{
	"feat": [
		{
			"name": "Abundant Step",
			"source": "CRB",
			"page": 160,
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "incredible movement, ki spells",
			"entries": [
				"You can teleport yourself a short distance. You gain the {@spell abundant step} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Acute Scent",
			"source": "CRB",
			"page": 88,
			"level": 2,
			"traits": [
				"barbarian"
			],
			"prerequisites": "{@feat Acute Vision} or {@ability darkvision}",
			"entries": [
				"When you {@action Rage}, your sense of smell improves. You gain imprecise {@ability scent} with a range of 30 feet."
			],
			"leadsTo": [
				"Instinctive Strike|APG",
				"Nocturnal Sense|APG",
				"Supernatural Senses|APG"
			]
		},
		{
			"name": "Acute Vision",
			"source": "CRB",
			"page": 88,
			"level": 1,
			"traits": [
				"barbarian"
			],
			"entries": [
				"When you are raging, your visual senses improve, granting you {@ability darkvision}."
			],
			"leadsTo": [
				"Acute Scent",
				"Instinctive Strike|APG",
				"Nocturnal Sense|APG",
				"Supernatural Senses|APG"
			]
		},
		{
			"name": "Adapted Cantrip",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"prerequisites": "spellcasting class feature",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Adaptive Adept"
			]
		},
		{
			"name": "Adaptive Adept",
			"source": "CRB",
			"page": 57,
			"level": 5,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Adapted Cantrip}, can cast 3rd-level spells",
			"entries": [
				"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 {@feat Adapted Cantrip}. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from {@feat Adapted Cantrip}. 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."
			]
		},
		{
			"name": "Additional Lore",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Lore}",
			"entries": [
				"Your knowledge has expanded to encompass a new field. Choose an additional {@skill 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 {@skill Lore} subcategory."
			],
			"special": [
				"You can select this feat more than once. Each time you must select a new subcategory of {@skill Lore} and you gain the additional skill increases to that subcategory for the listed levels."
			]
		},
		{
			"name": "Adopted Ancestry",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Advanced Arcana",
			"source": "CRB",
			"page": 231,
			"level": 6,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Arcana}",
			"entries": [
				"You gain one {@filter wizard|feats||Class=wizard|level=[1;10]} feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter wizard|feats||Class=wizard|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Blood Potency",
			"source": "CRB",
			"page": 230,
			"level": 6,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Blood Potency}",
			"entries": [
				"You gain one {@filter sorcerer|feats||Class=sorcerer|level=[1;10]} feat. For the purpose of prerequisites, your sorcerer level is half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you do, you gain another {@filter sorcerer|feats||Class=sorcerer|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Bloodline",
			"source": "CRB",
			"page": 200,
			"level": 6,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "bloodline spell",
			"entries": [
				"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."
			]
		},
		{
			"name": "Advanced Concoction",
			"source": "CRB",
			"page": 220,
			"level": 6,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Concoction}",
			"entries": [
				"You gain one {@filter alchemist|feats||Class=alchemist|level=[1;10]} feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter alchemist|feats||Class=alchemist|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Deity's Domain",
			"source": "CRB",
			"page": 112,
			"level": 8,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Deity's Domain}",
			"entries": [
				"Through your conviction, you have glimpsed the deeper secrets of your {@pf2etools deity|deities.html}'s domain. You gain an advanced domain spell from the domain you chose with {@feat Deity's Domain}. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Advanced Devotion",
			"source": "CRB",
			"page": 223,
			"level": 6,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Devotion}",
			"entries": [
				"You gain one {@filter champion|feats||Class=champion|level=[1;10]} feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter champion|feats||Class=champion|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Dogma",
			"source": "CRB",
			"page": 224,
			"level": 6,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Dogma}",
			"entries": [
				"You gain one {@filter cleric|feats||Class=cleric|level=[1;10]} feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter cleric|feats||Class=cleric|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Domain",
			"source": "CRB",
			"page": 123,
			"level": 8,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Domain Initiate}",
			"entries": [
				"Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one."
			],
			"leadsTo": [
				"Deity's Protection"
			]
		},
		{
			"name": "Advanced Fury",
			"source": "CRB",
			"page": 221,
			"level": 6,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Fury}",
			"entries": [
				"You gain one {@filter barbarian|feats||Class=barbarian|level=[1;10]} feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter barbarian|feats||Class=barbarian|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Hunter's Trick",
			"source": "CRB",
			"page": 228,
			"level": 6,
			"featType": {
				"archetype": [
					"Ranger"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Hunter's Trick}",
			"entries": [
				"You gain one {@filter ranger|feats||Class=ranger|level=[1;10]} feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter ranger|feats||Class=ranger|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Kata",
			"source": "CRB",
			"page": 227,
			"level": 6,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Kata}",
			"entries": [
				"You gain one {@filter monk|feats||Class=monk|level=[1;10]} feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter monk|feats||Class=mon|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Maneuver",
			"source": "CRB",
			"page": 226,
			"level": 6,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Maneuver}",
			"entries": [
				"You gain a {@filter fighter|feats||Class=fighter|level=[1;10]} feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter fighter|feats||Class=fighter|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Muse's Whispers",
			"source": "CRB",
			"page": 222,
			"level": 6,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Muse's Whispers}",
			"entries": [
				"You gain one {@filter bard|feats||Class=bard|level=[1;10]} feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter bard|feats||Class=bard|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced School Spell",
			"source": "CRB",
			"page": 211,
			"level": 8,
			"traits": [
				"wizard"
			],
			"prerequisites": "arcane school",
			"entries": [
				"You gain access to a powerful new school spell depending on your arcane school. If you're an {@class wizard|crb|abjurer|abjuration|crb}, you gain {@spell energy absorption}; if you're a {@class wizard|crb|conjurer|conjuration|crb}, you gain {@spell dimensional steps}; if you're a {@class wizard|crb|diviner|divination|crb}, you gain {@spell vigilant eye}; if you're an {@class wizard|crb|enchanter|enchantment|crb}, you gain {@spell dread aura}; if you're an {@class wizard|crb|evoker|evocation|crb}, you gain {@spell elemental tempest}; if you're an {@class wizard|crb|illusionist|illusion|crb}, you gain {@spell invisibility cloak}; if you're a {@class wizard|crb|necromancer|necromancy|crb}, you gain {@spell life siphon}; and if you're a {@class wizard|crb|transmuter|transmutation|crb}, you gain {@spell shifting form}. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Advanced Trickery",
			"source": "CRB",
			"page": 229,
			"level": 6,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Trickery}",
			"entries": [
				"You gain one {@filter rogue|feats||Class=rogue|level=[1;10]} feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter rogue|feats||Class=rogue|level=[1;10]} feat."
			]
		},
		{
			"name": "Advanced Weapon Training",
			"source": "CRB",
			"page": 147,
			"level": 6,
			"traits": [
				"fighter"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Advanced Wilding",
			"source": "CRB",
			"page": 225,
			"level": 6,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Wilding}",
			"entries": [
				"You gain one {@filter druid|feats||Class=druid|level=[1;10]} feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another {@filter druid|feats||Class=druid|level=[1;10]} feat."
			]
		},
		{
			"name": "Advantageous Assault",
			"source": "CRB",
			"page": 147,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter",
				"press"
			],
			"entries": [
				"When an enemy's movement is compromised, you deliver a more deadly blow. Make a {@action Strike} against a creature that is {@condition grabbed}, {@condition prone}, or {@condition restrained}. You gain a circumstance bonus to damage on this {@action Strike} equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The {@action Strike} gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"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."
					}
				}
			]
		},
		{
			"name": "Affliction Mercy",
			"source": "CRB",
			"page": 113,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Mercy}",
			"entries": [
				"The divine grace that flows through you grants reprieve from an affliction. When you use {@feat Mercy}, you can instead attempt to {@quickref counteract|CRB|3|counteracting} a {@trait curse}, {@trait disease}, or {@trait poison}."
			]
		},
		{
			"name": "Ageless Patience",
			"source": "CRB",
			"page": 40,
			"level": 5,
			"traits": [
				"elf"
			],
			"entries": [
				"You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a {@skill 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 {@action 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."
			]
		},
		{
			"name": "Aggressive Block",
			"source": "CRB",
			"page": 145,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 2,
			"traits": [
				"fighter"
			],
			"trigger": "You use the {@feat Shield Block} reaction, and the opponent that triggered {@feat Shield Block} is adjacent to you and is your size or smaller.",
			"entries": [
				"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 {@action Shove||Shoving} it 5 feet or causing it to become {@condition flat-footed} until the start of your next turn. The triggering creature chooses whether to be moved or become {@condition flat-footed}. If it chooses to be moved, you choose the direction. If the {@action Shove} would cause it to hit a solid object, enter a square of {@quickref difficult terrain||3|terrain}, or enter another creature's space, it must become {@condition flat-footed} instead of being moved."
			],
			"leadsTo": [
				"Flinging Shove",
				"Powerful Shove"
			]
		},
		{
			"name": "Agile Grace",
			"source": "CRB",
			"page": 150,
			"level": 10,
			"traits": [
				"fighter"
			],
			"entries": [
				"Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with {@trait agile} weapons and {@trait agile} unarmed attacks becomes \u20133 for your second attack and \u20136 for subsequent attacks (rather than \u20134 and \u20138)."
			]
		},
		{
			"name": "Alchemical Crafting",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can use the {@action Craft} activity to create alchemical items. When you select this feat, you immediately add the formulas for four {@filter common 1st-level alchemical items|items||source=|Level=[0;1]|rarity=common|item=alchemical=sand|weapon==sand} to your formula book."
			],
			"leadsTo": [
				"Assassin Dedication|APG",
				"Angel of Death|APG",
				"Assassinate|APG",
				"Expert Backstabber|APG",
				"Surprise Attack|APG",
				"Angel of Vindication|LOKL",
				"Eclipsed Vitality|LOKL"
			]
		},
		{
			"name": "Alchemical Familiar",
			"source": "CRB",
			"page": 76,
			"level": 1,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 {@skill Perception}, {@skill Acrobatics}, and {@skill Stealth} modifiers (see {@quickref Familiars||0|familiars} for more information)."
			]
		},
		{
			"name": "Alchemical Savant",
			"source": "CRB",
			"page": 76,
			"level": 1,
			"traits": [
				"alchemist"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can identify alchemical items quickly. When using the {@skill Crafting} skill to {@action Identify Alchemy} on an alchemical item you hold, you can do so as a single action, which has the {@trait concentrate} and {@trait 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."
			]
		},
		{
			"name": "Alchemist Dedication",
			"source": "CRB",
			"page": 220,
			"level": 2,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Intelligence 14",
			"entries": [
				"You put your alchemical interest into practice. You become trained in alchemical bombs and {@skill Crafting}; if you were already trained in {@skill Crafting}, you instead become trained in a skill of your choice. You become trained in alchemist class DC.",
				"You gain the {@class alchemist|crb|alchemist's} {@classFeature infused reagents|Alchemist|CRB|1} class feature, gaining a number of reagents each day equal to your level.",
				"You also gain the {@feat Alchemical Crafting} feat and four additional formulas for {@filter 1st-level alchemical items|items||source=|Level=[0;1]|rarity=common|item=alchemical=sand|weapon==sand}, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the alchemist archetype."
			],
			"leadsTo": [
				"Basic Concoction",
				"Advanced Concoction",
				"Expert Alchemy",
				"Master Alchemy",
				"Quick Alchemy"
			]
		},
		{
			"name": "Align Armament",
			"source": "CRB",
			"page": 124,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"cleric",
				"divine",
				"evocation"
			],
			"prerequisites": "chaotic, evil, good, or lawful deity",
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"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.",
				"When you use this action, you touch a weapon. For 1 round, that weapon deals an additional {@dice 1d6} damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra {@damage 1d6} good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage."
			],
			"special": [
				"You can select this feat a second time, choosing your deity's other alignment component. When you Align an Armament, you can choose either alignment component."
			],
			"leadsTo": [
				"Extend Armament Alignment"
			]
		},
		{
			"name": "Allegro",
			"source": "CRB",
			"page": 103,
			"level": 14,
			"traits": [
				"bard"
			],
			"entries": [
				"You can quicken your allies with a fast-paced performance. You learn the {@spell allegro} composition cantrip."
			]
		},
		{
			"name": "Ancestral Longevity",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"prerequisites": "at least 100 years old",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Expert Longevity",
				"Universal Longevity"
			]
		},
		{
			"name": "Ancestral Paragon",
			"source": "CRB",
			"page": 258,
			"level": 3,
			"traits": [
				"general"
			],
			"entries": [
				"Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a {@filter 1st-level ancestry feat|feats||type=ancestry|level=[1]}."
			]
		},
		{
			"name": "Anchoring Aura",
			"source": "CRB",
			"page": 114,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Fiendsbane Oath}",
			"entries": [
				"Your aura hampers fiends' teleportation. Your aura attempts to {@quickref counteract|CRB|3|counteracting} {@trait teleportation} spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells."
			]
		},
		{
			"name": "Animal Accomplice",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"You build a rapport with an animal, which becomes magically bonded to you. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}. The type of animal is up to you, but most gnomes choose animals with a burrow Speed."
