits:
  - Arcane
  - Barbarian
  - Concentrate
  - Evocation
  - Instinct
  - Rage
  trigger: null
- action: Single Action
  descr: You grow to incredible size. You become Large, increasing your reach by 5
    feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your
    equipment grows with you.
  frequency: null
  has_been_manually_proofread: false
  name: Giant’s Stature
  prereqs:
  - descr: 'Feature: giant instinct'
    feat: null
  requirement: You are Medium or smaller.
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Instinct
  - Polymorph
  - Primal
  - Rage
  - Transmutation
  trigger: null
- action: Single Action
  descr: You call forth protective spirits to ward off ranged attacks. Until your
    rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat
    check or the attack misses with no effect.
  frequency: null
  has_been_manually_proofread: false
  name: Spirits’ Interference
  prereqs:
  - descr: 'Feature: spirit instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Instinct
  - Necromancy
  - Rage
  trigger: null
- action: Single Action
  descr: You transform into your animal. You gain the effects of the 3rd-level animal
    form spell except you use your own statistics, temporary Hit Points, and unarmed
    attacks instead of those granted by animal form. You also retain the constant
    abilities of your gear. If your animal is a frog, your tongue’s reach increases
    to 15 feet. Dismissing the transformation gains the rage trait.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Animal Rage
  prereqs:
  - descr: 'Feature: animal instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Concentrate
  - Instinct
  - Polymorph
  - Primal
  - Rage
  - Transmutation
  trigger: null
- action: null
  descr: You bully foes across the battlefield. While raging, you gain a +2 circumstance
    bonus to Athletics checks for attack actions.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Furious Bully
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  trigger: null
- action: Single Action
  descr: You pause to recover your raging vigor. You gain temporary Hit Points equal
    to half your level plus your Constitution modifier.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Renewed Vigor
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Concentrate
  - Rage
  trigger: null
- action: Single Action
  descr: You stoke an ally’s fury. While you are raging, one willing creature within
    30 feet gains the effects of the Rage action, except it can still use concentrate
    actions.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Share Rage
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Auditory
  - Barbarian
  - Rage
  - Visual
  trigger: null
- action: Two Actions
  descr: You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and
    attempt one melee Strike at any point during your jump. Immediately after the
    Strike, you fall to the ground if you’re in the air, even if you haven’t reached
    the maximum distance of your jump. If the distance you fall is no more than the
    height of your jump, you take no damage and land upright. When attempting a High
    Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs,
    and increase your maximum distance to double your Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Sudden Leap (Barbarian)
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Fighter
  trigger: null
- action: Single Action
  descr: You thrash the grabbed foe around. It takes bludgeoning damage equal to your
    Strength modifier plus your ferocious specialization damage plus your Rage damage.
    The foe must attempt a basic Fortitude save against your class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Thrash
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: You have a foe grabbed.
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: You open yourself to attacks so you can respond in turn. Until your rage
    ends, you are flat-footed, and damage rolls against you gain a +2 circumstance
    bonus. If a creature hits you, that creature is flat-footed to you until the end
    of your next turn. If you hit it before the end of your next turn, you gain temporary
    Hit Points equal to your Constitution modifier, or double that on a critical hit.
    These temporary Hit Points last until the end of your rage.
  frequency: null
  has_been_manually_proofread: false
  name: Come and Get Me
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Concentrate
  - Rage
  trigger: null
- action: Two Actions
  descr: You rush forward. Stride up to five times your Speed in a straight line.
    You can increase the number of actions this activity takes to 3 to Stride up to
    eight times your Speed in a straight line instead.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Furious Sprint
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: null
  descr: Your fury carries your weapon through multiple foes. When you Cleave, if
    your Strike also kills or knocks the target unconscious, you can continue to make
    melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious,
    or until there are no creatures adjacent to the most recent creature you attacked
    while Cleaving, whichever comes first.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Great Cleave
  prereqs:
  - descr: 'Feat: Cleave'
    feat: Cleave
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: The weight of your swing drives your enemy back. You push the foe back 5
    feet, with the effects of a successful Shove. You can follow the foe as normal
    for a successful Shove.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Knockback
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: Your last action was a successful Strike.
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each
    creature within 30 feet. Regardless of the results of your checks, each creature
    is then temporarily immune to Terrifying Howl for 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Terrifying Howl
  prereqs:
  - descr: 'Feat: Intimidating Glare'
    feat: Intimidating Glare
  requirement: null
  source:
  - abbr: CRB
    page_start: 91
    page_stop: 91
  traits:
  - Auditory
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: You sprout dragon wings from your back of the same color as your chosen dragon.
    While you are raging, you gain a fly Speed equal to your land Speed. If you are
    flying when your rage ends, you start to fall but the transformation only completes
    at the last moment, so you take no damage from the fall and land standing up.
  frequency: null
  has_been_manually_proofread: false
  name: Dragon’s Rage Wings
  prereqs:
  - descr: 'Feature: dragon instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 92
    page_stop: 92
  traits:
  - Barbarian
  - Instinct
  - Morph
  - Primal
  - Rage
  - Transmutation
  trigger: null
- action: Single Action
  descr: You grab your foe while it’s distracted by your attack. The foe you hit becomes
    grabbed, as if you had succeeded at an Athletics check to Grapple the foe.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Furious Grab
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: Your last action was a successful Strike, and either you have a hand
    free or your Strike used a grapple weapon.
  source:
  - abbr: CRB
    page_start: 92
    page_stop: 92
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: You close the distance to your prey in a blur, pouncing on the creature before
    it can react. You Stride up to your Speed and make a Strike at the end of your
    movement.
  frequency: null
  has_been_manually_proofread: false
  name: Predator’s Pounce
  prereqs:
  - descr: 'Feature: animal instinct'
    feat: null
  requirement: You are unarmored or wearing light armor.
  source:
  - abbr: CRB
    page_start: 92
    page_stop: 92
  traits:
  - Barbarian
  - Flourish
  - Instinct
  - Rage
  trigger: null
- action: Single Action
  descr: You call forth an ephemeral apparition, typically the ghost of an ancestor
    or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee
    wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack
    modifier is equal to your proficiency bonus for martial weapons plus your Strength
    modifier plus a +2 item bonus, and it applies the same circumstance and status
    bonuses and penalties that you have. On a hit, the wisp deals damage equal to
    4d8 plus your Constitution modifier. The damage is your choice of negative or
    positive damage; don’t apply your Rage damage or your weapon specialization damage,
    but circumstance and status bonuses and penalties that would also affect the wisp’s
    damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened
    1. This attack uses and counts toward your multiple attack penalty as if you were
    the one attacking.
  frequency: null
  has_been_manually_proofread: false
  name: Spirit’s Wrath
  prereqs:
  - descr: 'Feature: spirit instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 92
    page_stop: 92
  traits:
  - Attack
  - Barbarian
  - Concentrate
  - Instinct
  - Open
  - Rage
  trigger: null
- action: null
  descr: You grow to even greater size. When using Giant’s Stature, you can instead
    become Huge (increasing your reach by 10 feet if you were Medium or smaller) while
    you are raging. You have the clumsy 1 condition (page 618) as long as you are
    Huge.
  frequency: null
  has_been_manually_proofread: false
  name: Titan’s Stature
  prereqs:
  - descr: 'Feat: Giants Stature'
    feat: Giant’s Stature
  requirement: null
  source:
  - abbr: CRB
    page_start: 92
    page_stop: 92
  traits:
  - Barbarian
  - Instinct
  - Polymorph
  - Transmutation
  trigger: null
- action: null
  descr: Your attacks are so powerful, they can flatten your opponents. When you use
    Knockback, you can attempt an Athletics check against your target’s Fortitude
    DC.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Awesome Blow
  prereqs:
  - descr: 'Feat: Knockdown'
    feat: Knockback
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Concentrate
  - Rage
  trigger: null
- action: Single Action
  descr: You extend your body and prepare to attack foes outside your normal reach.
    Until your rage ends, all your melee weapons and unarmed attacks gain reach 10.
    This doesn’t increase the reach of any weapon or unarmed attack that already has
    the reach trait, but it does combine with abilities that increase your reach due
    to increased size, such as Giant’s Stature.
  frequency: null
  has_been_manually_proofread: false
  name: Giant’s Lunge
  prereqs:
  - descr: 'Feature: giant instinct'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Concentrate
  - Instinct
  trigger: null
- action: Reaction
  descr: When struck by an enemy, you respond in turn. Make a melee Strike against
    the triggering creature. This Strike doesn’t count toward your multiple attack
    penalty, and your multiple attack penalty doesn’t apply to this Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Vengeful Strike
  prereqs:
  - descr: 'Feat: Come And Get Me'
    feat: Come and Get Me
  requirement: You’re under the effect of Come and Get Me.
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Rage
  trigger: A creature within your reach succeeds or critically succeeds at an attack
    against you.
- action: Three Actions
  descr: You attack all nearby adversaries. Make a melee Strike against each enemy
    within your melee reach. Each attack counts toward your multiple attack penalty,
    but do not increase your penalty until you have made all your attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Whirlwind Strike
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Fighter
  - Flourish
  - Open
  trigger: null
- action: null
  descr: When you Thrash a grabbed foe, you smack that foe into another nearby. Another
    foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex
    save against your class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Collateral Thrash
  prereqs:
  - descr: 'Feat: Thrash'
    feat: Thrash
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: Single Action
  descr: You transform into a ferocious Large dragon, gaining the effects of 6th-level
    dragon form except that you use your own AC and attack modifier; you also apply
    your extra damage from Rage. The action to Dismiss the transformation gains the
    rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed,
    your damage bonus with dragon Strikes increases to +12, your breath weapon DC
    increases to 30, and you gain a +14 status bonus to your breath weapon damage.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Dragon Transformation
  prereqs:
  - descr: 'Feat: Dragons Rage Wings'
    feat: Furious Bully
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Concentrate
  - Instinct
  - Polymorph
  - Primal
  - Rage
  - Transmutation
  trigger: null
- action: Free Action
  descr: Your blood boils when you take a beating, and you throw caution to the wind
    to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty
    to AC, and a –1 penalty to saves. These bonuses and penalties last until your
    Rage ends or until you are above half Hit Points, whichever comes first.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Reckless Abandon
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Rage
  trigger: Your turn begins, and you are at half or fewer Hit Points.
- action: null
  descr: Your critical hits are particularly devastating. On a critical hit, add one
    extra damage die. This is in addition to any extra dice you gain if the weapon
    is deadly or fatal. The target also takes persistent bleed damage equal to two
    damage dice.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Brutal Critical
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  trigger: null
- action: Reaction
  descr: You burn out all of your rage to ensure that your attack lands and your mind
    remains free. Reroll the triggering attack roll or Will save with a +2 circumstance
    bonus, use the better result, and resolve the effect. You then immediately stop
    raging.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Perfect Clarity
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Concentrate
  - Fortune
  - Rage
  trigger: You fail or critically fail an attack roll or Will save.
- action: Two Actions
  descr: You make a vicious attack that maims your enemy. Make a melee Strike. If
    the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical
    success.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Vicious Evisceration
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Rage
  trigger: null
- action: null
  descr: You can drive your allies into a frenzy, granting them incredible benefits.
    You can ignore the requirements on Share Rage, using it multiple times in a Rage.
    Allies affected by Share Rage who accept your anathema for the duration of the
    Rage gain your instinct ability and the specialization ability it gains from weapon
    specialization, but not greater weapon specialization.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Contagious Rage
  prereqs:
  - descr: 'Feat: Share Rage'
    feat: Share Rage
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Auditory
  - Barbarian
  - Rage
  - Visual
  trigger: null
- action: Single Action
  descr: You stomp the ground with such force that it creates a minor earthquake,
    with the effects of the earthquake spell.
  frequency: once every 10 minutes
  has_been_manually_proofread: false
  level: 20
  name: Quaking Stomp
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 93
    page_stop: 93
  traits:
  - Barbarian
  - Manipulate
  - Rage
  trigger: null
- action: null
  descr: Your studies make you informed on every subject. You are trained in Bardic
    Lore, a special Lore skill that can be used only to Recall Knowledge, but on any
    topic. If you have legendary proficiency in Occultism, you gain expert proficiency
    in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by
    any other means.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Bardic Lore
  prereqs:
  - descr: 'Feature: enigma muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 99
    page_stop: 99
  traits:
  - Bard
  trigger: null
- action: null
  descr: By adding a flourish, you make your compositions last longer. You learn the
    lingering composition focus spell. Increase the number of Focus Points in your
    focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Lingering Composition
  prereqs:
  - descr: focus pool
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 99
    page_stop: 99
  traits:
  - Bard
  trigger: null
- action: Single Action
  descr: You can extend the range of your spells. If the next action you use is to
    Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard
    for increasing spell ranges, if the spell normally has a range of touch, you extend
    its range to 30 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Reach Spell
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 99
    page_stop: 99
  - abbr: CRB
    page_start: 122
    page_stop: 122
  - abbr: CRB
    page_start: 134
    page_stop: 134
  - abbr: CRB
    page_start: 198
    page_stop: 198
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Bard
  - Cleric
  - Concentrate
  - Druid
  - Metamagic
  - Sorcerer
  - Wizard
  trigger: null
- action: null
  descr: You can rely on the grandeur of your performances rather than ordinary social
    skills. You can use Performance instead of Diplomacy to Make an Impression and
    instead of Intimidation to Demoralize. You can also use an acting Performance
    instead of Deception to Impersonate. You can use your proficiency rank in Performance
    to meet the requirements of skill feats that require a particular rank in Deception,
    Diplomacy, or Intimidation.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Versatile Performance
  prereqs:
  - descr: 'Feature: polymath muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: null
  descr: Study broadens your range of simple spells. Add two additional cantrips from
    your spell list to your repetoire.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Cantrip Expansion (Bard)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: null
  descr: You keep a book of occult spells, similar to a wizard’s spellbook, and can
    use its spells to supplement your spell repertoire. Add all the spells in your
    repertoire to this book for free. You can use the Occultism skill to Learn Spells
    (page 238) and add them to your spellbook by paying the appropriate cost, similar
    to a wizard. During your daily preparations, choose any one spell from your book
    of occult spells. If that spell is already in your spell repertoire, you can treat
    it as an additional signature spell that day. If it isn’t in your repertoire,
    treat it as though it were until your next daily preparations.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Esoteric Polymath
  prereqs:
  - descr: 'Feature: polymath muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: null
  descr: You learn the inspire competence composition cantrip, which aids your allies’
    skills.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Inspire Competence
  prereqs:
  - descr: 'Feature: maestro muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: null
  descr: You magically unlock memories, making them easier to recall. You learn the
    loremaster’s etude composition spell. Increase the number of Focus Points in your
    focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Loremaster’s Etude
  prereqs:
  - descr: focus pool
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  - Fortune
  trigger: null
- action: null
  descr: Your muse doesn’t fall into a single label. Choose a type of muse other than
    that of your own. You gain a 1st-level feat that requires that muse, and your
    muse is now also a muse of that type, allowing you to take feats with the other
    muse as a prerequisite. You don’t gain any of the other effects of the muse you
    chose.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Multifarious Muse
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: null
  descr: You learn the inspure defense composition cantrip (page 386), which protects
    you and allies.
  frequency: null
  has_been_manually_proofread: false
  name: Inspire Defense
  prereqs:
  - descr: 'Feature: maestro muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 100
    page_stop: 100
  traits:
  - Bard
  trigger: null
- action: Single Action
  descr: You subtly weave your spellcasting into your performance. If the next action
    you take is to Cast a Spell, attempt a Performance check against all observers’
    Perception DCs. If your Performance check is successful against an observer’s
    Perception DC, that observer doesn’t notice that you are Casting a Spell, even
    though normally spells have sensory manifestations that would make spellcasting
    obvious to those around you, and verbal, somatic, and material components are
    extremely overt. You hide all of these as part of an ordinary performance. This
    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.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Melodious Spell
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  - Concentrate
  - Manipulate
  - Metamagic
  trigger: null
- action: null
  descr: You learn the triple time composition cantrip, which speeds up you and your
    allies for a round.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Triple Time
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  trigger: null
- action: null
  descr: While most bards are known for certain signature performances and spells,
    you’re always tweaking your available repertoire. When you make your daily preparations,
    you can change one of your signature spells to a different spell of that level
    from your repertoire.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Versatile Signature
  prereqs:
  - descr: 'Feature: polymath muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  trigger: null
- action: null
  descr: You learn the dirge of doom composition cantrip, which frightens your enemies.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Dirge of Doom
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  trigger: null
- action: Single Action
  descr: You can perform multiple compositions simultaneously. If your next action
    is to cast a composition, it becomes a harmonized composition. Unlike a normal
    composition, a harmonized composition doesn’t end if you cast another composition,
    and you can cast another composition on the same turn as a harmonized one. Casting
    another harmonized composition ends any harmonized composition you have in effect.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Harmonize
  prereqs:
  - descr: 'Feature: maestro muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  - Concentrate
  - Manipulate
  - Metamagic
  trigger: null
- action: null
  descr: You don’t lose spells easily. If a reaction would disrupt your spellcasting
    action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Steady Spellcasting (Bard)
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your broad experiences translate to a range of skills. You add your level
    to all skill checks in which you are untrained. You can attempt any skill check
    that normally requires you to be trained, even if you are untrained. If you have
    legendary proficiency in Occultism, you can attempt any skill check that normally
    requires you to have expert proficiency, even if untrained or trained.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Eclectic Skill
  prereqs:
  - descr: master in Occultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 101
    page_stop: 101
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your performances inspire even greater deeds in your allies. You learn the
    inspire heroics metamagic focus spell. Increase the number of Focus Points in
    your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Inspire Heroics
  prereqs:
  - descr: focus pool
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  trigger: null
- action: null
  descr: When you succeed at a Knowledge check, you gain additional information or
    context. When you critically succeed at a Knowledge check, at the GM’s discretion
    you might gain even more additional information or context than normal.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Know-It-All
  prereqs:
  - descr: 'Feature: enigma muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  trigger: null
- action: null
  descr: You erect an imaginary barrier others believe to be real. You learn the house
    of imaginary walls composition cantrip.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: House of Imaginary Walls
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  trigger: null
- action: Free Action
  descr: If your next action is to cast a bard cantrip or a bard spell that is at
    least 2 levels lower than the highest level bard spell you can cast, reduce the
    number of actions to cast it by 1 (minimum 1 action).
  frequency: once per day
  has_been_manually_proofread: false
  level: 10
  name: Quickened Casting (Bard)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  - Concentrate
  - Metamagic
  trigger: null
- action: Single Action
  descr: You can translate the emotion and power of a composition to other mediums.
    If your next action is to cast a composition spell, you can use a different kind
    of performance than usual for the composition to change any of its somatic components
    to verbal components or vice versa. As usual for composition spells, this changes
    whether the composition is auditory or visual.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Unusual Composition
  prereqs:
  - descr: 'Feature: polymath muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  - Concentrate
  - Manipulate
  - Metamagic
  trigger: null
- action: null
  descr: Your flexible mind can quickly shift spells. If you add a spell to your repertoire
    during your daily preparations using Esoteric Polymath, when you prepare again,
    you can choose to keep the new spell from Esoteric Polymath in your repertoire
    and instead lose access to another spell of the same level in your repertoire.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Eclectic Polymath
  prereqs:
  - descr: 'Feat: Esoteric Polymath'
    feat: Esoteric Polymath
  requirement: null
  source:
  - abbr: CRB
    page_start: 102
    page_stop: 102
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your connection to your muse has granted you unusual focus. If you have spent
    at least 2 Focus Points since the last time you Refocused, you recover 2 Focus
    Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Inspirational Focus
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: You can quicken your allies with a fast-paced performance. You learn the
    allegro composition cantrip.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Allegro
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: You soothe your allies’ wounds with the power of your performance. You learn
    the soothing ballad composition spell. Increase the number of Focus Points in
    your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Soothing Ballad
  prereqs:
  - descr: focus pool
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: Single Action
  descr: Your mind works at an incredible pace. You instantly use up to five Recall
    Knowledge actions. If you have any special abilities or free actions that would
    normally be triggered when you Recall Knowledge, you can’t use them for these
    actions.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: True Hypercognition
  prereqs:
  - descr: 'Feature: enigma muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: Free Action
  descr: You maintain a spell with hardly a thought. You immediately gain the effects
    of the Sustain a Spell action, allowing you to extend the duration of one of your
    active class spells.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Effortless Concentration
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: You haven’t acted yet on your turn.
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  - abbr: CRB
    page_start: 139
    page_stop: 139
  - abbr: CRB
    page_start: 201
    page_stop: 201
  - abbr: CRB
    page_start: 213
    page_stop: 213
  traits:
  - Bard
  - Druid
  - Sorcerer
  - Wizard
  trigger: null
- action: null
  descr: Your continued study of occult magic has increased your magical capacity,
    allowing you to cast spells even when it seems impossible. You can cast one spell
    each day even after you’ve run out of spell slots of the appropriate spell level,
    but you can’t use this ability to cast a spell of your highest spell level.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Studious Capacity
  prereqs:
  - descr: legendary in Ocultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your repertoire is vast, containing far more spells than usual. Add one spell
    to your repertoire of each level you can cast.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Deep Lore
  prereqs:
  - descr: legendary in Ocultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: The world is a stage upon which you are always playing. You are permanently
    quickened; you can use your extra action only to cast a composition cantrip that
    requires 1 action to cast. While in exploration mode, you can declare that you
    are performing an eligible composition cantrip while using any exploration tactic.
    Even before your first turn in a combat encounter, that cantrip is active as if
    you had cast it on your previous turn.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Eternal Composition
  prereqs:
  - descr: 'Feature: maestro muse'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your esoteric formulas are so unusual that they allow you to dabble in magic
    from diverse traditions that other bards don’t understand. As long as you’re trained
    in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long
    as you’re trained in Nature, you can add primal spells to your book; and as long
    as you are trained in Religion, you can add divine spells to your book. Like your
    other spells in your book, you can add one of these spells from another tradition
    to your repertoire as an occult spell each day using Esoteric Polymath, but you
    can’t retain any spells from another tradition when you prepare again, even if
    you have Eclectic Polymath.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Impossible Polymath
  prereqs:
  - descr: 'Feat: Esoteric Polymath'
    feat: Esoteric Polymath
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: Your songs overwhelm the target with unbearable emotion, potentially striking
    them dead on the spot. You learn the fatal aria composition spell. Increase the
    number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Fatal Aria
  prereqs:
  - descr: focus pool
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: You develop another incredible creation. You gain an additional 10th-level
    spell slot.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Perfect Encore
  prereqs:
  - descr: 'Feature: magnus opus'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: You are able to weave countless performances together into a solo symphony.
    You are no longer limited to a single composition each turn or a single composition
    at a time; when you use a new composition, all previous compositions’ effects
    continue for their remaining duration.
  frequency: null
  has_been_manually_proofread: false
  name: Symphony of the Muse
  prereqs:
  - descr: 'Feat: Harmonize'
    feat: Harmonize
  requirement: null
  source:
  - abbr: CRB
    page_start: 103
    page_stop: 103
  traits:
  - Bard
  trigger: null
- action: null
  descr: You embody an aspect of your deity. Choose one of your deity’s domains from
    those listed on page 441. You gain the domain’s initial domain spell as a devotion
    spell.
  frequency: null
  has_been_manually_proofread: false
  name: Deity’s Domain
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 109
    page_stop: 109
  traits:
  - Champion
  trigger: null
- action: null
  descr: You can use Retributive Strike with a ranged weapon. In addition, if the
    foe that triggered your reaction is within 5 feet of your reach but not in your
    reach, as part of your reaction you can Step to put the foe in your reach before
    making a melee Retributive Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Ranged Reprisal
  prereqs:
  - descr: 'Feature: paladin cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 109
    page_stop: 109
  traits:
  - Champion
  trigger: null
- action: null
  descr: With a burst of divine liberation, your ally’s movement from your Liberating
    Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces,
    and uneven ground.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Unimpeded Step
  prereqs:
  - descr: 'Feature: liberator cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 109
    page_stop: 109
  traits:
  - Champion
  trigger: null
- action: null
  descr: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead
    of making the triggering creature enfeebled 2, you can make it stupefied 2 for
    the same duration.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Weight of Guilt
  prereqs:
  - descr: 'Feature: redeemer cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 110
    page_stop: 110
  traits:
  - Champion
  trigger: null
- action: Reaction
  descr: You call upon your deity’s grace, gaining a +2 circumstance bonus to the
    save.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Divine Grace
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 110
    page_stop: 110
  traits:
  - Champion
  trigger: You attempt a save against a spell, before you roll.
- action: null
  descr: 'You’ve sworn to slay evil dragons. Add the following tenet to your code
    after the others: “You must slay evil dragons you encounter as long as you have
    a reasonable chance of success. Your Retributive Strike gains a +4 circumstance
    bonus to damage against an evil dragon, or +6 if you have master proficiency with
    the weapon you used. Your Glimpse of Redemption’s resistance against damage from
    an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil
    dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating
    Step, and the ally can Step twice afterward. You don’t consider evil dragons to
    be legitimate authorities, even in nations they rule.'
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Dragonslayer Oath
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 110
    page_stop: 110
  traits:
  - Champion
  - Oath
  trigger: null
- action: null
  descr: 'You’ve sworn an oath to banish the corruption of fiends to the dark planes
    they call home. Add the following tenet to your champion’s code after the other
    tenets: “You must banish or slay fiends you come across as long as you have a
    reasonable chance of success; in the incredibly unlikely event you find a good
    fiend, you don’t have to banish or kill it.” Your Retributive Strike gains a +4
    circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you
    have master proficiency with the weapon you used. Your Glimpse of Redemption’s
    resistance against damage from a fiend is 7 + your level. If you use Liberating
    Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted
    by your Liberating Step, and the ally can Step twice afterward. You don’t consider
    fiends to be legitimate authorities, even in nations ruled by fiends.'
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Fiendsbane Oath
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 110
    page_stop: 110
  traits:
  - Champion
  - Oath
  trigger: null
- action: null
  descr: 'You’ve sworn an oath to put the undead to rest. Add the following tenet
    to your champion’s code after the other tenets: “You must end the existence of
    undead you encounter as long as you have a reasonable chance of success; in the
    unlikely event you find a good undead, you can try to work out a more peaceful
    way to help it recover from its undead state rather than destroying it in combat,
    such as helping it complete its unfinished business and find peace.” Your Retributive
    Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you
    have master proficiency with the weapon you used. Your Glimpse of Redemption’s
    resistance against damage from an undead is 7 + your level. If you use Liberating
    Step triggered by an undead, your ally gains a +4 circumstance bonus to checks
    granted by your Liberating Step, and the ally can Step twice afterward. You don’t
    consider undead to be legitimate authorities, even in nations ruled by undead.'
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Shining Oath
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 110
    page_stop: 110
  traits:
  - Champion
  - Oath
  trigger: null
- action: null
  descr: 'You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment.
    Add the following tenet to your code after the others: “You must hunt down and
    exterminate evil creatures that have committed heinous atrocities as long as you
    have a reasonable chance of success and aren’t engaged in a mission that would
    prevent your doing so.”'
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Vengeful Oath
  prereqs:
  - descr: 'Feature: paladin cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 111
    page_stop: 111
  traits:
  - Champion
  - Oath
  trigger: null
- action: null
  descr: You stand strong in the face of danger and inspire your allies to do the
    same. Whenever you become frightened, reduce the condition value by 1 (to a minimum
    of 0). At the end of your turn when you would reduce your frightened condition
    value by 1, you also reduce the value by 1 for all allies within 15 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Aura of Courage
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 111
    page_stop: 111
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your faith makes you resistant to disease, protecting you as you offer succor
    to the ill. You gain a +1 status bonus to saves against diseases. In addition,
    if you roll a success on a save against a disease, you get a critical success
    instead.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Divine Health
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 111
    page_stop: 111
  traits:
  - Champion
  trigger: null
- action: Single Action
  descr: Your touch relieves fear and restores movement. If the next action you use
    is to cast lay on hands, you can attempt to counteract a fear effect or an effect
    imposing the paralyzed condition on the target, in addition to the other benefits
    of lay on hands.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Mercy
  prereqs:
  - descr: 'Feature: devotion spell (lay on hands)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 111
    page_stop: 111
  traits:
  - Champion
  - Concentrate
  - Metamagic
  trigger: null
- action: null
  descr: 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
    this Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Attack of Opportunity
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 111
    page_stop: 111
  - abbr: CRB
    page_start: 142
    page_stop: 142
  traits:
  - Champion
  trigger: null
- action: null
  descr: You excoriate a foe for its wrath against goodly creatures. You can cast
    the litany against wrath devotion spell. Increase the number of Focus Points in
    your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Litany Against Wrath
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: null
  descr: You and your mount have grown closer, and your loyalty to each other is unbreakable.
