×   Part 4: Classes Introduction Leveling Up Artificer Mutant Psychokinetic Rogue Warrior Spellcasting Elemancer Classless Feats
Iron & Aether
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Part 4: Classes   ☰

Classless Feats

Classless feats serve as a way to give your character unique abilities or enhance their existing ones in some way. They can make characters stand out, and their uses range from the martial to the social to the explorative. Given here is a list of feats that can be learned by any character of any class.

Though classless feats are typically learned at certain levels, a character can also learn one with a sufficient amount of training: specifically, it takes a character 90 cumulative day's rests of training to learn a given classless feat, assuming they are being trained by someone who already knows the feat.



You learn 1 additional Novice feat from a class that you have learnt at least 1 Novice feat from. This feat can be taken multiple times.


You learn 1 additional Journeyman feat from a class that you have had the opportunity to learn at least 1 Journeyman feat from. This feat can be taken multiple times.


You learn 1 additional Expert feat from a class that you have had the opportunity to learn at least 1 Expert feat from. This feat can be taken multiple times.


You learn 1 additional Master feat from a class that you have had the opportunity to learn at least 1 Master feat from.


Prerequisite: >2 Alchemy Supplies proficiency
After thorough practice, experimentation, and training in the uses and workings of alchemy, you gain the following benefits:
  • You gain 1 proficiency with Alchemy Supplies, up to 5;
  • The amount of Ingredients you require to brew a concoction is reduced by 1 (minimum 1);
  • The number of days it takes you to prepare a concoction of any type is reduced by an amount equal to your Alchemy Supplies proficiency, to a minimum of 6 hours;
  • The number of days it takes you to create an enchant of any type is reduced by an amount equal to double your Alchemy Supplies proficiency, to a minimum of 1 day.

You keep a sharp eye out for anything that would do you harm, granting you the following benefits:
  • Your Perception proficiency increases by 1, up to 5;
  • For the purposes of combat, you cannot be surprised.

You specialize in slaying those with arcane powers, granting you the following benefits:
  • You gain a +3 bonus on attacks of opportunity against a creature casting a spell;
  • When you deal final damage to a spell-casting creature that is concentrating on a spell, they have disadvantage on their save to maintain concentration;
  • You have advantage on saves against spells.

You’ve got a strong and capable body, granting you the following benefits:
  • You take 1d4 less damage from sources of fatigue, not counting flying;
  • When flying, you can now fly for 6 seconds before it starts exhausting you;
  • You gain 1 proficiency in both Climb and Swim, up to 5.

You gain a Beast companion that you have trained to fight by your side. This companion, which must be Medium or smaller and Tier 0, acts on its own turn in combat and gains the following features:
  • It is exceptionally loyal to you and will not betray you unless forced to do so via exceptional means, such as by a spell;
  • its Health is equal to its original Health or 5 times your total level, whichever is larger;
  • its attacks scale with your level;
  • if it can hear you, you can use 1 second (independent of your DEX) to verbally command it to perform 1 action, which it performs to the best of its ability.
Should your companion die, you can spend three day’s rests training a new one to replace it.


Prerequisite: >1 level in Mutant or Rogue

In the Warrior class description, under the 3rd level feature “Combat Maneuvers”, you may permanently learn any 3 abilities from the given list. Between night's and day's rests, you can use your chosen maneuvers a number of times equal to half your Mutant, Rogue, or Warrior level, rounded up (you regain 1 use at the end of a quick rest). You can use only one maneuver per attack or reaction.


Your soul is possessed of an incredibly strong and indomitable discipline, increasing your Willpower beyond the norm. From now on, your Willpower score is increased by 1, up to 6; if your Willpower was already 6, then the bonus to it becomes the sum of your CHA and WIS, rather than just the larger of the two.


Prerequisite: >3 CHA

You’ve mastered the art of rallying your allies’ morale and raising their spirits. You can now spend 1 minute giving an inspiring speech to those around you, hardening their resolve to fight. At the end of your speech, pick up to 6 creatures other than yourself that heard you and are within 10m of you: you and each of those creatures gain an amount of temporary Health equal to your total level + your CHA score, which lasts until it is expended or until their next night's or day's rest. This can be done once between night's or days's rests.


You have learned to become quite observant of your opponents, granting you the following benefits:
  • Your Perception proficiency increases by 1, up to 5;
  • You can take one minute to observe a creature and must make a Perception check thereafter. Divide that number by 10 and round appropriately (up if half), and that is the number of things that you learn about them from the following list: M-DEF score, any one Ability Score, any one save score, their level & class(es), any one of their Weapon Skill proficiencies, or any one of their skill proficiencies. You can do this to a single creature multiple times, requiring an additional minute of observation and an additional check each time.

You’re very cognizant of the world around you and your location in it, granting you the following benefits:
  • You always know which way is North, granting you advantage on Navigation checks;
  • If you can see the sun or moon, you know the current time to the nearest quarter hour;
  • You can accurately recall anything you have seen or heard within the past 15 days.