			]
		},
		{
			"name": "Animal Companion",
			"source": "CRB",
			"page": 133,
			"add_hash": "Druid",
			"level": 1,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Animal order|animal}",
			"entries": [
				"You gain the service of a {@quickref young animal companion||0|young animal companions} that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See {@quickref Animal Companions||0|Animal Companions} for more information."
			],
			"leadsTo": [
				"Mature Animal Companion (Druid)",
				"Incredible Companion (Druid)"
			]
		},
		{
			"name": "Animal Companion",
			"source": "CRB",
			"page": 170,
			"add_hash": "Ranger",
			"level": 1,
			"traits": [
				"ranger"
			],
			"entries": [
				"You gain the service of a {@quickref young animal companion||0|young animal companions} that travels with you and obeys simple commands as best as it can. See {@quickref Animal Companions||0|Animal Companions}. When you {@action Hunt Prey}, your animal companion gains the action's benefits and your hunter's edge benefit if you have one."
			],
			"leadsTo": [
				"Mature Animal Companion (Ranger)",
				"Incredible Companion (Ranger)",
				"Specialized Companion (Ranger)",
				"Stealthy Companion"
			]
		},
		{
			"name": "Animal Elocutionist",
			"source": "CRB",
			"page": 45,
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Burrow Elocutionist}",
			"entries": [
				"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 {@action Make an Impression} on animals (which usually uses the {@skill Diplomacy} skill)."
			]
		},
		{
			"name": "Animal Rage",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"concentrate",
				"instinct",
				"polymorph",
				"primal",
				"rage",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|Animal instinct|animal}",
			"entries": [
				"You transform into your animal. You gain the effects of the 3rd-level {@spell 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 {@trait rage} trait."
			]
		},
		{
			"name": "Animal Skin",
			"source": "CRB",
			"page": 90,
			"level": 6,
			"traits": [
				"barbarian",
				"instinct",
				"morph",
				"primal",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|Animal instinct|animal}",
			"entries": [
				"Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the {@classFeature greater juggernaut|Barbarian||13} class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with {@item armor potency (generic)||armor potency runes} on your {@item explorer's clothing}, {@spell mage armor}, and {@item bracers of armor (generic)}."
			]
		},
		{
			"name": "Arcane Breadth",
			"source": "CRB",
			"page": 231,
			"level": 8,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Wizard Spellcasting}",
			"entries": [
				"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 Wizard spell slots."
			]
		},
		{
			"name": "Arcane Evolution",
			"source": "CRB",
			"page": 199,
			"level": 4,
			"traits": [
				"arcane",
				"sorcerer"
			],
			"prerequisites": "bloodline that grants arcane spells",
			"entries": [
				"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 {@skill Arcana} skill, similarly to how a wizard can {@action learn a spell||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."
			],
			"leadsTo": [
				"Greater Mental Evolution",
				"Greater Physical Evolution|APG"
			]
		},
		{
			"name": "Arcane School Spell",
			"source": "CRB",
			"page": 231,
			"level": 4,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Wizard Dedication}",
			"entries": [
				"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 {@action Refocus} by studying."
			]
		},
		{
			"name": "Arcane Sense",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Arcana}",
			"entries": [
				"Your study of magic allows you to instinctively sense its presence. You can cast 1st-level {@spell detect magic} at will as an arcane innate spell. If you're a master in {@skill Arcana}, the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level."
			],
			"leadsTo": [
				"Eye of the Arclords|LOWG"
			]
		},
		{
			"name": "Archwizard's Might",
			"source": "CRB",
			"page": 213,
			"level": 20,
			"traits": [
				"wizard"
			],
			"prerequisites": "archwizard's spellcraft",
			"entries": [
				"You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Armor Proficiency",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"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."
			],
			"special": [
				"You can select this feat more than once. Each time, you become trained in the next type of armor above."
			]
		},
		{
			"name": "Arrow Snatching",
			"source": "CRB",
			"page": 162,
			"level": 8,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Deflect Arrow}",
			"entries": [
				"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 {@action 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."
			]
		},
		{
			"name": "Assisting Shot",
			"source": "CRB",
			"page": 145,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You are wielding a ranged weapon",
			"entries": [
				"With a quick shot, you interfere with a foe in combat. Make a {@action Strike} with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your {@action Strike} was a critical hit."
			]
		},
		{
			"name": "Assurance",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"fortune",
				"general",
				"skill"
			],
			"prerequisites": "trained in at least one skill",
			"entries": [
				"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)."
			],
			"special": [
				"You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill."
			],
			"leadsTo": [
				"Automatic Knowledge"
			]
		},
		{
			"name": "Attack of Opportunity",
			"source": "CRB",
			"page": 90,
			"add_hash": "Barbarian",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"barbarian"
			],
			"trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.",
			"entries": [
				"You swat a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Attack of Opportunity",
			"source": "CRB",
			"page": 111,
			"add_hash": "Champion",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"champion"
			],
			"trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.",
			"entries": [
				"You lash out at a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Aura of Courage",
			"source": "CRB",
			"page": 111,
			"level": 4,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You stand strong in the face of danger and inspire your allies to do the same. Whenever you become {@condition frightened}, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your {@condition frightened} condition value by 1, you also reduce the value by 1 for all allies within 15 feet."
			]
		},
		{
			"name": "Aura of Faith",
			"source": "CRB",
			"page": 113,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your {@action Strike||Strikes} deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first {@action Strike} that hits an evil creature each round."
			]
		},
		{
			"name": "Aura of Life",
			"source": "CRB",
			"page": 114,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Shining Oath}",
			"entries": [
				"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 {@trait necromancy} effects."
			]
		},
		{
			"name": "Aura of Righteousness",
			"source": "CRB",
			"page": 114,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"Your righteous aura dampens evil's might. You and all allies within 15 feet gain evil resistance 5."
			]
		},
		{
			"name": "Aura of Vengeance",
			"source": "CRB",
			"page": 114,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "exalt, {@feat Vengeful Oath}",
			"entries": [
				"When you call upon others to take retribution, you also guide their aim. When you use {@action Retributive Strike}, your allies who make {@action Strike||Strikes} take only a \u20132 penalty, instead of a \u20135 penalty."
			]
		},
		{
			"name": "Auspicious Mount",
			"source": "CRB",
			"page": 115,
			"level": 16,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (steed), {@feat Imposing Destrier}",
			"entries": [
				"Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the {@feat divine ally} class feature is now a {@quickref specialized animal companion||0|Specialized Animal Companions}. 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 {@skill Religion} increases to expert, it can speak the language associated with your deity's servitors ({@language Celestial} for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1."
			]
		},
		{
			"name": "Automatic Knowledge",
			"source": "CRB",
			"page": 258,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in a skill with the {@action Recall Knowledge} action, {@feat Assurance} in that skill",
			"entries": [
				"You know basic facts off the top of your head. Choose a skill you're an expert in that has the {@action Recall Knowledge} action and for which you have the {@feat Assurance} feat. You can use the {@action Recall Knowledge} action with that skill as a free action once per round. If you do, you must use {@feat Assurance} on the skill check."
			],
			"special": [
				"You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round."
			]
		},
		{
			"name": "Avatar's Audience",
			"source": "CRB",
			"page": 127,
			"level": 20,
			"traits": [
				"cleric"
			],
			"entries": [
				"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 {@ritual 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 {@spell 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 {@trait concentrate} and {@trait divine} traits."
			]
		},
		{
			"name": "Awesome Blow",
			"source": "CRB",
			"page": 93,
			"level": 14,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"prerequisites": "{@feat Knockback}",
			"entries": [
				"Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an {@skill Athletics} check against your target's Fortitude DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain the critical success effect of a {@action Shove}, then the critical success effect of a {@action Trip} against the target.",
						"Success": "You gain the success effect of a {@action Shove}, then the success effect of a {@action Trip} against the target.",
						"Failure": "You gain the normal effect of Knockback."
					}
				}
			]
		},
		{
			"name": "Barbarian Dedication",
			"source": "CRB",
			"page": 221,
			"level": 2,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Strength 14, Constitution 14",
			"entries": [
				"You become trained in {@skill Athletics}; if you were already trained in {@skill Athletics}, you instead become trained in a skill of your choice. You become trained in barbarian class DC.",
				"You can use the {@action Rage} action.",
				"Choose an {@classFeature instinct|Barbarian||1} as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the barbarian archetype."
			],
			"leadsTo": [
				"Barbarian Resiliency",
				"Basic Fury",
				"Advanced Fury",
				"Instinct Ability",
				"Juggernaut's Fortitude"
			]
		},
		{
			"name": "Barbarian Resiliency",
			"source": "CRB",
			"page": 221,
			"level": 4,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Barbarian Dedication}, class granting no more Hit Points per level than 10 + your Constitution modifier",
			"entries": [
				"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."
			]
		},
		{
			"name": "Bard Dedication",
			"source": "CRB",
			"page": 222,
			"level": 2,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Charisma 14",
			"entries": [
				"You cast spells like a bard and gain the {@action 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 {@skill Occultism} and {@skill Performance}; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.",
				"Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the bard archetype."
			],
			"leadsTo": [
				"Basic Bard Spellcasting",
				"Expert Bard Spellcasting",
				"Master Bard Spellcasting",
				"Occult Breadth",
				"Basic Muse's Whispers",
				"Advanced Muse's Whispers",
				"Counter Perform",
				"Inspirational Performance"
			]
		},
		{
			"name": "Bardic Lore",
			"source": "CRB",
			"page": 99,
			"level": 1,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}",
			"entries": [
				"Your studies make you informed on every subject. You are trained in {@skill Lore||Bardic Lore}, a special {@skill Lore} skill that can be used only to {@action Recall Knowledge}, but on any topic. If you have legendary proficiency in {@skill Occultism}, you gain expert proficiency in {@skill Lore||Bardic Lore}, but you can't increase your proficiency rank in {@skill Lore||Bardic Lore} by any other means."
			]
		},
		{
			"name": "Bargain Hunter",
			"source": "CRB",
			"page": 258,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"You can {@action Earn Income} using {@skill 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 {@action Earn Income} with {@skill 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."
			]
		},
		{
			"name": "Basic Arcana",
			"source": "CRB",
			"page": 231,
			"level": 4,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Wizard Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level wizard|feats||Class=wizard|level=[1;2]} feat of your choice."
			],
			"leadsTo": [
				"Advanced Arcana"
			]
		},
		{
			"name": "Basic Bard Spellcasting",
			"source": "CRB",
			"page": 222,
			"level": 4,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bard Dedication}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. 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."
			],
			"leadsTo": [
				"Expert Bard Spellcasting",
				"Master Bard Spellcasting",
				"Occult Breadth"
			]
		},
		{
			"name": "Basic Blood Potency",
			"source": "CRB",
			"page": 230,
			"level": 4,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sorcerer Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level sorcerer|feats||Class=sorcerer|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Blood Potency"
			]
		},
		{
			"name": "Basic Bloodline Spell",
			"source": "CRB",
			"page": 230,
			"level": 4,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sorcerer Dedication}",
			"entries": [
				"You gain your {@classFeature bloodline|Sorcerer||1}'s {@filter initial bloodline spell|spells||Level=1|Spell Type=Focus Spell|Class=Sorcerer}. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can {@action Refocus} without any special effort."
			]
		},
		{
			"name": "Basic Cleric Spellcasting",
			"source": "CRB",
			"page": 224,
			"level": 4,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cleric Dedication}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype."
			],
			"leadsTo": [
				"Divine Breadth",
				"Expert Cleric Spellcasting",
				"Master Cleric Spellcasting"
			]
		},
		{
			"name": "Basic Concoction",
			"source": "CRB",
			"page": 220,
			"level": 4,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Alchemist Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level alchemist|feats||Class=alchemist|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Concoction"
			]
		},
		{
			"name": "Basic Devotion",
			"source": "CRB",
			"page": 223,
			"level": 4,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level champion|feats||Class=champion|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Devotion"
			]
		},
		{
			"name": "Basic Dogma",
			"source": "CRB",
			"page": 224,
			"level": 4,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cleric Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level cleric|feats||Class=cleric|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Dogma"
			]
		},
		{
			"name": "Basic Druid Spellcasting",
			"source": "CRB",
			"page": 225,
			"level": 4,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Druid Dedication}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Expert Druid Spellcasting",
				"Master Druid Spellcasting",
				"Primal Breadth"
			]
		},
		{
			"name": "Basic Fury",
			"source": "CRB",
			"page": 221,
			"level": 4,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Barbarian Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level barbarian|feats||Class=Barbarian|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Fury"
			]
		},
		{
			"name": "Basic Hunter's Trick",
			"source": "CRB",
			"page": 228,
			"level": 4,
			"featType": {
				"archetype": [
					"Ranger"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Ranger Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level ranger|feats||Class=ranger|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Hunter's Trick"
			]
		},
		{
			"name": "Basic Kata",
			"source": "CRB",
			"page": 227,
			"level": 4,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Monk Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level monk|feats||Class=monk|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Kata"
			]
		},
		{
			"name": "Basic Maneuver",
			"source": "CRB",
			"page": 226,
			"level": 4,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Fighter Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level fighter|feats||Class=fighter|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Maneuver"
			]
		},
		{
			"name": "Basic Muse's Whispers",
			"source": "CRB",
			"page": 222,
			"level": 4,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bard Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level bard|feats||Class=bard|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Muse's Whispers"
			]
		},
		{
			"name": "Basic Sorcerer Spellcasting",
			"source": "CRB",
			"page": 230,
			"level": 4,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sorcerer Dedication}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. 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."