    The mount you gained through the divine ally class feature is now a mature animal
    companion (page 214). In addition, your mount never attacks you, even if it is
    magically compelled to do so.
  frequency: null
  has_been_manually_proofread: false
  name: Loyal Warhouse
  prereqs:
  - descr: 'Feature: divine ally (steed)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: null
  descr: You use your shield to protect your allies as well as yourself. When you
    have a shield raised, you can use your Shield Block reaction when an attack is
    made against an ally adjacent to you. If you do, the shield prevents that ally
    from taking damage instead of preventing you from taking damage, following the
    normal rules for Shield Block.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Shield Warden (Champion)
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: Single Action
  descr: Your blade ally becomes an even more powerful tool against evildoers. Select
    one foe you can see. Until the start of your next turn, your Strikes with the
    weapon your blade ally inhabits against that foe deal an extra 4 good damage,
    increasing to 6 if you have master proficiency with this weapon. If the foe attacks
    one of your allies, the duration extends to the end of that foe’s next turn. If
    the foe continues to attack your allies each turn, the duration continues to extend.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Smite Evil
  prereqs:
  - descr: 'Feature: divine ally (blade)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: null
  descr: Through your conviction, you have glimpsed the deeper secrets of your deity’s
    domain. You gain an advanced domain spell from the domain you chose with Deity’s
    Domain. You can cast that spell as a devotion spell. Increase the number of Focus
    Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Advanced Deity’s Domain
  prereqs:
  - descr: 'Feat: Deitys Domain'
    feat: Deity’s Domain
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your faith enhances your ability to remove conditions. When you use Mercy,
    you can instead attempt to counteract the blinded, deafened, sickened, or slowed
    conditions.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Greater Mercy
  prereqs:
  - descr: 'Feat: Mercy'
    feat: Mercy
  requirement: null
  source:
  - abbr: CRB
    page_start: 112
    page_stop: 112
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your devotion to your mount manifests as a surge of positive energy. When
    you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for
    each heightened level.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Heal Mount
  prereqs:
  - descr: 'Feature: divine ally (steed)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: You can block with your shield instinctively. At the start of each of your
    turns, you gain an additional reaction that you can use only to perform a Shield
    Block.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Quick Block
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your inner grace attracts the attention of a second protective spirit. Choose
    a second type of divine ally and gain its benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Second Ally
  prereqs:
  - descr: 'Feature: divine ally'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: You sense evil as a queasy or foreboding feeling. When in the presence of
    an aura of evil that is powerful or overwhelming (page 328), you eventually detect
    the aura, though you might not do so instantly, and you can’t pinpoint the location.
    This acts as a vague sense, similar to humans’ sense of smell. An evil creature
    using a disguise or otherwise trying to hide its presence attempts a Deception
    check against your Perception DC to hide its aura from you. If the creature succeeds
    at its Deception check, it is then temporarily immune to your Sense Evil for 1
    day.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Sense Evil
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your devotion is strong enough to increase your focus to incredible heights.
    If you have spent at least 2 Focus Points since the last time you Refocused, you
    recover 2 Focus Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Devoted Focus
  prereqs:
  - descr: 'Feature: devotion spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: Under your care, your mount has realized its innate potential. The mount
    you gained through the divine ally class feature is now a nimble or savage animal
    companion (page 214). During an encounter, even if you don’t use the Command an
    Animal action, your mount can still use 1 action on your turn to Stride or Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Imposing Destrier
  prereqs:
  - descr: 'Feat: Loyal Warhouse'
    feat: Loyal Warhouse
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: You rail against the sin of sloth, turning a foe’s laziness against it. You
    can cast the litany against sloth devotion spell. Increase the number of Focus
    Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Litany Against Sloth
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: 'Your divine ally radiates power, enhancing your chosen weapon. When you
    choose the weapon for your blade ally during your daily preparations, add the
    following property runes to the list of effects you can choose from:  flaming
    and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your
    cause’s alignment'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Radiant Blade Spirit
  prereqs:
  - descr: 'Feature: divine ally (blade)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: Reaction
  descr: When you shield your ally against an attack, you call upon your power to
    protect your ally further. You use the Shield Block reaction to prevent damage
    to an ally and also use your champion’s reaction against the foe that attacked
    your ally.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Shield of Reckoning
  prereqs:
  - descr: 'Feat: Shield Warden'
    feat: Shield Warden (Champion)
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  - Flourish
  trigger: A foe’s attack against an ally matches the trigger for both your Shield
    Block reaction and your champion’s reaction.
- action: null
  descr: The divine grace that flows through you grants reprieve from an affliction.
    When you use Mercy, you can instead attempt to counteract a curse, disease, or
    poison.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Affliction Mercy
  prereqs:
  - descr: 'Feat: Mercy'
    feat: Mercy
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: You radiate an aura of pure belief that imbues your attacks and those of
    nearby allies with holy power. Your Strikes deal an extra 1 good damage against
    evil creatures. Also, each good-aligned ally within 15 feet gains this benefit
    on their first Strike that hits an evil creature each round.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Aura of Faith
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: Two Actions
  descr: You call upon divine power and make a weapon or unarmed Strike against a
    foe you have witnessed harming an ally or innocent. The Strike deals two extra
    weapon damage dice if the target of your Strike is evil. Whether or not the target
    is evil, the Strike applies all effects that normally apply on a Retributive Strike
    (such as divine smite), and you can convert all the physical damage from the attack
    into good damage.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Blade of Justice
  prereqs:
  - descr: 'Feature: paladin cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 113
    page_stop: 113
  traits:
  - Champion
  trigger: null
- action: null
  descr: You can suffer so that others might live. You can cast the champion’s sacrifice
    devotion spell. Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Champion’s Sacrifice
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: You use your shield to harry your enemies, preventing them from stepping
    away from or around you. All spaces adjacent to you are difficult terrain for
    your enemies.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Divine Wall
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: You are wielding a shield.
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: When you cast doubt upon your foes, the effect lasts longer than usual. After
    being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1
    minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of
    Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied
    causes it to lose a spell, whichever comes first.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Lasting Doubt
  prereqs:
  - descr: 'Feature: redeemer cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: Instead of you taking a Step at the end of your Liberating Step, the triggering
    ally can Stride up to half their Speed. Even if you have exalt, only the triggering
    ally gains this benefit.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Liberating Stride
  prereqs:
  - descr: 'Feature: liberator cause'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your aura hampers fiends’ teleportation. Your aura attempts to counteract
    teleportation spells cast by fiends within 15 feet, using the spell level and
    DC of your devotion spells.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Anchoring Aura
  prereqs:
  - descr: 'Feat: Fiendsbane Oath'
    feat: Fiendsbane Oath
  requirement: Fiendsbane Oath
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your aura protects against necromantic effects. You and all allies within
    15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against
    necromancy effects.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Aura of Life
  prereqs:
  - descr: 'Feat: Shining Oath'
    feat: Shining Oath
  requirement: Shining Oath
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your righteous aura dampens evil’s might. You and all allies within 15 feet
    gain evil resistance 5.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Aura of Righteousness
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: When you call upon others to take retribution, you also guide their aim.
    When you use Retributive Strike, your allies who make Strikes take only a –2 penalty,
    instead of a –5 penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Aura of Vengeance
  prereqs:
  - descr: 'Feat: Vengeful Oath'
    feat: Vengeful Oath
  requirement: exalt and Vengeful Oath
  source:
  - abbr: CRB
    page_start: 114
    page_stop: 114
  traits:
  - Champion
  trigger: null
- action: null
  descr: At the start of each of your turns, you gain an additional reaction that
    you can use only for your champion’s reaction.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Divine Reflexes
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: You call upon righteousness to expose an evil foe’s weakness. You can cast
    the litany of righteousness devotion spell. Increase the number of Focus Points
    in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Litany of Righteousness
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your aura protects against destructive energies and dragons’ breath. You
    and all allies within 15 feet gain resistance equal to your Charisma modifier
    to acid, cold, electricity, fire, and poison. If the source of one of these types
    of damage is a dragon’s breath, increase the resistance to half your level.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Wyrmbane Aura
  prereqs:
  - descr: 'Feat: Dragonslayer Oath'
    feat: Dragonslayer Oath
  requirement: Dragonslayer Oath
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: 'Guided by your ongoing care, your steed has developed incredible intelligence
    and skill. The mount you gained through the divine ally class feature is now a
    specialized animal companion (page 217). You can select one of the usual specializations
    or the auspice specialization. Auspice mounts gain the following benefits: Your
    companion is marked by your deity’s religious symbol as a sacred creature of your
    deity. Its proficiency rank in Religion increases to expert, it can speak the
    language associated with your deity’s servitors (Celestial for champions who follow
    the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom
    modifier by 1.'
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Auspicious Mount
  prereqs:
  - descr: 'Feat: Imposing Destrier'
    feat: Imposing Destrier
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Divine energy fills your weapon. Whenever you critically hit a foe with Smite
    Evil or a Retributive Strike, your attack adds an extra damage die, and the target
    is slowed 1 on its next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Instrument of Zeal
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: You protect an ally with both your shield and your body. Whenever you use
    the Shield Block reaction to prevent damage to an ally, you can evenly split the
    remaining damage after the Shield Block between the ally and yourself.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Shield of Grace
  prereqs:
  - descr: 'Feat: Shield Warden'
    feat: Shield Warden (Champion)
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: You take on a celestial countenance, appearing like a type of celestial who
    serves your deity; for example, as an angel, you would gain a halo and feathery
    wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t
    already have it, and you gain the celestial trait and the trait appropriate to
    the type of servitor you’ve become (archon, angel, or azata, for example).
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Celestial Form
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your mercy transcends the bounds of life and death. When you use Mercy, you
    can cast lay on hands on a creature that died since your last turn to return it
    to life. The target returns to life with 1 hit point and becomes wounded 1. You
    can’t use Ultimate Mercy if the triggering effect was disintegrate or a death
    effect.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Ultimate Mercy
  prereqs:
  - descr: 'Feat: Mercy'
    feat: Mercy
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your steed gains incredible celestial powers granted by your deity. It gains
    darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to
    evil damage. Additionally, it grows wings appropriate to a servitor of your deity
    (such as metallic wings for an archon), granting it a fly Speed equal to its Speed.
    It gains the celestial trait and the trait appropriate to the type of servitor
    it has become (archon, angel, or azata, for example).
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Celestial Mount
  prereqs:
  - descr: 'Feature: tenets of good'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: 'Your divine ally turns your chosen weapon into a paragon of its type. When
    you choose the weapon for your blade divine ally during your preparations, add
    the following property runes to the list of effects you can choose from: dancing,
    greater disrupting, and keen.'
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Radiant Blade Master
  prereqs:
  - descr: 'Feat: Radiant Blade Spirit'
    feat: Radiant Blade Spirit
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your shield is a vessel of divine protection. When you’re wielding your chosen
    shield, it is always raised, even without you using the Raise a Shield action.
    Your chosen shield doubles its HP and BT, rather than increasing them by half.
    If it would be destroyed, it vanishes to your deity’s realm instead, where your
    divine ally repairs it. During your next daily preparations, the shield returns
    to you fully repaired.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Shield Paragon
  prereqs:
  - descr: 'Feature: divine ally (shield)'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 115
    page_stop: 115
  traits:
  - Champion
  trigger: null
- action: null
  descr: Your deity’s weapon is especially powerful in your hands. When you are wielding
    your deity’s favored weapon, increase the damage die size of that weapon by one
    step. If your deity’s favored weapon is an unarmed attack (such as a fist, if
    you worship Irori) and its damage die is smaller than d6, instead increase its
    damage die size to d6.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Deadly Simplicity
  prereqs:
  - descr: trained with your deity's favored weapon
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 121
    page_stop: 121
  traits:
  - Cleric
  trigger: null
- action: null
  descr: 'Your deity bestows a special spell related to their powers. Select one domain—a
    subject of particular interest to you within your religion—from your deity’s list.
    You gain an initial domain spell for that domain, a spell unique to the domain
    and not available to other clerics. Each domain’s theme and domain spells appear
    in Table 8–2: Domains on page 441.'
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Domain Initiate
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 121
    page_stop: 121
  traits:
  - Cleric
  trigger: null
- action: null
  descr: The mordant power of your negative energy grows. When you cast harm, you
    roll d10s instead of d8s.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Harming Hands
  prereqs:
  - descr: 'Feature: harmful font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 121
    page_stop: 121
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Your positive energy is even more vibrant and restorative. When you cast
    heal, you roll d10s instead of d8s.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Healing Hands
  prereqs:
  - descr: 'Feature: healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 121
    page_stop: 121
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You combine holy energy with positive energy to damage demons, devils, and
    their evil ilk. Heal spells you cast damage fiends as though they were undead.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Holy Castigation
  prereqs:
  - descr: good alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 121
    page_stop: 121
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You study a wider range of simple spells. You can prepare two additional
    cantrips each day.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Cantrip Expansion (Cleric)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You’re a conduit for positive energy, and as you cit through you, it heals
    some of your minor injuries. When you cast the heal spell to heal a single creature
    other than yourself, you regain Hit Points equal to the spell level of the heal
    spell.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Communal Healing
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  - Healing
  - Positive
  trigger: null
- action: null
  descr: Carefully etching a sacred image into a physical object, you steel yourself
    for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a
    weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you
    Emblazon an Armament, any symbol you previously emblazoned and any symbol already
    emblazoned on that item instantly disappears. The item becomes a religious symbol
    of your deity and can be used as a divine focus while emblazoned, and it gains
    another benefit determined by the type of item. This benefit applies only to followers
    of the deity the symbol represents.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Emblazon Armament
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  - Exploration
  trigger: null
- action: null
  descr: You draw the life force out of your enemies to heal your own wounds. When
    you cast a harm spell and damage at least one living creature, you regain Hit
    Points equal to the spell level of your harm spell. If you aren’t a living creature,
    you gain no benefit from this feat.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Sap Life
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  - Healing
  trigger: null
- action: null
  descr: Undead harmed by your positive energy might flee, compelled by an innate
    aversion to the force opposite undeath. When you use a heal spell to damage undead,
    each undead of your level or lower that critically fails its save gains the fleeing
    condition for 1 round.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Turn Undead
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  trigger: null
- action: null
  descr: As you explore your deity’s aspects, you move beyond restrictions on healing
    or harming. You can prepare either harm or heal in the spell slots gained from
    the harmful font or healing font.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Versatile Font
  prereqs:
  - descr: diety that allows Clerics to have both fonts
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  trigger: null
- action: Two Actions
  descr: You siphon the destructive energies of positive or negative energy through
    a melee attack and into your foe. Make a melee Strike and add the spell’s damage
    to the Strike’s damage. This is negative damage if you expended a harm spell or
    positive damage if you expended a heal spell. The spell is expended with no effect
    if your Strike fails or hits a creature that isn’t damaged by that energy type
    (such as if you hit a non-undead creature with a heal spell).
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Channel Smite
  prereqs:
  - descr: 'Feature: harmful font or healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 122
    page_stop: 122
  traits:
  - Cleric
  - Divine
  - Necromancy
  trigger: null
- action: Single Action
  descr: You grasp the animating force within an undead creature and bend it to your
    will. If the next action you use is to cast harm targeting one undead creature,
    you transform the effects of that harm spell. Instead of harm’s normal effects,
    the target becomes controlled by you if its level is equal to or lower than your
    level – 3. It can attempt a Will saving throw to resist being controlled by you.
    If the target is already under someone else’s command, the controlling creature
    also rolls a saving throw, and the undead uses the better result.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Command Undead
  prereqs:
  - descr: evil alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: null
  descr: You can shape the energy you channel in a single direction, reaching farther
    and in a more directed fashion. When you cast a version of harm or heal that has
    an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Directed Channel
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You can direct excess channeled energy outward to benefit an ally. You can
    grant the Hit Points you would regain from Communal Healing to any one creature
    within the range of your heal spell instead of yourself. You can also use Communal
    Healing when you target only yourself with a heal spell, though if you do, you
    must grant the additional healing to someone other than yourself.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Improved Communal Healing
  prereqs:
  - descr: 'Feat: Communal Healing'
    feat: Communal Healing
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  trigger: null
- action: Single Action
  descr: You pour negative energy into your undead subject to empower its attacks.
    If the next action you use is to cast harm to restore Hit Points to a single undead
    creature, the target then deals an additional 1d6 negative damage with its melee
    weapons and unarmed attacks until the end of its next turn. If the harm spell
    is at least 5th level, this damage increases to 2d6, and if the harm spell is
    at least 8th level, the damage increases to 3d6.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Necrotic Infusion
  prereqs:
  - descr: evil alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: Single Action
  descr: The sheer force of your faith can bring a foe crashing down. If the next
    action you use is to cast harm or heal to damage one creature, the target is knocked
    prone if it takes any damage from the spell. If the target critically fails its
    save against the spell, it also takes a –10-foot status penalty to its Speed for
    1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Cast Down
  prereqs:
  - descr: 'Feature: harmful font or healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: Free Action
  descr: You siphon residual spell energy into a weapon you’re wielding. Until the
    end of your turn, the weapon deals an additional 1d4 force damage. You can instead
    deal an additional 1d6 damage of an alignment type that matches one of your deity’s
    alignment components. As usual for aligned damage, this can damage only creatures
    of the opposite alignment.
  frequency: once per turn
  has_been_manually_proofread: false
  level: 6
  name: Divine Weapon
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  trigger: You finish Casting a Spell using one of your divine spell slots on your
    turn.
- action: null
  descr: As you call down divine power, you can prevent some enemies from benefiting
    or some allies from being hurt. When you cast a version of harm or heal that has
    an area, you can designate a number of creatures equal to your Charisma modifier
    (minimum 1) that are not targeted by the spell.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Selective Energy
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Confident in your technique, you don’t lose spells easily. If a reaction
    would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed,
    your action isn’t disrupted.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Steady Spellcasting
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  - abbr: CRB
    page_start: 136
    page_stop: 136
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Cleric
  - Druid
  - Wizard
  trigger: null
- action: null
  descr: 'Your studies or prayers have unlocked deeper secrets of your deity’s domain.
    You gain an advanced domain spell from one of your domains (as listed in Table
    8–2: Domains on page 441). Increase the number of Focus Points in your focus pool
    by 1.'
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Advanced Domain
  prereqs:
  - descr: 'Feat: Domain Initiate'
    feat: Domain Initiate
  requirement: null
  source:
  - abbr: CRB
    page_start: 123
    page_stop: 123
  traits:
  - Cleric
  trigger: null
- action: Single Action
  descr: You bring a weapon into metaphysical concordance with your deity’s beliefs.
    When you select this feat, choose chaotic, evil, good, or lawful. Your choice
    must match one of your deity’s alignment components. This action has the trait
    corresponding to the chosen alignment component.
  frequency: once per round
  has_been_manually_proofread: false
  level: 8
  name: Align Armament
  prereqs:
  - descr: chaotic, evil, good, or lawful deity
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 124
    page_stop: 124
  traits:
  - Cleric
  - Divine
  - Evocation
  trigger: null
- action: null
  descr: 'You can remove conditions with divine grace. You can sacrifice one heal
    spell you’ve prepared in your extra slots from healing font to cast one of the
    following spells instead: remove curse, remove disease, remove paralysis, or restoration.
    The spell is heightened to the same level as the heal spell you sacrificed.'
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Channeled Succor
  prereqs:
  - descr: 'Feature: healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 124
    page_stop: 124
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Your positive energy sets undead alight. When you use a heal spell to damage
    undead, each undead that takes damage also takes persistent fire damage equal
    to the spell’s level.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Cremate Undead
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 124
    page_stop: 124
  traits:
  - Cleric
  trigger: null
- action: null
  descr: With elemental forces, you make your emblazoned symbols more potent. When
    you Emblazon an Armament, you can choose from the following effects instead of
    the effects listed in that feat. These effects have the same restrictions as the
    base options.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Emblazon Energy
  prereqs:
  - descr: 'Feat: Emblazon Armament'
    feat: Emblazon Armament
  requirement: null
  source:
  - abbr: CRB
    page_start: 124
    page_stop: 124
  traits:
  - Cleric
  trigger: null
- action: null
  descr: The force of your deity’s castigation strengthens your body so you can strike
    down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed
    Strikes deal extra good damage to fiends equal to half the level of the heal spell
    until the end of your next turn. This is cumulative with any good damage the weapon
    already deals (such as from a holy rune).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Castigating Weapon
  prereqs:
  - descr: 'Feat: Holy Castigation'
    feat: Holy Castigation
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: Single Action
  descr: 'The restorative power of your healing invigorates the recipient. If the
    next action you use is to cast heal targeting a single living creature and the
    target regains Hit Points from the spell, it also gains three bonuses until the
    end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to
    attack rolls, and a +1 status bonus to damage rolls.'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Heroic Recovery
  prereqs:
  - descr: good alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: null
  descr: Undead creatures find it all but impossible to resist your commands. When
    you use Command Undead, if the undead succeeds at its save but doesn’t critically
    succeed, it is your minion for 1 round. If the undead fails its save, it is your
    minion for 10 minutes. If it critically fails, it is your minion for 24 hours.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Improved Command Undead
  prereqs:
  - descr: evil alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Striking out against your enemies draws praise and protection from your deity.
    When you damage a creature with a Strike using your deity’s favored weapon, you
    gain a number of temporary Hit Points equal to half your level, or equal to your
    level if the Strike was a critical hit. These temporary Hit Points last until
    the start of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Replenishment of War
  prereqs:
  - descr: expert in dietys favored weapon
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: Single Action
  descr: Your faith provides temporary protection in addition to healing. If the next
    action you use is to cast harm or heal on a single target and the target regains
    Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws
    for 1 round.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Defensive Recovery
  prereqs:
  - descr: 'Feature: harmful font or healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: null
  descr: Your devotion to your deity’s domains grows greater, and so does the power
    granted to you. If you have spent at least 2 Focus Points since the last time
    you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Domain Focus
  prereqs:
  - descr: one or more domain spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Your deity’s symbol protects against offensive magic. When you Emblazon an
    Armament, you can choose from the following effects instead of the effects listed
    in that feat. These effects have the same restrictions as the base options.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Emblazon Antimagic
  prereqs:
  - descr: 'Feat: Emblazon Armament'
    feat: Emblazon Armament
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: When your deity blesses your warlike acts, you can extend that favor to your
    allies. You can grant the temporary Hit Points from Replenishment of War to an
    ally within 10 feet instead of gaining them yourself. You can grant these temporary
    Hit Points to a different ally each time, meaning you might be able to grant them
    to multiple creatures in a single turn.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Shared Replenishment
  prereqs:
  - descr: 'Feat: Replenishment Of War'
    feat: Replenishment of War
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: When you call upon your deity’s power to fulfill the promise of their domain,
    you gain divine protection. After you cast a domain spell, you gain resistance
    to all damage until the start of your next turn. The amount of resistance is equal
    to the level of the domain spell you cast.
  frequency: null
  has_been_manually_proofread: false
  name: Deity’s Protection
  prereqs:
  - descr: 'Feat: Advanced Domain'
    feat: Advanced Domain
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: The alignment you impose on a weapon lasts much longer. The duration of Align
    Armament increases to 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Extend Armament Alignment
  prereqs:
  - descr: 'Feat: Align Armament'
    feat: Align Armament
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Divine power is always at your fingertips, swiftly responding to your call.
    When you cast harm or heal by spending 2 actions, you can get the effects of the
    3-action version instead of the 2-action version. You can do this with harm if
    you have harmful font or heal if you have healing font (or both if you have Versatile
    Font).
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Fast Channel
  prereqs:
  - descr: 'Feature: harmful font or healing font'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 125
    page_stop: 125
  traits:
  - Cleric
  trigger: null
- action: Reaction
  descr: The force of your blow sends your victim back to its home plane. You expend
    a banishment spell you have prepared, affecting the creature you critically hit
    without needing to cast the spell. The creature can attempt to resist the spell
    as normal.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Swift Banishment
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: You have a banishment spell prepared.
  source:
  - abbr: CRB
    page_start: 126
    page_stop: 126
  traits:
  - Cleric
  trigger: You critically hit a creature that is not on its home plane.
- action: null
  descr: A life of evil has made you a nexus for your deity’s vile power. You’re continuously
    surrounded by a bane spell with a spell level equal to half your level (rounded
    up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell;
    if you do, it returns automatically after 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Eternal Bane
  prereqs:
  - descr: evil alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 126
    page_stop: 126
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Your good deeds have brought your deity’s grace to you for all of eternity.
    You’re continuously surrounded by a bless spell with a spell level equal to half
    your level (rounded up). The radius is 15 feet, and you can’t increase it. You
    can Dismiss the spell; if you do, it returns automatically after 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Eternal Blessing
  prereqs:
  - descr: good alignment
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 126
    page_stop: 126
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You can cause a creature you bring back from the brink of death to thrive
    and continue healing. When you restore Hit Points to a dying creature or bring
    a dead creature back to life and restore Hit Points to it, you grant that creature
    fast healing 5 for 1 minute. This fast healing ends if the creature is knocked
    unconscious.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Resurrectionist
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 126
    page_stop: 126
  traits:
  - Cleric
  trigger: null
- action: null
  descr: The intensity of your focus grows from the investment you’ve placed in your
    domains. If you have spent at least 3 Focus Points since the last time you Refocused,
    you recover 3 Focus Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Domain Wellspring
  prereqs:
  - descr: 'Feat: Domain Focus'
    feat: Domain Focus
  requirement: null
  source:
  - abbr: CRB
    page_start: 126
    page_stop: 126
  traits:
  - Cleric
  trigger: null
- action: Single Action
  descr: When you pull forth positive or negative energy, you also create a smaller
    pocket of that energy. If the next action you use is to cast a 2-action harm or
    heal to heal or damage a single creature, choose one additional creature adjacent
    to either you or the target. Target that creature with a 1-action version of the
    same spell. This spell is the same level as the 2-action harm or heal you cast
    and doesn’t cost another spell slot.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Echoing Channel
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 127
    page_stop: 127
  traits:
  - Cleric
  - Concentrate
  - Metamagic
  trigger: null
- action: null
  descr: You easily banish creatures with your weapon. You can use Swift Banishment
    as long as you have a spell slot of 5th level or higher remaining, even if you
    don’t have banishment prepared. You must sacrifice a prepared spell of 5th level
    or higher, and the banishment effect you create is heightened to the level of
    that spell. Your weapon serves as the special material component of banishment,
    causing the target to take the –2 penalty to its save against any banishment you
    cast using Swift Banishment.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Improved Swift Banishment
  prereqs:
  - descr: 'Feat: Swift Banishment'
    feat: Swift Banishment
  requirement: null
  source:
  - abbr: CRB
    page_start: 127
    page_stop: 127
  traits:
  - Cleric
  trigger: null
- action: null
  descr: Your extensive service has made you a lesser herald of your deity, which
    affords you certain privileges. First, any creature you encounter knows instinctively
    that you speak for your deity. Second, if you conduct the commune ritual to contact
    your deity, you don’t have to pay any cost and you automatically get a critical
    success. Third, once per day, you can cast plane shift as a divine innate spell,
    but only to travel to the realm of your deity. When you cast it this way, its
    casting time is 1 minute, your religious symbol is a sufficient tuning fork for
    this spell, and you appear exactly where you want to be. If you’re in your deity’s
    realm due to this spell, you can return to the point you left when you cast it
    by spending a single action, which has the concentrate and divine traits.
  frequency: null
  has_been_manually_proofread: false
  name: Avatar’s Audience
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 127
    page_stop: 127
  traits:
  - Cleric
  trigger: null
- action: null
  descr: You are a conduit for truly deific power. You gain an additional 10th-level
    spell slot.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Maker of Miracles
  prereqs:
  - descr: 'Feature: miraculous spell'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 127
    page_stop: 127
  traits:
  - Cleric
  trigger: null
- action: Free Action
  descr: Deep understanding of divine revelations into the nature of vital essence
    allows you to freely manipulate the effects of your positive or negative energy.
    Use 1 metamagic action that you can perform that normally takes 1 action and can
    be applied to the harm or heal spell. If you use it in this way, its effects apply
    only to a harm or heal spell.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Metamagic Channel
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 127
    page_stop: 127
  traits:
  - Cleric
  - Concentrate
  trigger: null
- action: null
  descr: You gain the service of a young animal companion that travels with you on
    your adventures and obeys any simple commands you give it to the best of its abilities.
    See Animal Companions on page 214 for more information.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Animal Companion (Druid)
  prereqs:
  - descr: 'Feature: animal order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 133
    page_stop: 133
  traits:
  - Druid
  trigger: null
- action: null
  descr: You gain a leshy familiar, a Tiny plant that embodies one of the many spirits
    of nature. Other than taking the form of a plant instead of an animal, this familiar
    uses all the same rules as other familiars, which are detailed on page 217.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Leshy Familiar
  prereqs:
  - descr: 'Feature: leaf order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 133
    page_stop: 133
  traits:
  - Druid
  trigger: null
- action: null
  descr: You are at home out in the elements, reveling in the power of nature unleashed.
    You do not take circumstance penalties to ranged spell attacks or Perception checks
    caused by weather, and your targeted spells don’t require a flat check to succeed
    against a target concealed by weather (such as fog).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Storm Born
  prereqs:
  - descr: 'Feature: storm order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  traits:
  - Druid
  trigger: null
- action: Single Action
  descr: You manipulate the energy of your spell, causing it to spread out and affect
    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 does not have a duration, increase the area of that
    spell. Add 5 feet to the radius of a burst that normally has a radius of at least
    10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length
    of a cone or line that is normally 15 feet long or smaller, and add 10 feet to
    the length of a larger cone or line.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Widen Spell
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  - abbr: CRB
    page_start: 198
    page_stop: 198
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Druid
  - Manipulate
  - Metamagic
  - Sorcerer
  - Wizard
  trigger: null
- action: null
  descr: You are one with the wild, always changing and adapting to meet any challenge.
    You gain the wild shape order spell, which lets you transform into a variety of
    forms that you can expand with druid feats.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Wild Shape
  prereqs:
  - descr: 'Feature: wild order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  traits:
  - Druid
  trigger: null
- action: null
  descr: You call upon the creatures of nature to come to your aid. You can spend
    10 minutes in concert with nature to replace one of the spells you’ve prepared
    in one of your druid spell slots with a summon animal or summon plants and fungi
    spell of the same level.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Call of the Wild
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  traits:
  - Druid
  trigger: null
- action: null
  descr: You infuse your familiar with additional primal energy, increasing its abilities.