You’ve got a knack for languages and the way people speak and understand each other, granting you the following benefits:
  • You learn 3 Sentient languages, or 1 Elemental language and 1 Sentient language;
  • You are able to create written ciphers, and any creatures whom you designate are able to read and understand your encrypted writings. Any creature you don’t designate must be able to read the language you wrote in and must succeed on an INT check with a DR equal to 5 times your INT score to decipher your writings over the course of an hour if they succeed on the check, or a full day if they get a Partial Success.

You gain 3 luck points that you can use to grant yourself advantage on any attack, check, or save, or grant another creature disadvantage on an attack against you, a check against something you are doing or have done, or a save against an effect caused by you. You regain all expended luck points at the end of a day's rest and regain a single luck point at the end of a night's rest.


Prerequisite: Alchemist and Alchemy Supplies proficiency >5

Your skill in alchemy is the stuff of legend. Because of your discipline and dedication to your studies, you gain the following benefits:
  • Your Alchemy Supplies proficiency increases to 6 if it hasn't already;
  • The amount of Ingredients you require to brew concoctions is reduced by another 2 (minimum 1);
  • The number of days it takes you to prepare a concoction is further reduced by an amount equal to your Alchemy Supplies proficiency (minimum 3 hours);
  • The number of days it takes you to create an enchant is further reduced by an amount equal to double your Alchemy Supplies proficiency (minimum 1 day);
  • When making an Alchemy Supplies check, if any of the dice you roll come up as a 1, you can reroll one of them once.

You have a penchant for drama and the theater, granting you the following benefits:
  • You have advantage on Beguilement checks to pass yourself off as another person (this includes for performances, such as acting);
  • You can accurately mimic the sound of another person’s voice, as well as accurately recreate a sound that you have heard using just your voice and mouth.

You’re quick on your feet, granting you the following benefits:
  • Your Speed increases by 1m/sec;
  • Difficult terrain no longer hampers your ability to move.

You’ve become exceptionally competent at navigating the wilderness and finding your way where others would be lost, granting you the following benefits:
  • You gain 1 proficiency in Navigation, to a maximum of 5;
  • You gain 1 proficiency in Navigation Tools, to a maximum of 5;
  • You always know which way is North, granting you advantage on Navigation checks.

You’re extremely observant, keeping an eye on all the goings-on in your immediate environment, granting you the following benefits:
  • Your Perception proficiency increases by 1, up to 5;
  • If you can see a creature’s lips moving while it speaks a language that you understand, you can understand what it is saying.

You have felt the touch of one of the Others, and in so doing gained a modicum of eldritch power. You learn one spell of your choice that has a Mana Cost of 0; alternatively, you can learn a spell with a Mana Cost of 1 that you can cast once between night's or day's rests. Your Save DR for this spell, if you do not already have one from another source, is 10 + your PWS proficiency + your INT score + your overall level; the threshold for getting a Partial Success against this spell is the Save DR - your PWS proficiency.


You've relentlessly trained your reflexes to become better at anticipating and avoiding incoming hazards, permanently negating the Dodge Penalty that comes from your Size.


Prerequisite: >2 proficiency in Archery, Firearm or Throwing

You are a master with your chosen ranged weapons, raining death and striking fear into the hearts of your foes from afar, granting you the following benefits:
  • Long and melee range attacks with ranged weapons are no longer made with disadvantage for you if they otherwise would be;
  • You no longer suffer from elevation-induced penalties when attacking targets of a higher elevation than you;
  • Your ranged weapon attacks ignore partial cover, including creatures being used as cover.

Pick a single Action or Tool Skill that you have 5 proficiency in; your proficiency in that skill increases to 6. This feat can be taken multiple times.


You gain 3 SP to distribute between any Action or Tool Skill(s) of your choice. This feat can be taken multiple times.


Using this feat, you can learn a single class feature from any one class (except Elemancer) prior to that class’s Class Feat (Novice) feature. For example, you could learn the Warrior’s “Fighting Style” or “Second Wind” features, but not anything that they gain at any levels thereafter. You can take this feat multiple times but cannot take a feature more than once.


You are incredibly difficult to kill, causing your Health to immediately increase by an amount equal to your level. With every level you gain from now on, your Health increases by an additional 1.


Your body is toned, tough, and resilient to anything that might harm it. So resilient, in fact, that your Fortitude score increases by 1, up to 6; if your Fortitude was already 6, then the bonus to it becomes the sum of your STR and CON, rather than just the larger of the two.


Your reflexes are razor-sharp, and danger never gets close to you. Upon taking this feat, increase your Reflex score by 1, up to 6; if your Reflex was already 6, then the bonus to it becomes the sum of your AGI and DEX, rather than just the larger of the two.


When you take this feat, select a single Weapon Skill that is not your PWS; that Weapon Skill immediately becomes another PWS, and you gain proficiency with that Weapon Skill just as you would with your original PWS. This feat can be taken multiple times.