			],
			"leadsTo": [
				"Bloodline Breadth",
				"Expert Sorcerer Spellcasting",
				"Master Sorcerer Spellcasting"
			]
		},
		{
			"name": "Basic Trickery",
			"source": "CRB",
			"page": 229,
			"level": 4,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Rogue Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level rogue|feats||Class=rogue|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Trickery"
			]
		},
		{
			"name": "Basic Wilding",
			"source": "CRB",
			"page": 225,
			"level": 4,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Druid Dedication}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level druid|feats||Class=druid|level=[1;2]} feat."
			],
			"leadsTo": [
				"Advanced Wilding"
			]
		},
		{
			"name": "Basic Wizard Spellcasting",
			"source": "CRB",
			"page": 231,
			"level": 4,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Wizard Dedication}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. 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."
			],
			"leadsTo": [
				"Arcane Breadth",
				"Expert Wizard Spellcasting",
				"Master Wizard Spellcasting"
			]
		},
		{
			"name": "Battle Assessment",
			"source": "CRB",
			"page": 184,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"rogue",
				"secret"
			],
			"entries": [
				"With careful observation during battle, you identify an enemy's strengths and weaknesses. The GM rolls a secret {@skill Perception} check for you against the {@skill Deception} or {@skill Stealth} DC (whichever is higher) of an enemy of your choice who is not {@condition concealed} from you, {@condition hidden} from you, or {@condition 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. If the event of a tie, the GM should pick one at random.",
						"Success": "The GM chooses one piece of information from the above list to tell you about the enemy.",
						"Critical Failure": "The GM gives you false information (the GM makes up the information)."
					}
				}
			]
		},
		{
			"name": "Battle Cry",
			"source": "CRB",
			"page": 258,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Intimidation}",
			"entries": [
				"When you roll initiative, you can yell a mighty battle cry and {@action Demoralize} an {@condition observed} foe as a free action. If you're legendary in {@skill Intimidation}, you can use a reaction to {@action Demoralize} your foe when you critically succeed at an attack roll."
			]
		},
		{
			"name": "Battle Medicine",
			"source": "CRB",
			"page": 258,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"general",
				"healing",
				"manipulate",
				"skill"
			],
			"prerequisites": "trained in {@skill Medicine}",
			"requirements": "You are holding or wearing {@item healer's tools} and have a hand free.",
			"entries": [
				"You can patch up yourself or an adjacent ally, even in combat. Attempt a {@skill Medicine} check with the same DC as for {@action Treat Wounds}, and restore a corresponding amount of Hit Points; this does not remove the {@condition wounded} condition. As with {@action Treat Wounds}, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your {@feat Battle Medicine} for 1 day."
			],
			"leadsTo": [
				"Medic Dedication|APG",
				"Doctor's Visitation|APG",
				"Resuscitate|APG",
				"Treat Condition|APG",
				"Holistic Care|APG",
				"Preventative Treatment|LOKL",
				"Godless Healing|LOWG",
				"Mortal Healing|LOGM",
				"Paragon Battle Medicine|LOL"
			]
		},
		{
			"name": "Bespell Weapon",
			"source": "CRB",
			"page": 199,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"sorcerer"
			],
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"requirements": "Your most recent action was to cast a non-cantrip spell.",
			"entries": [
				"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 {@dice 1d6} damage of a type depending on the school of the spell you just cast.",
				{
					"type": "list",
					"items": [
						"{@b Abjuration} force damage",
						"{@bold Conjuration or Transmutation} the same type as the weapon",
						"{@bold Divination, Enchantment, or Illusion} mental damage",
						"{@b Evocation} a type the spell dealt, or force damage if the spell didn't deal damage",
						"{@b Necromancy} negative damage"
					]
				}
			]
		},
		{
			"name": "Bespell Weapon",
			"source": "CRB",
			"page": 210,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"wizard"
			],
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"requirements": "Your most recent action was to cast a non-cantrip spell.",
			"entries": [
				"You siphon spell energy into one weapon you're wielding. Until the end of your turn, the weapon deals an extra {@dice 1d6} damage of a type depending on the school of the spell you just cast.",
				{
					"type": "list",
					"items": [
						"{@b Abjuration} force damage",
						"{@bold Conjuration or Transmutation} the same type as the weapon",
						"{@bold Divination, Enchantment, or Illusion} mental damage",
						"{@b Evocation} a type the spell dealt, or force damage if the spell didn't deal damage",
						"{@b Necromancy} negative damage"
					]
				}
			]
		},
		{
			"name": "Bizarre Magic",
			"source": "CRB",
			"page": 258,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Occultism}",
			"entries": [
				"You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to {@feat recognize spell||Recognize Spells} you cast and {@action Identify Magic} you use increase by 5."
			]
		},
		{
			"name": "Blade of Justice",
			"source": "CRB",
			"page": 113,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You call upon divine power and make a weapon or unarmed {@action Strike} against a foe you have witnessed harming an ally or innocent. The {@action Strike} deals two extra weapon damage dice if the target of your {@action Strike} is evil. Whether or not the target is {@trait evil}, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the {@action Strike} applies all effects that normally apply on a {@action Retributive Strike} (such as {@subclassFeature divine smite|Champion||Paladin||9})."
			]
		},
		{
			"name": "Blank Slate",
			"source": "CRB",
			"page": 188,
			"level": 16,
			"traits": [
				"rogue"
			],
			"prerequisites": "legendary in {@skill Deception}",
			"entries": [
				"Your deceptions confound even the most powerful mortal divinations. {@trait Detection}, {@trait revelation}, and {@trait scrying} effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a {@quickref counteract|CRB|3|counteracting} level of 10 or higher. For example, {@spell detect magic} would still detect other magic in the area but not any magic on you, {@spell true seeing} wouldn't reveal you, {@spell locate} or {@spell scrying} wouldn't find you, and so on."
			]
		},
		{
			"name": "Blind-fight",
			"source": "CRB",
			"page": 149,
			"add_hash": "Fighter",
			"level": 8,
			"traits": [
				"fighter"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"Your battle instincts make you more aware of {@condition concealed} and {@condition invisible} opponents. You don't need to succeed at a flat check to target {@condition concealed} creatures. You're not {@condition flat-footed} to creatures that are {@condition hidden} from you (unless you're {@condition flat-footed} to them for reasons other than the {@condition hidden} condition), and you need only a successful DC {@flatDC 5} flat check to target a {@condition hidden} creature.",
				"While you're adjacent to an {@condition undetected} creature of your level or lower, it is instead only {@condition hidden} from you."
			]
		},
		{
			"name": "Blind-fight",
			"source": "CRB",
			"page": 173,
			"add_hash": "Ranger",
			"level": 8,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"Your battle instincts make you more aware of {@condition concealed} and {@condition invisible} opponents. You don't need to succeed at a flat check to target {@condition concealed} creatures. You're not {@condition flat-footed} to creatures that are {@condition hidden} from you (unless you're {@condition flat-footed} to them for reasons other than the {@condition hidden} condition), and you need only a successful DC {@flatDC 5} flat check to target a {@condition hidden} creature.",
				"While you're adjacent to an {@condition undetected} creature of your level or lower, it is instead only {@condition hidden} from you."
			]
		},
		{
			"name": "Blind-fight",
			"source": "CRB",
			"page": 186,
			"add_hash": "Rogue",
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"Your battle instincts make you more aware of {@condition concealed} and {@condition invisible} opponents. You don't need to succeed at a flat check to target {@condition concealed} creatures. You're not {@condition flat-footed} to creatures that are {@condition hidden} from you (unless you're {@condition flat-footed} to them for reasons other than the {@condition hidden} condition), and you need only a successful DC {@flatDC 5} flat check to target a {@condition hidden} creature.",
				"While you're adjacent to an {@condition undetected} creature of your level or lower, it is instead only {@condition hidden} from you."
			]
		},
		{
			"name": "Bloodline Breadth",
			"source": "CRB",
			"page": 230,
			"level": 8,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Sorcerer Spellcasting}",
			"entries": [
				"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 Sorcerer spell slots."
			]
		},
		{
			"name": "Bloodline Conduit",
			"source": "CRB",
			"page": 201,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 20,
			"traits": [
				"metamagic",
				"sorcerer"
			],
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"entries": [
				"Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to {@action Cast a Spell} of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it."
			]
		},
		{
			"name": "Bloodline Focus",
			"source": "CRB",
			"page": 201,
			"level": 12,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "bloodline spell",
			"entries": [
				"Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			],
			"leadsTo": [
				"Bloodline Wellspring"
			]
		},
		{
			"name": "Bloodline Perfection",
			"source": "CRB",
			"page": 201,
			"level": 20,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "bloodline paragon",
			"entries": [
				"You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Bloodline Resistance",
			"source": "CRB",
			"page": 200,
			"level": 8,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and {@trait magical} effects."
			]
		},
		{
			"name": "Bloodline Wellspring",
			"source": "CRB",
			"page": 201,
			"level": 18,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Bloodline Focus}",
			"entries": [
				"Your blood's power replenishes your focus. If you have spent at least 3 Focus Points since the last time you {@action Refocus||Refocused}, you recover 3 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Bond Conservation",
			"source": "CRB",
			"page": 211,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"manipulate",
				"metamagic",
				"wizard"
			],
			"prerequisites": "arcane bond",
			"requirements": "The last action you used was {@action Drain Bonded Item}.",
			"entries": [
				"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 {@action Cast a Spell} using the energy from {@action Drain Bonded Item}, you gain an extra use of {@action Drain Bonded Item}. You must use this extra use of {@action 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 {@action Drain Bonded Item}."
			]
		},
		{
			"name": "Bonded Animal",
			"source": "CRB",
			"page": 259,
			"level": 2,
			"traits": [
				"downtime",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Nature}",
			"entries": [
				"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) that is {@condition friendly} or {@condition helpful} to you. After this duration, attempt a DC 20 {@skill Nature} check. If successful, you bond with the animal. The animal is permanently {@condition helpful} to you, unless you do something egregious to break your bond. A {@condition helpful} animal is easier to direct, as described under {@action Command an Animal}.",
				"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)."
			]
		},
		{
			"name": "Bonded Focus",
			"source": "CRB",
			"page": 212,
			"level": 14,
			"traits": [
				"wizard"
			],
			"prerequisites": "arcane bond",
			"entries": [
				"Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you {@action Refocus||Refocused} and your bonded item is in your possession, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Boulder Roll",
			"source": "CRB",
			"page": 36,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"dwarf"
			],
			"prerequisites": "{@feat Rock Runner}",
			"entries": [
				"Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a {@action 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 {@skill Athletics} DC to block your {@action 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."
			]
		},
		{
			"name": "Boundless Reprisals",
			"source": "CRB",
			"page": 153,
			"level": 20,
			"traits": [
				"fighter"
			],
			"entries": [
				"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 for any reaction from a fighter feat or class feature."
			]
		},
		{
			"name": "Brawling Focus",
			"source": "CRB",
			"page": 160,
			"level": 2,
			"traits": [
				"monk"
			],
			"entries": [
				"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 {@group brawling} group and weapons in the {@group brawling} group. If you have {@feat Monastic Weaponry}, you also gain the critical specialization effects of all monk weapons in which you are trained."
			]
		},
		{
			"name": "Breath Control",
			"source": "CRB",
			"page": 259,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"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 {@trait inhaled} threats, such as {@trait inhaled} {@trait poison||poisons}, and if you roll a success on such a saving throw, you get a critical success instead."
			]
		},
		{
			"name": "Brutal Beating",
			"source": "CRB",
			"page": 183,
			"level": 2,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Ruffian racket|ruffian}",
			"entries": [
				"The brutality of your critical hits shakes your foes' confidence. Whenever your {@action Strike} is a critical hit and deals damage, the target is {@condition frightened 1}."
			]
		},
		{
			"name": "Brutal Bully",
			"source": "CRB",
			"page": 90,
			"level": 6,
			"traits": [
				"barbarian"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"You push your foes around and leave bruises. While raging, when you successfully {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to {@action Trip}."
			]
		},
		{
			"name": "Brutal Critical",
			"source": "CRB",
			"page": 93,
			"level": 18,
			"traits": [
				"barbarian"
			],
			"entries": [
				"Your critical hits are particularly devastating. On a critical hit with a melee {@action Strike}, add one extra damage die. This is in addition to any extra dice you gain if the weapon is {@trait deadly} or {@trait fatal}. The target also takes {@condition persistent damage||persistent bleed damage} equal to two damage dice."
			]
		},
		{
			"name": "Brutal Finish",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You are wielding a melee weapon in two hands.",
			"entries": [
				"Your final blow can make an impact even if it rebounds off a foe's defenses. Make a {@action Strike} with the required weapon. After the {@action Strike}, your turn ends. The {@action Strike} deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The {@action Strike} also gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level."