    You can select four familiar or master abilities each day, instead of two.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Enhanced Familiar (Druid)
  prereqs:
  - descr: a familiar
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  traits:
  - Druid
  trigger: null
- action: null
  descr: You have learned the secrets of another druidic order, passing whatever rites
    of initiation that order requires and gaining access to its secrets. Choose an
    order other than your own. You gain a 1st-level feat that lists that order as
    a prerequisite, and you are now a member of that order for the purpose of meeting
    feat prerequisites. If you commit acts anathema to your new order, you lose all
    feats and abilities requiring that order but retain your other druid feats and
    abilities. You don’t gain any of the other benefits of the order you chose.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Order Explorer
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 134
    page_stop: 134
  traits:
  - Druid
  trigger: null
- action: Single Action
  descr: Your affinity for the natural world grants you protection against some of
    its dangers. You gain poison resistance equal to half your level, and you gain
    a +1 status bonus to saving throws against poisons.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Poison Resistance (Druid)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  trigger: null
- action: Single Action
  descr: With additional care and effort, you can take on an alternate form for a
    longer period of time. If your next action is to cast wild shape, wild shape’s
    spell level is 2 lower than normal (minimum 1st level), but you can remain transformed
    for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss
    the form at any time, as permitted by the spell.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Form Control
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  - Manipulate
  - Metamagic
  trigger: null
- action: null
  descr: Your animal companion grows up, becoming a mature animal companion, which
    grants it additional capabilities. See the animal companion rules on page 214
    for more information. Your animal companion is better trained than most. During
    an encounter, even if you don’t use the Command an Animal action, your animal
    companion can still use 1 action on your turn that round to Stride or Strike.
  frequency: null
  has_been_manually_proofread: false
  name: Mature Animal Companion (Druid)
  prereqs:
  - descr: 'Feat: Animal Companion'
    feat: Animal Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  trigger: null
- action: null
  descr: You have delved deeper into the teaching of a new order, gaining access to
    a coveted order spell. Choose an order you have selected with Order Explorer.
    You gain the initial order spell from that order.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Order Magic
  prereqs:
  - descr: 'Feat: Order Explorer'
    feat: Order Explorer
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your form is as mutable as the weather, changing to meet your whim. You add
    the forms listed in humanoid form to your wild shape list.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Thousand Faces
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can always find a path, almost as if foliage parted before you. You ignore
    any difficult terrain caused by plants, such as bushes, vines, and undergrowth.
    Even plants manipulated by magic don’t impede your progress.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Woodland Stride
  prereqs:
  - descr: 'Feature: leaf order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 135
    page_stop: 135
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can communicate with plants on a basic level and use Diplomacy to Make
    an Impression on them and to make very simple Requests of them. Non-creature plants
    typically can’t fulfill most requests you might ask of them unless you have access
    to other magic such as speak with plants. Because of your affiliation with the
    leaf order, plants have a sense that you support them, so you gain a +2 circumstance
    bonus on your check to Make a Request of a plant using Green Empathy.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Green Empathy
  prereqs:
  - descr: 'Feature: leaf order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 136
    page_stop: 136
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your understanding of life expands, allowing you to mimic a wider range of
    creatures. Add the forms in insect form to your wild shape list. Whenever you
    use wild shape to polymorph into the non-flying insect form listed in pest form,
    the duration is 24 hours instead of 10 minutes.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Insect Shape
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 136
    page_stop: 136
  traits:
  - Druid
  trigger: null
- action: Reaction
  descr: You lash out, directing a burst of storming fury toward a creature that has
    harmed you. You cast tempest surge on the triggering opponent and push that creature,
    moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically
    fails. This movement is forced movement.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Storm Retribution
  prereqs:
  - descr: tempest surge order spell
    feat: null
  requirement: You have at least 1 available Focus Point.
  source:
  - abbr: CRB
    page_start: 136
    page_stop: 136
  traits:
  - Druid
  trigger: An opponent adjacent to you critically hits you with a melee weapon or
    melee unarmed attack.
- action: null
  descr: You have mastered the shape of ferocious dinosaurs. Add the forms listed
    in dinosaur form to your wild shape list. Whenever you use wild shape to take
    a form that grants you a specific Athletics modifier, you gain a +1 status bonus
    to your Athletics checks.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Ferocious Shape
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 136
    page_stop: 136
  traits:
  - Druid
  trigger: null
- action: null
  descr: You have learned some of the tricks the fey use to bend primal magic toward
    illusions and trickery. Add illusory disguise, illusory object, illusory scene,
    and veil to your spell list as primal spells.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Fey Caller
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 136
    page_stop: 136
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your animal companion continues to grow and develop. It becomes a nimble
    or savage animal companion (your choice), gaining additional capabilities determined
    by the type of companion (page 214).
  frequency: null
  has_been_manually_proofread: false
  name: Incredible Companion (Druid)
  prereqs:
  - descr: 'Feat: Mature Animal Companion'
    feat: Mature Animal Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  trigger: null
- action: null
  descr: Wings free you from the shackles of the ground below. Add the bat and bird
    forms in aerial form to your wild shape list. If you have Insect Shape, you also
    add the wasp form to your wild shape list. If you have Ferocious Shape, you also
    add the pterosaur form to your wild shape list. Whenever you use wild shape to
    gain a form that grants you a specific Acrobatics modifier, you gain a +1 status
    bonus to Acrobatics checks.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Soaring Shape
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  trigger: null
- action: null
  descr: You bid the winds to lift and carry you through the air. You gain the stormwind
    flight order spell. Increase the number of Focus Points in your focus pool by
    1.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Wind Caller
  prereqs:
  - descr: 'Feature: storm order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  trigger: null
- action: null
  descr: You understand the fundamental elements of nature such that you can imbue
    them into your body and manifest as a living embodiment of those elements. Add
    the forms in elemental form to your wild shape list. Whenever you’re polymorphed
    into another form using wild shape, you gain resistance 5 to fire.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Elemental Shape
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  trigger: null
- action: Single Action
  descr: You can take advantage of shapechanging magic to close wounds and patch injuries.
    If your next action is to cast a non-cantrip polymorph spell that targets only
    one creature, your polymorph spell also restores 1d6 Hit Points per spell level
    to that creature. This is a healing effect.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Healing Transformation
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  - Metamagic
  trigger: null
- action: Single Action
  descr: With a complex gesture, you call upon the primal power of your spell to overcome
    enemies’ resistances. If the next action you use is to Cast a Spell, the spell
    ignores an amount of the target’s resistance to acid, cold, electricity, fire,
    or sonic damage equal to your level. This applies to all damage the spell deals,
    including persistent damage and damage caused by an ongoing effect of the spell,
    such as the wall created by wall of fire. A creature’s immunities are unaffected.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Overwhelming Energy (Druid)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 137
    page_stop: 137
  traits:
  - Druid
  - Manipulate
  - Metamagic
  trigger: null
- action: null
  descr: You can take the form of a plant creature. Add the forms listed in plant
    form to your wild shape list; if you don’t have wild shape, you can instead cast
    plant form once per day, heightened to the highest spell level you can cast. Whenever
    you’re polymorphed into another form using wild shape, you gain resistance 5 to
    poison.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Plant Shape
  prereqs:
  - descr: leaf order or Wild Shape
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: You and your animal companion fight in tandem, distracting your foes and
    keeping them off balance. Whenever you and your animal companion are adjacent
    to the same foe, you are both flanking that foe with each other, regardless of
    your actual positions.
  frequency: null
  has_been_manually_proofread: false
  name: Side by Side (Druid)
  prereqs:
  - descr: 'Feat: Animal Companion'
    feat: Animal Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can take on the form of some of the world’s most fearsome creatures.
    Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed
    into another form using wild shape, you gain resistance 5 to your choice of acid,
    cold, electricity, fire, or poison.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Dragon Shape
  prereqs:
  - descr: 'Feat: Soaring Shape'
    feat: Soaring Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: You share a special kinship with all things green and living. You (and your
    leshy familiar, if you have one) are constantly under the effects of speak with
    plants. Most non-creature plants recognize you as a druid of the leaf order and
    are friendly to you.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Green Tongue
  prereqs:
  - descr: 'Feat: Green Empathy'
    feat: Green Empathy
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your connection to nature is particularly strong, and the spirits of nature
    flock around you, helping you replenish your focus. If you have spent at least
    2 Focus Points since the last time you Refocused, you recover 2 Focus Points when
    you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Primal Focus
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: Whenever you summon an ally, you can empower it with the elemental power
    of air, earth, fire, or water. You gain the primal summons order spell.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Primal Summons
  prereqs:
  - descr: 'Feat: Call Of The Wild'
    feat: Call of the Wild
  requirement: null
  source:
  - abbr: CRB
    page_start: 138
    page_stop: 138
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your animal companion continues to grow in power and ability, and it is now
    cunning enough to become specialized. Your animal companion gains one specialization
    of your choice. (See the Animal Companion section on page 214.)
  frequency: null
  has_been_manually_proofread: false
  name: Specialized Companion (Druid)
  prereqs:
  - descr: 'Feat: Incredible Companion'
    feat: Incredible Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: With primal magic sustaining you, you cease aging. The overflowing primal
    energy gives you a +2 status bonus to saves against diseases and primal magic.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Timeless Nature
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: You transform into a plant version of yourself. You gain the plant trait
    and lose any trait that’s inappropriate for your new form (typically humanoid
    for a PC, but also possibly animal or fungus). You can change from a form that
    looks mostly like your old self into a tree or any other non-creature plant as
    a single action, which has the concentrate trait. This has the same effect as
    tree shape, except you can turn into any kind of non-creature plant and your AC
    is 30. If you rest for 10 minutes while transformed into a non-creature plant
    during daylight hours under direct sunlight, you recover half your maximum Hit
    Points. If you take your daily rest in this way, the rest restores you to maximum
    Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied
    conditions, as well as all poisons and diseases of 19th level or lower.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Verdant Metamorphosis
  prereqs:
  - descr: 'Feature: leaf order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can fill an area with devastating briars that impale and impede your
    foes. You gain the impaling briars order spell. Increase the number of Focus Points
    in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Impaling Briars
  prereqs:
  - descr: 'Feature: leaf order'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can transform into a powerful magical creature. Add the purple worm and
    sea serpent forms listed in monstrosity form to your wild shape list. If you have
    Soaring Shape, add the phoenix form listed in aerial form to your wild shape list.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Monstrosity Shape
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: You can invoke nature’s fury upon your foes. You gain the storm lord order
    spell. Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Invoke Disaster
  prereqs:
  - descr: 'Feat: Wind Caller'
    feat: Wind Caller
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely;
    you may have even forgotten your original form. When you use Form Control, instead
    of lasting 1 hour, wild shape is permanent until you Dismiss it.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Perfect Form Control
  prereqs:
  - descr: Strength 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: Your reservoir of Focus Points is a deep wellspring. If you have spent at
    least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points
    when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Primal Wellspring
  prereqs:
  - descr: 'Feat: Primal Focus'
    feat: Primal Focus
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: null
  descr: You have entwined yourself with the natural world, and its full power flows
    through you. You gain an additional 10th-level spell slot.
  frequency: null
  has_been_manually_proofread: false
  name: Hierophant’s Power
  prereqs:
  - descr: legendary in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Druid
  trigger: null
- action: Single Action
  descr: You can cast your spells effortlessly by tapping into the leylines of the
    world. If your next action is to Cast a Spell of 5th level or lower that has no
    duration, you don’t expend the prepared spell as you cast it.
  frequency: once per minute
  has_been_manually_proofread: false
  level: 20
  name: Leyline Conduit
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Concentrate
  - Druid
  - Manipulate
  - Metamagic
  trigger: null
- action: Two Actions
  descr: You transcend the limitations of form. While under the effects of wild shape,
    you can change into any other form on your wild shape list; if the durations of
    the forms would vary, use the shorter of the two durations. Once per day, you
    can transform into a kaiju, with the effects of nature incarnate; if you have
    Plant Shape, you can instead transform into a green man.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: True Shapeshifter
  prereqs:
  - descr: 'Feat: Wild Shape'
    feat: Wild Shape
  requirement: null
  source:
  - abbr: CRB
    page_start: 139
    page_stop: 139
  traits:
  - Concentrate
  - Druid
  trigger: null
- action: Two Actions
  descr: You lash out at your foe with both weapons. Make two Strikes, one with each
    of your two melee weapons, each using your current multiple attack penalty. Both
    Strikes must have the same target. If the second Strike is made with a weapon
    that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit,
    combine their damage, and then add any other applicable effects from both weapons.
    You add any precision damage only once, to the attack of your choice. Combine
    the damage from both Strikes and apply resistances and weaknesses only once. This
    counts as two attacks when calculating your multiple attack penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Double Slice
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding two melee weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 144
    page_stop: 144
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: You make a controlled attack, fully accounting for your momentum. Make a
    Strike. The Strike gains the following failure effect.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Exacting Strike
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 144
    page_stop: 144
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: You take aim to pick off nearby enemies quickly. When using a ranged volley
    weapon while you are in this stance, you don’t take the penalty to your attack
    rolls from the volley trait. When using a ranged weapon that doesn’t have the
    volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against
    targets within the weapon’s first range increment.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Point-Blank Shot
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding a ranged weapon.
  source:
  - abbr: CRB
    page_start: 144
    page_stop: 144
  traits:
  - Fighter
  - Open
  - Stance
  trigger: null
- action: Two Actions
  descr: You unleash a particularly powerful attack that clobbers your foe but leaves
    you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating
    your multiple attack penalty. If this Strike hits, you deal an extra die of weapon
    damage. If you’re at least 10th level, increase this to two extra dice, and if
    you’re at least 18th level, increase it to three extra dice.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Power Attack
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 144
    page_stop: 144
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: Reaction
  descr: You can snap your shield into place just as you would take a blow, avoiding
    the hit at the last second. You immediately use the Raise a Shield action and
    gain your shield’s bonus to AC. The circumstance bonus from the shield applies
    to your AC when you’re determining the outcome of the triggering attack.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Reactive Shield
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding a shield.
  source:
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Fighter
  trigger: An enemy hits you with a melee Strike.
- action: Single Action
  descr: You combine an attack with quick grappling moves to throw an enemy off balance
    as long as it stays in your reach. Make a Strike while keeping one hand free.
    If this Strike hits, the target is flat-footed until the start of your next turn
    or until it’s no longer within the reach of your hand, whichever comes first.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Snagging Strike
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You have one hand free, and your target is within reach of that hand.
  source:
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Fighter
  trigger: null
- action: Free Action
  descr: You push back as you block the attack, knocking your foe away or off balance.
    You use your shield to push the triggering creature, either automatically Shoving
    it 5 feet or causing it to become flat-footed until the start of your next turn.
    The triggering creature chooses whether to be moved or become flat-footed. If
    it chooses to be moved, you choose the direction. If the Shove would cause it
    to hit a solid object, enter a square of difficult terrain, or enter another creature’s
    space, it must become flat-footed instead of being moved.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Aggressive Block
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Fighter
  trigger: You use the Shield Block reaction, and the opponent that triggered Shield
    Block is adjacent to you and is your size or smaller.
- action: Single Action
  descr: With a quick shot, you interfere with a foe in combat. You can use the Aid
    action with a ranged weapon you wield. Instead of being within reach of the target,
    you must be within maximum range of the target. An Assisting Shot uses ammunition
    and incurs penalties just like any other attack.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Assisting Shot
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: Throwing your weight behind your attack, you hit your opponent hard enough
    to make it stumble back. Make a Strike with a two-handed melee weapon. If you
    hit a target that is your size or smaller, that creature is flat-footed until
    the end of your current turn, and you can automatically Shove it, with the same
    benefits as the Shove action (including the critical success effect, if your Strike
    was a critical hit). If you move to follow the target, your movement doesn’t trigger
    reactions.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Brutish Shove
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: You are wielding a two-handed melee weapon.
  source:
  - abbr: CRB
    page_start: 145
    page_stop: 145
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: You swipe at your opponent and grab at them. Make a melee Strike while keeping
    one hand free. If the Strike hits, you grab the target using your free hand. The
    creature remains grabbed until the end of your next turn or until it Escapes,
    whichever comes first.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Combat Grab
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: You have one hand free, and your target is within reach of that hand.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: You can parry attacks against you with your one-handed weapon. You gain a
    +2 circumstance bonus to AC until the start of your next turn as long as you continue
    to meet the requirements.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Dueling Parry
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: You are wielding only a single one-handed melee weapon and have your
    other hand or hands free.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: Your blow not only wounds creatures but also shatters their confidence. Make
    a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened
    2 on a critical hit.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Intimidating Strike
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Emotion
  - Fear
  - Fighter
  - Mental
  trigger: null
- action: Single Action
  descr: Extending your body to its limits, you attack an enemy that would normally
    be beyond your reach. Make a Strike with a melee weapon, increasing your reach
    by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait,
    you can use the corresponding action instead of a Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Lunge
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: You are wielding a melee weapon.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: You shoot twice in blindingly fast succession. Make two Strikes, each against
    a separate target and with a –2 penalty. Both attacks count toward your multiple
    attack penalty, but the penalty doesn’t increase until after you’ve made both
    of them.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Double Shot
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are wielding a ranged weapon with reload 0.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: Single Action
  descr: You snap your free hand over to grip your weapon just long enough to add
    momentum and deliver a more powerful blow to your opponent. Make a Strike with
    the required weapon. You quickly switch your grip during the Strike in order to
    make the attack with two hands. If the weapon doesn’t normally have the two-hand
    trait, increase its weapon damage die by one step for this attack. (Rules on increasing
    die size appear on page 279.) If the weapon has the two-hand trait, you gain the
    benefit of that trait and a circumstance bonus to damage equal to the weapon’s
    number of damage dice. When the Strike is complete, you resume gripping the weapon
    with only one hand. This action doesn’t end any stance or fighter feat effect
    that requires you to have one hand free.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Dual-Handed Assault
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are wielding a one-handed melee weapon and have a free hand.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: Two Actions
  descr: You make an attack to knock a foe off balance, then follow up immediately
    with a sweep to topple them. Make a melee Strike. If it hits and deals damage,
    you can attempt an Athletics check to Trip the creature you hit. If you’re wielding
    a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand
    free. Both attacks count toward your multiple attack penalty, but the penalty
    doesn’t increase until after you’ve made both of them.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Knockdown
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: null
  descr: You can push larger foes around with your attack. You can use Aggressive
    Block or Brutish Shove against a creature up to two sizes larger than you. When
    a creature you Shove has to stop moving because it would hit an object, it takes
    damage equal to your Strength modifier (minimum 1). This happens regardless of
    how you Shoved the creature.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Powerful Shove
  prereqs:
  - descr: Aggressive Block or Brutish Shove
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: You turn your foes’ flanking against them with a quick reverse. Make a melee
    Strike against one of the flanking enemies and make a second Strike with the same
    weapon or unarmed attack against a different enemy that is flanking you. This
    second Strike has the same multiple attack penalty of the initial attack and doesn’t
    count toward your multiple attack penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Quick Reversal
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are flanked by at least two enemies.
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  - Flourish
  - Press
  trigger: null
- action: null
  descr: When your shield is up, your enemies’ blows can’t touch you. hen you have
    your shield raised, you can Stride to move half your Speed without triggering
    reactions that are triggered by your movement (such as Attacks of Opportunity).
    You can use Shielded Stride while Flying or Swimming instead of Striding if you
    have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Shielded Stride
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 146
    page_stop: 146
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: You use your two weapons to parry attacks. You gain a +1 circumstance bonus
    to AC until the start of your next turn, or a +2 circumstance bonus if either
    weapon has the parry trait. You lose this circumstance bonus if you no longer
    meet this feat’s requirement.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Twin Parry
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are wielding two melee weapons, one in each hand.
  source:
  - abbr: CRB
    page_start: 147
    page_stop: 147
  traits:
  - Fighter
  trigger: null
- action: null
  descr: You’ve studied the art of wielding an advanced weapon. Choose a weapon group.
    You gain proficiency with all advanced weapons in that group as if they were martial
    weapons of their weapon group.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Weapon Training
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 147
    page_stop: 147
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: When an enemy’s movement is compromised, you deliver a more deadly blow.
    Make a Strike against a creature that is grabbed, prone, or restrained. You gain
    a circumstance bonus to damage on this Strike equal to the number of weapon damage
    dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike
    gains the following failure effect. Failure You deal damage to the target equal
    to the number of weapon damage dice, or that number + 2 if you’re wielding the
    weapon in two hands. This damage has the same damage type as the weapon.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advantageous Assault
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 147
    page_stop: 147
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: You adopt a fencing stance that improves your control over your weapon. While
    you are in this stance, you gain a +1 circumstance bonus to Athletics checks to
    Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks
    to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes
    larger than you.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Disarming Stance
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: You are wielding only a single one-handed melee weapon and have your
    other hand or hands free.
  source:
  - abbr: CRB
    page_start: 147
    page_stop: 147
  traits:
  - Fighter
  - Stance
  trigger: null
- action: null
  descr: You’ve learned to maintain your balance even when swinging furiously. When
    you make a Power Attack with a melee weapon you’re wielding in two hands, it counts
    as one attack toward your multiple attack penalty instead of two.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Furious Focus
  prereqs:
  - descr: 'Feat: Power Attack'
    feat: Power Attack
  requirement: null
  source:
  - abbr: CRB
    page_start: 148
    page_stop: 148
  traits:
  - Fighter
  trigger: null
- action: Reaction
  descr: You use your weapon to deflect the attack against your ally, granting a +2
    circumstance bonus to their Armor Class against the triggering attack. This turns
    the triggering critical hit into a hit, or the triggering hit into a miss.
  frequency: null
  has_been_manually_proofread: false
  name: Guardian’s Deflection
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: You are wielding a single one-handed melee weapon and have your other
    hand or hands free.
  source:
  - abbr: CRB
    page_start: 148
    page_stop: 148
  traits:
  - Fighter
  trigger: An ally within your melee reach is hit by an attack, you can see the attacker,
    and the ally gaining a +2 circumstance bonus to AC would turn the critical hit
    into a hit or the hit into a miss.
- action: null
  descr: You can use your shield to fend off the worst of area effects and other damage.
    When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex
    saves. If you have the Shield Block reaction, damage you take as a result of a
    Reflex save can trigger that reaction, even if the damage isn’t physical damage.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Reflexive Shield
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 148
    page_stop: 148
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: You drive your piercing weapon into an imperceptible foe, revealing its location
    to your allies. Make a Strike with the required melee weapon. You don’t have to
    attempt a flat check to hit a concealed creature, and you have to succeed at only
    a DC 5 flat check to target a hidden creature. If you hit and deal damage, you
    can drive the required weapon into a corporeal target, revealing its current position.
    You Release the weapon, and it becomes lodged in the target. If the target is
    concealed, other creatures don’t need to succeed at a flat check to hit it. If
    the target is hidden, other creatures have to succeed at only a DC 5 flat check
    to target it. The creatures need to be able to see your weapon to gain any of
    these benefits, and the target can’t become undetected to anyone who sees your
    weapon. If the target is invisible, the weapon remains visible while lodged in
    it. This benefit lasts until the weapon is removed from the creature. An adjacent
    creature or the target can remove the weapon with 2 Interact actions.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Revealing Stab
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: You are wielding a melee weapon that deals piercing damage.
  source:
  - abbr: CRB
    page_start: 148
    page_stop: 148
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: Your offense exploits your enemy’s fear. Make a melee Strike against a frightened
    creature. If you hit and deal damage, the target becomes flat-footed until its
    frightened condition ends. If the target was already flat-footed to you when you
    damaged it with this Strike, it can’t reduce its frightened value below 1 until
    the start of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Shatter Defenses
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: A frightened creature is in your melee reach.
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  - Press
  trigger: null
- action: null
  descr: You use your shield to protect your allies. When you have a shield raised,
    you can use your Shield Block reaction when an attack is made against an ally
    adjacent to you. If you do, the shield prevents that ally from taking damage instead
    of preventing you from taking damage, following the normal rules for Shield Block.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Shield Warden (Fighter)
  prereqs:
  - descr: 'Feat: Shield Block'
    feat: Shield Block
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: null
- action: null
  descr: You can quickly fire multiple shots with greater control. When you use Double
    Shot, you can make the attacks against the same target. You can add an additional
    action to Double Shot to make three ranged Strikes instead of two. If you do,
    the penalty is –4. All attacks count toward your multiple attack penalty, but
    the penalty doesn’t increase until after you’ve made all of them.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Triple Shot
  prereqs:
  - descr: 'Feat: Double Shot'
    feat: Double Shot
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: null
- action: null
  descr: Your battle instincts make you more aware of concealed and invisible opponents.
    You don’t need to succeed at a flat check to target concealed creatures. You’re
    not flat-footed to creatures that are hidden from you (unless you’re flat-footed
    to them for reasons other than the hidden condition), and you need only a successful
    DC 5 flat check 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.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Blind-Fight
  prereqs:
  - descr: master in Perception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Fighter
  - Ranger
  - Rogue
  trigger: null
- action: Reaction
  descr: You riposte against your flailing enemy. Make a melee Strike against or attempt
    to Disarm the triggering creature.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Dueling Riposte
  prereqs:
  - descr: 'Feat: Dueling Parry'
    feat: Dueling Parry
  requirement: You are benefiting from Dueling Parry.
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: A creature within your reach critically fails a Strike against you.
- action: Two Actions
  descr: Your attack can ground an airborne foe. Make a Strike. If it hits and deals
    damage to a flying target, the target falls up to 120 feet. The fall is gradual
    enough that if it causes the target to hit the ground, the target takes no damage
    from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate,
    or otherwise leave the ground until the end of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Felling Strike
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: By spending a moment to focus, you can ensure your attack strikes true. Make
    a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the
    attack roll and ignore the target’s concealed condition.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Incredible Aim
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Concentrate
  - Fighter
  trigger: null
- action: Single Action
  descr: Your shots become nimble and deadly. While you’re in this stance, your ranged
    Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered
    by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded
    ranged weapon you’re wielding. The triggering creature must be within 5 feet of
    you for you to do so.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Mobile Shot Stance
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  - Stance
  trigger: null
- action: Two Actions
  descr: With punishing blows, you force your opponent into position. Make a Strike
    with the required weapon. If you hit, you move the target 5 feet into a space
    in your reach. This follows the forced movement rules found on page 475.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Positioning Assault
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: You are wielding a two-handed melee weapon and your target is within
    your reach.
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: null
  descr: You can bring your shield into place with hardly a thought. At the start
    of each of your turns, you gain an additional reaction that you can use only to
    Shield Block.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Quick Shield Block
  prereqs:
  - descr: 'Feat: Reactive Shield'
    feat: Reactive Shield
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: You make an impressive leap and swing while you soar. Make a Leap, High Jump,
    or Long Jump and attempt one melee Strike at any point during your jump. Immediately
    after the Strike, you fall to the ground if you’re in the air, even if you haven’t
    reached the maximum distance of your jump. If the distance you fall is no more
    than the height of your jump, you take no damage and land upright. When attempting
    a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long
    Jump DCs, and increase your maximum distance to double your Speed. Special If
    you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use
    Felling Strike instead of a normal Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Sudden Leap (Fighter)
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 149
    page_stop: 149
  traits:
  - Fighter
  trigger: null
- action: null
  descr: Your graceful moves with agile weapons are beyond compare. Your multiple
    attack penalty with agile weapons and agile unarmed attacks becomes –3 for your
    second attack and –6 for subsequent attacks (rather than –4 and –8).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Agile Grace
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: Even when you don’t hit squarely, you can still score a glancing blow. Make
    a melee Strike. It gains the following failure effect. Failure Your attack deals
    any damage it would have dealt on a hit, excluding all damage dice. (This removes
    damage dice from weapon runes, spells, and special abilities, in addition to weapon
    damage dice.)
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Certain Strike
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  - Press
  trigger: null
- action: null
  descr: You are particularly swift at punishing foes who leave you openings. At the
    start of each of your turns when you regain your actions, you gain an additional
    reaction that can be used only to make an Attack of Opportunity.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Combat Reflexes
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  trigger: null
- action: Two Actions
  descr: Aiming for a weak point, you impede your foe with a precise shot. Make a
    ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until
    the end of its next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Debilitating Shot
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  - Flourish
  trigger: null
- action: Single Action
  descr: After your initial attack redirects your foe’s defenses, your follow-up wrests
    their weapon from their grasp. Make a melee Strike with the required weapon. In
    addition to its other effects, this Strike gains the success and critical success
    effects of the Disarm action. The Strike also has the following failure effect.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Disarming Twist
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: You are wielding only a single one-handed melee weapon and have your
    other hand or hands free.
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: The slightest distraction can provoke your wrath, and you’re prepared to
    foil enemies’ actions. As long as you are in this stance, you can use Attack of
    Opportunity when a creature within your reach uses a concentrate action, in addition
    to manipulate and move actions. Furthermore, you disrupt a triggering concentrate
    or manipulate action if your Strike hits (not only if it’s a critical hit).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Disruptive Stance
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 150
    page_stop: 150
  traits:
  - Fighter
  - Stance
  trigger: null
- action: null
  descr: Fear makes your foes weak and more vulnerable to your attacks. You gain a
    circumstance bonus to damage rolls for Strikes against frightened creatures. The
    bonus is equal to double the target’s frightened value. If you have master proficiency
    in Intimidation, increase the bonus to triple the target’s frightened value.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Fearsome Brute
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  trigger: null
- action: null
  descr: You can dash your foe to the ground with a single blow. When you use Knockdown,
    instead of making a Strike followed by a Trip, you can attempt a single Strike.
    If you do and your Strike hits, you also apply the critical success effect of
    a Trip. If you used a two-handed melee weapon for the Strike, you can use the
    weapon’s damage die size instead of the regular die size for the damage from a
    critical Trip.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Improved Knockdown
  prereqs:
  - descr: 'Feat: Knockdown'
    feat: Knockback
  requirement: null
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  trigger: null
- action: Reaction
  descr: You reflect the spell back against the triggering opponent. Make a ranged
    attack against the triggering creature using your highest proficiency with a ranged
    weapon. If you can cast spells, you can make a spell attack roll instead. If you
    succeed, your opponent takes the effects of a successful spell attack roll for
    their own spell (or the effects of a critical success if your attack roll was
    a critical success).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Mirror Shield
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: You have a shield raised.
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  trigger: An opponent casting a spell that targets you critically fails a speel attack
    roll against your AC.
- action: Single Action
  descr: Your final blow can make an impact even if it rebounds off a foe’s defenses.
    Make a Strike with the required weapon. After the Strike, your turn ends. The
    Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re
    at least 18th level. The Strike also gains the following failure effect.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Brutal Finish
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: You are wielding a melee weapon in two hands.