					}
				}
			]
		},
		{
			"name": "Brutish Shove",
			"source": "CRB",
			"page": 145,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You are wielding a two-handed melee weapon.",
			"entries": [
				"Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a {@action Strike} with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is {@condition flat-footed} until the end of your current turn, and you can automatically {@action Shove} it, with the same benefits as the {@action Shove} action (including the critical success effect, if your {@action Strike} was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.",
				"This {@action Strike} has the following failure effect.",
				"{@b Failure} The target becomes {@condition flat-footed} until the end of your current turn."
			],
			"leadsTo": [
				"Flinging Shove",
				"Powerful Shove"
			]
		},
		{
			"name": "Burn It!",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"Fire fascinates you. Your spells and {@trait 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 {@condition persistent damage||persistent fire damage} you deal."
			]
		},
		{
			"name": "Burrow Elocutionist",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the {@skill 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."
			],
			"leadsTo": [
				"Animal Elocutionist"
			]
		},
		{
			"name": "Calculated Splash",
			"source": "CRB",
			"page": 77,
			"level": 4,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the {@trait splash} trait, you can cause the bomb to deal {@trait splash} damage equal to your Intelligence modifier (minimum 0) instead of the normal amount."
			],
			"leadsTo": [
				"Expanded Splash",
				"Mega Bomb",
				"Controlled Blast|G&G"
			]
		},
		{
			"name": "Call of the Wild",
			"source": "CRB",
			"page": 134,
			"level": 2,
			"traits": [
				"druid"
			],
			"entries": [
				"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 {@spell summon animal} or {@spell summon plants and fungi} spell of the same level."
			],
			"leadsTo": [
				"Primal Summons"
			]
		},
		{
			"name": "Camouflage",
			"source": "CRB",
			"page": 174,
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Stealth}",
			"entries": [
				"You alter your appearance to blend in to the wilderness. In natural terrain, you can {@action Hide} and {@action Sneak} even without cover or being {@condition concealed}."
			],
			"leadsTo": [
				"Shadow Hunter",
				"Stealthy Companion"
			]
		},
		{
			"name": "Canny Acumen",
			"source": "CRB",
			"page": 259,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or {@skill Perception}. You become an expert in your choice. At 17th level, you become a master in your choice."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "CRB",
			"page": 100,
			"add_hash": "Bard",
			"level": 2,
			"traits": [
				"bard"
			],
			"entries": [
				"Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "CRB",
			"page": 122,
			"add_hash": "Cleric",
			"level": 2,
			"traits": [
				"cleric"
			],
			"entries": [
				"You study a wider range of simple spells. You can prepare two additional cantrips each day."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"level": 2,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "CRB",
			"page": 210,
			"add_hash": "Wizard",
			"level": 2,
			"traits": [
				"wizard"
			],
			"entries": [
				"Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day."
			]
		},
		{
			"name": "Cast Down",
			"source": "CRB",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "harmful font or healing font",
			"entries": [
				"The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast {@spell harm} or {@spell heal} to damage one creature, the target is knocked {@condition prone} if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a \u201310-foot status penalty to its Speed for 1 minute."
			]
		},
		{
			"name": "Castigating Weapon",
			"source": "CRB",
			"page": 125,
			"level": 10,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Holy Castigation}",
			"entries": [
				"The force of your deity's castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a {@spell heal} spell, your weapon or unarmed {@action Strike||Strikes} deal extra good damage to fiends equal to half the level of the {@spell 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)."
			]
		},
		{
			"name": "Cat Fall",
			"source": "CRB",
			"page": 259,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Acrobatics}",
			"entries": [
				"Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in {@skill Acrobatics}, treat falls as 25 feet shorter. If you're a master in {@skill Acrobatics}, treat them as 50 feet shorter. If you're legendary in {@skill Acrobatics}, you always land on your feet and don't take damage, regardless of the distance of the fall."
			]
		},
		{
			"name": "Cave Climber",
			"source": "CRB",
			"page": 49,
			"level": 9,
			"traits": [
				"goblin"
			],
			"entries": [
				"After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet."
			]
		},
		{
			"name": "Ceaseless Shadows",
			"source": "CRB",
			"page": 53,
			"level": 13,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Distracting Shadows}",
			"entries": [
				"You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be {@condition concealed} to {@action Hide} or {@action Sneak}. If you would have lesser cover from creatures, you gain cover and can {@action Take Cover}, and if you would have cover from creatures, you gain greater cover."
			]
		},
		{
			"name": "Celestial Form",
			"source": "CRB",
			"page": 115,
			"level": 18,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@ability darkvision} if you don't already have it, and you gain the {@trait celestial} trait and the trait appropriate to the type of servitor you've become ({@trait archon}, {@trait angel}, or {@trait azata}, for example)."
			]
		},
		{
			"name": "Celestial Mount",
			"source": "CRB",
			"page": 115,
			"level": 20,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (steed), tenets of good",
			"entries": [
				"Your steed gains incredible celestial powers granted by your deity. It gains {@ability 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 {@trait celestial} trait and the trait appropriate to the type of servitor it has become ({@trait archon}, {@trait angel}, or {@trait azata}, for example)."
			]
		},
		{
			"name": "Certain Strike",
			"source": "CRB",
			"page": 150,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"fighter",
				"press"
			],
			"entries": [
				"Even when you don't hit squarely, you can still score a glancing blow. Make a melee {@action Strike}. It gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"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.)"
					}
				}
			]
		},
		{
			"name": "Champion Dedication",
			"source": "CRB",
			"page": 223,
			"level": 2,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Strength 14, Charisma 14",
			"entries": [
				"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 {@skill 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.",
				"You 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 your choice of deity or cause."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the champion archetype."
			],
			"leadsTo": [
				"Basic Devotion",
				"Advanced Devotion",
				"Champion Resiliency",
				"Champion's Reaction",
				"Diverse Armor Expert",
				"Divine Ally",
				"Healing Touch"
			]
		},
		{
			"name": "Champion Resiliency",
			"source": "CRB",
			"page": 223,
			"level": 4,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}, class granting no more Hit Points per level than 8 + your Constitution modifier",
			"entries": [
				"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."
			]
		},
		{
			"name": "Champion's Reaction",
			"source": "CRB",
			"page": 223,
			"level": 6,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}",
			"entries": [
				"You can use the champion's reaction associated with your cause."
			]
		},
		{
			"name": "Champion's Sacrifice",
			"source": "CRB",
			"page": 114,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You can suffer so that others might live. You can cast the {@spell champion's sacrifice} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Channel Smite",
			"source": "CRB",
			"page": 122,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"cleric",
				"divine",
				"necromancy"
			],
			"prerequisites": "harmful font or healing font",
			"cost": "Expend a {@spell harm} or {@spell heal} spell.",
			"entries": [
				"You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee {@action Strike} and add the spell's damage to the {@action Strike}'s damage. This is negative damage if you expended a {@spell harm} spell or positive damage if you expended a {@spell heal} spell. The spell is expended with no effect if your {@action 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 {@spell heal} spell)."
			]
		},
		{
			"name": "Channeled Succor",
			"source": "CRB",
			"page": 124,
			"level": 8,
			"traits": [
				"cleric"
			],
			"prerequisites": "healing font",
			"entries": [
				"You can remove conditions with divine grace. You can sacrifice one {@spell heal} spell you've prepared in your extra slots from healing font to cast one of the following spells instead: {@spell remove curse}, {@spell remove disease}, {@spell remove paralysis}, or {@spell restoration}. The spell is heightened to the same level as the {@spell heal} spell you sacrificed."
			]
		},
		{
			"name": "Charming Liar",
			"source": "CRB",
			"page": 259,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"Your charm allows you to win over those you lie to. When you get a critical success using the {@action Lie} action, the target's attitude toward you improves by one step, as though you'd succeeded at using {@skill Diplomacy} to {@action 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."
			]
		},
		{
			"name": "City Scavenger",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"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 {@action Subsist}, and you can use {@skill Society} or {@skill Survival} when you {@action Subsist} in a settlement.",
				"When you {@action Subsist} in a city, you also gather valuable junk that silly longshanks threw away. You can {@action Earn Income} using {@skill Society} or {@skill Survival} in the same time as you {@action Subsist}, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check."
			],
			"special": [
				"If you have the irongut goblin heritage, increase the bonuses to +2."
			]
		},
		{
			"name": "Cleave",
			"source": "CRB",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "Your melee {@action Strike} kills a creature or knocks it {@condition unconscious}, and another foe is adjacent to that creature.",
			"entries": [
				"You swing clear through one foe and into another. Make a melee {@action Strike} against the second foe."
			],
			"leadsTo": [
				"Great Cleave"
			]
		},
		{
			"name": "Cleric Dedication",
			"source": "CRB",
			"page": 224,
			"level": 2,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Wisdom 14",
			"entries": [
				"You cast spells like a cleric. You gain access to the {@action 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 {@skill 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."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the cleric archetype."
			],
			"leadsTo": [
				"Basic Cleric Spellcasting",
				"Divine Breadth",
				"Expert Cleric Spellcasting",
				"Master Cleric Spellcasting",
				"Basic Dogma",
				"Advanced Dogma"
			]
		},
		{
			"name": "Clever Counterspell",
			"source": "CRB",
			"page": 212,
			"level": 12,
			"traits": [
				"wizard"
			],
			"prerequisites": "{@feat Counterspell (Wizard)||Counterspell}, {@spell Quick Recognition}",
			"entries": [
				"You creatively apply your prepared spells to {@feat Counterspell (Wizard)||Counterspell} a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with {@feat Counterspell (Wizard)||Counterspell} only if you have that same spell prepared, you can use {@feat Counterspell (Wizard)||Counterspell} as long as you have the spell the foe is casting in your spellbook. When you use {@feat Counterspell (Wizard)||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 {@trait cold} or {@trait water} spell to counter {@spell fireball} or using {@spell remove fear} to counter a {@spell fear} spell)",
				"Regardless of what spell you expend, you take a \u20132 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate."
			]
		},
		{
			"name": "Clever Improviser",
			"source": "CRB",
			"page": 57,
			"level": 5,
			"traits": [
				"human"
			],
			"entries": [
				"You've learned how to handle situations when you're out of your depth. You gain the {@feat Untrained Improvisation} general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained."
			],
			"leadsTo": [
				"Incredible Improvisation"
			]
		},
		{
			"name": "Cloud Jump",
			"source": "CRB",
			"page": 260,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Athletics}",
			"entries": [
				"You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you {@action Long Jump} (so you could jump 60 feet on a successful DC 20 check). When you {@action High Jump}, use the calculation for a {@action Long Jump} but don't triple the distance.",
				"You can jump a distance greater than your Speed by spending additional actions when you {@action Long Jump} or {@action High Jump}. {@footnote For each additional action spent, add your Speed to the limit on how far you can Leap.|As an example, supposing you had a Speed of 40 feet and 25 on your {@skill Athletics} check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet. If you spent another action, the limit based on your Speed would raise from 40 feet to 80 feet, so you would jump 75 feet.|{@link Pathfinder Core Rulebook Errata|https://paizo.com/pathfinder/faq}}"
			]
		},
		{
			"name": "Cloud Step",
			"source": "CRB",
			"page": 188,
			"level": 16,
			"traits": [
				"rogue"
			],
			"prerequisites": "legendary in {@skill Acrobatics}",
			"entries": [
				"Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you {@action Stride}, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you {@action 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."
			]
		},
		{
			"name": "Cognitive Loophole",
			"source": "CRB",
			"page": 188,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 16,
			"traits": [
				"rogue"
			],
			"trigger": "Your turn ends.",
			"requirements": "You are currently affected by a {@trait mental} effect that you gained by failing, but not critically failing, a saving throw.",
			"entries": [
				"You can find a loophole in a {@trait mental} effect to temporarily overcome it. Until the end of your next turn, you ignore a single {@trait 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 {@trait mental} effect is preventing you from using reactions."
			]
		},
		{
			"name": "Collateral Thrash",
			"source": "CRB",
			"page": 93,
			"level": 16,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Thrash}",
			"entries": [
				"When you Thrash a {@condition grabbed} foe, you smack that foe into another nearby. Another foe adjacent to the {@condition grabbed} foe also takes your Thrash damage, with a basic Reflex save against your class DC."
			],
			"leadsTo": [
				"Whirlwind Toss|FRP3"
			]
		},
		{
			"name": "Combat Climber",
			"source": "CRB",
			"page": 260,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"Your techniques allow you to fight as you climb. You're not {@condition flat-footed} while Climbing and can {@action Climb} with a hand occupied. You must still use another hand and both legs to {@action Climb}."
			]
		},
		{
			"name": "Combat Grab",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You have one hand free, and your target is within reach of that hand.",
			"entries": [
				"You swipe at your opponent and grab at them. Make a melee {@action Strike} while keeping one hand free. If the {@action Strike} hits, you grab the target using your free hand. The creature remains {@condition grabbed} until the end of your next turn or until it {@action Escape||Escapes}, whichever comes first."
			]
		},
		{
			"name": "Combat Reflexes",
			"source": "CRB",
			"page": 150,
			"level": 10,
			"traits": [
				"fighter"
			],
			"entries": [
				"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 {@action Attack of Opportunity}."
			]
		},
		{
			"name": "Combine Elixirs",
			"source": "CRB",
			"page": 78,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You use {@action Quick Alchemy} to craft an alchemical item that has the {@trait elixir} trait and is at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"You've discovered how to mix two {@trait 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 {@item elixir of life (generic)||elixirs of life} to create a combined elixir that heals twice the normal amount, or you can combine a {@item lesser darkvision elixir} with a {@item lesser eagle-eye elixir} to both gain {@ability darkvision} and find secret doors."
			]
		},
		{
			"name": "Come And Get Me",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"entries": [
				"You open yourself to attacks so you can respond in turn. Until your {@action Rage||rage} ends, you are {@condition flat-footed}, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is {@condition 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."
			],
			"leadsTo": [
				"Vengeful Strike"
			]
		},
		{
			"name": "Command Undead",
			"source": "CRB",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "harmful font, evil alignment",
			"entries": [
				"You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast {@spell harm} targeting one undead creature, you transform the effects of that {@spell harm} spell. Instead of harm's normal effects, the target becomes {@condition controlled} by you if its level is equal to or lower than your level \u2013 3. It can attempt a Will saving throw to resist being {@condition 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.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected and is temporarily immune for 24 hours.",
						"Success": "The target is unaffected.",
						"Failure": "The undead creature becomes a {@trait minion} under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead.",
						"Critical Failure": "As failure, but the duration is 1 hour."
					}
				}
			],
			"leadsTo": [
				"Improved Command Undead"
			]
		},
		{
			"name": "Communal Healing",
			"source": "CRB",
			"page": 122,
			"level": 2,
			"traits": [
				"cleric",
				"healing",
				"positive"
			],
			"entries": [
				"You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the {@spell heal} spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the {@spell heal} spell."
			],
			"leadsTo": [
				"Improved Communal Healing"
			]
		},
		{
			"name": "Companion's Cry",
			"source": "CRB",
			"page": 172,
			"level": 4,
			"traits": [
				"ranger"
			],
			"prerequisites": "an animal companion",
			"entries": [
				"You can urge your companion to do its utmost. You can spend 2 actions to {@action Command an Animal} instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action."
			]
		},
		{
			"name": "Conceal Spell",
			"source": "CRB",
			"page": 210,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are {@action Cast a Spell||Casting a Spell}. If the next action you use is to {@action Cast a Spell}, attempt a {@skill Stealth} check against one or more observers' {@skill Perception} DCs; if the spell has verbal components, you must also attempt a {@skill Deception} check against the observers' {@skill 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."
			],
			"leadsTo": [
				"Silent Spell"
			]
		},
		{
			"name": "Confabulator",
			"source": "CRB",
			"page": 260,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Deception}",
			"entries": [
				"Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to {@action Create a Diversion} or {@action Lie} to it from +4 to +2. If you're a master in {@skill Deception}, reduce the bonus to +1, and if you're legendary, your targets don't get these bonuses at all."
			]
		},
		{
			"name": "Connections",
			"source": "CRB",
			"page": 260,
			"level": 2,
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Society}, {@feat Courtly Graces}",
			"entries": [
				"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 {@skill 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."
			],
			"leadsTo": [
				"Quick Contacts|APG"
			]
		},
		{
			"name": "Contagious Rage",
			"source": "CRB",
			"page": 93,
			"level": 20,
			"traits": [
				"auditory",
				"barbarian",
				"rage",
				"visual"
			],
			"prerequisites": "{@feat Share Rage}",
			"entries": [
				"You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on {@feat Share Rage}, using it multiple times in a {@action Rage}. Allies affected by {@feat Share Rage} who accept your anathema for the duration of the {@action Rage} gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization."
			]
		},
		{
			"name": "Continual Recovery",
			"source": "CRB",
			"page": 260,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Medicine}",
			"entries": [
				"You zealously monitor a patient's progress to administer treatment faster. When you {@action Treat Wounds}, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your {@action Treat Wounds} activities, not any other the patient receives."
			]
		},
		{
			"name": "Cooperative Nature",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"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 {@action Aid}."
			],
			"leadsTo": [
				"Cooperative Soul"
			]
		},
		{
			"name": "Cooperative Soul",
			"source": "CRB",
			"page": 57,
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Cooperative Nature}",
			"entries": [
				"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 {@action Aid} other than a critical success."
			]
		},
		{
			"name": "Counter Perform",
			"source": "CRB",
			"page": 222,
			"level": 6,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bard Dedication}",
			"entries": [
				"You gain the {@spell counter performance} {@classFeature composition spells|Bard||1||composition spell}. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by engaging your muse."
			]
		},
		{
			"name": "Counterspell",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"abjuration",
				"sorcerer"
			],
			"trigger": "A creature casts a spell that you have in your repertoire.",
			"requirements": "You have an unexpended spell slot you could use to cast the triggering spell.",
			"entries": [
				"When a foe {@action Cast a Spell|CRB|Casts a Spell} you know and you can see its manifestations, you can use your own magic to counter 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 {@quickref counteract|CRB|3|counteracting} the triggering spell."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast ({@trait arcane}, {@trait divine}, {@trait natural}, or {@trait occult})."
			],
			"leadsTo": [
				"Reflect Spell (Sorcerer)"
			]
		},
		{
			"name": "Counterspell",
			"source": "CRB",
			"page": 209,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"abjuration",
				"arcane",
				"wizard"
			],
			"trigger": "A creature {@action Cast a Spell||Casts a Spell} that you have prepared.",
			"entries": [
				"When a foe {@action Cast a Spell|CRB|Casts a Spell} and you can see its manifestations, you can use your own magic to counter 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 {@quickref counteract|CRB|3|counteracting} the triggering spell."
			],
			"leadsTo": [
				"Clever Counterspell",
				"Reflect Spell (Wizard)"
			]
		},
		{
			"name": "Courtly Graces",
			"source": "CRB",
			"page": 260,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"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 {@skill Society} to {@action Make an Impression} on a noble, as well as with {@action 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 {@skill Deception} to {@action Impersonate} normally, and to {@action Lie} when necessary."
			],
			"leadsTo": [
				"Connections",
				"Quick Contacts|APG"
			]
		},
		{
			"name": "Craft Anything",
			"source": "CRB",
			"page": 260,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Crafting}",
			"entries": [
				"You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate {@skill Crafting} skill feat (such as {@feat 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 {@item philosopher's stone} that have exclusive means of access and {@skill Crafting}. The GM decides whether you can ignore a requirement."
			]
		},
		{
			"name": "Craft Philosopher's Stone",
			"source": "CRB",
			"page": 81,
			"level": 20,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the {@item philosopher's stone} and can add it to your formula book."
			]
		},
		{
			"name": "Crane Flutter",
			"source": "CRB",
			"page": 161,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Crane Stance}",
			"trigger": "You are targeted with a melee attack by an attacker you can see.",
			"requirements": "You are in Crane Stance.",
			"entries": [
				"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 {@action Strike} against the attacker at a \u20132 penalty, even if the attacker isn't within your reach."
			]
		},
		{
			"name": "Crane Stance",
			"source": "CRB",
			"page": 158,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"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 {@action Strike||Strikes} you can make are crane wing attacks. These deal {@damage 1d6} bludgeoning damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits.",
				"While in Crane Stance, reduce the DC for {@action High Jump} and {@action Long Jump} by 5, and when you {@action Leap}, you can move an additional 5 feet horizontally or 2 feet vertically."
			],
			"leadsTo": [
				"Crane Flutter"
			]
		},
		{
			"name": "Cremate Undead",
			"source": "CRB",
			"page": 124,
			"level": 8,
			"traits": [
				"cleric"
			],
			"entries": [
				"Your positive energy sets undead alight. When you use a {@spell heal} spell to damage undead, each undead that takes damage also takes {@condition persistent damage||persistent fire damage} equal to the spell's level."
			]
		},
		{
			"name": "Critical Debilitation",
			"source": "CRB",
			"page": 187,
			"level": 12,
			"traits": [
				"incapacitation",
				"rogue"
			],
			"prerequisites": "{@action Debilitating Strike}",
			"entries": [
				"Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use {@action Debilitating Strike}, add the following debilitation to the list you can choose from.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target attempts a Fortitude save against your class DC with the following effects."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition slowed 1} until the end of your next turn.",
						"Failure": "The target is {@condition slowed 2} until the end of your next turn.",
						"Critical Failure": "The target is {@condition paralyzed} until the end of your next turn."
					}
				}
			]
		},
		{
			"name": "Crossblooded Evolution",
			"source": "CRB",
			"page": 200,
			"level": 8,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"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."
			],
			"leadsTo": [
				"Greater Crossblooded Evolution"
			]
		},
		{
			"name": "Crossbow Ace",
			"source": "CRB",
			"page": 171,
			"level": 1,
			"traits": [
				"ranger"
			],
			"entries": [
				"You have a deep understanding of the crossbow. When you're wielding a crossbow and use {@action Hunt Prey} or use {@action Interact} to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next {@action Strike} with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost."
			]
		},
		{
			"name": "Crushing Grab",
			"source": "CRB",
			"page": 160,
			"level": 2,
			"traits": [
				"monk"
			],
			"entries": [
				"Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully {@action Grapple} a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack {@trait nonlethal} with no penalty."
			]
		},
		{
			"name": "Cultural Adaptability",
			"source": "CRB",
			"page": 53,
			"level": 5,
			"traits": [
				"halfling"
			],
			"entries": [
				"During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the {@feat Adopted Ancestry} general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat."
			]
		},
		{
			"name": "Dancing Leaf",
			"source": "CRB",
			"page": 160,
			"level": 2,
			"traits": [
				"monk"
			],
			"entries": [
				"You are as light as a leaf whirling in the breeze. When you {@action Leap} or succeed at a {@action High Jump} or {@action 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."
			]
		},
		{
			"name": "Dangerous Sorcery",
			"source": "CRB",
			"page": 198,
			"level": 1,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"Your legacy grants you great destructive power. When you {@action 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."
			]
		},
		{
			"name": "Deadly Aim",
			"source": "CRB",
			"page": 174,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"open",
				"ranger"
			],
			"prerequisites": "weapon specialization",
			"entries": [
				"You aim for your prey's weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged {@action Strike} against your hunted prey at a \u20132 penalty. You gain a +4 circumstance bonus to damage on that {@action Strike}. This bonus increases to +6 at 11th level and +8 at 15th level."
			]
		},
		{
			"name": "Deadly Simplicity",
			"source": "CRB",
			"page": 121,
			"level": 1,
			"traits": [
				"cleric"
			],
			"prerequisites": "deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon",
			"entries": [
				"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 {@deity Irori}) and its damage die is smaller than d6, instead increase its damage die size to d6."
			]
		},
		{
			"name": "Debilitating Bomb",
			"source": "CRB",
			"page": 78,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: {@condition dazzled}, {@condition deafened}, {@condition flat-footed}, or a \u20135-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)."
			],
			"leadsTo": [
				"Greater Debilitating Bomb",
				"True Debilitating Bomb"
			]
		},
		{
			"name": "Debilitating Shot",
			"source": "CRB",
			"page": 150,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"fighter",
				"flourish"
			],
			"entries": [
				"Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon {@action Strike}. If it hits and deals damage, the target is {@condition slowed 1} until the end of its next turn."
			]
		},
		{
			"name": "Deep Lore",
			"source": "CRB",
			"page": 103,
			"level": 18,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}, legendary in {@skill Occultism}",
			"entries": [
				"Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast."
			]
		},
		{
			"name": "Defensive Recovery",
			"source": "CRB",
			"page": 125,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "harmful font or healing font",
			"entries": [
				"Your faith provides temporary protection in addition to healing. If the next action you use is to cast {@spell harm} or {@spell 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."
			]
		},
		{
			"name": "Defensive Roll",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 14,
			"traits": [
				"rogue"
			],
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"trigger": "A physical attack would reduce you to 0 Hit Points.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Deflect Arrow",
			"source": "CRB",
			"page": 160,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"monk"
			],
			"trigger": "You are the target of a physical ranged attack.",
			"requirements": "You're aware of the attack, are not {@condition flat-footed} against it, and have a hand free.",
			"entries": [
				"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)."
			],
			"leadsTo": [
				"Arrow Snatching",
				"Return Fire|APG"
			]
		},
		{
			"name": "Deity's Domain",
			"source": "CRB",
			"page": 109,
			"level": 1,
			"traits": [
				"champion"
			],
			"entries": [
				"You embody an aspect of your deity. Choose one of your {@pf2etools deity|deities.html}'s domains. You gain the domain's initial domain spell as a devotion spell."
			],
			"leadsTo": [
				"Advanced Deity's Domain"
			]
		},
		{
			"name": "Deity's Protection",
			"source": "CRB",
			"page": 125,
			"level": 14,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Advanced Domain}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Delay Trap",
			"source": "CRB",
			"page": 186,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"rogue"
			],
			"trigger": "A trap within your reach is triggered.",
			"entries": [
				"You can jam the workings of a trap to delay its effects. Attempt a {@skill Thievery} check to {@action Disable a Device} on the trap; the DC to do so is increased by 5, and the effects are as follows."
			]
		},
		{
			"name": "Desperate Finisher",
			"source": "CRB",
			"page": 152,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"fighter"
			],
			"trigger": "You complete the last action on your turn, and your turn has not ended yet.",
			"requirements": "You meet the requirements to use an action with the {@trait press} trait.",
			"entries": [
				"You throw everything into one last press. Use a single action that you know with the {@trait press} trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn."