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: Using your free hand as pivot and balance, you both attack and defend with
    your weapon. While you are in this stance, you constantly have the benefits of
    Dueling Parry.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Dueling Dance
  prereqs:
  - descr: 'Feat: Dueling Parry'
    feat: Dueling Parry
  requirement: You are wielding only a single one-handed melee weapon and have your
    other hand or hands free.
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  - Stance
  trigger: null
- action: null
  descr: Increase the distance you Shove your opponent with Aggressive Block or Brutish
    Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive
    Block, you can choose whether the target is flat-footed or Shoved. When you make
    a Brutish Shove, you also Shove the target 5 feet on a failure.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Flinging Shove
  prereqs:
  - descr: Aggressive Block or Brutish Shove
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  trigger: null
- action: null
  descr: Your weapon whirls and darts, striking foes whenever the opportunity presents
    itself. At the start of each of your turns, you gain an additional reaction that
    you can use only to make a Dueling Riposte. You can use this extra reaction even
    if you are not benefiting from Dueling Parry.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Improved Dueling Riposte
  prereqs:
  - descr: 'Feat: Dueling Riposte'
    feat: Dueling Riposte
  requirement: null
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: After your first shot singles out your opponent’s position, you direct another
    that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike.
    You ignore the target’s concealed condition and all cover.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Incredible Ricochet
  prereqs:
  - descr: 'Feat: Incredible Aim'
    feat: Incredible Aim
  requirement: null
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Concentrate
  - Fighter
  - Press
  trigger: null
- action: Single Action
  descr: Your body coiled to strike, you can lash out at distant enemies. While you
    are in this stance, you can use Attack of Opportunity against a creature that
    is outside your reach but within the reach you would have with a Lunge. If you
    do, you increase your range with the Strike by 5 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Lunging Stance
  prereqs:
  - descr: 'Feat: Lunge'
    feat: Lunge
  requirement: You are wielding a melee weapon.
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  - Stance
  trigger: null
- action: Single Action
  descr: Once you’ve had a moment to set your stance, you always have your shield
    ready without a thought. While you are in this stance, you constantly have your
    shield raised as if you’d used the Raise a Shield action, as long as you meet
    that action’s requirements.
  frequency: null
  has_been_manually_proofread: false
  name: Paragon’s Guard
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: You are wielding a shield.
  source:
  - abbr: CRB
    page_start: 151
    page_stop: 151
  traits:
  - Fighter
  - Stance
  trigger: null
- action: Single Action
  descr: Springing away from one foe, you Strike at another. Stride up to your Speed,
    but you must end that movement within melee reach of a different enemy. At the
    end of your movement, make a melee Strike against an enemy now within reach. You
    can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of
    Striding if you have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Spring Attack
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: You are adjacent to an enemy.
  source:
  - abbr: CRB
    page_start: 152
    page_stop: 152
  traits:
  - Fighter
  - Press
  trigger: null
- action: Reaction
  descr: You throw everything into one last press. Use a single action that you know
    with the press trait as part of Desperate Finisher. You forgo the ability to use
    reactions until the start of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Desperate Finisher
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: You meet the requirements to use an action with the press trait.
  source:
  - abbr: CRB
    page_start: 152
    page_stop: 152
  traits:
  - Fighter
  trigger: You complete the last action on your turn, and your turn has not ended
    yet.
- action: Single Action
  descr: Your training allows you to shrug off your foes’ spells and conditions when
    the need is dire. Choose a single nonpermanent spell or condition that is affecting
    you. If you chose a condition, its effect on you ends. If you chose a spell, attempt
    to counteract the spell (your level is your counteract level, and you attempt
    a Will save as your counteract check).This doesn’t remove any Hit Point damage
    normally dealt by the spell or condition, and it doesn’t prevent the spell or
    debilitating effect from affecting other allies or the environment around you.
    It can’t remove an ongoing affliction or prevent such an affliction from inflicting
    conditions on you later. It can’t remove conditions from the situation (such as
    prone or flanked). If the effect comes from a creature, hazard, or item of 20th
    level or higher, Determination can’t remove its effect on you.
  frequency: once per day
  has_been_manually_proofread: false
  level: 14
  name: Determination
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 152
    page_stop: 152
  traits:
  - Concentrate
  - Fighter
  trigger: null
- action: Single Action
  descr: Using your weapon as a lever, you force your opponent to end up right where
    you want them. Make a Strike with the required weapon. If the Strike hits, you
    can move the target up to 10 feet into a space in your reach. You can move the
    target through your space during this movement. This follows the forced movement
    rules found on page 475. Your Strike gains the following failure effect.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Guiding Finish
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: You are wielding only a single one-handed melee weapon and have your
    other hand or hands free.
  source:
  - abbr: CRB
    page_start: 152
    page_stop: 152
  traits:
  - Fighter
  - Press
  trigger: null
- action: null
  descr: By shifting your weight and angling your weapon, you guide your opponent
    to a more favorable position. When you use Dueling Riposte to Strike and you hit,
    you can move the target up to 10 feet into a space in your reach. This follows
    the forced movement rules found on page 475.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Guiding Riposte
  prereqs:
  - descr: 'Feat: Dueling Riposte'
    feat: Dueling Riposte
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: null
  descr: Your weapons are a blur, blocking and biting at your foes. At the start of
    each of your turns, you gain an additional reaction that you can use only to perform
    a Twin Riposte. You can use this extra reaction even if you are not benefiting
    from Twin Parry.
  frequency: null
  has_been_manually_proofread: false
  name: Improved Twin Riposte (Fighter)
  prereqs:
  - descr: 'Feat: Twin Riposte'
    feat: Twin Riposte
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: Free Action
  descr: When there’s imminent danger, you drop into a stance with a mere thought.
    Use an action that has the stance trait.
  frequency: null
  has_been_manually_proofread: false
  name: Stance Savant (Fighter)
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: You roll initiative.
- action: Single Action
  descr: You lash out with both your weapons in a sudden frenzy. Strike twice, once
    with each weapon.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Two-Weapon Flurry
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: You are wielding two weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  - Flourish
  - Press
  trigger: null
- action: Single Action
  descr: With the right positioning, your off-hand weapon can strike like a scorpion’s
    stinger. While you are in this stance, if you make your second Strike from Double
    Slice with an agile weapon, Double Slice counts as one attack when calculating
    your multiple attack penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Graceful Poise
  prereqs:
  - descr: 'Feat: Double Slice'
    feat: Double Slice
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  - Stance
  trigger: null
- action: null
  descr: Your shield can help save nearby allies. When you use Shield Block against
    damage resulting from a Reflex save, adjacent allies who would take damage due
    to Reflex saves against the same effect also benefit from the damage reduction.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Improved Reflexive Shield
  prereqs:
  - descr: 'Feat: Reflexive Shield'
    feat: Reflexive Shield
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: You lock yourself in a stable position so you can fire swiftly and accurately.
    While you are in this stance, your penalty for Double Shot is reduced to –1, or
    –2 if you add the extra action to make three Strikes. If you move from your position,
    this stance ends.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Multishot Stance
  prereqs:
  - descr: 'Feat: Triple Shot'
    feat: Triple Shot
  requirement: You are wielding a ranged weapon with reload 0.
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  - Stance
  trigger: null
- action: Single Action
  descr: You’re always ready to use your off-hand weapon to interfere with attacks
    against you. While you are in this stance, you constantly gain the benefits of
    the Twin Parry action.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Twinned Defense
  prereqs:
  - descr: 'Feat: Twin Parry'
    feat: Twin Parry
  requirement: You are wielding two melee weapons, one in each hand.
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  - Stance
  trigger: null
- action: Three Actions
  descr: You fire a volley at all foes in an area. Make one Strike with a –2 penalty
    against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s
    volley range. Roll the damage only once for all targets.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Impossible Volley
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: You are wielding a ranged weapon with the volley trait and reload 0.
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  - Flourish
  - Open
  - Ranger
  trigger: null
- action: null
  descr: The wounds you inflict are grievous. When you Strike with a weapon or unarmed
    attack for which you have legendary proficiency, you critically succeed if you
    roll a 19 on the die as long as that result is a success. This has no effect on
    a 19 if the result would be a failure.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Savage Critical
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: null
  descr: With a sixth sense for the flow of combat, you can quickly react to any situation
    as required. At the start of each enemy’s turn, you gain a reaction you can use
    only during that turn.
  frequency: null
  has_been_manually_proofread: false
  name: Boudless Reprisals
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: null
  descr: Your skill with weapons lets you attack swiftly at all times. You’re permanently
    quickened. You can use your extra action only to Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Weapon Supremacy
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 153
    page_stop: 153
  traits:
  - Fighter
  trigger: null
- action: Single Action
  descr: You enter the stance of a crane, holding your arms in an imitation of a crane’s
    wings and using flowing, defensive motions. You gain a +1 circumstance bonus to
    AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning
    damage; are in the brawling group; and have the agile, finesse, nonlethal, and
    unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump
    by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet
    vertically.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Crane Stance
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are unarmored.
  source:
  - abbr: CRB
    page_start: 158
    page_stop: 158
  traits:
  - Monk
  - Stance
  trigger: null
- action: Single Action
  descr: You enter the stance of a dragon and make powerful leg strikes like a lashing
    dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage.
    They are in the brawling group and have the backswing, nonlethal, and unarmed
    traits. While in Dragon Stance, you can ignore the first square of difficult terrain
    while Striding.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Dragon Stance
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are unarmored.
  source:
  - abbr: CRB
    page_start: 158
    page_stop: 158
  traits:
  - Monk
  - Stance
  trigger: null
- action: null
  descr: You can use ki to move with extraordinary speed and make yourself harder
    to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules
    for ki spells are summarized in the sidebar on page 157, and the full rules for
    focus spells appear on page 300.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Ki Rush
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 158
    page_stop: 158
  traits:
  - Monk
  trigger: null
- action: null
  descr: Your study of the flow of mystical energy allows you to harness it into your
    physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus
    Point. The rules for ki spells are summarized in the sidebar on page 157, and
    the full rules for focus spells appear on page 300.
  frequency: null
  has_been_manually_proofread: false
  name: Ki Strike
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 158
    page_stop: 158
  traits:
  - Monk
  trigger: null
- action: null
  descr: You have trained with the traditional weaponry of your monastery or school.
    You gain access to uncommon weapons that have the monk trait and become trained
    in simple and martial monk weapons. When your proficiency rank for unarmed attacks
    increases to expert or master, your proficiency rank for these weapons increases
    to expert or master as well. You can use melee monk weapons with any of your monk
    feats or monk abilities that normally require unarmed attacks, though not if the
    feat or ability requires you to use a single specific type of attack, such as
    Crane Stance.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Monastic Weaponry
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 158
    page_stop: 158
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You enter the stance of an implacable mountain—a technique first discovered
    by dwarven monks—allowing you to strike with the weight of an avalanche. The only
    Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning
    damage; are in the brawling group; and have the forceful, nonlethal, and unarmed
    traits. While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance
    bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity
    modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC,
    and your Speeds are all reduced by 5 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Mountain Stance
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 159
    page_stop: 159
  - abbr: ERR-CRB-1.0
    page_start: 2
    page_stop: 2
  traits:
  - Monk
  - Stance
  trigger: You are unarmored and touching the ground.
- action: Single Action
  descr: You enter the stance of a tiger and can make tiger claw attacks. These deal
    1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal,
    and unarmed traits. On a critical success with your tiger claws, if you deal damage,
    the target takes 1d4 persistent bleed damage. As long as your Speed is at least
    20 feet while in Tiger Stance, you can Step 10 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Tiger Stance
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are unarmored.
  source:
  - abbr: CRB
    page_start: 159
    page_stop: 159
  traits:
  - Monk
  - Stance
  trigger: null
- action: Single Action
  descr: You enter the stance of a wolf, low to the ground with your hands held like
    fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage;
    are in the brawling group; and have the agile, backstabber, finesse, nonlethal,
    and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf
    jaw unarmed attacks also gain the trip trait.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Wolf Stance
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are unarmored.
  source:
  - abbr: CRB
    page_start: 159
    page_stop: 159
  traits:
  - Monk
  - Stance
  trigger: null
- action: null
  descr: You know how to make the most of your attacks when fighting hand-to-hand.
    You gain access to the critical specialization effects of unarmed strikes in the
    brawling group and weapons in the brawling group. If you have Monastic Weaponry,
    you also gain the critical specialization effects of all monk weapons in which
    you are trained.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Brawling Focus
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: Like a powerful constrictor, you crush targets in your unyielding grasp.
    When you successfully Grapple a creature, you can deal bludgeoning damage to that
    creature equal to your Strength modifier. You can make this attack nonlethal with
    no penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Crushing Grab
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: You are as light as a leaf whirling in the breeze. When you Leap or succeed
    at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating
    the damage you take from falling, don’t count any distance fallen while you are
    adjacent to a wall.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Dancing Leaf
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: You call upon the power of the elements, infusing your ki with elemental
    energy and allowing your attacks to deal energy damage. When you cast ki strike,
    in addition to the damage types normally available, you can deliver the extra
    damage in the form of a gust of storm-tossed wind (dealing electricity damage
    and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining
    the earth trait), a flickering flame (dealing fire damage), or a crashing wave
    of frigid water (dealing cold damage and gaining the water trait).
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Elemental Fist
  prereqs:
  - descr: 'Feat: Ki Strike'
    feat: Ki Strike
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: The focused power of your flurry threatens to overwhelm your opponent. When
    you target the same creature with two Strikes from your Flurry of Blows, you can
    try to stun the creature. If either Strike hits and deals damage, the target must
    succeed at a Fortitude save against your class DC or be stunned 1 (or stunned
    3 on a critical failure). This is an incapacitation effect.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Stunning Fist
  prereqs:
  - descr: 'Feature: flurry Of blows'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: Reaction
  descr: You gain a +4 circumstance bonus to AC against the triggering attack. If
    the attack misses, you have deflected it. You cannot use this feat to deflect
    unusually massive ranged projectiles (such as boulders or ballista bolts).
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Deflect Arrows
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You’re aware of the attack, are not flat-footed against it, and have
    a hand free.
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: You are the target of a physical ranged attack.
- action: null
  descr: You flurry is a combination of maneuvers. You can replace one or both of
    your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Flurry of Maneuvers
  prereqs:
  - descr: expert in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: You launch yourself at a foe. Make a Leap or attempt a High Jump or Long
    Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately
    Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall
    to the ground after the Strike. If the distance you fall is no more than the height
    of your jump, you land upright and take no damage.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Flying Kick
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: Your guard is up, even while moving. You gain a +4 circumstance bonus to
    AC against reactions triggered by your movement.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Guarded Movement
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: Reaction
  descr: You strike out when your foe tries to flee. Make a melee Strike against the
    triggering creature. If the attack is a critical hit and the trigger was a move
    action, you disrupt that action.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Stand Still
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: A creature within your reach uses a move action or leaves a square during
    a move action it’s using.
- action: null
  descr: You can restore your health by tapping into your ki. You gain the wholeness
    of body ki spell. Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Wholeness of Body
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: null
  descr: You can teleport yourself a short distance. You gain the abundant step ki
    spell. Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Abundant Step
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 160
    page_stop: 160
  traits:
  - Monk
  trigger: null
- action: Reaction
  descr: You interpose your arm between yourself and your opponent. Your circumstance
    bonus to AC from Crane Stance increases to +3 against the triggering attack. If
    the attack misses you, you can immediately make a crane wing Strike against the
    attacker at a –2 penalty, even if the attacker isn’t within your reach.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Crane Flutter
  prereqs:
  - descr: 'Feat: Crane Stance'
    feat: Crane Stance
  requirement: You are in Crrane Stance.
  source:
  - abbr: CRB
    page_start: 161
    page_stop: 161
  traits:
  - Monk
  trigger: You are targeted with a melee attack by an attacker you can see.
- action: Single Action
  descr: You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation
    must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened
    2 on a critical failure). When a creature frightened by the roar begins its turn
    adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your
    first attack that hits a frightened creature after you roar and before the end
    of your next turn gains a +4 circumstance bonus to damage. After you use Dragon
    Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you
    leave Dragon Stance. Creatures in the area of your roar are then temporarily immune
    for 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Dragon Roar
  prereqs:
  - descr: 'Feat: Dragon Stance'
    feat: Dragon Stance
  requirement: You are in Dragon Stance.
  source:
  - abbr: CRB
    page_start: 161
    page_stop: 161
  traits:
  - Auditory
  - Emotion
  - Fear
  - Mental
  - Monk
  trigger: null
- action: null
  descr: You can unleash an impactful cone of force by channeling your ki. You gain
    the ki blast ki spell. Increase the number of Focus Points in your focus pool
    by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Ki Blast
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 161
    page_stop: 161
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You focus on your connection to the earth and call upon the mountain to block
    attacks against you. You gain a +2 circumstance bonus to AC until the beginning
    of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Mountain Stronghold
  prereqs:
  - descr: 'Feat: Mountain Stance'
    feat: Mountain Stance
  requirement: You are in Mountain Stance.
  source:
  - abbr: CRB
    page_start: 161
    page_stop: 161
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: You make a fierce swipe with both hands. Make a tiger claw Strike. It deals
    two extra weapon damage dice (three extra dice if you’re 14th level or higher),
    and you can push the target 5 feet away as if you had successfully Shoved them.
    If the attack is a critical success and deals damage, add your Strength modifier
    to the persistent bleed damage from your tiger claw.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Tiger Slash
  prereqs:
  - descr: 'Feat: Tiger Stance'
    feat: Tiger Stance
  requirement: You are in Tiger Stance.
  source:
  - abbr: CRB
    page_start: 161
    page_stop: 161
  traits:
  - Monk
  trigger: null
- action: null
  descr: You can Stride across liquid and surfaces that don’t support your weight.
    This benefit lasts only during your movement. If you end your movement on a surface
    that can’t support you, you fall in or it collapses as normal.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Water Step
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 162
    page_stop: 162
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You propel your grabbed or restrained foe a great distance. You can throw
    the creature any distance up to 10 feet, plus 5 feet × your Strength modifier.
    If you successfully throw the creature, it takes bludgeoning damage equal to your
    Strength modifier plus 1d6 per 10 feet you threw it.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Whirling Throw
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: You have a creature grabbed or restrained.
  source:
  - abbr: CRB
    page_start: 162
    page_stop: 162
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw
    gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock
    the target prone.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Wolf Drag
  prereqs:
  - descr: 'Feat: Wolf Stance'
    feat: Wolf Stance
  requirement: You are in Wolf Stance.
  source:
  - abbr: CRB
    page_start: 162
    page_stop: 162
  traits:
  - Monk
  trigger: null
- action: null
  descr: You pluck missiles from the air and hurl them back at their source. When
    you successfully deflect an attack with Deflect Arrow, as part of that reaction,
    you can immediately make a ranged Strike against the attacker using the projectile
    you deflected. This is a thrown weapon with the same range increment and effect
    on a hit as the triggering attack.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: 'Arrow Snatching '
  prereqs:
  - descr: 'Feat: Deflect Arrow'
    feat: Deflect Arrows
  requirement: null
  source:
  - abbr: CRB
    page_start: 162
    page_stop: 162
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You enter the stance of impenetrable iron, refusing to yield to any blow.
    You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are
    in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
    While in Ironblood Stance, you gain resistance 2 to all damage. The resistance
    increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Ironblood Stance
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: You are unarmored.
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  - Stance
  trigger: null
- action: Two Actions
  descr: You combine two different maneuvers together into a single flowing whole.
    Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose
    against the same or different creatures, but don’t apply the multiple attack penalty
    until after resolving both attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Mixed Maneuver
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You extend your arms like gnarled branches to interfere with your foes’ movements.
    You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are
    in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
    While you’re in Tangled Forest Stance and can act, every enemy in your reach that
    tries to move away from you must succeed at a Reflex save, Acrobatics check, or
    Athletics check against your class DC or be immobilized for that action. If you
    prefer, you can allow the enemy to move.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Tangled Forest Stance
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  - abbr: ERR-CRB-1.0
    page_start: 2
    page_stop: 2
  traits:
  - Monk
  - Stance
  trigger: You are unarmored.
- action: Single Action
  descr: You defy gravity, traversing vertical planes as easily as the ground. Stride
    up to your Speed. You must start your movement on a horizontal surface. During
    this movement, you can run up vertical surfaces, like walls, at your full Speed.
    If you end the Stride off the ground, you fall after taking your next action or
    when your turn ends, whichever comes first (though you can Grab an Edge, if applicable).
    If you have Water Step or a similar ability, Wall Run lets you run along flimsy
    vertical surfaces, as well as vertical liquids, such as a waterfall.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Wall Run
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: null
  descr: You learn a mystical stance that lets you attack from a distance. You gain
    the wild winds stance ki spell. Increase the number of Focus Points in your focus
    pool by 1. While entering the stance is a ki spell, the wind crash Strikes the
    stance grants are not, so you can use them as often as you like while in the stance.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Wild Winds Initiate
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: You focus your strength into a blow powerful enough to push an enemy away
    from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove
    the target. This attack uses the same multiple attack penalty as your Strike,
    and doesn’t count toward your multiple attack penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Knockback Strike
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Concentrate
  - Monk
  trigger: null
- action: Single Action
  descr: 'You pinch crucial points of your target’s nervous system, impeding its ability
    to function. Attempt an Athletics check to Grapple the creature, with the following
    success and critical success effects instead of the usual effects.  Critical Success:
    The target falls unconscious for 1 minute, though it remains standing and doesn’t
    drop what it holds.  Success: The target is clumsy 1 until the end of its next
    turn.'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Sleeper Hold
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: You have a creature grabbed or restrained.
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Attack
  - Incapacitation
  - Monk
  trigger: null
- action: null
  descr: You gather the wind beneath you, allowing you to soar as you jump. You gain
    the wild winds stance ki spell. Increase the number of Focus Points in your focus
    pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Wind Jump
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: 'Any journey consists of more than simply reaching your destination. You
    use two of the following actions in any order: Stand, Step, and Stride. You can’t
    use the same action twice.'
  frequency: once per round
  has_been_manually_proofread: false
  level: 10
  name: Winding Flow
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: null
  descr: You have fortified your body and mind against eldritch effects. You gain
    a +1 status bonus to saving throws against magic.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Diamond Soul
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: Make an unarmed Strike. If it deals damage to a living creature, you block
    that creature’s inner life force. The creature takes 2d6 persistent negative damage
    and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher,
    this deals 3d6 persistent negative damage instead.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Disrupt Ki
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  - Negative
  trigger: null
- action: null
  descr: When you successfully Shove a creature, increase both the distance you can
    push the creature and the distance you can move to follow along with the target
    by 5 feet on a success or 10 feet on a critical success. If you push the target
    into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier,
    or 8 plus your Strength modifier if you have legendary proficiency in Athletics.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Improved Knockback
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 163
    page_stop: 163
  traits:
  - Monk
  trigger: null
- action: null
  descr: Your meditation is so effective that you can achieve a deep focus. If you
    have spent at least 2 Focus Points since the last time you Refocused, you recover
    2 Focus Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Meditative Focus
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: null
- action: Reaction
  descr: You enter a stance without a thought. Use an action that has the stance trait.
  frequency: null
  has_been_manually_proofread: false
  name: Stance Savant (Monk)
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: You roll initiative.
- action: Single Action
  descr: You steel yourself, preparing to resist oncoming attacks and using your muscles
    to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a
    +1 circumstance bonus to AC until the start of your next turn) and your resistance
    from Ironblood Stance increases to your Strength modifier (if it’s higher) for
    the same duration.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Ironblood Surge
  prereqs:
  - descr: 'Feat: Ironblood Stance'
    feat: Ironblood Stance
  requirement: You are in Ironblood Stance.
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You stomp, shaking the earth beneath you. Creatures on the ground within
    a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which
    they can resist with a basic Fortitude save. On a failure, they also fall prone.
    After you use this action, you can’t use it again for 1d4 rounds.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Moutain Quake
  prereqs:
  - descr: 'Feat: Mountain Stronghold'
    feat: Mountain Stronghold
  requirement: You are in Mountain Stance.
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: null
- action: Single Action
  descr: You reposition foes with raking attacks. Make a lashing branch Strike. If
    you hit and deal damage, you force the target to move 5 feet into a space within
    your reach. This follows the forced movement rules found on page 475.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Tangled Forest Rake
  prereqs:
  - descr: 'Feat: Tangled Forest Stance'
    feat: Tangled Forest Stance
  requirement: You are in Tangled Forest Stance.
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: null
- action: null
  descr: You cease aging. In addition, you gain a +2 status bonus to saving throws
    against poisons and diseases, and you gain resistance to poison damage equal to
    half your level.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Timeless Body
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 164
    page_stop: 164
  traits:
  - Monk
  trigger: null
- action: null
  descr: You have transcended the barriers between words and meaning. You can speak
    and understand all spoken languages.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Tongue of the Sun and Moon
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: You store up energy and release it in an enormous gust of rushing wind. Make
    a wind crash Strike against each creature in your choice of a 30-foot cone or
    a 60 foot line. These attacks all count toward your multiple attack penalty, but
    the penalty doesn’t increase until after you make all the attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Wild Winds Gust
  prereqs:
  - descr: 'Feat: Wild Winds Initiate'
    feat: Wild Winds Initiate
  requirement: You are in Wild Winds Stance.
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Air
  - Concentrate
  - Evocation
  - Manipulate
  - Monk
  trigger: null
- action: null
  descr: You exude an aura of resolve. You and allies within 15 feet of you gain a
    +2 status bonus to Will saving throws against mental effects.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Enlightened Presence
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Emotion
  - Mental
  - Monk
  trigger: null
- action: Free Action
  descr: You move between stances in an unceasing dance. You use an action with the
    stance trait.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Master of Many Styles
  prereqs:
  - descr: 'Feat: Stance Savant'
    feat: Stance Savant (Monk)
  requirement: This is the first action of your turn.
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: null
  descr: Your strikes can kill foes. You gain the quivering ki spell. Increase the
    number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  name: Quivering Palm
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: Two Actions
  descr: The force of your considered blow shatters objects and defenses alike. Make
    an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness,
    the Strike treats the Hardness as if it were half its value.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Shattering Strike
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: null
  descr: Your body hardens as you combine your attacks, making your finishing blows
    more damaging. Your unarmed attacks gain the forceful trait. Any that already
    had this trait instead increase their weapon damage dice by one step.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Diamond Fists
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: null
  descr: You transmute your body into an ethereal form. You gain the empty body ki
    spell. Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Empty Body
  prereqs:
  - descr: 'Feature: ki spells'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: null
  descr: When you clear your mind, your focus comes flowing back in a powerful rush.
    If you have spent at least 3 Focus Points since the last time you Refocused, you
    recover 3 Focus Points when you Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Meditative Wellspring
  prereqs:
  - descr: 'Feat: Meditative Focus'
    feat: Meditative Focus
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: Free Action
  descr: You flow like water, avoiding all restraints. End one status penalty to your
    speed, or end one immobilized or slowed condition affecting you.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Swift River
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: Your turn ends and you have a status penalty to your Speed or are immobilized
    or slowed.
- action: null
  descr: You move as fast and as high as the wind itself. You’re permanently quickened.
    You can use your extra action to Stride or Leap, or to provide one of the actions
    needed for a High Jump or Long Jump.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Enduring Quickness
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: null
  descr: You have combined two stances into a single stance all your own. When you
    take this feat, choose two stances you know and combine them into a single fused
    stance. Give your new fused stance a unique name. When you enter your fused stance,
    you gain all the effects of both stances, including the requirements and restrictions.
    You can’t fuse stances with fundamentally incompatible requirements or restrictions
    (such as Ironblood Stance and Crane Stance, which both require using only one
    type of Strike).
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Fuse Stance
  prereqs:
  - descr: at least two stances
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Monk
  trigger: null
- action: Reaction
  descr: You execute a maneuver that defies possibility. If the triggering effect
    was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses
    the lower result. If the triggering effect was you failing a saving throw, you
    reroll the saving throw and use the higher result.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Impossible Technique
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: You are not armored or fatigued.
  source:
  - abbr: CRB
    page_start: 165
    page_stop: 165
  traits:
  - Fortune
  - Monk
  trigger: An enemy’s attack hits you or you fail a saving throw against an enemy’s
    ability.
- action: null
  descr: You gain the service of a young animal companion that travels with you and
    obeys simple commands as best as it can. See Animal Companions on page 214. When
    you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s
    edge benefit if you have one.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Animal Companion (Ranger)
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You have a deep understanding of the crossbow. When you’re wielding a crossbow
    and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance
    bonus to the damage roll on your next Strike with that crossbow. If the crossbow
    is a simple crossbow, also increase the damage die size for that attack by one
    step (page 279). You must make the attack before the end of your next turn or
    these benefits are lost.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Crossbow Ace
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: 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.
  frequency: once per round
  has_been_manually_proofread: false
  level: 1
  name: Hunted Shot
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding a ranged weapon with reload 0.
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Flourish
  - Ranger
  trigger: null
- action: null
  descr: You swiftly assess your prey and apply what you know. As part of the action
    used to Hunt your Prey, you can attempt a check to Recall Knowledge about your
    prey. When you critically succeed at identifying your hunted prey with Recall
    Knowledge, you note a weakness in the creature’s defenses. You and allies you
    tell gain a +1 circumstance bonus to your next attack roll against that prey.
    You can give bonuses from Monster Hunter only once per day against a particular
    creature.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Monster Hunter
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You swiftly attack your hunted prey with both weapons. Make two Strikes against
    your hunted prey, one with each of the required weapons. If both hit the same
    hunted prey, combine their damage for the purpose of its resistances and weaknesses.