			]
		},
		{
			"name": "Determination",
			"source": "CRB",
			"page": 152,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"fighter"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"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 {@quickref counteract|CRB|3|counteracting} the spell (your counteract level is equal to half your level, rounded up, 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 {@condition 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."
			]
		},
		{
			"name": "Devoted Focus",
			"source": "CRB",
			"page": 113,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spells",
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Diamond Fists",
			"source": "CRB",
			"page": 165,
			"level": 18,
			"traits": [
				"monk"
			],
			"entries": [
				"Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the {@trait forceful} trait. Any that already had this trait instead increase their weapon damage dice by one step."
			]
		},
		{
			"name": "Diamond Soul",
			"source": "CRB",
			"page": 163,
			"level": 12,
			"traits": [
				"monk"
			],
			"entries": [
				"You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic."
			]
		},
		{
			"name": "Diehard",
			"source": "CRB",
			"page": 260,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"It takes more to kill you than most. You die from the {@condition dying} condition at {@condition dying 5}, rather than {@condition dying 4}."
			],
			"leadsTo": [
				"Numb to Death|LOGM"
			]
		},
		{
			"name": "Directed Channel",
			"source": "CRB",
			"page": 123,
			"level": 4,
			"traits": [
				"cleric"
			],
			"entries": [
				"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 {@spell harm} or {@spell heal} that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation."
			]
		},
		{
			"name": "Directional Bombs",
			"source": "CRB",
			"page": 78,
			"level": 6,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 {@trait 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."
			],
			"leadsTo": [
				"Controlled Blast|G&G"
			]
		},
		{
			"name": "Dirge of Doom",
			"source": "CRB",
			"page": 101,
			"level": 6,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell dirge of doom} composition cantrip, which frightens your enemies."
			]
		},
		{
			"name": "Disarming Stance",
			"source": "CRB",
			"page": 147,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"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 {@skill Athletics} checks to {@action Disarm} and a +2 circumstance bonus to your Reflex DC when defending against checks to {@action Disarm} you. In addition, you can attempt to {@action Disarm} creatures up to two sizes larger than you."
			]
		},
		{
			"name": "Disarming Twist",
			"source": "CRB",
			"page": 150,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"fighter",
				"press"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee {@action Strike} with the required weapon. In addition to its other effects, this {@action Strike} gains the success and critical success effects of the {@action Disarm} action. The {@action Strike} also has the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "The target is {@condition flat-footed} until the end of your current turn."
					}
				}
			]
		},
		{
			"name": "Dispelling Slice",
			"source": "CRB",
			"page": 189,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"rogue"
			],
			"entries": [
				"Your sneak attack slices through the threads binding magic to a target. Make a {@action Strike} against a {@condition flat-footed} creature (your choice). If your {@action Strike} deals sneak attack damage, you attempt to {@quickref counteract|CRB|3|counteracting} a single spell active on the target. Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC \u2013 10."
			]
		},
		{
			"name": "Disrupt Ki",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"monk",
				"negative"
			],
			"entries": [
				"Make an unarmed {@action Strike}. If it deals damage to a living creature, you block that creature's inner life force. The creature takes {@damage 2d6} {@condition persistent damage||persistent negative damage} and is {@condition enfeebled 1} until the {@condition persistent damage} ends. If you're 18th level or higher, this deals {@damage 3d6} {@condition persistent damage||persistent negative damage} instead."
			]
		},
		{
			"name": "Disrupt Prey",
			"source": "CRB",
			"page": 172,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"ranger"
			],
			"trigger": "Your hunted prey is within your reach, and it uses a {@trait manipulate} action, uses a {@trait move} action, or leaves a square during a move action it's using.",
			"entries": [
				"Make a melee {@action Strike} against your prey. If the attack is a critical hit, you disrupt the triggering action."
			]
		},
		{
			"name": "Disruptive Stance",
			"source": "CRB",
			"page": 150,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"fighter",
				"stance"
			],
			"entries": [
				"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 {@action 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 {@action Strike} hits (not only if it's a critical hit)."
			]
		},
		{
			"name": "Distracting Feint",
			"source": "CRB",
			"page": 183,
			"level": 2,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Scoundrel racket|scoundrel}",
			"entries": [
				"Your {@action Feint||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 {@condition flat-footed} by your {@action Feint}, it also takes a \u20132 circumstance penalty to {@skill Perception} checks and Reflex saves."
			]
		},
		{
			"name": "Distracting Shadows",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"You have learned to remain {@condition 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 {@action Hide} and {@action Sneak} actions, though you still can't use such creatures as cover for other uses, such as the {@action Take Cover} action."
			],
			"leadsTo": [
				"Ceaseless Shadows"
			]
		},
		{
			"name": "Distracting Shot",
			"source": "CRB",
			"page": 175,
			"level": 12,
			"traits": [
				"ranger"
			],
			"entries": [
				"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 {@condition flat-footed} until the start of your next turn."
			],
			"leadsTo": [
				"Greater Distracting Shot"
			]
		},
		{
			"name": "Diverse Armor Expert",
			"source": "CRB",
			"page": 223,
			"level": 14,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}, expert in unarmored defense or one or more types of armor",
			"entries": [
				"Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert."
			]
		},
		{
			"name": "Diverse Weapon Expert",
			"source": "CRB",
			"page": 226,
			"level": 12,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Fighter Dedication}, expert in any kind of weapon or unarmed attack",
			"entries": [
				"Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained."
			]
		},
		{
			"name": "Divine Ally",
			"source": "CRB",
			"page": 223,
			"level": 6,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}",
			"entries": [
				"You gain a {@classFeature divine ally|Champion||3} of your choice."
			]
		},
		{
			"name": "Divine Breadth",
			"source": "CRB",
			"page": 224,
			"level": 8,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Cleric Spellcasting}",
			"entries": [
				"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 Cleric spell slots."
			]
		},
		{
			"name": "Divine Evolution",
			"source": "CRB",
			"page": 199,
			"level": 4,
			"traits": [
				"divine",
				"sorcerer"
			],
			"prerequisites": "bloodline that grants divine spells",
			"entries": [
				"The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of {@spell heal} or {@spell harm}. You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire."
			],
			"leadsTo": [
				"Greater Vital Evolution",
				"Greater Spiritual Evolution|APG"
			]
		},
		{
			"name": "Divine Grace",
			"source": "CRB",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"champion"
			],
			"trigger": "You attempt a save against a spell, before you roll.",
			"entries": [
				"You call upon your deity's grace, gaining a +2 circumstance bonus to the save."
			]
		},
		{
			"name": "Divine Guidance",
			"source": "CRB",
			"page": 260,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Religion}",
			"entries": [
				"You're so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes {@action Decipher Writing||Deciphering Writing} on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a {@skill 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."
			]
		},
		{
			"name": "Divine Health",
			"source": "CRB",
			"page": 111,
			"level": 4,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@trait disease||diseases}. In addition, if you roll a success on a save against a disease, you get a critical success instead."
			]
		},
		{
			"name": "Divine Reflexes",
			"source": "CRB",
			"page": 115,
			"level": 14,
			"traits": [
				"champion"
			],
			"entries": [
				"At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction."
			]
		},
		{
			"name": "Divine Wall",
			"source": "CRB",
			"page": 114,
			"level": 12,
			"traits": [
				"champion"
			],
			"requirements": "You are wielding a shield.",
			"entries": [
				"You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are {@quickref difficult terrain||3|terrain} for your enemies."
			]
		},
		{
			"name": "Divine Weapon",
			"source": "CRB",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"cleric"
			],
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"trigger": "You finish {@action Cast a Spell||Casting a Spell} using one of your divine spell slots on your turn.",
			"entries": [
				"You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional {@damage 1d4} force damage. You can instead deal an additional {@dice 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."
			]
		},
		{
			"name": "Domain Focus",
			"source": "CRB",
			"page": 125,
			"level": 12,
			"traits": [
				"cleric"
			],
			"prerequisites": "one or more domain spells",
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			],
			"leadsTo": [
				"Domain Wellspring"
			]
		},
		{
			"name": "Domain Initiate",
			"source": "CRB",
			"page": 121,
			"level": 1,
			"traits": [
				"cleric"
			],
			"entries": [
				"Your deity bestows a special spell related to their powers. Select one domain\u2014a subject of particular interest to you within your religion\u2014from 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 Domains||Table 8\u20132: Domains}.",
				"Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the {@action Refocus} activity to pray to your deity or do service toward their causes.",
				"Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found {@quickref here||2|focus spells}."
			],
			"special": [
				"You can select this feat multiple times, selecting a different domain each time and gaining its domain spell."
			],
			"leadsTo": [
				"Advanced Domain",
				"Deity's Protection",
				"Shield of Faith|APG",
				"Expanded Domain Initiate|LOGM"
			]
		},
		{
			"name": "Domain Wellspring",
			"source": "CRB",
			"page": 126,
			"level": 18,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Domain Focus}",
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 3 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Double Prey",
			"source": "CRB",
			"page": 175,
			"level": 12,
			"traits": [
				"ranger"
			],
			"entries": [
				"You can focus on two foes at once, hunting both of them down. When you use the {@action Hunt Prey} action, you can pick two creatures as your prey."
			],
			"leadsTo": [
				"Shared Prey",
				"Triple Threat"
			]
		},
		{
			"name": "Double Shot",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish"
			],
			"requirements": "You are wielding a ranged weapon with {@trait reload <0>}.",
			"entries": [
				"You shoot twice in blindingly fast succession. Make two {@action Strike||Strikes}, each against a separate target and with a \u20132 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them."
			],
			"leadsTo": [
				"Triple Shot",
				"Multishot Stance"
			]
		},
		{
			"name": "Double Slice",
			"source": "CRB",
			"page": 144,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"You lash out at your foe with both weapons. Make two {@action Strike||Strikes}, one with each of your two melee weapons, each using your current multiple attack penalty. Both {@action Strike||Strikes} must have the same target. If the second {@action Strike} is made with a weapon that doesn't have the {@trait agile} trait, it takes a \u20132 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 {@action Strike||Strikes} and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty."
			],
			"leadsTo": [
				"Graceful Poise"
			]
		},
		{
			"name": "Dragon Roar",
			"source": "CRB",
			"page": 161,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"auditory",
				"emotion",
				"fear",
				"mental",
				"monk"
			],
			"prerequisites": "{@feat Dragon Stance}",
			"requirements": "You are in Dragon Stance.",
			"entries": [
				"You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your {@skill Intimidation} DC or be {@condition frightened 1} ({@condition frightened 2} on a critical failure). When a creature {@condition frightened} by the roar begins its turn adjacent to you, it can't reduce its {@condition frightened} value below 1 on that turn. Your first attack that hits a {@condition 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 {@dice 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."
			]
		},
		{
			"name": "Dragon Shape",
			"source": "CRB",
			"page": 138,
			"level": 12,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Soaring Shape}",
			"entries": [
				"You can take on the form of some of the world's most fearsome creatures. Add the forms listed in {@spell dragon form} to your {@spell 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."
			],
			"leadsTo": [
				"True Shapeshifter",
				"Reactive Transformation|APG"
			]
		},
		{
			"name": "Dragon Stance",
			"source": "CRB",
			"page": 158,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"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 {@damage 1d10} bludgeoning damage. They are in the {@group brawling} group and have the {@trait backswing}, {@trait nonlethal}, and {@trait unarmed} traits.",
				"While in Dragon Stance, you can ignore the first square of {@quickref difficult terrain||3|terrain} while {@action Stride||Striding}."
			],
			"leadsTo": [
				"Dragon Roar"
			]
		},
		{
			"name": "Dragon Transformation",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"barbarian",
				"concentrate",
				"instinct",
				"polymorph",
				"primal",
				"rage",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|dragon instinct|dragon}, {@feat Dragon's Rage Wings}",
			"entries": [
				"You transform into a ferocious Large dragon, gaining the effects of 6th-level {@spell dragon form} except that you use your own AC and attack modifier; you also apply your extra damage from {@action Rage}, and the Breath Weapon uses your class DC. The action to {@action Dismiss} the transformation gains the {@trait rage} trait.",
				"At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon {@action Strike||Strikes} increases to +12, and you gain a +14 status bonus to your breath weapon damage."
			]
		},
		{
			"name": "Dragon's Rage Breath",
			"source": "CRB",
			"page": 90,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"arcane",
				"barbarian",
				"concentrate",
				"evocation",
				"instinct",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|dragon instinct|dragon}",
			"requirements": "You haven't used this ability since you last {@action rage||Raged}.",
			"entries": [
				"You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing {@damage #$prompt_number:min=6,title=Character Level,default=6$#d6|1d6} damage per level. The area and damage type match those of your dragon (see {@table Dragon Instincts||Table 3\u20134}). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; {@damage floor((#$prompt_number:min=6,title=Character Level,default=6$#)/2)d6|1d6} damage for every 2 levels). Each creature in the area must attempt a basic Reflex save."
			]
		},
		{
			"name": "Dragon's Rage Wings",
			"source": "CRB",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"barbarian",
				"instinct",
				"morph",
				"primal",
				"rage",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|dragon instinct|dragon}",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Dragon Transformation"
			]
		},
		{
			"name": "Dragonslayer Oath",
			"source": "CRB",
			"page": 110,
			"level": 2,
			"traits": [
				"champion",
				"oath"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@action 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 {@action Glimpse of Redemption}'s resistance against damage from an evil dragon is 7 + your level. If you use {@action Liberating Step} triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your {@action Liberating Step}, and the ally can {@action Step} twice afterward.",
				"You don't consider evil dragons to be legitimate authorities, even in nations they rule."
			],
			"leadsTo": [
				"Wyrmbane Aura"
			]
		},
		{
			"name": "Dread Striker",
			"source": "CRB",
			"page": 184,
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"You capitalize on your enemies' fear to slip past their defenses. Any creature that has the {@condition frightened} condition is also {@condition flat-footed} against your attacks."
			]
		},
		{
			"name": "Druid Dedication",
			"source": "CRB",
			"page": 225,
			"level": 2,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Wisdom 14",
			"entries": [
				"You cast spells like a druid. You gain access to the {@action 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 {@language Druidic} language.",
				"Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in {@skill Nature} and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the druid archetype."
			],
			"leadsTo": [
				"Basic Druid Spellcasting",
				"Expert Druid Spellcasting",
				"Master Druid Spellcasting",
				"Primal Breadth",
				"Basic Wilding",
				"Advanced Wilding",
				"Order Spell",
				"Thick Hide Mask|SoT6",
				"Tireless Guide's Mask|SoT6"
			]
		},
		{
			"name": "Dual-handed Assault",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish"
			],
			"requirements": "You are wielding a one-handed melee weapon and have a free hand.",
			"entries": [
				"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 {@action Strike} with the required weapon. You quickly switch your grip during the {@action Strike} in order to make the attack with two hands. If the weapon doesn't normally have the {@trait 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 {@trait 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 {@action 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."
			]
		},
		{
			"name": "Dubious Knowledge",
			"source": "CRB",
			"page": 260,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in a skill with the {@action Recall Knowledge} action",
			"entries": [
				"You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a {@action 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."
			]
		},
		{
			"name": "Dueling Dance",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "{@feat Dueling Parry|APG}",
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Dueling Parry",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Dueling Riposte",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Dueling Parry|APG}",
			"trigger": "A creature within your reach critically fails a {@action Strike} against you.",
			"requirements": "You are benefiting from Dueling Parry.",
			"entries": [
				"You riposte against your flailing enemy. Make a melee {@action Strike} against or attempt to {@action Disarm} the triggering creature."
			],
			"leadsTo": [
				"Guiding Riposte",
				"Improved Dueling Riposte",
				"Reflecting Riposte|EC6"
			]
		},
		{
			"name": "Dwarven Lore",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"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 {@skill Crafting} and {@skill 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 {@skill Lore||Dwarven Lore}."
			]
		},
		{
			"name": "Dwarven Weapon Cunning",
			"source": "CRB",
			"page": 37,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"prerequisites": "{@feat Dwarven Weapon Familiarity}",
			"entries": [
				"You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a {@item battle axe}, {@item pick}, {@item warhammer}, or a {@filter dwarf weapon|items||ancestry & heritage=dwarf}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Dwarven Weapon Expertise",
			"source": "CRB",
			"page": 37,
			"level": 13,
			"traits": [
				"dwarf"
			],
			"prerequisites": "{@feat Dwarven Weapon Familiarity}",
			"entries": [
				"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 {@item battle axe||battle axes}, {@item pick||picks}, {@item warhammer||warhammers}, and all {@filter dwarven weapons|items||ancestry & heritage=dwarf} in which you are trained."
			]
		},
		{
			"name": "Dwarven Weapon Familiarity",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"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 {@item battle axe}, {@item pick}, and {@item warhammer}.",
				"You also gain access to all {@filter uncommon dwarf weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=dwarf}. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons."
			],
			"leadsTo": [
				"Dwarven Weapon Cunning",
				"Dwarven Weapon Expertise"
			]
		},
		{
			"name": "Echoing Channel",
			"source": "CRB",
			"page": 127,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"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 {@spell harm} or {@spell 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."
			]
		},
		{
			"name": "Eclectic Polymath",
			"source": "CRB",
			"page": 102,
			"level": 12,
			"traits": [
				"bard"
			],
			"prerequisites": "{@feat Esoteric Polymath}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Eclectic Skill",
			"source": "CRB",
			"page": 101,
			"level": 8,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Polymath muse|polymath}, master in {@skill Occultism}",
			"entries": [
				"Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in {@skill Occultism}, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained."
			]
		},
		{
			"name": "Efficient Alchemy",
			"source": "CRB",
			"page": 77,
			"level": 4,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 {@action Craft} {@trait 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 {@item elixir of life (generic)||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."
			]
		},
		{
			"name": "Effortless Concentration",
			"source": "CRB",
			"page": 103,
			"add_hash": "Bard",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"bard"
			],
			"trigger": "Your turn begins.",
			"entries": [
				"You maintain a spell with hardly a thought. You immediately gain the effects of a {@action Sustain a Spell} action, allowing you to extend the duration of one of your active bard spells."
			]
		},
		{
			"name": "Effortless Concentration",
			"source": "CRB",
			"page": 139,
			"add_hash": "Druid",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"druid"
			],
			"trigger": "Your turn begins.",
			"entries": [
				"You maintain a spell with hardly a thought. You immediately gain the effects of the {@action Sustain a Spell} action, allowing you to extend the duration of one of your active druid spells."
			]
		},
		{
			"name": "Effortless Concentration",
			"source": "CRB",
			"page": 201,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"sorcerer"
			],
			"trigger": "Your turn begins.",
			"entries": [
				"You maintain a spell with hardly a thought. You immediately gain the effects of the {@action Sustain a Spell} action, allowing you to extend the duration of one of your active sorcerer spells."
			]
		},
		{
			"name": "Effortless Concentration",
			"source": "CRB",
			"page": 213,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"wizard"
			],
			"trigger": "Your turn begins.",
			"entries": [
				"You maintain a spell with hardly a thought. You immediately gain the effects of the {@action Sustain a Spell} action, allowing you to extend the duration of one of your active wizard spells."
			]
		},
		{
			"name": "Elastic Mutagen",
			"source": "CRB",
			"page": 79,
			"level": 10,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a {@item quicksilver mutagen (generic)||quicksilver mutagen}, you can stretch your legs and {@action 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 {@action Squeeze||Squeezing}."
			]
		},
		{
			"name": "Elemental Fist",
			"source": "CRB",
			"page": 160,
			"level": 2,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Ki Strike}",
			"entries": [
				"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 {@spell 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 {@trait air} trait), a chunk of stone (dealing bludgeoning damage and gaining the {@trait earth} trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the {@trait water} trait)."
			]
		},
		{
			"name": "Elemental Shape",
			"source": "CRB",
			"page": 137,
			"level": 10,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"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 {@spell elemental form} to your wild shape list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire."
			],
			"leadsTo": [
				"Reactive Transformation|APG"
			]
		},
		{
			"name": "Elf Atavism",
			"source": "CRB",
			"page": 58,
			"level": 1,
			"traits": [
				"half-elf"
			],
			"entries": [
				"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 {@ability darkvision} ability if you didn't have {@ability low-light vision}. In these cases, at the GM's discretion, you might gain a different benefit."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat."
			]
		},
		{
			"name": "Elf Step",
			"source": "CRB",
			"page": 41,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"elf"
			],
			"entries": [
				"You move in a graceful dance, and even your steps are broad. You {@action Step} 5 feet twice."
			]
		},
		{
			"name": "Elven Lore",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in {@skill Arcana} and {@skill 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 {@skill Lore||Elven Lore}."
			]
		},
		{
			"name": "Elven Weapon Elegance",
			"source": "CRB",
			"page": 41,
			"level": 5,
			"traits": [
				"elf"
			],
			"prerequisites": "{@feat Elven Weapon Familiarity}",
			"entries": [
				"You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an {@filter elf weapon|items||ancestry & heritage=elf} or one of the weapons listed in {@feat Elven Weapon Familiarity}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Elven Weapon Expertise",
			"source": "CRB",
			"page": 41,
			"level": 13,
			"traits": [
				"elf"
			],
			"prerequisites": "{@feat Elven Weapon Familiarity}",
			"entries": [
				"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 {@item longbow||longbows}, {@item composite longbow||composite longbows}, {@item longsword||longswords}, {@item rapier||rapiers}, {@item shortbow||shortbows}, {@item composite shortbow||composite shortbows}, and all {@filter elf weapons|items||ancestry & heritage=elf} in which you are trained."
			]
		},
		{
			"name": "Elven Weapon Familiarity",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"You favor bows and other elegant weapons. You are trained with {@item longbow||longbows}, {@item composite longbow||composite longbows}, {@item longsword||longswords}, {@item rapier||rapiers}, {@item shortbow||shortbows}, and {@item composite shortbow||composite shortbows}.",
				"In addition, you gain access to all {@filter uncommon elf weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=elf}. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons."
			],
			"leadsTo": [
				"Elven Weapon Elegance",
				"Elven Weapon Expertise"
			]
		},
		{
			"name": "Emblazon Antimagic",
			"source": "CRB",
			"page": 125,
			"level": 12,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Emblazon Armament}",
			"entries": [
				"Your deity's symbol protects against offensive magic. When you {@feat Emblazon Armament||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.",
				{
					"type": "list",
					"items": [
						"{@bold Shield} When the wielder has the {@action raise a shield||shield raised}, they gain the shield's circumstance bonus to saving throws against magic, and they can use {@feat Shield Block} against damage from their enemies' spells.",
						"{@bold Weapon} When the weapon's wielder critically hits with the weapon, they can attempt to {@quickref counteract|CRB|3|counteracting} a spell on their target, using your counteract level is equal to half your level, rounded up. If they attempt to do so, the emblazoned symbol immediately disappears."
					]
				}
			]
		},
		{
			"name": "Emblazon Armament",
			"source": "CRB",
			"page": 122,
			"level": 2,
			"traits": [
				"cleric",
				"exploration"
			],
			"entries": [
				"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.",
				{
					"type": "list",
					"items": [
						"{@bold Shield} The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the {@feat Shield Block} reaction.)",
						"{@bold Weapon} The wielder gains a +1 status bonus to damage rolls."
					]
				}
			],
			"leadsTo": [
				"Emblazon Antimagic",
				"Emblazon Energy",
				"Emblazon Divinity|AoA6"
			]
		},
		{
			"name": "Emblazon Energy",
			"source": "CRB",
			"page": 124,
			"level": 8,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Emblazon Armament}",
			"entries": [
				"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.",
				{
					"type": "list",
					"items": [
						"{@bold Shield} Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use {@feat Shield Block} against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as {@trait fire}).",
						"{@bold Weapon} Choose acid, cold, electricity, fire, or sonic"
					]
				},
				"The weapon deals an extra {@dice 1d4} damage of that type.",
				"Increase this extra damage to {@dice 1d6} if you have a domain spell with a trait matching that type (such as {@trait fire})."
			]
		},
		{
			"name": "Empty Body",
			"source": "CRB",
			"page": 165,
			"level": 18,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You transmute your body into an ethereal form. You gain the {@spell empty body} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Enduring Alchemy",
			"source": "CRB",
			"page": 78,
			"level": 4,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using {@action 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."
			]
		},
		{
			"name": "Enduring Quickness",
			"source": "CRB",
			"page": 165,
			"level": 20,
			"traits": [
				"monk"
			],
			"entries": [
				"You move as fast and as high as the wind itself. You're permanently {@condition quickened}. You can use your extra action to {@action Stride} or {@action Leap}, or to provide one of the actions needed for a {@action High Jump} or {@action Long Jump}."
			]
		},
		{
			"name": "Energized Font",
			"source": "CRB",
			"page": 45,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum."
			]
		},
		{
			"name": "Enhanced Familiar",
			"source": "CRB",
			"page": 134,
			"add_hash": "Druid",
			"level": 2,
			"traits": [
				"druid"
			],
			"prerequisites": "a familiar",
			"entries": [
				"You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two."
			]
		},
		{
			"name": "Enhanced Familiar",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"level": 2,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "a familiar",
			"entries": [
				"You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two."
			]
		},
		{
			"name": "Enhanced Familiar",
			"source": "CRB",
			"page": 210,
			"add_hash": "Wizard",
			"level": 2,
			"traits": [
				"wizard"
			],
			"prerequisites": "a familiar",
			"entries": [
				"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."
			]
		},
		{
			"name": "Enlightened Presence",
			"source": "CRB",
			"page": 165,
			"level": 16,
			"traits": [
				"aura",
				"emotion",
				"mental",
				"monk"
			],
			"entries": [
				"You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against {@trait mental} effects."
			]
		},
		{
			"name": "Eschew Materials",
			"source": "CRB",
			"page": 209,
			"level": 1,
			"traits": [
				"wizard"
			],
			"entries": [
				"You can use clever workarounds to replicate the arcane essence of certain materials. When {@action Cast a Spell||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."
			]
		},
		{
			"name": "Esoteric Polymath",
			"source": "CRB",
			"page": 100,
			"level": 2,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Polymath muse|polymath}",
			"entries": [
				"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 {@skill Occultism} skill to {@action Learn a Spell||Learn Spells} 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."