    Apply your multiple attack penalty to each Strike normally.
  frequency: once per round
  has_been_manually_proofread: false
  level: 1
  name: Twin Takedown
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding two melee weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Flourish
  - Ranger
  trigger: null
- action: null
  descr: You have studied a specific terrain to overcome its challenges. Choose aquatic,
    arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored
    terrain. When in that terrain, you can ignore the effects of non-magical diffcult
    terrain. If you have the wild stride class feature, you gain a second benefit
    while in your favored terrain, depending on your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Favored Terrain
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 171
    page_stop: 171
  traits:
  - Ranger
  trigger: null
- action: Two Actions
  descr: When you focus on aiming, your attack becomes particularly accurate. Make
    a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2
    circumstance bonus to the attack roll and ignore your prey’s concealed condition.
  frequency: null
  has_been_manually_proofread: false
  name: Hunter’s Aim
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Concentrate
  - Ranger
  trigger: null
- action: null
  descr: You understand how to defend yourself and others against your prey. When
    you grant bonuses from Monster Hunter, you and your allies also each gain a +1
    circumstance bonus to your next saving throw against that particular creature
    and to your AC against that creature’s next attack against you.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Monster Warden
  prereqs:
  - descr: 'Feat: Monster Hunter'
    feat: Monster Hunter
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You draw your weapon and attack with the same motion. You Interact to draw
    a weapon, then Strike with that weapon.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Quick Draw
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  - Rogue
  trigger: null
- action: null
  descr: You have a connection to the creatures of the natural world that allows you
    to communicate with them on a rudimentary level. You can use Diplomacy to Make
    an Impression on animals and to make very simple Requests of them. In most cases,
    wild animals will give you time to make your case.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Wild Empathy
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can urge your companion to do its utmost. You can spend 2 actions to
    Command an Animal instead of 1 when commanding your animal companion. If you do,
    your animal companion uses an additional action.
  frequency: null
  has_been_manually_proofread: false
  name: Companion’s Cry
  prereqs:
  - descr: an animal companion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: Free Action
  descr: Make a melee Strike against your prey. If the attack is a critical hit, you
    disrupt the triggering action.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Disrupt Prey
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: Your hunted prey is within your reach, and it uses a manipulate action,
    uses a move action, or leaves a square during a move action it’s using.
- action: null
  descr: Your experience in the field has taught you how to focus your aim at a distance,
    increasing your accuracy. Double your weapons’ range increments.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Far Shot
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You have studied a specific type of wild creature and can hunt it more easily.
    When you gain this feat, choose animals, beasts, dragons, or both fungi and plants
    as your favored enemy. When you roll initiative and can see an enemy that belongs
    to the chosen category, you can Hunt Prey as a free action, designating that enemy.
    You can use this free action even if you haven’t identified the creature yet with
    Recall Knowledge. The benefit doesn’t apply against favored enemies disguised
    as other creatures, and the GM determines whether it applies against a creature
    disguised as a favored enemy.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Favored Enemy
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You can reload your weapon on the move. You Stride, Step, or Sneak, then
    Interact to reload.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Running Reload
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: Free Action
  descr: You visually or audibly warn your allies of danger, granting them each a
    +1 circumstance bonus to their initiative rolls. Depending on whether you use
    gestures or call out, this action gains either the visual or auditory trait, respectively.
  frequency: null
  has_been_manually_proofread: false
  name: Scout’s Warning
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  - Rogue
  trigger: You are about to roll a Perception or Survival check for initiative.
- action: null
  descr: You specialize in creating quick traps to obstruct your enemies on the battlefield.
    If your proficiency rank in Crafting is expert, you gain the formulas for three
    common or uncommon snares (page 589). If your rank is master, you gain 6. If your
    rank is legendary, you gain 9. Each day during your daily preparations, you can
    prepare four snares from your formula book for quick deployment; if they normally
    take 1 minute to Craft, you can Craft them with 3 Interact actions. The number
    of snares increases to six if you have master proficiency in Crafting and eight
    if you have legendary proficiency in Crafting. Snares prepared in this way don’t
    cost you any resources to Craft.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Snare Specialist
  prereqs:
  - descr: 'Feat: Snare Crafting'
    feat: Snare Crafting
  requirement: null
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You can use two weapons to deflect attacks. You gain a +1 circumstance bonus
    to AC until the start of your next turn, or a +2 circumstance bonus if either
    weapon has the parry trait. You lose this circumstance bonus if you no longer
    meet this feat’s requirement.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Twin Parry (Ranger)
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are wielding two melee weapons, one in each hand.
  source:
  - abbr: CRB
    page_start: 172
    page_stop: 172
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your animal companion grows up, becoming a mature animal companion and gaining
    additional capabilities (page 214). If you have the Hunt Prey action, your animal
    companion assaults the prey even without your orders. During an encounter, even
    if you don’t use the Command an Animal action, your animal companion can still
    use 1 action that round on your turn to Stride toward or Strike your prey.
  frequency: null
  has_been_manually_proofread: false
  name: Mature Animal Companion (Ranger)
  prereqs:
  - descr: 'Feat: Animal Companion'
    feat: Animal Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can rig a snare in only moments. You can Craft snares that normally take
    1 minute to Craft with 3 Interact actions, even if you haven’t prepared them.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Quick Snares
  prereqs:
  - descr: 'Feat: Snare Specialist'
    feat: Snare Specialist
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: Your feet and weapon move in tandem. Either Step and then Strike, or Strike
    and then Step.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Skirmish Strike
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Flourish
  - Ranger
  - Rogue
  trigger: null
- action: null
  descr: You’ve learned to 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.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Snap Shot
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your keen eyes catch signs of passage even when you’re moving. You can move
    at your full Speed while you Track. If you have master proficiency in Survival,
    you don’t need to attempt a new Survival check every hour while Tracking. If you
    have legendary proficiency in Survival, you can use another exploration activity
    while Tracking. If you roll Survival for initiative while tracking your hunted
    prey, when you start your first turn of the encounter, you can Stride toward your
    hunted prey as a free action.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Swift Tracker
  prereqs:
  - descr: 'Feat: Experienced Tracker'
    feat: Experienced Tracker
  requirement: null
  source:
  - abbr: CRB
    page_start: 173
    page_stop: 173
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You aim for your prey’s weak spots, making your shot more challenging but
    dealing more damage if you hit. Make a ranged Strike against your hunted prey
    at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This
    bonus increases to +6 at 11th level and +8 at 15th level.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Deadly Aim
  prereqs:
  - descr: 'Feature: weapon specialization'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Open
  - Ranger
  trigger: null
- action: null
  descr: You have an intuitive ability to sense hazards. You gain a +1 circumstance
    bonus to Perception checks to find traps and hazards, to AC against their attacks,
    and to saves against their effects. You can find hazards that would normally require
    you to Search even if you aren’t Searching.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Hazard Finder
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your snares are particularly difficult for enemies to avoid. When you set
    a snare, the saving throw DC for that snare is equal to its normal DC or your
    class DC, whichever is higher.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Powerful Snares
  prereqs:
  - descr: 'Feat: Snare Specialist'
    feat: Snare Specialist
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You adapt to your surroundings in any natural terrain. You can spend 1 hour
    practicing in your current terrain in order to make it your favored terrain, replacing
    your current favored terrain temporarily. If you spend a full day out of the new
    favored terrain, your favored terrain reverts back to your original choice when
    you took the Favored Terrain feat.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Terrain Master
  prereqs:
  - descr: 'Feat: Favored Terrain'
    feat: Favored Terrain
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey
    and your hunter’s edge benefit to an ally until the end of their next turn. Depending
    on whether you call out or use gestures, this action gains either the auditory
    or visual trait.
  frequency: null
  has_been_manually_proofread: false
  name: Warden’s Boon
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You alter your appearance to blend in to the wilderness. In natural terrain,
    you can Sneak even if you’re observed.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Camouflage
  prereqs:
  - descr: master in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 174
    page_stop: 174
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your animal companion continues to grow and develop. It becomes a nimble
    or savage animal companion (your choice), gaining additional capabilities determined
    by the type of companion (page 214).
  frequency: null
  has_been_manually_proofread: false
  name: Incredible Companion (Ranger)
  prereqs:
  - descr: 'Feat: Mature Animal Compainion (Ranger)'
    feat: Mature Animal Companion (Ranger)
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You have a nearly encyclopedic knowledge of all creatures of the world. You
    can use Nature to Recall Knowledge to identify any creature. In addition, you
    gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a
    success as well as a critical success.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Master Monster Hunter
  prereqs:
  - descr: 'Feat: Monster Hunter'
    feat: Monster Hunter
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: Two Actions
  descr: You shoot clear through an intervening creature to hit your prey. Choose
    a target that is giving lesser cover to your hunted prey. Make a single ranged
    Strike with the required weapon against the chosen target and your hunted prey.
    This attack ignores any lesser cover the chosen target provides your hunted prey.
    Roll damage only once, and apply it to each creature you hit. A Penetrating Shot
    counts as two attacks for your multiple attack penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Penetrating Shot
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: You are wielding a ranged weapon.
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Open
  - Ranger
  trigger: null
- action: Reaction
  descr: A clever parry with one weapon leaves your opponent open to an attack with
    the other weapon. Make a melee Strike or use a Disarm action against the triggering
    opponent.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Twin Riposte
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: You are benefiting from Twin Parry.
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Fighter
  - Ranger
  trigger: A creature within your reach critically fails a Strike against you.
- action: null
  descr: You can guide your allies to move quietly through the wilderness. When you
    Sneak during exploration in natural terrain, you can designate any number of your
    allies to gain the benefits as if they were using that activity during that exploration.
    This requires no action on their part.
  frequency: null
  has_been_manually_proofread: false
  name: Warden’s Step
  prereqs:
  - descr: master in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: null
  descr: The sheer power of your attacks, or the overwhelming number of them, leaves
    an enemy flustered. If you critically hit your hunted prey with a ranged weapon,
    or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed
    until the start of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Distracting Shot
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can focus on two foes at once, hunting both of them down. When you use
    the Hunt Prey action, you can pick two creatures as your prey.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Double Prey
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can rig a trap with incredible speed. When you create a snare that normally
    takes 1 minute to Craft, you can Craft it using a single Interact action instead.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Lightning Snares
  prereqs:
  - descr: 'Feat: Snare Specialist'
    feat: Snare Specialist
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: 'You read your prey’s movements and transform them into openings, so failures
    with one weapon set up glancing blows with the other. Make a melee Strike with
    one of the required weapons against your hunted prey. The Strike gains the following
    failure effect. Failure: You deal the damage the other required weapon would have
    dealt on a hit, excluding all damage dice. (This removes dice from weapon runes,
    spells, and special abilities, not just weapon damage dice).'
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Second Sting
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: You are wielding two melee weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Press
  - Ranger
  trigger: null
- action: null
  descr: You and your animal companion fight in tandem, distracting your foes and
    keeping them off balance. Whenever you and your animal companion are adjacent
    to the same foe, you are both flanking that foe with each other, regardless of
    your actual positions.
  frequency: null
  has_been_manually_proofread: false
  name: Side by Side (Ranger)
  prereqs:
  - descr: an animal companion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: Reaction
  descr: When you look for foes, you can catch even the slightest cues, such as their
    minute movements or the shifting of air currents on your skin. Even though you
    failed at the triggering check, you automatically sense any undetected creatures
    in the area where you’re Seeking, making them merely hidden to you.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Sense the Unseen (Ranger)
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: You fail a check to Seek.
- action: null
  descr: Hunting as a duo, you and your ally both single out your prey. When you use
    Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and
    hunter’s edge to an ally in addition to gaining them yourself. The ally retains
    these benefits until you use Hunt Prey again.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Shared Prey
  prereqs:
  - descr: 'Feat: Wardens Boon'
    feat: Warden’s Boon
  requirement: null
  source:
  - abbr: CRB
    page_start: 175
    page_stop: 175
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You’ve trained your animal companion to blend in to its surroundings. Your
    animal companion gains the benefit of the Camouflage feat. If your companion is
    a specialized ambusher, its proficiency rank for Stealth increases to master (or
    legendary if it was already master).
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Stealthy Companion
  prereqs:
  - descr: 'Feat: Camouflage'
    feat: Camouflage
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: Single Action
  descr: You carefully track your prey’s position and defenses, allowing you to follow
    up around obstacles that block your shot. Make a ranged weapon Strike against
    your hunted prey. You ignore the target’s concealed condition and all cover.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Targeting Shot
  prereqs:
  - descr: 'Feat: Hunters Aim'
    feat: Hunter’s Aim
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Concentrate
  - Press
  - Ranger
  trigger: null
- action: null
  descr: You can convey your prey’s location to your allies, no matter how well hidden
    it is. As long as your hunted prey is observed by you, all your allies who roll
    failures and critical failures when Seeking it get a success instead. Your allies
    need to be able to see or hear you to gain this benefit. You have to be able to
    call out or use gestures for your allies to get this benefit.
  frequency: null
  has_been_manually_proofread: false
  name: Warden’s Guidance
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Even a single missile can throw off your enemy’s balance, and more powerful
    attacks leave it flustered for longer. If you hit your hunted prey with a ranged
    weapon, it’s flat-footed until the start of your next turn. If you critically
    hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat-footed
    until the end of your next turn instead.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Greater Distracting Shot
  prereqs:
  - descr: 'Feat: Distracting Shot'
    feat: Distracting Shot
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: null
  descr: At the start of each of your turns, you gain an additional reaction that
    you can use only to perform a Twin Riposte against your hunted prey. You can use
    this extra reaction even if you are not benefiting from Twin Parry.
  frequency: null
  has_been_manually_proofread: false
  name: Improved Twin Riposte (Ranger)
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your knowledge of monsters is so incredible that it reveals glaring flaws
    in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden
    if you have it) increases from +1 to +2 for you and any allies who benefit.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Legendary Monster Hunter
  prereqs:
  - descr: 'Feat: Master Monster Hunter'
    feat: Master Monster Hunter
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your animal companion has become cunning enough to become specialized. Your
    animal companion gains one specialization of your choice. (See the Animal Companion
    section on page 214.)
  frequency: null
  has_been_manually_proofread: false
  name: Specialized Companion (Ranger)
  prereqs:
  - descr: 'Feat: Incredible Companion(Ranger)'
    feat: Incredible Companion (Ranger)
  requirement: null
  source:
  - abbr: CRB
    page_start: 176
    page_stop: 176
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can prepare a seemingly impossible number of snares in advance, and you’re
    ready to spring them on unsuspecting foes. Double the number of prepared snares
    from Snare Specialist.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Ubiquitous Snares
  prereqs:
  - descr: 'Feat: Snare Specialist'
    feat: Snare Specialist
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: Three Actions
  descr: You forgo precision to attack at an impossible speed. Make three melee Strikes
    with each of the required weapons. All of these Strikes take the maximum multiple
    attack penalty, as if you had already made two or more attacks this turn.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Impossible Flurry
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: You are wielding two melee weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Flourish
  - Open
  - Ranger
  trigger: null
- action: null
  descr: You’ve learned every possible edge to use against your foes. When you use
    Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected
    at 1st level. If you do, you don’t gain the additional benefit from masterful
    hunter.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Manifold Edge
  prereqs:
  - descr: 'Feature: masterful hunter'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your animal companion shares your incredible hunting skills, allowing it
    to take down your shared prey with ease. When you Hunt Prey, your animal companion
    gains the masterful hunter benefit associated with your hunter’s edge, rather
    than just your original hunter’s edge benefit.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Masterful Companion
  prereqs:
  - descr: 'Feat: Animal Companion'
    feat: Animal Companion (Druid)
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: Three Actions
  descr: After watching the motions of combat with incredible intensity and precision,
    you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged
    Strike with the required weapon against your hunted prey. If you hit, the Strike
    deals maximum damage. After the Strike, your turn ends.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Perfect Shot
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: You are wielding a loaded ranged weapon with reload 1 or more, and
    you have not reloaded your weapon since your last turn.
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Flourish
  - Ranger
  trigger: null
- action: null
  descr: You blend in to your surroundings so well that others have trouble telling
    you apart from the terrain. While in natural terrain, you’re always concealed
    from all foes if you choose to be, except for your hunted prey.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Shadow Hunter
  prereqs:
  - descr: 'Feat: Camouflage'
    feat: Camouflage
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You focus on your hunted prey, perceiving angles, air resistance, and every
    variable that would affect your ranged attack. If you have master proficiency
    with your ranged weapon, you can ignore the penalty for attacking up to five range
    increments away when attacking your hunted prey.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Legendary Shot
  prereqs:
  - descr: 'Feat: Far Shot'
    feat: Far Shot
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: null
  descr: Your ability to track your prey has surpassed explanation, allowing you to
    trace your prey’s movements and predict its location with ease. When you use Hunt
    Prey on a creature within 100 feet, you can follow that creature’s movements,
    allowing you to know the creature’s exact location no matter how far away it becomes,
    as long as it remains your prey. You must be legendary in Nature to track your
    prey’s location across teleportation or planar travel. This feat gains the detection,
    divination, and primal traits if you’re legendary in Nature.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: To the Ends of the Earth
  prereqs:
  - descr: legendary in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You can divide your attention three ways when hunting. When you use Hunt
    Prey, you can designate three creatures as prey, designate two creatures as prey
    and share the effect with one ally (as Shared Prey), or designate one creature
    as prey and share the effect with two allies.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Triple Threat
  prereqs:
  - descr: 'Feat: Shared Prey'
    feat: Shared Prey
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: null
  descr: You are so skilled at navigating the wild, your movement is completely unaffected
    by terrain. You ignore the effects of all difficult terrain, greater difficult
    terrain, and hazardous terrain, and you don’t trigger traps and hazards that are
    triggered by moving into an area (such as trip wires and pressure plates), unless
    you want to.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Ultimate Skirmisher
  prereqs:
  - descr: 'Feature: wild stride'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 177
    page_stop: 177
  traits:
  - Ranger
  trigger: null
- action: Reaction
  descr: You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against
    the triggering attack.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Nimble Dodge
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are not encumbered.
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Rogue
  trigger: A creature targets you with an attack and you can see the attacker.
- action: null
  descr: You have an intuitive sense that alerts you to the dangers and presence of
    traps. You gain a +1 circumstance bonus to Perception checks to find traps, to
    AC against attacks made by traps, and to saves against traps. Even if you aren’t
    Searching, you get a check to find traps that normally require you to be Searching.
    You still need to meet any other requirements to find the trap. You can disable
    traps that require a proficiency rank of master in Thievery. If you have master
    proficiency in Thievery, you can disable traps that require a proficiency rank
    of legendary instead, and your circumstance bonuses against traps increase to
    +2.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Trap Finder
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Rogue
  trigger: null
- action: Two Actions
  descr: You make a dazzling series of attacks with both weapons, using the first
    attack to throw your foe offguard against a second attack at a different angle.
    Make one Strike with each of your two melee weapons, both against the same target.
    The target is automatically flat-footed against the second attack. Apply your
    multiple attack penalty to the Strikes normally.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Twin Feint
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You are wielding two melee weapons, each in a different hand.
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: After downing a foe, you menacingly remind another foe that you’re coming
    after them next. Attempt an Intimidation check with a +2 circumstance bonus to
    Demoralize a single creature that you can see and that can see you. If you have
    legendary proficiency in Intimidation, you can use this as a free action with
    the same trigger.
  frequency: null
  has_been_manually_proofread: false
  name: You’re Next
  prereqs:
  - descr: trained in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Emotion
  - Fear
  - Mental
  - Rogue
  trigger: You reduce an enemy to 0 hit points.
- action: null
  descr: The brutality of your critical hits shakes your foes’ confidence. Whenever
    your Strike is a critical hit and deals damage, the target is frightened 1.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Brutal Beating
  prereqs:
  - descr: 'Feature: ruffian racket'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Rogue
  trigger: null
- action: null
  descr: Your Feints are far more distracting than normal, drawing your foes’ attention
    and allowing you and your allies to take greater advantage. While a creature is
    flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception
    checks and Reflex saves.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Distracting Feint
  prereqs:
  - descr: 'Feature: scoundrel racket'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 183
    page_stop: 183
  traits:
  - Rogue
  trigger: null
- action: null
  descr: You’ve dabbled in a variety of tricks, gaining minor magical abilities from
    a particular tradition. Choose arcane, divine, occult, or primal magic, and gain
    two cantrips from the common cantrips available to that tradition.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Minor Magic
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 184
    page_stop: 184
  traits:
  - Rogue
  trigger: null
- action: null
  descr: You move in a way that denies your enemies the opportunity to retaliate.
    When you take a Stride action to move half your Speed or less, that movement does
    not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming
    instead of Striding if you have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Mobility
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 184
    page_stop: 184
  traits:
  - Rogue
  trigger: null
- action: null
  descr: Interweaving your most powerful attacks in a graceful fiow, you temporarily
    unbalance your foes. Whenever your Strike is a critical hit and deals damage,
    the target is flat-footed against your attacks until the end of your next turn.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Unbalancing Blow
  prereqs:
  - descr: 'Feature: thief racket'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 184
    page_stop: 184
  traits:
  - Rogue
  trigger: null
- action: Single Action
  descr: With careful observation during battle, you identify an enemy’s strengths
    and weaknesses. The GM rolls a secret Perception check for you against the Deception
    or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed
    from you, hidden from you, or undetected by you, and who is engaged in combat.
    The GM might apply a penalty for the distance between you and the enemy. The enemy
    is then temporarily immune to your Battle Assessment for 1 day.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Battle Assessment
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 184
    page_stop: 184
  traits:
  - Rogue
  - Secret
  trigger: null
- action: null
  descr: You capitalize on your enemies’ fear to slip past their defenses. Any creature
    that has the frightened condition is also flat-footed against your attacks.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Dread Striker
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 184
    page_stop: 184
  traits:
  - Rogue
  trigger: null
- action: null
  descr: Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting,
    you can sneak spells past your foes’ defenses as easily as any blade. When you
    succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals
    damage, you can add your sneak attack damage to the damage roll. If your single
    spell leads to multiple separate damage rolls, apply your sneak attack damage
    only once per target.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Magical Trickster
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 185
    page_stop: 185
  traits:
  - Rogue
  trigger: null
- action: Single Action
  descr: 'You apply a poison to the required weapon. If your next attack with that
    weapon before the end of your next turn hits and deals damage, it applies the
    effects of the poison, provided that poison can be delivered by contact or injury.
    If you critically fail the attack roll, the poison is wasted as normal. Special:
    During your daily preparations, you can prepare a number of simple injury poisons
    equal to your rogue level. These poisons deal 1d4 poison damage. Only you can
    apply these poisons properly, and they expire the next time you prepare.'
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Poison Weapon
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You are wielding a piercing or slashing weapon and have a free hand.
  source:
  - abbr: CRB
    page_start: 185
    page_stop: 185
  traits:
  - Manipulate
  - Rogue
  trigger: null
- action: Reaction
  descr: You keep pace with a retreating foe. You Stride, but you must end your movement
    adjacent to the triggering enemy. Your move does not trigger reactions from the
    triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim
    instead of Stride if you have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Reactive Pursuit
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 185
    page_stop: 185
  traits:
  - Rogue
  trigger: An adjacent foe moves away from you, and you can reach at least one space
    adjacent to the foe with a Stride action.
- action: Single Action
  descr: 'You subtly damage others’ equipment. Choose one item that a creature within
    your reach wields or carries. The item must have moving parts that you could possibly
    sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a
    Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage
    can’t take the item below its Break Threshold. Critical Success: You deal damage
    equal to four times your Thievery proficiency bonus.  Success: You deal damage
    equal to double your Thievery proficiency bonus.  Critical: Failure Temporarily
    immune to your Sabotage for 1 day.'
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Sabotage
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: You have a free hand.
  source:
  - abbr: CRB
    page_start: 185
    page_stop: 185
  traits:
  - Incapacitation
  - Rogue
  trigger: null
- action: null
  descr: You and your allies harry an opponent in concert. Any enemy is flat-footed
    against your melee attacks due to flanking as long as the enemy is within both
    your reach and your ally’s. Your allies must still flank an enemy for it to be
    flat-footed to them.
  frequency: null
  has_been_manually_proofread: false
  name: Gang Up
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 186
    page_stop: 186
  traits:
  - Rogue
  trigger: null
- action: null
  descr: You aren’t bothered by tricky footing. When you Stride or Step, you can ignore
    difficult terrain.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Light Step
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 186
    page_stop: 186
  traits:
  - Rogue
  trigger: null
- action: Single Action
  descr: After stabbing your opponent in a weak spot, you tear the wound open. You
    deal persistent bleed damage to the target equal to your number of sneak attack
    damage dice.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Twist the Knife
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: Your last action was a melee Strike that dealt sneak attack damage
    to a flat-footed target.
  source:
  - abbr: CRB
    page_start: 186
    page_stop: 186
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: 'You can jam the workings of a trap to delay its effects. Attempt a Thievery
    check to Disable a Device on the trap; the DC to do so is increased by 5, and
    the effects are as follows.  Critical Success: You prevent the trap from being
    triggered, or you delay the activation until the start or end of your next turn
    (your choice).  Success: You prevent the trap from being triggered, or you delay
    the activation until the end of your next turn (whichever is worse for you; GM’s
    choice).  Failure: No effect. Critical Failure: You’re flat-footed until the start
    of your next turn.'
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Delay Trap
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 186
    page_stop: 186
  traits:
  - Rogue
  trigger: A trap within your reach is triggered.
- action: null
  descr: You deliver poisons in ways that maximize their harmful effects. When you
    apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead
    of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on
    a critically failed attack roll.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Improved Poison Weapon
  prereqs:
  - descr: 'Feat: Poison Weapon'
    feat: Poison Weapon
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: You throw yourself into a roll to escape imminent danger. You can use Nimble
    Dodge before attempting a Reflex save in addition to its original trigger. If
    you do, the circumstance bonus applies to your Reflex save against the triggering
    effect.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Nimble Roll
  prereqs:
  - descr: 'Feat: Nimble Dodge'
    feat: Nimble Dodge
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: When your enemy is hit by your ally, you capitalize upon the distraction.
    Make a Strike against the triggering creature.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Opportune Backstab
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: A creature within your melee reach is hit by a melee attack from one of
    your allies.
- action: Reaction
  descr: You deftly step out of the way of an attack, letting the blow continue to
    the creature next to you. You redirect the attack to a creature of your choice
    that is adjacent to you and within the reach of the triggering attack. The attacker
    rerolls the Strike’s attack roll against the new target.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Sidestep
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: The attack roll for a Strike targeting you fails or critically fails.
- action: null
  descr: Your attacks deal more damage, even against creatures that aren’t flat-footed.
    When you succeed or critically succeed at a Strike against a creature that isn’t
    flat-footed, you also deal 1d6 precision damage. This applies only if you’re using
    a weapon or unarmed attack you could deal sneak attack damage with. At 14th level,
    if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures,
    you deal 2d6 precision damage to creatures that aren’t flat-footed. When you use
    Nimble Dodge and the triggering attack fails or critically fails, or when you
    succeed or critically succeed at the saving throw, you can also Stride up to 10
    feet as part of the reaction. If you do, the reaction gains the move trait. You
    can use Nimble Roll while Flying or Swimming instead of Striding if you have the
    corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  name: Sly Striker
  prereqs:
  - descr: 'Feature: sneak attack'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: 'You carefully aim and gracefully deliver your debilitations. Add the following
    debilitations to the list you can choose from when you use Debilitating Strike.
    Debilitation: The target takes an additional 2d6 precision damage from your attacks.
    Debilitation: The target becomes flat-footed.'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Precise Debilitation
  prereqs:
  - descr: 'Feature: debilitating strike'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: It is almost impossible to spot you without taking effort to look. When you
    roll a failure on a Sneak action, you get a success instead. You can still critically
    fail.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Sneak Savant
  prereqs:
  - descr: master in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: You learn new debilitations that grant you tactical advantages against your
    foes. Add the following debilitations to the list you can choose from when you
    use Debilitating Strike.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Tactical Debilitations
  prereqs:
  - descr: 'Feature: debilitating strike'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: 'The debilitations you dish out seriously impair your foes. Add the following
    debilitations to the list you can choose from when you use Debilitating Strike.
    Debilitation: The target gains weakness 5 to your choice of bludgeoning, piercing,
    or slashing damage. Debilitation: The target becomes clumsy 1.'
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Vicious Debilitations
  prereqs:
  - descr: 'Feature: debilitating strike'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Rogue
  trigger: null
- action: null
  descr: 'Your debilitations are especially effective on your most powerful attacks.
    Whenever you critically succeed at an attack roll against an enemy and use Debilitating
    Strike, add the following debilitation to the list you can choose from. Debilitation:
    The target attempts a Fortitude save against your class DC with the following
    effects. Critical Success: The target is unaffected.  Success: The target is slowed
    1 until the end of your next turn.  Failure: The target is slowed 2 until the
    end of your next turn.  Critical Failure: The target is paralyzed until the end
    of your next turn.'
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Critical Debilitations
  prereqs:
  - descr: 'Feature: debilitating strike'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 187
    page_stop: 187
  traits:
  - Incapacitation
  - Rogue
  trigger: null
- action: Two Actions
  descr: You launch yourself through the air at a foe. Attempt a High Jump or Long
    Jump. If you attempt a High Jump, determine the distance you can travel using
    the scale of a Long Jump. At the end of your jump, you can make a melee Strike.
    After your Strike, you fall to the ground if you’re in the air. If the distance
    of your fall is no more than the height of your jump, you take no damage and land
    upright.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Fantastic Leap
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: null
- action: Two Actions
  descr: 'Your ranged attacks can shoot an unprepared foe right out of the air. Make
    a Strike with a ranged weapon or a thrown weapon against a flat-footed creature.
    If the Strike is a success and deals damage, the target must attempt a Reflex
    save against your class DC with the following effects. Success: The target is
    unaffected. Failure: The target falls up to 120 feet. If it hits the ground, it
    takes no damage from the fall. Critical Failure: As failure, and the target can’t
    fiy, jump, levitate, or otherwise leave the ground until the end of your next
    turn.'
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Felling Shot
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: Grabbing a sleeve, swiping with your weapon, or creating another obstruction,
    you reflexively foil an enemy’s response. If the triggering creature’s level is
    equal to or lower than yours, you disrupt the triggering reaction. If the triggering
    creature’s level is higher than yours, you must make an attack roll against its
    AC. On a success, you disrupt the reaction.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Reactive Interference
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: An adjacent enemy begins to use a reaction.
- action: Single Action
  descr: Leaping out from hiding, you assail your target when they least expect it.
    You Stride up to your Speed, but you must end your movement next to an enemy you’re
    hidden from or undetected by. You then Strike that enemy; you remain hidden from
    or undetected by that creature until after you Strike. You can use Spring from
    the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding
    if you have the corresponding movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Spring from the Shadows
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Flourish
  - Rogue
  trigger: null
- action: Free Action
  descr: Dropping into a roll to disperse the force of the blow, you can partially
    evade a lethal attack and stay conscious. You take half damage from the triggering
    attack.
  frequency: once every 10 minutes
  has_been_manually_proofread: false
  level: 14
  name: Defensive Roll
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: A physical attack would reduce you to 0 Hit Points.
- action: Single Action
  descr: You distract your opponent with a few choice words or a rude gesture. Choose
    a target within 30 feet. It’s flat-footed against your attacks until the end of
    your next turn. Depending on the way you describe your distraction, this action
    gains either the auditory or visual trait.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Instant Opening
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Concentrate
  - Rogue
  trigger: null
- action: null
  descr: When you hit hard enough, you leave an opening so your ally can jump in on
    the action. Whenever you critically hit a flat-footed opponent with a melee attack
    and deal damage, the target triggers an Attack of Opportunity reaction from one
    ally of your choice who has that reaction, as if the enemy had used a manipulate
    action.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Leave an Opening
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: When you look for foes, you can catch even the slightest cues. Even though
    you failed at the triggering check, you automatically sense any undetected creatures
    in the area where you’re Seeking, making them merely hidden to you.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Sense the Unseen (Rogue)
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: You fail a check to Seek.
- action: null
  descr: Your deceptions confound even the most powerful mortal divinations. Detection,
    revelation, and scrying effects pass right over you, your possessions, and your
    auras, detecting nothing unless the detecting effect has a counteract level of
    20 or higher. For example, detect magic would still detect other magic in the
    area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying
    wouldn’t find you, and so on.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Blank Slate
  prereqs:
  - descr: Class Level 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: null
- action: null
  descr: Using fantastic acrobatic skill, you can walk for brief stretches across
    insubstantial surfaces. When you Stride, you can move across water, air, and solid
    surfaces that can hold only limited weight as if they were normal ground. If you
    Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it.
    At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps
    as normal for your current location.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Cloud Step
  prereqs:
  - descr: legendary in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: You can find a loophole in a mental effect to temporarily overcome it. Until
    the end of your next turn, you ignore a single mental effect that meets the requirement.
    You can suppress a particular effect using Cognitive Loophole only once. Special
    You can use this reaction even if the mental effect is preventing you from using
    reactions.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Cognitive Loophole
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: You are currently affected by a mental effect that you gained by failing,
    but not critically failing, a saving throw.
  source:
  - abbr: CRB
    page_start: 188
    page_stop: 188
  traits:
  - Rogue
  trigger: Your turn ends.
- action: Two Actions
  descr: Your sneak attack slices through the threads binding magic to a target. Make
    a Strike against a flat-footed creature (your choice). If your Strike deals sneak
    attack damage, you attempt to counteract a single spell active on the target.
    Your counteract level is equal to your rogue level, and your counteract check
    modifier is equal to your class DC – 10.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Dispelling Slice
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Rogue
  trigger: null
- action: Single Action
  descr: You use clever tactics to mislead your foes as you sneak away. You Sneak
    while leaving a decoy behind. The decoy acts as the spell mislead, though you
    aren’t invisible, just undetected. You can continue to concentrate to move your
    decoy, as with the spell, whether or not you remain hidden throughout the duration.
    Once you use Perfect Distraction, you need to spend 10 minutes to set up another
    decoy before you can use it again.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Perfect Distraction
  prereqs:
  - descr: legendary in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Rogue
  trigger: null
- action: Two Actions
  descr: You find tiny holes or imperfections that no one else could see and try to
    somehow fit yourself through them, possibly moving directly through the wall or
    floor from one side to the other. Your movement attempt fails if the wall or floor
    is made of something other than wood, plaster, or stone; is thicker than 10 feet;
    or contains even a thin layer of metal. If you have a climb Speed, you can use
    this ability to attempt to move through a ceiling.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Implausible Infiltration
  prereqs:
  - descr: 'Feat: Quick Squeeze'
    feat: Quick Squeeze
  requirement: You are adjacent to a floor or vertical wall.
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Magical
  - Move
  - Rogue
  trigger: null
- action: null
  descr: You have learned to exploit your enemies’ lowered defenses. When you succeed
    or critically succeed at a Strike using your Strength modifier on the attack roll
    and you would deal sneak attack damage, you can change the additional damage from
    sneak attack into ordinary damage of the same type as your Strike, rather than
    precision damage.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Powerful Sneak
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: Whether from jury-rigged magic items, stolen magical essence, or other means,
    you have a contingency in your back pocket for desperate situations. When the
    trigger occurs, you cause the spell to come into effect. The spell targets only
    you, no matter how many creatures it would affect normally. If you define particularly
    complicated conditions, as determined by the GM, the trigger might fail. Once
    the contingency is triggered, the spell is expended until your next daily preparations.
  frequency: null
  has_been_manually_proofread: false
  name: Trickster’s Ace
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: When you make your daily preparations, you must specify a trigger for
    this reaction using the same restrictions as the triggers for the Ready action.
    You also choose a single spell from the arcane, divine, occult, or primal list
    of 4th level or lower. The spell can’t have a cost, nor can its casting time be
    more than 10 minutes. The spell must be able to target a single creature, and
    you must be a valid target for it.
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Concentrate
  - Rogue
  trigger: You specify the trigger when your daily preparations(see Requirements).
- action: Reaction
  descr: When you put your mind to slipping out of sight, you disappear completely.
    You become invisible for 1 minute, even if you use a hostile action. Not even
    glitterdust, see invisibility, or similar effects can reveal you, though creatures
    can still use the Seek action to locate you as normal.
  frequency: once per hour
  has_been_manually_proofread: false
  level: 20
  name: Hidden Paragon
  prereqs:
  - descr: legendary in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Rogue
  trigger: You successfully use Stealth to Hide and become hidden from all of your
    current foes, or use Stealth to Sneak and become undetected to all your current
    foes.
- action: null
  descr: Your attacks are swift and deadly beyond explanation. Nothing can prevent
    you from making a sneak attack, even if your opponent can see every blow coming.
    Instead of dealing the damage from Sly Striker, you can deal your full sneak attack
    damage to a target even if the target isn’t flat-footed.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Impossible Striker
  prereqs:
  - descr: 'Feat: Sly Striker'
    feat: Sly Striker
  requirement: null
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Rogue
  trigger: null
- action: Reaction
  descr: You reactively switch with your decoy to foil your foe. You use Perfection
    Distraction, even if you were observed, as long as you end the movement of your
    Sneak while concealed or in a location with cover or greater cover. Your decoy
    is targeted by the attack or effect instead of you. In the case of an area effect,
    if your Sneak doesn’t move you out of the area, both you and the decoy are targeted
    by the effect.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Reactive Distraction
  prereqs:
  - descr: 'Feat: Perfect Distraction'
    feat: Perfect Distraction
  requirement: You have Perfect Distraction ready to use.
  source:
  - abbr: CRB
    page_start: 189
    page_stop: 189
  traits:
  - Concentrate
  - Manipulate
  - Rogue
  trigger: You would be hit by an attack or targeted by an effect, or you are within
    an effect’s area.
- action: Reaction
  descr: When a foe Casts a Spell you know and you can see its manifestations, you
    can use your own magic to disrupt it. You expend one of your spell slots to counter
    the triggering creature’s casting of a spell that you have in your repertoire.
    You lose your spell slot as if you had cast the triggering spell. You then attempt
    to counteract the triggering spell (page 458). Special This feat has the trait
    corresponding to the tradition of spells you cast (arcane, divine, natural, or
    occult).
  frequency: null
  has_been_manually_proofread: false
  name: Counterspell (Spontaneous)
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: You have an unexpended spell slot you could use to cast the triggered
    spell.
  source:
  - abbr: CRB
    page_start: 198
    page_stop: 198
  traits:
  - Abjuration
  - Sorcerer
  trigger: A creature casts a spell that you have in your repertoire.
- action: null
  descr: Your legacy grants you great destructive power. When you Cast a Spell from
    your spell slots, if the spell deals damage and doesn’t have a duration, you gain
    a status bonus to that spell’s damage equal to the spell’s level.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Dangerous Sorcery
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 198
    page_stop: 198
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: An animal serves you and assists your spellcasting. You gain a familiar (rules
    for familiars arefound on page 217).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Familiar (Sorcerer)
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 198
    page_stop: 198
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: You better understand the basic power of your bloodline. Add two additional
    cantrips from your spell list to your repetoire.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Cantrip Expansion (Sorcerer)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 198
    page_stop: 198
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: You infuse your familiar with additional magical energy. You can select four
    familiar or master abilities each day, instead of two.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Enhanced Familiar (Sorcerer)
  prereqs:
  - descr: a familiar
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 198
    page_stop: 198
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Your arcane legacy grants you an exceptional aptitude for intellectual and
    academic pursuits. You become trained in one skill of your choice. Additionally,
    you keep a book of arcane spells similar to a wizard’s spellbook. You add all
    the spells in your spell repertoire to this book for free, and you can add additional
    arcane spells to the book by paying the appropriate cost and using your Arcana
    skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.
    During your daily preparations, choose any one spell from your book of arcane
    spells. If it isn’t in your spell repertoire, add it to your spell repertoire
    until the next time you prepare. If it’s already in your spell repertoire, add
    it as an additional signature spell for that day.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Arcane Evolution
  prereqs:
  - descr: bloodline that grants arcane spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 199
    page_stop: 199
  traits:
  - Arcane
  - Sorcerer
  trigger: null
- action: Free Action
  descr: 'You siphon the residual energy from the last spell you cast into one weapon
    you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage
    of a type depending on the school of the spell you just cast. Abjuration: force
    damage, Conjuration or Transmutation: the same type as the weapon, Divination,
    Enchantment, or Illusion: mental damage, Evocation: a type the spell dealt, or
    force damage if the spell didn’t deal damage, Necromancy: negative damage'
  frequency: once per turn
  has_been_manually_proofread: false
  level: 4
  name: Bespell Weapon
  prereqs:
  - descr: Class Level 4
    feat: null
  requirement: Your most recent action was to cast a non-cantrip spell.
  source:
  - abbr: CRB
    page_start: 199
    page_stop: 199
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Sorcerer
  - Wizard
  trigger: null
- action: null
  descr: The divine might provided by your bloodline fiows through you. You gain an
    additional spell slot of your highest level, which you can use only to cast your
    choice of heal or harm. You can cast either of these spells using that spell slot,
    even if they aren’t in your spell repertoire.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Divine Evolution
  prereqs:
  - descr: bloodline that grants divine spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 199
    page_stop: 199
  traits:
  - Divine
  - Sorcerer
  trigger: null
- action: null
  descr: Glimpses of the obscure secrets of the universe loan you power. You become
    trained in one skill of your choice. Additionally, once per day, you can spend
    1 minute to choose one mental occult spell you don’t know and add it to your spell
    repertoire. You lose this temporary spell the next time you make your daily preparations
    (though you can use this ability to add it again later).
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Occult Evolution
  prereqs:
  - descr: bloodline that grants occult spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 199
    page_stop: 199
  traits:
  - Occult
  - Sorcerer
  trigger: null
- action: null
  descr: You can call upon the creatures of the wild for aid. You gain an additional
    spell slot of your highest level, which you can use only to cast summon animal
    or summon plants and fungi. You can cast either of these spells using that spell
    slot, even if it they aren’t in your spell repertoire.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Primal Evolution
  prereqs:
  - descr: bloodline that grants primal spells
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 199
    page_stop: 199
  traits:
  - Primal
  - Sorcerer
  trigger: null
- action: null
  descr: You have studied your bloodline to learn the secrets of its magic. You gain
    the advanced bloodline spell associated with your bloodline. Increase the number
    of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Bloodline
  prereqs:
  - descr: bloodline spell
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: You are confident in your spellcasting technique, and you are more easily
    able to retain your concentration when you Cast a Spell. If a reaction would disrupt
    your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action
    isn’t disrupted.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Steady Spellcasting (Sorcerer)
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Your magical blood makes you more resistant to magic. You gain a +1 status
    bonus to saving throws against spells and magical effects.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Bloodline Resistance
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Odd interactions in your bloodline provide you with unexpected spells. You
    can have one spell in your spell repertoire from a tradition other than the one
    that matches your bloodline. You cast that spell as a spell from your bloodline’s
    tradition. You can swap which spell you add and from which tradition as you could
    any other sorcerer spell, but you can’t have more than one spell from another
    tradition in your spell repertoire at the same time using this feat.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Crossblooded Evolution
  prereqs:
  - descr: Class Level 8
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Further communion with the legacy of your bloodline has uncovered greater
    secrets. You gain the greater bloodline spell associated with your bloodline.
    Increase the number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Greater Bloodline
  prereqs:
  - descr: bloodline spell
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Sorcerer
  trigger: null
- action: Single Action
  descr: You alter your spells to overcome resistances. If the next action you use
    is to Cast a Spell, the spell ignores an amount of the target’s resistance to
    acid, cold, electricity, fire, or sonic damage equal to your level. This applies
    to all damage the spell deals, including persistent damage and damage caused by
    an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s
    immunities are unaffected.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Overwhelming Energy (Sorcerer)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 200
    page_stop: 200
  traits:
  - Manipulate
  - Metamagic
  - Sorcerer
  trigger: null
- action: null
  descr: In a mentally strenuous process, you modify the casting of a spell to take
    less time. If your next action is to cast a Sorcerer cantrip or a Sorcerer spell
    that is at least 2 levels lower than the highest level Sorcerer spell you can
    cast, reduce the number of actions to cast it by 1 (minimum 1 action).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Quickened Casting (Sorcerer)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Concentrate
  - Metamagic
  - Sorcerer
  trigger: null
- action: null
  descr: Your focus recovers faster. If you have spent at least 2 Focus Points since
    the last time you Refocused, you recover 2 Focus Points when you Refocus instead
    of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Bloodline Focus
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: You have a literal sixth sense for ambient magic in your vicinity. You can
    sense the presence of magic auras as though you were always using a 1st-level
    detect magic spell. This detects magic in your field of vision only. When you
    Seek, you gain the benefits of a 3rd-level detect magic spell on things you see
    (in addition to the normal benefits of Seeking). You can turn this sense off and
    on with a free action at the start or the end of your turn. Special (Wizard) This
    feat has the Arcane trait.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Magic Sense
  prereqs:
  - descr: Class Level 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Detection
  - Divination
  - Sorcerer
  - Wizard
  trigger: null
- action: Single Action
  descr: You weave dispelling energy into a spell, sending both effects at a foe.
    If your next action is to cast a single-target spell against a creature, and you
    either hit the foe with the spell attack roll or the foe fails its saving throw,
    you can cast dispel magic on the foe as a free action, expending a spell slot
    as normal and targeting one spell effect affecting the foe.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Interweave Dispel
  prereqs:
  - descr: dispel magic in your spell repetoire
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Metamagic
  - Sorcerer
  trigger: null
- action: null
  descr: When you successfully use Counterspell to counteract a spell that affects
    targeted creatures or an area, you can turn that spell’s effect back on its caster.
    When reflected, the spell affects only the original caster, even if it’s an area
    spell or it would normally affect more than one creature. The original caster
    can attempt a save and use other defenses against the reflected spell as normal.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Reflect Spell
  prereqs:
  - descr: 'Feat: CounterSpell'
    feat: Counterspell (Spontaneous)
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  - Wizard
  trigger: null
- action: null
  descr: Your bloodline’s deep connection to mental essence greatly enhances your
    spell repertoire. Add one spell to your spell repertoire for each spell level
    you can cast.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Greater Mental Evolution
  prereqs:
  - descr: 'Feat: Arcane Evolution or Feat: Occult Evolution'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Arcane
  - Sorcerer
  trigger: null
- action: null
  descr: Vital power surges through you like a font of energy. Twice per day, you
    can cast a spell after you’ve run out of spell slots of the appropriate spell
    level; the two spells you cast with this feat must be of different spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Greater Vital Evolution
  prereqs:
  - descr: 'Feat: Divine Evolution or Feat: Primal Evolution'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Divine
  - Sorcerer
  trigger: null
- action: null
  descr: Your blood’s power replenishes your focus. If you have spent at least 3 Focus
    Points since the last time you Refocused, you recover 3 Focus Points when you
    Refocus instead of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Bloodline Wellspring
  prereqs:
  - descr: 'Feat: Bloodline Focus'
    feat: Bloodline Focus
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Your bloodline is extraordinarily complex. You can have up to three spells
    from other traditions in your spell repertoire, rather than just one. These spells
    must each be of a different spell level, but they don’t need to be from the same
    tradition.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Greater Crossblooded Evolution
  prereqs:
  - descr: 'Feat: Crossblooded Evolution'
    feat: Crossblooded Evolution
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  trigger: null
- action: Single Action
  descr: Your inborn magical nature lets you redirect ambient energies to fuel your
    spells. If your next action is to Cast a Spell of 5th level or lower that has
    no duration, you don’t expend the spell’s slot when you cast it.
  frequency: once per minute
  has_been_manually_proofread: false
  level: 20
  name: Bloodline Conduit
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Metamagic
  - Sorcerer
  trigger: null
- action: null
  descr: You command the ultimate powers of your bloodline and tradition. You gain
    an additional 10th-level spell slot.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Bloodline Perfection
  prereqs:
  - descr: 'Feature: bloodline paragon'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  trigger: null
- action: null
  descr: Altering your spells doesn’t take any longer than casting them normally.
    You can use metamagic single actions as free actions.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Metamagic Mastery
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 201
    page_stop: 201
  traits:
  - Sorcerer
  - Wizard
  trigger: null
- action: Reaction
  descr: When a foe Casts a Spell and you can see its manifestations, you can use
    your own magic to disrupt 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. You then attempt to counteract the triggering spell
    (page 458).
  frequency: null
  has_been_manually_proofread: false
  name: Counterspell (Prepared)
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 209
    page_stop: 209
  traits:
  - Abjuration
  - Arcane
  - Wizard
  trigger: A creature Casts a Spell that you have prepared.
- action: null
  descr: You can use clever workarounds to replicate the arcane essence of certain
    materials. When Casting a Spell that requires material components, you can provide
    these material components without a spell component pouch by drawing intricate
    replacement sigils in the air. Unlike when providing somatic components, you still
    must have a hand completely free. This doesn’t remove the need for any materials
    listed in the spell’s cost entry.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Eschew Materials
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 209
    page_stop: 209
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You make a pact with creature that serves you and assists your spellcasting.
    You gain a familiar (page 217).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Familiar (Wizard)
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 209
    page_stop: 209
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You can magically hurl your weapon at your foe. You gain the hand of the
    apprentice universalist spell. Universalist spells are a type of focus spell,
    much like school spells. You start with a focus pool of 1 Focus Point. See Arcane
    Schools on page 207 for more information about focus spells.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Hand of the Apprentice
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 209
    page_stop: 209
  traits:
  - Wizard
  trigger: null
- action: null
  descr: Dedicated study allows you to prepare a wider range of simple spells. You
    can prepare two additional cantrips each day.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Cantrip Expansion (Wizard)
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Wizard
  trigger: null
- action: Single Action
  descr: Hiding your gestures and incantations within other speech and movement, you
    attempt to conceal the fact that you are Casting a Spell. If the next action you
    use is to Cast a Spell, attempt a Stealth check against one or more observers’
    Perception DCs; if the spell has verbal components, you must also attempt a Deception
    check against the observers’ Perception DC. If you succeed at your check (or checks)
    against an observer’s DC, that observer doesn’t notice you’re casting a spell,
    even though material, somatic, and verbal components are usually noticeable and
    spells normally have sensory manifestations that would make spellcasting obvious
    to those nearby. This ability 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.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Conceal Spell
  prereqs:
  - descr: Class Level 2
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Concentrate
  - Manipulate
  - Metamagic
  - Wizard
  trigger: null
- action: null
  descr: You infuse your familiar with additional magical energy. You can select four
    familiar or master abilities each day, instead of two. Special If your arcane
    thesis is improved familiar attunement, your familiar’s base number of familiar
    abilities, before adding any extra abilities from the arcane thesis is four.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Enhanced Familiar (Wizard)
  prereqs:
  - descr: a familiar
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You have linked your bonded item to the well of energy that powers your school
    spells. When you Drain your Bonded Item to cast a spell of your arcane school,
    you also regain 1 Focus Point.
  frequency: once per day
  has_been_manually_proofread: false
  level: 4
  name: Linked Focus
  prereqs:
  - descr: 'Feature: arcane school'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Wizard
  trigger: null
- action: Single Action
  descr: You’ve learned how to cast many of your spells without speaking the words
    of power you would normally need to provide. If the next action you use is Casting
    a Spell that has a verbal component and at least one other component, you can
    remove the verbal component. This makes the spell quieter and allows you to cast
    it in areas where sound can’t carry. However, the spell still has visual manifestations,
    so this doesn’t make the spell any less obvious to someone who sees you casting
    it. When you use Silent Spell, you can choose to gain the benefits of Conceal
    Spell, and you don’t need to attempt a Deception check because the spell has no
    verbal components.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Silent Spell
  prereqs:
  - descr: 'Feat: Conceal Spell'
    feat: Conceal Spell
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Concentrate
  - Metamagic
  - Wizard
  trigger: null
- action: null
  descr: You’ve studied ways of overcoming the innate magical resistance that dragons,
    otherworldly beings, and certain other powerful creatures have. Any creature that
    has a status bonus to saving throws against magic reduces that bonus by 1 against
    your spells.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Spell Penetration
  prereqs:
  - descr: Class Level 6
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 210
    page_stop: 210
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You gain access to a powerful new school spell depending on your arcane school.
    If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain
    dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter,
    you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re
    an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain
    life siphon; and if you’re a transmuter, you gain shifting form. Increase the
    number of Focus Points in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Advanced School Spell
  prereqs:
  - descr: 'Feature: arcane school'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Wizard
  trigger: null
- action: Single Action
  descr: By carefully manipulating the arcane energies stored in your bonded item
    as you drain it, you can conserve just enough power to cast another, slightly
    weaker spell. If the next action you use is to Cast a Spell using the energy from
    Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this
    extra use of Drain Bonded Item before the end of your next turn or you lose it,
    and you can use this additional use only to cast a spell 2 or more levels lower
    than the first spell cast with Drain Bonded Item.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Bond Conservation
  prereqs:
  - descr: 'Feature: arcane bond'
    feat: null
  requirement: The last action you used was Drain Bonded Item.
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Manipulate
  - Metamagic
  - Wizard
  trigger: null
- action: null
  descr: You can access the fundamental abilities of any school of magic. During your
    daily preparations, choose one of the eight school spells gained by 1st-level
    specialist wizards. You can use that school spell until your next daily preparations.
    When you Refocus, you can choose a different school spell from among those eight
    school spells, replacing the previous one. Increase the number of Focus Points
    in your focus pool by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Universal Versatility
  prereqs:
  - descr: 'Feat: Hand of the Apprentice'
    feat: Hand of the Apprentice
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Wizard
  trigger: null
- action: Single Action
  descr: With a complex gesture, you alter the energy of your spell to overcome resistances.
    If the next action you use is to Cast a Spell, the spell ignores an amount of
    the target’s resistance to acid, cold, electricity, fire, or sonic damage equal
    to your level. This applies to all damage the spell deals, including persistent
    damage and damage caused by an ongoing effect of the spell, such as the wall created
    by wall of fire. A creature’s immunities are unaffected.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Overwhelming Energy (Wizard)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Manipulate
  - Metamagic
  - Wizard
  trigger: null
- action: null
  descr: In a mentally strenuous process, you modify the casting of a spell to take
    less time. If your next action is to cast a Wizard cantrip or a Wizard spell that
    is at least 2 levels lower than the highest level Wizard spell you can cast, reduce
    the number of actions to cast it by 1 (minimum 1 action).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Quickened Casting (Wizard)
  prereqs:
  - descr: Class Level 10
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Concentrate
  - Metamagic
  - Wizard
  trigger: null
- action: null
  descr: During your daily preparations, you can create two temporary scrolls containing
    arcane spells from your spellbook. These scrolls follow the normal rules for scrolls
    (page 564), with some additional restrictions. Each scroll must be of a different
    spell level, and both spell levels must be 2 or more levels lower than your highest-level
    spell. Any scrolls you create this way become non-magical the next time you make
    your daily preparations. A temporary scroll has no value. If you have master proficiency
    in arcane spell DCs, you can create three temporary scrolls during your daily
    preparations, and if you have legendary proficiency, you can create four temporary
    scrolls.
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Scroll Savant
  prereqs:
  - descr: expert in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You creatively apply your prepared spells to Counterspell a much wider variety
    of your opponents’ magic. Instead of being able to counter a foe’s spell with
    Counterspell only if you have that same spell prepared, you can use Counterspell
    as long as you have the spell the foe is casting in your spellbook. When you use
    Counterspell in this way, the prepared spell you expend must share a trait other
    than its tradition with the triggering spell. At the GM’s discretion, you can
    instead use a spell that has an opposing trait or that otherwise logically would
    counter the triggering spell (such as using a cold or water spell to counter fireball
    or using remove fear to counter a fear spell). Regardless of what spell you expend,
    you take a –2 penalty to your counteract check, though the GM can waive this penalty
    if the expended spell is especially appropriate.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Clever Counterspell
  prereqs:
  - descr: 'Feat: Quick Recognition'
    feat: Quick Recognition
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Wizard
  trigger: null
- action: null
  descr: Your connection to your bonded item increases your focus pool. If you have
    spent at least 2 Focus Points since the last time you Refocused and your bonded
    item is in your possession, you recover 2 Focus Points when you Refocus instead
    of 1.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Bonded Focus
  prereqs:
  - descr: 'Feature: arcane bond'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 211
    page_stop: 211
  traits:
  - Wizard
  trigger: null
- action: null
  descr: When you draw upon your bonded item, you can leave a bit of energy within
    it for later use. You can use Drain Bonded Item one additional time per day, but
    only to cast a spell 2 or more levels lower than your highest-level spell.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Superior Bond
  prereqs:
  - descr: 'Feature: arcane bond'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Wizard
  trigger: null
- action: Two Actions
  descr: You’ve learned to alter choices you make when casting spells on yourself.
    After casting a spell on only yourself that offers several choices of effect (such
    as resist energy, spell immunity, or a polymorph spell that offers several potential
    forms), you can alter the choice you made when Casting the Spell (for instance,
    choosing a different type of damage for resist energy). However, your tinkering
    weakens the spell’s integrity, reducing its remaining duration by half. You can’t
    use this feat if the benefits of the spell have already been used up or if the
    effects of the first choice would persist in any way after switching (for instance,
    if one of the choices was to create a consumable item you already used, or to
    heal you), or if the feat would create an effect more powerful than that offered
    by the base spell. The GM is the final arbiter of what Spell Tinker can be applied
    to.
  frequency: null
  has_been_manually_proofread: false
  level: 16
  name: Spell Tinker
  prereqs:
  - descr: Class Level 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Concentrate
  - Wizard
  trigger: null
- action: null
  descr: You’ve found a way to prepare a spell slot that exists in your mind as many
    different possibilities at once. Once during your daily preparations, you can
    use a spell slot to hold that infinite potential, rather than using it to prepare
    a spell. You can use this spell slot to cast any spell from your spellbook that’s
    at least 2 levels lower than the slot you designate; the spell acts in all ways
    as a spell of 2 levels lower. You don’t have any particular spell prepared in
    that slot until you cast it.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Infinite Possibilities
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You’ve discovered how to reuse some of your spell slots over and over. You
    can spend 10 minutes to prepare a spell that you already cast today, regaining
    access to that spell slot. The spell must be of 4th level or lower and one that
    does not have a duration. You can reprepare a spell in this way even if you’ve
    already reprepared that spell previously in the same day. If you have the spell
    substitution arcane thesis, you can instead prepare a different spell in an expended
    slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared
    a spell in that slot even once, you can use your arcane thesis to substitute only
    spells without durations into that spell slot.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Reprepare Spell
  prereqs:
  - descr: Class Level 18
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You have mastered the greatest secrets of arcane magic. You gain an additional
    10th-level spell slot.
  frequency: null
  has_been_manually_proofread: false
  name: Archwizard’s Might
  prereqs:
  - descr: 'Feature: archwizards spellcraft'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You can merge spells, producing multiple effects with a single casting. One
    slot of each level of spell you can cast, except 2nd level and 1st level, becomes
    a spell combination slot (this doesn’t apply to cantrips). When you prepare your
    spells, you can fill a combination slot with a combination of two spells. Each
    spell in the combination must be 2 or more spell levels below the slot’s level,
    and both must target only one creature or object or have the option to target
    only one creature or object. Each spell in the combination must also have the
    same means of determining whether it has an effect—both spells must require a
    ranged spell attack roll, require the same type of saving throw, or automatically
    affect the target. When you cast a combined spell, it affects only one target,
    even if the component spells normally affect more than one. If any spell in the
    combination has further restrictions (such as targeting only living creatures),
    you must abide by all restrictions. The combined spell uses the shorter of the
    component spells’ ranges. Resolve a combined spell as if were a single spell,
    but apply the effects of both component spells. For example, if the spell’s target
    succeeded at the save against a combined spell, it would apply the success effect
    of each spell, and if it critically failed, it would apply the critical failure
    effect of both spells.
  frequency: null
  has_been_manually_proofread: false
  level: 20
  name: Spell Combination
  prereqs:
  - descr: Class Level 20
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 212
    page_stop: 212
  traits:
  - Wizard
  trigger: null
- action: null
  descr: You put your alchemical interest into practice. You become trained in alchemical
    bombs and Crafting; if you were already trained in Crafting, you instead become
    trained in a skill of your choice. You become trained in alchemist class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Alchemist Dedication
  prereqs:
  - descr: Intelligence 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level alchemist feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Concoction
  prereqs:
  - descr: 'Feat: Alchemist Dedication'
    feat: Alchemist Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the Quick Alchemy action.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Quick Alchemy
  prereqs:
  - descr: 'Feat: Alchemist Dedication'
    feat: Alchemist Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one alchemist feat. For the purpose of meeting its prerequisites,
    your alchemist level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  name: Advanced Conoction
  prereqs:
  - descr: 'Feat: Basic Concoction'
    feat: Basic Concoction
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your advanced alchemy level increases to 3. At 10th level, it increases to
    5.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Expert Alchemy
  prereqs:
  - descr: expert in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your advanced alchemy level increases to 7. For every level you gain beyond
    12th, your advanced alchemy level increases by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Mastery Alchemy
  prereqs:
  - descr: master in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 220
    page_stop: 220
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You become trained in Athletics; if you were already trained in Athletics,
    you instead become trained in a skill of your choice. You become trained in barbarian
    class DC. You can use the Rage action.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Barbarian Dedication
  prereqs:
  - descr: Constitution 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain 3 additional Hit Points for each barbarian archetype class feat
    you have. As you continue selecting barbarian archetype class feats, you continue
    to gain additional Hit Points in this way.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Barbarian Resiliency
  prereqs:
  - descr: class granting no more Hit Points per level than 10 + your constituion
      modifier
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level barbarian feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Fury
  prereqs:
  - descr: 'Feat: Barbarian Dedication'
    feat: Barbarian Resiliency
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one barbarian feat. For the purpose of meeting its prerequisites,
    your barbarian level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Fury
  prereqs:
  - descr: 'Feat: Basic Fury'
    feat: Basic Fury
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the instinct ability for the instinct you chose for Barbarian Dedication.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Instinct Ability
  prereqs:
  - descr: 'Feat: Barbarian Dedication'
    feat: Barbarian Resiliency
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your proficiency rank in Fortitude saves increases to master.
  frequency: null
  has_been_manually_proofread: false
  name: Juggernaut’s Fortitude
  prereqs:
  - descr: expert in Fortitude saves
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 221
    page_stop: 221
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You cast spells like a bard and gain the Cast a Spell activity. You gain
    a spell repertoire with two common cantrips from the occult spell list, or any
    other cantrips you learn or discover. You’re trained in spell attack rolls and
    spell DCs for occult spells. Your key spellcasting ability for bard archetype
    spells is Charisma, and they are occult bard spells. You become trained in Occultism
    and Performance; for each of these skills in which you were already trained, you
    instead become trained in a skill of your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Bard Dedication
  prereqs:
  - descr: Charisma 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain the basic spellcasting benefits (page 219). Each time you gain a
    spell slot of a new level from the bard archetype, add a common occult spell or
    another spell you learned or discovered to your repertoire, of the appropriate
    spell level.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Bard Spellcasting
  prereqs:
  - descr: 'Feat: Bard Dedication'
    feat: Bard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level bard feat.
  frequency: null
  has_been_manually_proofread: false
  name: Basic Muse’s Whispers
  prereqs:
  - descr: 'Feat: Bard Dedication'
    feat: Bard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one bard feat. For the purpose of meeting its prerequisites, your
    bard level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  name: Advanced Muse’s Whispers
  prereqs:
  - descr: 'Feat: Basic Muse''s Whispers'
    feat: Basic Muse’s Whispers
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the counter performance composition spell. If you don’t already
    have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging
    your muse. (For more on composition spells, see page 97.)
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Counter Perform
  prereqs:
  - descr: 'Feat: Bard Dedication'
    feat: Bard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the inspire courage composition cantrip.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Inspirational Performance
  prereqs:
  - descr: 'Feat: Bard Dedication'
    feat: Bard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your repertoire expands, and you can cast more occult spells each day. Increase
    the number of spells in your repertoire and the number of spell slots you gain
    from bard archetype feats by 1 for each spell level other than your two highest
    spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Occult Breadth
  prereqs:
  - descr: 'Feat: Basic Bard Spellcasting'
    feat: Basic Bard Spellcasting
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the expert spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Expert Bard Spellcasting
  prereqs:
  - descr: master in Occultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the master spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Master Bard Spellcasting
  prereqs:
  - descr: legendary in Occultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 222
    page_stop: 222
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Choose a deity and cause as you would if you were a champion. You become
    trained in light, medium, and heavy armor. You become trained in Religion and
    your deity’s associated skill; for each of these skills in which you were already
    trained, you instead become trained in a skill of your choice. You become trained
    in champion class DC.\n\nYou are bound by your deity's anathema and must follow
    the champion's code and alignment requirements for your cause. You don't gain
    any other abilities from choice of deity or cause.\n\n**Special**  You cannot
    select another dedication feat until you have gained two other feats from the
    champion archetype.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Champion Dedication
  prereqs:
  - descr: Charisma 14
    feat: null
  - descr: Strength 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level champion feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Devotion
  prereqs:
  - descr: 'Feat: Champion Dedication'
    feat: Champion Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain 3 additional Hit Points for each champion archetype class feat you
    have. As you continue selecting champion archetype class feats, you continue to
    gain additional Hit Points in this way.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Champion Resiliencey
  prereqs:
  - descr: class granting no more Hit Points per level than 8 + your Constitution
      modifier
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the appropriate devotion spell for your cause ( lay on hands for
    the paladin, redeemer, and liberator). If you don’t already have one, you gain
    a focus pool of 1 Focus Point, which you can Refocus by praying or serving your
    deity. (For more on devotion spells, see page 107.)
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Healing Touch
  prereqs:
  - descr: 'Feat: Champion Dedication'
    feat: Champion Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one champion feat. For the purpose of meeting its prerequisites,
    your champion level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Devotion
  prereqs:
  - descr: 'Feat: Basic Devotion'
    feat: Basic Devotion
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You can use the champion’s reaction associated with your cause.
  frequency: null
  has_been_manually_proofread: false
  name: Champion’s Reaction
  prereqs:
  - descr: 'Feat: Champion Dedication'
    feat: Champion Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a divine ally of your choice (page 108).
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Divine Ally
  prereqs:
  - descr: 'Feat: Champion Dedication'
    feat: Champion Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored
    defense increase to expert.
  frequency: null
  has_been_manually_proofread: false
  level: 14
  name: Diverse Armor Expert
  prereqs:
  - descr: expert in unarmored defense or one or more types of armor
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 223
    page_stop: 223
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You cast spells like a cleric. You gain access to the Cast a Spell activity.
    You can prepare two common cantrips each day from the divine spell list in this
    book or any other cantrips you learn or discover. You’re trained in spell attack
    rolls and spell DCs for divine spells. Your key spellcasting ability for cleric
    archetype spells is Wisdom, and they are divine cleric spells. Choose a deity
    as you would if you were a cleric. You become bound by that deity’s anathema.
    You become trained in Religion and your deity’s associated skill; for each of
    these skills in which you were already trained, you instead become trained in
    a skill of your choice. You don’t gain any other abilities from your choice of
    deity.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Cleric Dedication
  prereqs:
  - descr: Wisdom 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain the basic spellcasting benefits. You can prepare your deity’s spells
    in your spell slots of the appropriate level from the cleric archetype.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Cleric Spellcasting
  prereqs:
  - descr: 'Feat: Cleric Dedication'
    feat: Cleric Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level cleric feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Dogma
  prereqs:
  - descr: 'Feat: Cleric Dedication'
    feat: Cleric Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one cleric feat. For the purpose of meeting its prerequisites, your
    cleric level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Dogma
  prereqs:
  - descr: 'Feat: Basic Dogma'
    feat: Basic Dogma
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You can cast more divine spells each day. Increase the spell slots you gain
    from cleric archetype feats by 1 for each spell level other than your two highest
    spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Divine Breadth
  prereqs:
  - descr: 'Feat: Basic Cleric Spellcasting'
    feat: Basic Cleric Spellcasting
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the expert spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Expert Cleric Spellcasting
  prereqs:
  - descr: master in Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the master spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Master Cleric Spellcasting
  prereqs:
  - descr: legendary in Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 224
    page_stop: 224
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You cast spells like a druid. You gain access to the Cast a Spell activity.
    You can prepare two common cantrips each day from the primal spell list in this
    book or any other cantrips you learn or discover. You’re trained in spell attack
    rolls and spell DCs for primal spells. Your key spellcasting ability for druid
    archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic
    language.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Druid Dedication
  prereqs:
  - descr: Wisdom 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain the basic spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Druid Spellcasting
  prereqs:
  - descr: 'Feat: Druid Dedication'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level druid feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Wilding
  prereqs:
  - descr: 'Feat: Druid Dedication'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the initial order spell from your order. If you don’t already have
    one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one
    with nature. (For more on order spells, see page 131.)
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Order Spell
  prereqs:
  - descr: 'Feat: Druid Dedication'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one druid feat. For the purpose of meeting its prerequisites, your
    druid level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Wilding
  prereqs:
  - descr: 'Feat: Basic Wilding'
    feat: Basic Wilding
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Increase the spell slots you gain from druid archetype feats by 1 for each
    spell level other than your two highest spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Primal Breadth
  prereqs:
  - descr: 'Feat: Basic Druid Spellcasting'
    feat: Basic Druid Spellcasting
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the expert spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Expert Druid Spellcasting
  prereqs:
  - descr: master in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the master spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Master Druid Spellcasting
  prereqs:
  - descr: legendary in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 225
    page_stop: 225
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You become trained in simple weapons and martial weapons. You become trained
    in your choice of Acrobatics or Athletics; if you are already trained in both
    of these skills, you instead become trained in a skill of your choice. You become
    trained in fighter class DC. Special You cannot select another dedication feat
    until you have gained two other feats from the fighter archetype.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Fighter Dedication
  prereqs:
  - descr: Dexterity 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level fighter feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Maneuver
  prereqs:
  - descr: 'Feat: Fighter Dedication'
    feat: Fighter Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain 3 additional Hit Points for each fighter archetype class feat you
    have. As you continue selecting fighter archetype class feats, you continue to
    gain additional Hit Points in this way.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Fighter Resiliency
  prereqs:
  - descr: class granting no more Hit Points per level than 8 + your Constitution
      modifier
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the Attack of Opportunity reaction.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Opportunist
  prereqs:
  - descr: 'Feat: Fighter Dedication'
    feat: Fighter Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a fighter feat. For the purpose of meeting its prerequisites, your
    fighter level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Maneuver
  prereqs:
  - descr: 'Feat: Basic Maneuver'
    feat: Basic Maneuver
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your proficiency ranks for simple weapons and martial weapons increase to
    expert, and your proficiency rank for advanced weapons increases to trained.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Diverse Weapon Expert
  prereqs:
  - descr: expert in any kind of weapon or unarmed attack
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 226
    page_stop: 226
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You become trained in unarmed attacks and gain the powerful fist class feature
    (page 156). You become trained in your choice of Acrobatics or Athletics; if you
    are already trained in both of these skills, you become trained in a skill of
    your choice. You become trained in monk class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Monk Dedication
  prereqs:
  - descr: Dexterity 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level monk feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Kata
  prereqs:
  - descr: 'Feat: Monk Dedication'
    feat: Monk Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain 3 additional Hit Points for each monk archetype class feat you have.
    As you continue selecting monk archetype class feats, you continue to gain additional
    Hit Points in this way.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Monk Resiliency
  prereqs:
  - descr: class granting no more Hit Points per level than 8 + your Constitution
      modifier
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one monk feat. For the purpose of meeting its prerequisites, your
    monk level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Kata
  prereqs:
  - descr: 'Feat: Basic Kata'
    feat: Basic Kata
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a +10-foot status bonus to your Speed when you’re not wearing armor.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Monk Moves
  prereqs:
  - descr: 'Feat: Monk Dedication'
    feat: Monk Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the Flurry of Blows action.
  frequency: null
  has_been_manually_proofread: false
  name: Monk’s Flurry
  prereqs:
  - descr: 'Feat: Monk Dedication'
    feat: Monk Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  - Flourish
  - Monk
  trigger: null
- action: null
  descr: Choose one saving throw (Fortitude, Reflex, or Will) in which you are an
    expert. Your proficiency rank in the chosen saving throw increases to master.
  frequency: null
  has_been_manually_proofread: false
  name: Perfection’s Path
  prereqs:
  - descr: expert in at least one saving throw
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 227
    page_stop: 227
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You become trained in Survival; if you were already trained in Survival,
    you instead become trained in another skill of your choice. You become trained
    in ranger class DC. You can use the Hunt Prey action.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Ranger Dedication
  prereqs:
  - descr: Dexterity 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 228
    page_stop: 228
  traits:
  - Archetype
  - Dedication
  - Multiclass
  - Concentrate
  - Ranger
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level ranger feat.
  frequency: null
  has_been_manually_proofread: false
  name: Basic Hunter’s Trick
  prereqs:
  - descr: 'Feat: Ranger Dedication'
    feat: Ranger Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 228
    page_stop: 228
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain 3 additional Hit Points for each ranger archetype class feat you
    have. As you continue selecting ranger archetype class feats, you continue to
    gain additional Hit Points in this way.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Ranger Resiliency
  prereqs:
  - descr: class granting no more Hit Points per level than 8 + your Constitution
      modifier
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 228
    page_stop: 228
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one ranger feat. For the purpose of meeting its prerequisites, your
    ranger level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  name: Advanced Hunter’s Trick
  prereqs:
  - descr: 'Feat: Basic Hunters Trick'
    feat: Basic Hunter’s Trick
  requirement: null
  source:
  - abbr: CRB
    page_start: 228
    page_stop: 228
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your proficiency rank in Perception increases to master.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Master Spotter
  prereqs:
  - descr: expert in Perception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 228
    page_stop: 228
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a skill feat and the rogue’s surprise attack class feature (page
    181). You become trained in light armor. In addition, you become trained in Stealth
    or Thievery plus one skill of your choice; if you are already trained in both
    Stealth and Thievery, you become trained in an additional skill of your choice.
    You become trained in rogue class DC.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Rogue Dedication
  prereqs:
  - descr: Dexterity 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level rogue feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Trickery
  prereqs:
  - descr: 'Feat: Rogue Dedication'
    feat: Rogue Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the sneak attack class feature (page 181), except it deals 1d4 damage,
    increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain
    levels.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Sneak Attacker
  prereqs:
  - descr: 'Feat: Rogue Dedication'
    feat: Rogue Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one rogue feat. For the purpose of meeting its prerequisites, your
    rogue level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Trickery
  prereqs:
  - descr: 'Feat: Basic Trickery'
    feat: Basic Trickery
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Increase your proficiency rank in one of your skills from expert to master
    and in another of your skills from trained to expert. You gain a skill feat associated
    with one of the skills you chose.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Skill Mastery
  prereqs:
  - descr: trained in at least one skill and expert in at least one skill
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the deny advantage class feature (page 181).
  frequency: null
  has_been_manually_proofread: false
  level: 10
  name: Uncanny Dodge
  prereqs:
  - descr: 'Feat: Rogue Dedication'
    feat: Rogue Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your proficiency rank for Reflex saves increases to master.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Evasiveness
  prereqs:
  - descr: expert in Reflex saves
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 229
    page_stop: 229
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Choose a bloodline. You become trained in the bloodline’s two skills; for
    each of these skills in which you were already trained, you become trained in
    a skill of your choice. You cast spells like a sorcerer. You gain access to the
    Cast a Spell activity. You gain a spell repertoire with two common cantrips from
    the spell list associated with your bloodline, or any other cantrips you learn
    or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s
    spells. Your key spellcasting ability for sorcerer archetype spells is Charisma,
    and they are sorcerer spells of your bloodline’s tradition. You don’t gain any
    other abilities from your choice of bloodline.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Sorcerer Dedication
  prereqs:
  - descr: Charisma 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: 'You gain the basic spellcasting benefits. Each time you gain a spell slot
    of a new level from the sorcerer archetype, add a spell of the appropriate spell
    level to your repertoire: a common spell of your bloodline’s tradition, one of
    your bloodline’s granted spells, or another spell you have learned or discovered.'
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Sorcerer Spellcasting
  prereqs:
  - descr: 'Feat: Sorcerer Dedication'
    feat: Sorcerer Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level sorcerer feat.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Blood Potency
  prereqs:
  - descr: 'Feat: Sorcerer Dedication'
    feat: Sorcerer Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain your bloodline’s initial bloodline spell. If you don’t already have
    one, you also gain a focus pool of 1 Focus Point, which you can Refocus without
    any special effort. (For more on bloodline spells, see page 194.)
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Bloodline Spell
  prereqs:
  - descr: 'Feat: Sorcerer Dedication'
    feat: Sorcerer Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer
    level is half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Blood Potency
  prereqs:
  - descr: 'Feat: Basic Blood Potency'
    feat: Basic Blood Potency
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your repertoire expands, and you can cast more spells of your bloodline’s
    tradition each day. Increase the number of spells in your repertoire and number
    of spell slots you gain from sorcerer archetype feats by 1 for each spell level
    other than your two highest spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Bloodline Breadth
  prereqs:
  - descr: 'Feat: Basic Sorcerer Spellcasting'
    feat: Basic Sorcerer Spellcasting
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the expert spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Expert Sorcerer Spellcasting
  prereqs:
  - descr: master in Arcana, Nature, Occultism, Religion, depending on bloodline
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the master spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Master Sorcerer Spellcasting
  prereqs:
  - descr: legendary in Arcana, Nature, Occultism, Religion, depending on bloodline
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 230
    page_stop: 230
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You cast spells like a wizard, gaining a spellbook with four common arcane
    cantrips of your choice. You gain the Cast a Spell activity. You can prepare two
    cantrips each day from your spellbook. You’re trained in arcane spell attack rolls
    and spell DCs. Your key spellcasting ability for wizard archetype spells is Int,
    and they are arcane wizard spells. You become trained in Arcana; if you were already
    trained in Arcana, you instead become trained in a skill of your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Wizard Dedication
  prereqs:
  - descr: Intelligence 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  - Dedication
  - Multiclass
  trigger: null
- action: null
  descr: Select one arcane school of magic. You gain the school’s initial school spell.
    If you don’t already have one, you gain a focus pool of 1 Focus Point, which you
    can Refocus by studying. (For more on arcane schools, see page 204.)
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Arcane School Spell
  prereqs:
  - descr: 'Feat: Wizard Dedication'
    feat: Wizard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain a 1st- or 2nd-level wizard feat of your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Arcana
  prereqs:
  - descr: 'Feat: Wizard Dedication'
    feat: Wizard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the basic spellcasting benefits. Each time you gain a spell slot
    of a new level from the wizard archetype, add two common spells of that level
    to your spellbook.
  frequency: null
  has_been_manually_proofread: false
  level: 4
  name: Basic Wizard Spellcasting
  prereqs:
  - descr: 'Feat: Wizard Dedication'
    feat: Wizard Dedication
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain one wizard feat. For the purpose of meeting its prerequisites, your
    wizard level is equal to half your character level.
  frequency: null
  has_been_manually_proofread: false
  level: 6
  name: Advanced Arcana
  prereqs:
  - descr: 'Feat: Basic Arcana'
    feat: Basic Arcana
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You can cast more arcane spells each day. Increase the spell slots you gain
    from wizard archetype feats by 1 for each spell level other than your two highest
    spell levels.
  frequency: null
  has_been_manually_proofread: false
  level: 8
  name: Arcane Breadth
  prereqs:
  - descr: 'Feat: Basic Wizard Spellcasting'
    feat: Basic Wizard Spellcasting
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the expert spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 12
  name: Expert Wizard Spellcasting
  prereqs:
  - descr: master in Arcana
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: You gain the master spellcasting benefits.
  frequency: null
  has_been_manually_proofread: false
  level: 18
  name: Master Wizard Spellcasting
  prereqs:
  - descr: 'Feat: legendary in Arcana'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 231
    page_stop: 231
  traits:
  - Archetype
  trigger: null
- action: null
  descr: Your knowledge has expanded to encompass a new field. Choose an additional
    Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels,
    you gain an additional skill increase you can apply only to the chosen Lore subcategory.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Additional Lore
  prereqs:
  - descr: trained in Lore
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’re fully immersed in another ancestry’s culture and traditions, whether
    born into them, earned through rite of passage, or bonded through a deep friendship
    or romance. Choose a common ancestry. You can select ancestry feats from the ancestry
    you chose, in addition to your character’s own ancestry, as long as the ancestry
    feats don’t require any physiological feature that you lack, as determined by
    the GM.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Adopted Ancestry
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  trigger: null
- action: null
  descr: You can use the Craft activity to create alchemical items. When you select
    this feat, you immediately add the formulas for four common 1st-level alchemical
    items to your formula book.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Alchemical Crafting
  prereqs:
  - descr: trained in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Whether through instinct, study, or magic, you feel a deeper connection to
    your ancestry. You gain a 1st-level ancestry feat.
  frequency: null
  has_been_manually_proofread: false
  level: 3
  name: Ancestral Paragon
  prereqs:
  - descr: 'Class Level 3 '
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  trigger: null
- action: null
  descr: Your study of magic allows you to instinctively sense its presence. You can
    cast 1st-level detect magic at will as an arcane innate spell. If you’re a master
    in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened
    to 4th level.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Arcane Sense
  prereqs:
  - descr: trained in Arcana
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You become trained in light armor. If you already were trained in light armor,
    you gain training in medium armor. If you were trained in both, you become trained
    in heavy armor.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Armor Proficiency
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  trigger: null
- action: null
  descr: Even in the worst circumstances, you can perform basic tasks. Choose a skill
    you’re trained in. You can forgo rolling a skill check for that skill to instead
    receive a result of 10 + your proficiency bonus (do not apply any other bonuses,
    penalties, or modifiers).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Assurance
  prereqs:
  - descr: trained in at least one skill
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - Fortune
  - General
  - Skill
  trigger: null
- action: null
  descr: You know basic facts off the top of your head. Choose a skill you’re an expert
    in that has the Recall Knowledge action and for which you have the Assurance feat.
    You can use the Recall Knowledge action with that skill as a free action once
    per round. If you do, you must use Assurance on the skill check.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Automatic Knowledge
  prereqs:
  - descr: Assurance in that skill
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Earn Income (page 236) using Diplomacy, spending your days hunting
    for bargains and reselling at a profit. You can also spend time specifically sniffing
    out a great bargain on an item; this works as if you were using Earn Income with
    Diplomacy, except instead of gaining money, you purchase the item at a discount
    equal to the money you would have gained, gaining the item for free if your earned
    income equals or exceeds its cost. Finally, if you select Bargain Hunter during
    character creation at 1st level, you start play with an additional 2 gp.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Bargain Hunter
  prereqs:
  - descr: trained in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you roll initiative, you can yell a mighty battle cry and Demoralize
    an observed foe as a free action. If you’re legendary in Intimidation, you can
    use a reaction to Demoralize your foe when you critically succeed at an attack
    roll.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Battle Cry
  prereqs:
  - descr: master in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: Single Action
  descr: You can patch up yourself or an adjacent ally, even in combat. Attempt a
    Medicine check with the same DC as for Treat Wounds and provide the corresponding
    amount of healing. As with Treat Wounds, you can attempt checks against higher
    DCs if you have the minimum proficiency rank. The target is then temporarily immune
    to your Battle Medicine for 1 day.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Battle Medicine
  prereqs:
  - descr: trained in Medicine
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Healing
  - Manipulate
  - Skill
  trigger: null
- action: null
  descr: You can draw upon strange variations in your spellcasting, whether or not
    you can cast occult spells. The DCs to Recognize Spells you cast and Identify
    Magic you use increase by 5.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Bizarre Magic
  prereqs:
  - descr: master in Occultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 258
    page_stop: 258
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You forge strong connections with animals. You can spend 7 days of downtime
    trying to bond with a normal animal (not a companion or other special animal).
    After this duration, attempt a DC 20 Nature check. If successful, you bond with
    the animal. The animal is permanently helpful to you, unless you do something
    egregious to break your bond. A helpful animal is easier to direct, as described
    under Command an Animal on page 249. Bonding with a new animal ends any previous
    bond you had. You can’t have both a bonded animal and an animal companion (though
    you can have both a bonded animal and a familiar).
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Bonded Animal
  prereqs:
  - descr: expert in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 259
    page_stop: 259
  traits:
  - Downtime
  - General
  - Skill
  trigger: null
- action: null
  descr: You have incredible breath control, which grants you advantages when air
    is hazardous or sparse. You can hold your breath for 25 times as long as usual
    before suffocating. You gain a +1 circumstance bonus to saving throws against
    inhaled threats, such as inhaled poisons, and if you roll a success on such a
    saving throw, you get a critical success instead.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Breath Control
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 259
    page_stop: 259
  traits:
  - General
  trigger: null
- action: null
  descr: Your avoidance or observation is beyond the ken of most in your profession.
    Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an
    expert in your choice. At 17th level, you become a master in your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Canny Acumen
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 259
    page_stop: 259
  traits:
  - General
  trigger: null
- action: null
  descr: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls
    as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet
    shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re
    legendary in Acrobatics, you always land on your feet and don’t take damage, regardless
    of the distance of the fall.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Cat Fall
  prereqs:
  - descr: trained in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 259
    page_stop: 259
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your charm allows you to win over those you lie to. When you get a critical
    success using the Lie action, the target’s attitude toward you improves by one
    step, as though you’d succeeded at using Diplomacy to Make an Impression. This
    works only once per conversation, and if you critically succeed against multiple
    targets using the same result, you choose one creature’s attitude to improve.
    You must be lying to impart seemingly important information, inflate your status,
    or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Charming Liar
  prereqs:
  - descr: trained in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 259
    page_stop: 259
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your unparalleled athletic skill allows you to jump impossible distances.
    Triple the distance you Long Jump (so you could jump 60 feet on a successful DC
    20 check). When you High Jump, use the calculation for a Long Jump but don’t triple
    the distance. When you Long Jump or High Jump, you can also increase the number
    of actions you use (up to the number of actions you have remaining in your turn)
    to jump even further. For each extra action, add your Speed to the maximum distance
    you jump.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Cloud Jump
  prereqs:
  - descr: legendary in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your techniques allow you to fight as you climb. You’re not flat-footed while
    Climbing and can Climb with a hand occupied. You must still use another hand and
    both legs to Climb.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Combat Climber
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance
    bonus a target gains for your previous attempts to Create a Diversion or Lie to
    it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and
    if you’re legendary, your targets don’t get these bonuses at all.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Confabulator
  prereqs:
  - descr: expert in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You have social connections you can leverage to trade favors or meet important
    people. When you’re in an area with connections (typically a settlement where
    you’ve spent downtime building connections, or possibly another area in the same
    nation), you can attempt a Society check to arrange a meeting with an important
    political figure or ask for a favor in exchange for a later favor of your contact’s
    choice. The GM decides the DC based on the difficulty of the favor and the figure’s
    prominence.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Connections
  prereqs:
  - descr: 'Feat: Courtly Graces'
    feat: Courtly Graces
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You zealously monitor a patient’s progress to administer treatment faster.
    When you Treat Wounds, your patient becomes immune for only 10 minutes instead
    of 1 hour. This applies only to your Treat Wounds activities, not any other the
    patient receives.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Continual Recovery
  prereqs:
  - descr: expert in Medicine
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You were raised among the nobility or have learned proper etiquette and bearing,
    allowing you to present yourself as a noble and play games of influence and politics.
    You can use Society to Make an Impression on a noble, as well as with Impersonate
    to pretend to be a noble if you aren’t one. If you want to impersonate a specific
    noble, you still need to use Deception to Impersonate normally, and to Lie when
    necessary.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Courtly Graces
  prereqs:
  - descr: trained in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can find ways to craft just about anything, despite restrictions. As
    long as you have the appropriate Crafting skill feat (such as Magical Crafting
    for magic items) and meet the item’s level and proficiency requirement, you ignore
    just about any other requirement, such as being of a specific ancestry or providing
    spells. The only exceptions are requirements that add to the item’s cost, including
    castings of spells that themselves have a cost, and requirements of special items
    such as the philosopher’s stone that have exclusive means of access and Crafting.
    The GM decides whether you can ignore a requirement.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Craft Anything
  prereqs:
  - descr: legendary in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: It takes more to kill you than most. You die from the dying condition at
    dying 5, rather than dying 4.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Diehard
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  trigger: null
- action: null
  descr: You’re so immersed in divine scripture that you find meaning and guidance
    in your texts in any situation. Spend 10 minutes Deciphering Writing on religious
    scriptures of your deity or philosophy while thinking about a particular problem
    or conundrum you face, and then attempt a Religion check (DC determined by the
    GM). If you succeed, you unearth a relevant passage, parable, or aphorism that
    can help you move forward or change your thinking to help solve your conundrum.
    For example, the GM might provide you with a cryptic poem or hint that can guide
    you to the next step of solving your problem.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Divine Guidance
  prereqs:
  - descr: legendary in Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’re a treasure trove of information, but not all of it comes from reputable
    sources. When you fail a Recall Knowledge check using any skill, you learn a bit
    of true knowledge and a bit of erroneous knowledge, but you don’t have any way
    to differentiate which is which.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Dubious Knowledge
  prereqs:
  - descr: trained in a skill with the Recall Knowledge action
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You have a system that lets you search at great speed, finding details and
    secrets twice as quickly as others can. When Searching, you take half as long
    as usual to Search a given area. This means that while exploring, you double the
    Speed you can move while ensuring you’ve Searched an area before walking into
    it (up to half your Speed). If you’re legendary in Perception, you instead Search
    areas four times as quickly.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Expeditious Search
  prereqs:
  - descr: master in Perception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 260
    page_stop: 260
  traits:
  - General
  trigger: null
- action: null
  descr: You carefully safeguard your professional endeavors to prevent disaster.
    When you use Lore to Earn Income, if you roll a critical failure, you instead
    get a failure. If you’re an expert in Lore, you gain twice as much income from
    a failed check to Earn Income, unless it was originally a critical failure.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Experienced Professional
  prereqs:
  - descr: trained in Lore
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You often smuggle things past the authorities. When the GM rolls your Stealth
    check to see if a passive observer notices a small item you have concealed, the
    GM uses the number rolled or 10—whichever is higher—as the result of your die
    roll, adding it to your Stealth modifier to determine your Stealth check result.
    If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re
    legendary in Stealth, you automatically succeed at hiding a small concealed item
    from passive observers. This provides no benefits when a creature attempts a Perception
    check while actively searching you for hidden items. Due to your smuggling skill,
    you’re more likely to find more lucrative smuggling jobs when using Underworld
    Lore to Earn Income.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Experienced Smuggler
  prereqs:
  - descr: trained in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 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 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.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Experienced Tracker
  prereqs:
  - descr: trained in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you Perform, compare your result to the Will DC of one observer. If
    you succeed, the target is fascinated by you for 1 round. If the observer is in
    a situation that demands immediate attention, such as combat, you must critically
    succeed to fascinate it and the Perform action gains the incapacitation trait.
    You must choose which creature you’re trying to fascinate before you roll your
    check, and the target is then temporarily immune for 1 hour. If you’re an expert
    in Performance, you can fascinate up to four observers; if you’re a master, you
    can fascinate up to 10 observers; and if you’re legendary, you can fascinate any
    number of observers at the same time.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Fascinating Performance
  prereqs:
  - descr: 'Feat: trained in Performance'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your body quickly bounces back from afflictions. You regain twice as many
    Hit Points from resting. Each time you succeed at a Fortitude save against an
    ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent
    disease or poison. Each critical success you achieve against an ongoing disease
    or poison reduces its stage by 3, or by 2 against a virulent disease or poison.
    In addition, you reduce the severity of your drained condition by 2 when you rest
    for a night instead of by 1.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Fast Recovery
  prereqs:
  - descr: Constitution 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  trigger: null
- action: null
  descr: You step carefully and quickly. You can Step into difficult terrain.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Feather Step
  prereqs:
  - descr: Dexterity 14
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  trigger: null
- action: null
  descr: You move more quickly on foot. Your Speed increases by 5 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Fleet
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  trigger: null
- action: null
  descr: You are adept at foiling creatures’ special senses and cautious enough to
    safeguard against them at all times. Whenever you use the Avoid Notice, Hide,
    or Sneak actions, you are always considered to be taking precautions against special
    senses (see the Detecting with Other Senses sidebar on page 465).
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Foil Senses
  prereqs:
  - descr: master in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 'While using Survival to Subsist, if you roll any result worse than a success,
    you get a success. On a success, you can provide subsistence living for yourself
    and four additional creatures, and on a critical success, you can take care of
    twice as many creatures as on a success. Each time your proficiency rank in Survival
    increases, double the number of additional creatures you can take care of on a
    success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re
    legendary). You can choose to care for half the number of additional creatures
    and provide a comfortable living instead of subsistence living. Multiple smaller
    creatures or creatures with significantly smaller appetites than a human are counted
    as a single creature for this feat, and larger creatures or those with significantly
    greater appetites each count as multiple creatures. The GM determines how much
    a non-human creature needs to eat. '
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Forager
  prereqs:
  - descr: trained in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: First impressions are your strong suit. When you meet someone in a casual
    or social situation, you can immediately attempt a Diplomacy check to Make an
    Impression on that creature rather than needing to converse for 1 minute. You
    take a -5 penalty to the check. If you fail or critically fail, you can engage
    in 1 minute of conversation and attempt a new check at the end of that time rather
    than accepting the failure or critical failure result.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Glad-Hand
  prereqs:
  - descr: expert in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 261
    page_stop: 261
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you Coerce, you can compare your Intimidation check result to the Will
    DCs of two targets instead of one. It’s possible to get a different degree of
    success for each target. The number of targets you can Coerce in a single action
    increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re
    legendary.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Group Coercion
  prereqs:
  - descr: trained in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you Make an Impression, you can compare your Diplomacy check result
    to the Will DCs of two targets instead of one. It’s possible to get a different
    degree of success for each target. The number of targets increases to four if
    you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Group Impression
  prereqs:
  - descr: trained in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can carry more than your frame implies. Increase your maximum and encumbered
    Bulk limits by 2.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Hefty Hauler
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You are skilled at learning information through conversation. The Gather
    Information exploration activity takes you half as long as normal (typically reducing
    the time to 1 hour). If you’re a master in Diplomacy and you Gather Information
    at the normal speed, when you attempt to do so and roll a critical failure, you
    get a failure instead. There is still no guarantee that a rumor you learn with
    Gather Information is accurate.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Hobnobber
  prereqs:
  - descr: trained in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You craft flawless creations with great efficiency. Whenever you roll a success
    at a Crafting check to make an item of the type you chose with Specialty Crafting,
    you get a critical success instead.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Impeccable Crafter
  prereqs:
  - descr: 'Feat: Specialty Crafting'
    feat: Specialty Crafting
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your performances inspire admiration and win you fans. You can Make an Impression
    using Performance instead of Diplomacy.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Impressive Performance
  prereqs:
  - descr: 'Feat: trained in Performance'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You react more quickly than others can. You gain a +2 circumstance bonus
    to initiative rolls.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Incredible Initiative
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  trigger: null
- action: null
  descr: You have an incredible ability to invest more magic items. Increase your
    limit on invested items from 10 to 12.
  frequency: null
  has_been_manually_proofread: false
  level: 11
  name: Incredible Investiture
  prereqs:
  - descr: Charisma 16
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  trigger: null
- action: null
  descr: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory
    trait and gains the visual trait, and you don’t take a penalty if the creature
    doesn’t understand your language.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Intimidating Glare
  prereqs:
  - descr: trained in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: In situations where you can physically menace the target when you Coerce
    or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and
    you ignore the penalty for not sharing a language. If your Strength score is 20
    or higher and you are a master in Intimidation, this bonus increases to +2.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Intimidating Prowess
  prereqs:
  - descr: expert in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 'You are a genius at Crafting, easily able to determine how things are made
    and create new inventions. You can spend downtime to invent a common formula that
    you don’t know. This works just like the Craft activity: you spend half the Price
    of the formula up front, attempt a Crafting check, and on a success either finish
    the formula by paying the difference or work for longer to decrease the Price.
    The difference is that you spend the additional time in research, design, and
    development, rather than in creating an item. Once it’s complete, you add the
    new formula you invented to your formula book.'
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Inventor
  prereqs:
  - descr: master in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - Downtime
  - General
  - Skill
  trigger: null
- action: Free Action
  descr: You stand up. This movement doesn’t trigger reactions.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Kip Up
  prereqs:
  - descr: master in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you successfully Coerce someone, the maximum time they comply increases
    to a week, still determined by the GM. If you’re legendary, the maximum increases
    to a month.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Lasting Coercion
  prereqs:
  - descr: expert in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your skill with languages and codes is so great that you can decipher information
    with little more than a quick read through a text. You can Decipher Writing using
    Society while reading at normal speed. If you slow down and spend the full amount
    of time that’s ordinarily required and roll a success, you get a critical success;
    if you critically succeed while spending the normal amount of time, you gain a
    nearly word-for-word understanding of the document.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Codebreaker
  prereqs:
  - descr: legendary in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 262
    page_stop: 262
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’re so skilled with languages you can create a pidgin instantly. You can
    always talk to any creature that has a language—even a language you don’t know
    —by creating a new pidgin language that uses simplified terms and conveys basic
    concepts. To do so, you must first understand at least what medium of communication
    the creature uses (speech, sign language, and so on).
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Linguist
  prereqs:
  - descr: 'Feat: Multilingual'
    feat: Multilingual
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  trigger: null
- action: null
  descr: You’ve discovered medical breakthroughs or techniques that achieve miraculous
    results. Once per day for each target, you can spend 1 hour treating that target
    and attempt a Medicine check to remove a disease or the blinded, deafened, doomed,
    or drained condition. Use the DC of the disease or of the spell or effect that
    created the condition. If the effect’s source is an artifact, above 20th level,
    or similarly powerful, increase the DC by 10.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Medic
  prereqs:
  - descr: legendary in Medicine
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  trigger: null
- action: Three Actions
  descr: You can negotiate incredibly quickly in adverse situations. You attempt to
    Make an Impression and then Request your opponent cease their current activity
    and engage in negotiations. You take a –5 penalty to your Diplomacy check. The
    GM sets the DC of the Request based on the circumstances—it’s generally at least
    a very hard DC of the creature’s level. Some creatures might simply refuse, and
    even those who agree to parley might ultimately find your arguments lacking and
    return to violence.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Negotiation
  prereqs:
  - descr: legendary in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society
    check to Recall Knowledge have heard of you and usually have an attitude toward
    you one step better than normal, depending on your reputation and the NPC’s disposition.
    For instance, if you’re well-known for cruel and demanding behavior, creatures
    might be intimidated by you, rather than be friendly toward you. When you Earn
    Income with Performance, you attract higher-level audiences than your location
    would allow, as audiences flock to see you. For instance, rulers and angels might
    travel to your small tower in the woods to hear you perform. Typically, this increases
    the audiences available by 2 levels or more, determined by the GM.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Performer
  prereqs:
  - descr: 'Feat: Virtuosic Performer'
    feat: Virtuosic Performer
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your fame has spread throughout the lands (for instance, if you have Warfare
    Lore, you might be a legendary general or tactician). This works as Legendary
    Performer, except you gain higher-level jobs when you Earn Income with Lore.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Professional
  prereqs:
  - descr: legendary in Lore
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’re always sneaking unless you choose to be seen, even when there’s nowhere
    to hide. You can Hide and Sneak even without cover or being concealed. When you
    employ an exploration tactic other than Avoiding Notice, you also gain the benefits
    of Avoiding Notice unless you choose not to. See page 479 for more information
    about exploration tactics.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Sneak
  prereqs:
  - descr: 'Feat: Swift Sneak'
    feat: Swift Sneak
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can survive indefinitely without food or water and can endure severe,
    extreme, and incredible cold and heat without taking damage from doing so.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Survivalist
  prereqs:
  - descr: legendary in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your ability to Steal defies belief. You can attempt to Steal something that
    is actively wielded or that would be extremely noticeable or time consuming to
    remove (like worn shoes or armor). You must do so slowly and carefully, spending
    at least 1 minute (and significantly longer for items that are normally time consuming
    to remove, like armor). Throughout this duration you must have some means of staying
    hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty
    to your Thievery check. Even if you succeed, if the item is extremely prominent—like
    a suit of full plate armor—onlookers will quickly notice it’s gone after you steal
    it.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Legendary Thief
  prereqs:
  - descr: 'Feat: Pickpocket'
    feat: Pickpocket
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you critically succeed to Create a Diversion, you continue to remain
    hidden after the end of your turn. This effect lasts for an amount of time that
    depends on the diversion and situation, as determined by the GM (minimum 1 additional
    round).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Lengthy Diversion
  prereqs: &id001
  - descr: trained in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can use Deception to weave traps to trip up anyone trying to deceive
    you. If you can engage in conversation with someone trying to Lie to you, use
    your Deception DC if it is higher than your Perception DC to determine whether
    they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue,
    such as when someone attempts to Lie during a long speech.
  frequency: null
  has_been_manually_proofread: false
  name: Lie To Me
  prereqs: *id001
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Craft magic items, though some have other requirements, as listed
    in Chapter 11. When you select this feat, you gain formulas for four common magic
    items of 2nd level or lower.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Magical Crafting
  prereqs:
  - descr: trained in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 263
    page_stop: 263
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Learning spells comes easily to you. If you’re an expert in a tradition’s
    associated skill, you take 10 minutes per spell level to learn a spell of that
    tradition, rather than 1 hour per spell level. If you fail to learn the spell,
    you can try again after 1 week or after you gain a level, whichever comes first.
    If you’re a master in the tradition’s associated skill, learning a spell takes
    5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell
    level. You can use downtime to learn and inscribe new spells. This works as if
    you were using Earn Income with the tradition’s associated skill, but instead
    of gaining money, you choose a spell available to you to learn and gain a discount
    on learning it, learning it for free if your earned income equals or exceeds its
    cost.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Magical Shorthand
  prereqs:
  - descr: expert in Arcana. Nature, Occultism, or Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You easily pick up new languages. You learn two new languages, chosen from
    common languages, uncommon languages, and any others you have access to. You learn
    an additional language if you are or become a master in Society and again if you
    are or become legendary.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Multilingual
  prereqs:
  - descr: trained in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can apply natural cures to heal your allies. You can use Nature instead
    of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier
    access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your
    check to Treat Wounds using Nature, subject to the GM’s determination.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Natural Medicine
  prereqs:
  - descr: trained in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet.
    If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary,
    you aren’t flat-footed while prone.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Nimble Crawl
  prereqs:
  - descr: expert in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You have a sense for spells that twist minds or reveal secrets. You gain
    a +2 circumstance bonus to Occultism checks to Identify Magic with the mental,
    possession, prediction, or scrying traits.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Oddity Identification
  prereqs:
  - descr: trained in Occultism
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Steal or Palm an Object that’s closely guarded, such as in a pocket,
    without taking the –5 penalty. You can’t steal objects that would be extremely
    noticeable or time consuming to remove (like worn shoes or armor or actively wielded
    objects). If you’re a master in Thievery, you can attempt to Steal from a creature
    in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate
    actions instead of 1, and you take a –5 penalty.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Pickpocket
  prereqs:
  - descr: trained in Thievery
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Subsist using Survival on different planes, even those without resources
    or natural phenomena you normally need. For instance, you can forage for food
    even if the plane lacks food that could normally sustain you. A success on your
    check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Planar Survival
  prereqs:
  - descr: master in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase
    the distance you can jump horizontally by 5 feet.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Powerful Leap
  prereqs:
  - descr: expert in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When Climbing, you move 5 more feet on a success and 10 more feet on a critical
    success, to a maximum of your Speed. If you’re legendary in Athletics, you gain
    a climb Speed equal to your Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Quick Climber
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can bully others with just a few choice implications. You can Coerce
    a creature after 1 round of conversation instead of 1 minute. You still can’t
    Coerce a creature in the midst of combat, or without engaging in a conversation.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Coercion
  prereqs:
  - descr: trained in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can set up a disguise in half the usual time (generally 5 minutes). If
    you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re
    legendary, you can create a full disguise and Impersonate as a 3-action activity.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Quick Disguise
  prereqs:
  - descr: expert in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Identify Magic swiftly. You take only 1 minute when using Identify
    Magic to determine the properties of an item, ongoing effect, or location, rather
    than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re
    legendary, it takes 1 action.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Identification
  prereqs:
  - descr: trained in Arcana, Nature, Occultism, or Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can use High Jump and Long Jump as a single action instead of 2 actions.
    If you do, you don’t perform the initial Stride (nor do you fail if you don’t
    Stride 10 feet).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Jump
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 264
    page_stop: 264
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You Recognize Spells swiftly. Once per round, you can Recognize a Spell using
    a skill in which you’re a master as a free action.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Quick Recognition
  prereqs:
  - descr: 'Feat: Recognize Spell'
    feat: Recognize Spell
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes
    3 actions. If you’re legendary, it takes 1 action.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Repair
  prereqs:
  - descr: trained in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary
    in Acrobatics, you Squeeze at full Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Quick Squeeze
  prereqs:
  - descr: trained in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You Swim 5 feet farther on a success and 10 feet farther on a critical success,
    to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim
    Speed equal to your Speed.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Quick Swim
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can Pick a Lock using 1 action instead of 2.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Quick Unlock
  prereqs:
  - descr: master in Thievery
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’re skilled at moving with a group. When you are Avoiding Notice and your
    allies Follow the Expert, you and those allies can roll a single Stealth check,
    using the lowest modifier, instead of rolling separately. This doesn’t apply for
    initiative rolls.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Quiet Allies
  prereqs:
  - descr: expert in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You easily pull yourself onto ledges. When you Grab an Edge, you can pull
    yourself onto that surface and stand. You can use Athletics instead of a Reflex
    save to Grab an Edge.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Rapid Mantel
  prereqs:
  - descr: expert in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can read lips of others nearby who you can clearly see. When you’re at
    your leisure, you can do this automatically. In encounter mode or when attempting
    a more difficult feat of lipreading, you’re fascinated and flat-footed during
    each round in which you focus on lip movements, and you must succeed at a Society
    check (DC determined by the GM) to successfully read someone’s lips. In either
    case, the language read must be one that you know. If you are deaf or hard of
    hearing and have Read Lips, you recognize the lip movements for the spoken form
    of your languages. You can also speak the spoken form of your languages clearly
    enough for others to understand you.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Read Lips
  prereqs:
  - descr: trained in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Skill
  trigger: null
- action: Reaction
  descr: 'If you are trained in the appropriate skill for the spell’s tradition and
    it’s a common spell of 2nd level or lower, you automatically identify it (you
    still roll to attempt to get a critical success, but can’t get a worse result
    than success). The highest level of spell you automatically identify increases
    to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The
    GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds
    to the tradition of the spell being cast. If you’re not trained in the skill,
    you can’t get a result better than failure. Critical Success: You correctly recognize
    the spell and gain a +1 circumstance bonus to your saving throw or your AC against
    it.  Success: You correctly recognize the spell. Failure: You fail to recognize
    the spell. Critical Failure: You misidentify the spell as another spell entirely,
    of the GM’s choice.'
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Recognize Spell
  prereqs:
  - descr: trained in Arcana, Nature, Occultism, or Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 265
    page_stop: 265
  traits:
  - General
  - Secret
  - Skill
  trigger: A creature within line of sight casts a spell that you don’t have prepared
    or in your spell repertoire, or a trap or similar object casts such a spell. You
    must be aware of the casting.
- action: null
  descr: When you Command an Animal you’re mounted on to take a move action (such
    as Stride), you automatically succeed instead of needing to attempt a check. Any
    animal you’re mounted on acts on your turn, like a minion. If you Mount an animal
    in the middle of an encounter, it skips its next turn and then acts on your next
    turn. Page 249 has more on Command an Animal.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Ride
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  trigger: null
- action: null
  descr: You learned folk medicine to help recover from diseases and poison, and using
    it diligently has made you especially resilient. When you Treat a Disease or a
    Poison, or someone else uses one of these actions on you, increase the circumstance
    bonus granted on a success to +4, and if the result of the patient’s saving throw
    is a success, the patient gets a critical success.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Robust Recovery
  prereqs:
  - descr: expert in Medicine
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: Single Action
  descr: You can frighten foes so much, they might die. Attempt an Intimidation check
    against the Will DC of a living creature within 30 feet of you that you sense
    or observe and who can sense or observe you. If the target can’t hear you or doesn’t
    understand the language you are speaking, you take a –4 circumstance penalty.
    The creature is temporarily immune for 1 minute.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Scare to Death
  prereqs:
  - descr: legendary in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - Death
  - Emotion
  - Fear
  - General
  - Incapacitation
  - Skill
  trigger: null
- action: null
  descr: You can downplay the consequences or outrageousness of your requests using
    sheer brazenness and charm. When you Request something, you reduce any DC increases
    for making an outrageous request by 2, and if you roll a critical failure for
    your Request, you get a failure instead. While this means you can never cause
    your target to reduce their attitude toward you by making a Request, they eventually
    tire of requests, even though they still have a positive attitude toward you.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Shameless Request
  prereqs:
  - descr: master in Diplomacy
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: Reaction
  descr: You snap your shield in place to ward off a blow. Your shield prevents you
    from taking an amount of damage up to the shield’s Hardness. You and the shield
    each take any remaining damage, possibly breaking or destroying the shield.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Shield Block
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  trigger: While you have your shield raised, you would take damage from a physical
    attack.
- action: null
  descr: You learn the sign languages associated with the languages you know, allowing
    you to sign and understand signs. Sign languages typically require both hands
    to convey more complex concepts, and they are visual rather than auditory. Sign
    language is difficult to understand during combat due to the level of attention
    needed, unlike basic gestures like pointing at a foe to suggest a target. Sign
    language is hard to use in areas of low visibility, just like speech is difficult
    in a noisy environment.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Sign Language
  prereqs:
  - descr: trained in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You become trained in the skill of your choice.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Skill Training
  prereqs:
  - descr: Intelligence 12
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You elude and evade attempts to uncover your true nature or intentions. When
    a spell or magical effect tries to read your mind, detect whether you are lying,
    or reveal your alignment, you can attempt a Deception check against the spell
    or effect’s DC. If you succeed, the effect reveals nothing.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Slippery Secrets
  prereqs:
  - descr: master in Deception
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can use the Craft activity to create snares, using the rules from page
    244. When you select this feat, you add the formulas for four common snares to
    your formula book.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Snare Crafting
  prereqs:
  - descr: trained in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your training focused on Crafting one particular kind of item. Select one
    of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting
    checks to Craft items of that type. If you are a master in Crafting, this bonus
    increases to +2. If it’s unclear whether the specialty applies, the GM decides.
    Some specialties might apply only partially. For example, if you were making a
    morningstar and had specialty in woodworking, the GM might give you half your
    bonus because the item requires both blacksmithing and woodworking. TODO table
    here???
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Specialty Crafting
  prereqs:
  - descr: trained in Crafting
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 266
    page_stop: 266
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can keep your balance easily, even in adverse conditions. Whenever you
    roll a success using the Balance action, you get a critical success instead. You’re
    not flat-footed while attempting to Balance on narrow surfaces and uneven ground.
    Thanks to your incredible balance, you can attempt an Acrobatics check instead
    of a Reflex save to Grab an Edge.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Steady Balance
  prereqs:
  - descr: trained in Acrobatics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You know about life on the streets and feel the pulse of your local settlement.
    You can use your Society modifier instead of your Diplomacy modifier to Gather
    Information. In any settlement you frequent regularly, you can use the Recall
    Knowledge action with Society to know the same sorts of information that you could
    discover with Diplomacy to Gather Information. The DC is usually significantly
    higher, but you know the information without spending time gathering it. If you
    fail to recall the information, you can still subsequently attempt to Gather Information
    normally.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Streetwise
  prereqs:
  - descr: trained in Society
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’ve researched many faiths enough to recognize notions about them that
    are unlikely to be true. If you roll a critical failure at a Religion check to
    Decipher Writing of a religious nature or to Recall Knowledge about the tenets
    of faiths, you get a failure instead. When attempting to Recall Knowledge about
    the tenets of your own faith, if you roll a failure, you get a success instead,
    and if you roll a success, you get a critical success instead.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Student of the Canon
  prereqs:
  - descr: trained in Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you successfully Steal something, observers (creatures other than the
    creature you stole from) take a –2 circumstance penalty to their Perception DCs
    to detect your theft. Additionally, if you first Create a Diversion using Deception,
    taking a single Palm an Object or Steal action doesn’t end your undetected condition.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Subtle Theft
  prereqs:
  - descr: trained in Thievery
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 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.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Survey Wildlife
  prereqs:
  - descr: trained in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can move your full Speed when you Sneak. You can use Swift Sneak while
    Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding
    movement type.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Swift Sneak
  prereqs:
  - descr: master in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 'Your experience in navigating a certain type of terrain makes you supremely
    confident while doing so. You gain a +1 circumstance bonus to Survival checks
    in one of the following types of terrain, chosen when you select this feat: aquatic,
    arctic, desert, forest, mountain, plains, sky, swamp, or underground.'
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Terrain Expertise
  prereqs:
  - descr: trained in Survival
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: 'Select one type of difficult terrain from the following list: rubble, snow,
    or underbrush. While undetected by all non-allies in that type of terrain, you
    can Sneak without attempting a Stealth check as long as you move no more than
    5 feet and do not move within 10 feet of an enemy at any point during your movement.
    This also allows you to automatically approach creatures to within 15 feet while
    Avoiding Notice during exploration as long as they aren’t actively Searching or
    on guard.'
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Terrain Stalker
  prereqs:
  - descr: trained in Stealth
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 267
    page_stop: 267
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: When you critically succeed at the Demoralize action, if the target’s level
    is lower than yours, the target is fleeing for 1 round.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Terrified Retreat
  prereqs:
  - descr: master in Intimidation
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes
    larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Titan Wrestler
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can withstand more punishment than most before succumbing. Increase your
    maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page
    459).
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Toughness
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  trigger: null
- action: null
  descr: 'You spend time teaching an animal to do a certain action. You can either
    select a basic action the animal already knows how to do (typically those listed
    in the Command an Animal action on page 249) or attempt to teach the animal a
    new basic action. The GM determines the DC of any check required and the amount
    of time the training takes (usually at least a week). It’s usually impossible
    to teach an animal a trick that uses critical thinking. If you’re expert, master,
    or legendary in Nature, you might be able to train more unusual creatures, at
    the GM’s discretion. Success: The animal learns the action. If it was an action
    the animal already knew, you can Command the Animal to take that action without
    attempting a Nature check. If it was a new basic action, add that action to the
    actions the animal can take when Commanded, but you must still roll. Failure:
    The animal doesn’t learn the trick.'
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Train Animal
  prereqs:
  - descr: trained in Nature
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - Downtime
  - General
  - Manipulate
  - Skill
  trigger: null
- action: Single Action
  descr: You examine a magic item you normally couldn’t use in an effort to fool it
    and activate it temporarily. For example, this might allow a fighter to cast a
    spell from a wand or allow a wizard to cast a spell that’s not on the arcane list
    using a scroll. You must know what activating the item does, or you can’t attempt
    to trick it.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Trick Magic Item
  prereqs:
  - descr: trained in Arcana, Nature, Occultism, or Religion
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Manipulate
  - Skill
  trigger: null
- action: null
  descr: You’ve learned to fight underwater. You are not flat-footed while in water,
    and you don’t take the usual penalties for using a bludgeoning or slashing melee
    weapon in water.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Underwater Marauder
  prereqs:
  - descr: trained in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’ve started to make a meaningful connection about the common underpinnings
    of the four traditions of magic and magical essences, allowing you to understand
    them all through an arcane lens. Whenever you use an action or a skill feat that
    requires a Nature, Occultism, or Religion check, depending on the magic tradition,
    you can use Arcana instead. If you would normally take a penalty or have a higher
    DC for using Arcana on other magic (such as when using Identify Magic), you no
    longer do so.
  frequency: null
  has_been_manually_proofread: false
  level: 15
  name: Unified Theory
  prereqs:
  - descr: legendary in Arcana
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You never get information about your areas of expertise wrong. When you Recall
    Knowledge using any Lore subcategory in which you’re trained, if you roll a critical
    failure, you get a failure instead. If you’re a master in a Lore subcategory,
    on a critical success, you gain even more information or context than usual.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Unmistakable Lore
  prereqs:
  - descr: expert in Lore
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  trigger: null
- action: null
  descr: You’ve learned how to handle situations when you’re out of your depth. Your
    proficiency bonus to untrained skill checks is equal to half your level instead
    of +0. If you’re 7th level or higher, the bonus increases to your full level instead.
    This doesn’t allow you to use the skill’s trained actions.
  frequency: null
  has_been_manually_proofread: false
  level: 3
  name: Untrained Improvisation
  prereqs:
  - descr: 'Class Level 3 '
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  trigger: null
- action: null
  descr: You have exceptional talent with one type of performance. You gain a +1 circumstance
    bonus when making a certain type of performance. If you are a master in Performance,
    this bonus increases to +2. Select one of the following specialties and apply
    the bonus when attempting Performance checks of that type. If it’s unclear whether
    the specialty applies, the GM decides.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Virtuosic Performer
  prereqs:
  - descr: 'Feat: trained in Performance'
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 268
    page_stop: 268
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You can use your momentum from a jump to propel yourself off a wall. If you’re
    adjacent to a wall at the end of a jump (whether performing a High Jump, Long
    Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore,
    since your previous jump gives you momentum, you can use High Jump or Long Jump
    as a single action, but you don’t get to Stride as part of the activity. You can
    use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which
    case you can use Wall Jump as many times as you can use consecutive jump actions
    in that turn.
  frequency: null
  has_been_manually_proofread: false
  level: 7
  name: Wall Jump
  prereqs:
  - descr: master in Athletics
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 269
    page_stop: 269
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You’ve studied in large medical wards, treating several patients at once
    and tending to all their needs. When you use Treat Disease or Treat Wounds, you
    can treat up to two targets. If you’re a master in Medicine, you can treat up
    to four targets, and if you’re legendary, you can treat up to eight targets.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Ward Medic
  prereqs:
  - descr: expert in Medicine
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 269
    page_stop: 269
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: If you trigger a device or set off a trap while disarming it, you gain a
    +2 circumstance bonus to your AC or saving throw against the device or trap. This
    applies only to attacks or effects triggered by your failed attempt, not to any
    later ones, such as additional attacks from a complex trap.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Wary Disarmament
  prereqs:
  - descr: expert in Thievery
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 269
    page_stop: 269
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: You become trained in all simple weapons. If you were already trained in
    all simple weapons, you become trained in all martial weapons. If you were already
    trained in all martial weapons, you become trained in one advanced weapon of your
    choice.
  frequency: null
  has_been_manually_proofread: false
  level: 1
  name: Weapon Proficiency
  prereqs:
  - descr: Class Level 1
    feat: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 269
    page_stop: 269
  traits:
  - General
  - Skill
  trigger: null
- action: null
  descr: Your hunted prey cannot escape your relentless pursuit. Stride up to your
    Speed in tandem with the triggering creature, remaining adjacent to the foe throughout
    its movement until it stops moving or you run out of movement. You can ignore
    difficult terrain during this movement unless the difficult terrain is caused
    by a magical effect.
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Relentless Stalker
  prereqs: null
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Uncommon
  - Move
  - Ranger
  trigger: An adjacent creature you are hunting attempts to move away from you using
    an action that has the move trait.
- action: null
  descr: 'Select one type of terrain from the following list: aquatic, arctic, desert,
    forest, mountain, plains, sky, swamp, or underground. You can use Survival in
    place of Perception to roll initiative when in the selected terrain in a natural
    location (not a structure) even if you weren’t tracking or otherwise using'
  frequency: null
  has_been_manually_proofread: false
  level: 2
  name: Wilderness Spotter
  prereqs:
  - expert in Survival
  requirement: null
  source:
  - abbr: CRB
    page_start: 57
    page_stop: 57
  traits:
  - Uncommon
  - General
  - Skill
  trigger: null