			],
			"leadsTo": [
				"Eclectic Polymath",
				"Impossible Polymath"
			]
		},
		{
			"name": "Eternal Bane",
			"source": "CRB",
			"page": 126,
			"level": 16,
			"traits": [
				"cleric"
			],
			"prerequisites": "evil alignment",
			"entries": [
				"A life of evil has made you a nexus for your deity's vile power. You're continuously surrounded by a {@spell 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 {@action Dismiss} the spell; if you do, it returns automatically after 1 minute."
			]
		},
		{
			"name": "Eternal Blessing",
			"source": "CRB",
			"page": 126,
			"level": 16,
			"traits": [
				"cleric"
			],
			"prerequisites": "good alignment",
			"entries": [
				"Your good deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a {@spell 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 {@action Dismiss} the spell; if you do, it returns automatically after 1 minute."
			]
		},
		{
			"name": "Eternal Composition",
			"source": "CRB",
			"page": 103,
			"level": 18,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"The world is a stage upon which you are always playing. You are permanently {@condition 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."
			]
		},
		{
			"name": "Eternal Elixir",
			"source": "CRB",
			"page": 80,
			"level": 16,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Extend Elixir}",
			"entries": [
				"Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the {@trait elixir} and {@trait 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."
			]
		},
		{
			"name": "Evasiveness",
			"source": "CRB",
			"page": 229,
			"level": 12,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Rogue Dedication}, expert in Reflex saves",
			"entries": [
				"Your proficiency rank for Reflex saves increases to master."
			]
		},
		{
			"name": "Exacting Strike",
			"source": "CRB",
			"page": 144,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter",
				"press"
			],
			"entries": [
				"You make a controlled attack, fully accounting for your momentum. Make a {@action Strike}. The {@action Strike} gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "This attack does not count toward your multiple attack penalty."
					}
				}
			]
		},
		{
			"name": "Expanded Splash",
			"source": "CRB",
			"page": 79,
			"level": 10,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Calculated Splash}",
			"entries": [
				"The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an {@trait alchemical} {@trait bomb} and that bomb has the {@trait splash} trait, you can add your Intelligence modifier to the bomb's usual {@trait splash} damage, and it deals {@trait splash} damage to every creature within 10 feet of the target."
			],
			"leadsTo": [
				"Mega Bomb",
				"Controlled Blast|G&G"
			]
		},
		{
			"name": "Expeditious Search",
			"source": "CRB",
			"page": 260,
			"level": 7,
			"traits": [
				"general"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When {@action Search||Searching}, you take half as long as usual to {@action 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 {@skill Perception}, you instead {@action Search} areas four times as quickly."
			]
		},
		{
			"name": "Experienced Professional",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Lore}",
			"entries": [
				"You carefully safeguard your professional endeavors to prevent disaster. When you use {@skill Lore} to {@action Earn Income}, if you roll a critical failure, you instead get a failure. If you're an expert in {@skill Lore}, you gain twice as much income from a failed check to {@action Earn Income}, unless it was originally a critical failure."
			]
		},
		{
			"name": "Experienced Smuggler",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Stealth}",
			"entries": [
				"You often smuggle things past the authorities. When the GM rolls your {@skill Stealth} check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10\u2014whichever is higher\u2014as the result of your die roll, adding it to your {@skill Stealth} modifier to determine your {@skill Stealth} check result. If you're a master in {@skill Stealth}, the GM uses the number rolled or 15, and if you're legendary in {@skill Stealth}, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a {@skill 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 {@skill Lore||Underworld Lore} to {@action Earn Income}."
			]
		},
		{
			"name": "Experienced Tracker",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"Tracking is second nature to you, and when necessary you can follow a trail without pause. You can {@action Track} while moving at full Speed by taking a \u20135 penalty to your {@skill Survival} check. If you're a master in {@skill Survival}, you don't take the \u20135 penalty. If you're legendary in {@skill Survival}, you no longer need to roll a new {@skill Survival} check every hour when tracking, though you still need to roll whenever there are significant changes in the trail."
			],
			"leadsTo": [
				"Swift Tracker"
			]
		},
		{
			"name": "Expert Alchemy",
			"source": "CRB",
			"page": 220,
			"level": 6,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Alchemist Dedication}, expert in {@skill Crafting}",
			"entries": [
				"Your advanced alchemy level increases to 3. At 10th level, it increases to 5."
			],
			"leadsTo": [
				"Master Alchemy"
			]
		},
		{
			"name": "Expert Bard Spellcasting",
			"source": "CRB",
			"page": 222,
			"level": 12,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Bard Spellcasting}, master in {@skill Occultism}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Bard Spellcasting"
			]
		},
		{
			"name": "Expert Cleric Spellcasting",
			"source": "CRB",
			"page": 224,
			"level": 12,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Cleric Spellcasting}, master in {@skill Religion}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Cleric Spellcasting"
			]
		},
		{
			"name": "Expert Druid Spellcasting",
			"source": "CRB",
			"page": 225,
			"level": 12,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Druid Spellcasting}, master in {@skill Nature}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Druid Spellcasting"
			]
		},
		{
			"name": "Expert Longevity",
			"source": "CRB",
			"page": 41,
			"level": 9,
			"traits": [
				"elf"
			],
			"prerequisites": "{@feat Ancestral Longevity}",
			"entries": [
				"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 {@feat 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 {@feat Ancestral Longevity} expires.",
				"When the effects of {@feat Ancestral Longevity} and {@feat 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 {@feat Ancestral Longevity} or make you an expert in the skill you chose with {@feat Expert Longevity}."
			],
			"leadsTo": [
				"Universal Longevity"
			]
		},
		{
			"name": "Expert Sorcerer Spellcasting",
			"source": "CRB",
			"page": 230,
			"level": 12,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Sorcerer Spellcasting}; master in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}, depending on bloodline",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Sorcerer Spellcasting"
			]
		},
		{
			"name": "Expert Wizard Spellcasting",
			"source": "CRB",
			"page": 231,
			"level": 12,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Wizard Spellcasting}, master in {@skill Arcana}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Wizard Spellcasting"
			]
		},
		{
			"name": "Exploitive Bomb",
			"source": "CRB",
			"page": 80,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You craft an alchemical bomb using {@action Quick Alchemy} that's at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Extend Armament Alignment",
			"source": "CRB",
			"page": 125,
			"level": 14,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Align Armament}",
			"entries": [
				"The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute."
			]
		},
		{
			"name": "Extend Elixir",
			"source": "CRB",
			"page": 79,
			"level": 12,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 {@trait elixir} and {@trait infused} traits and a duration of 1 minute or longer, that elixir's duration is doubled."
			],
			"leadsTo": [
				"Eternal Elixir",
				"Persistent Mutagen"
			]
		},
		{
			"name": "Familiar",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"level": 1,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"An animal serves you and assists your spellcasting. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}."
			]
		},
		{
			"name": "Familiar",
			"source": "CRB",
			"page": 209,
			"add_hash": "Wizard",
			"level": 1,
			"traits": [
				"wizard"
			],
			"entries": [
				"You make a pact with creature that serves you and assists your spellcasting. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}."
			]
		},
		{
			"name": "Fantastic Leap",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"rogue"
			],
			"entries": [
				"You launch yourself through the air at a foe. Attempt a {@action High Jump} or {@action Long Jump}. If you attempt a {@action High Jump}, determine the distance you can travel using the scale of a {@action Long Jump}. At the end of your jump, you can make a melee {@action Strike}.",
				"After your {@action 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."
			]
		},
		{
			"name": "Far Lobber",
			"source": "CRB",
			"page": 76,
			"level": 1,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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."
			],
			"leadsTo": [
				"Uncanny Bombs"
			]
		},
		{
			"name": "Far Shot",
			"source": "CRB",
			"page": 172,
			"level": 4,
			"traits": [
				"ranger"
			],
			"entries": [
				"Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons' range increments."
			],
			"leadsTo": [
				"Legendary Shot"
			]
		},
		{
			"name": "Fascinating Performance",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Performance}",
			"entries": [
				"When you {@action Perform}, compare your result to the Will DC of one observer. If you succeed, the target is {@condition 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 {@action Perform} action gains the {@trait 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 {@skill 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."
			],
			"leadsTo": [
				"Focused Fascination|APG"
			]
		},
		{
			"name": "Fast Channel",
			"source": "CRB",
			"page": 125,
			"level": 14,
			"traits": [
				"cleric"
			],
			"prerequisites": "harmful font or healing font",
			"entries": [
				"Divine power is always at your fingertips, swiftly responding to your call. When you cast {@spell harm} or {@spell 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 {@feat Versatile Font})."
			]
		},
		{
			"name": "Fast Movement",
			"source": "CRB",
			"page": 89,
			"level": 4,
			"traits": [
				"barbarian"
			],
			"entries": [
				"While raging, you gain a +10-foot status bonus to your Speed."
			]
		},
		{
			"name": "Fast Recovery",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general"
			],
			"prerequisites": "Constitution 14",
			"entries": [
				"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 {@trait disease} or {@trait poison}, you reduce its stage by 2, or by 1 against a {@trait 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 {@condition drained} condition by 2 when you rest for a night instead of by 1."
			]
		},
		{
			"name": "Fatal Aria",
			"source": "CRB",
			"page": 103,
			"level": 20,
			"traits": [
				"bard"
			],
			"entries": [
				"Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the {@spell fatal aria} composition spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Favored Enemy",
			"source": "CRB",
			"page": 172,
			"level": 4,
			"traits": [
				"ranger"
			],
			"entries": [
				"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 {@action 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 {@action 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."
			]
		},
		{
			"name": "Favored Terrain",
			"source": "CRB",
			"page": 171,
			"level": 2,
			"traits": [
				"ranger"
			],
			"entries": [
				"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 {@quickref difficult terrain||3|terrain}.",
				"If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice.",
				{
					"type": "list",
					"items": [
						"{@bold Aquatic} You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed.",
						"{@bold Arctic} You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to {@action Balance}.",
						"{@bold Desert} You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme heat, and you can walk along sand at full Speed without needing to {@action Balance}.",
						"{@bold Forest, Mountain, or Underground} You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed.",
						"{@bold Plains} You gain a +10-foot status bonus to your land Speed.",
						"{@bold Sky} You gain a +10-foot status bonus to your fly Speed, if you have one",
						"{@bold Swamp} You can move across bogs at full Speed, even if they are deep enough to be {@quickref greater difficult terrain||3|terrain} or to normally require you to {@action Swim}."
					]
				}
			],
			"leadsTo": [
				"Terrain Master"
			]
		},
		{
			"name": "Fearsome Brute",
			"source": "CRB",
			"page": 151,
			"level": 10,
			"traits": [
				"fighter"
			],
			"entries": [
				"Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for {@action Strike||Strikes} against {@condition frightened} creatures. The bonus is equal to double the target's {@condition frightened} value. If you have master proficiency in {@skill Intimidation}, increase the bonus to triple the target's {@condition frightened} value."
			]
		},
		{
			"name": "Feather Step",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general"
			],
			"prerequisites": "Dexterity 14",
			"entries": [
				"You step carefully and quickly. You can {@action Step} into {@quickref difficult terrain||3|terrain}."
			]
		},
		{
			"name": "Felling Shot",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"rogue"
			],
			"entries": [
				"Your ranged attacks can shoot an unprepared foe right out of the air. Make a {@action Strike} with a ranged weapon or a thrown weapon against a {@condition flat-footed} creature. If the {@action Strike} is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects.",
				{
					"type": "successDegree",
					"entries": {
						"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 fly, jump, levitate, or otherwise leave the ground until the end of your next turn."
					}
				}
			]
		},
		{
			"name": "Felling Strike",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"fighter"
			],
			"entries": [
				"Your attack can ground an airborne foe. Make a {@action 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 {@action Fly}, {@action Leap}, levitate, or otherwise leave the ground until the end of your next turn."
			]
		},
		{
			"name": "Feral Mutagen",
			"source": "CRB",
			"page": 79,
			"level": 8,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Your {@item bestial mutagen (generic)||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 gain the mutagen's item bonus to your {@skill Intimidation} checks. In addition, your claws and jaws are increasingly vicious, and they gain the {@trait deadly <d10>} trait. Finally, you can increase the mutagen's penalty to AC from \u20131 to \u20132 and, in exchange, increase the damage die size of your claws and jaws by one step."
			]
		},
		{
			"name": "Ferocious Shape",
			"source": "CRB",
			"page": 136,
			"level": 8,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"You have mastered the shape of ferocious dinosaurs. Add the forms listed in {@spell dinosaur form} to your wild shape list. Whenever you use wild shape to take a form that grants you a specific {@skill Athletics} modifier, you gain a +1 status bonus to your {@skill Athletics} checks."
			]
		},
		{
			"name": "Fey Caller",
			"source": "CRB",
			"page": 136,
			"level": 8,
			"traits": [
				"druid"
			],
			"entries": [
				"You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add {@spell illusory disguise}, {@spell illusory object}, {@spell illusory scene}, and {@spell veil} to your spell list as primal spells."
			]
		},
		{
			"name": "Fey Fellowship",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"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 {@skill Perception} checks and saving throws against {@trait fey}.",
				"In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a {@skill Diplomacy} check to {@action Make an Impression} on that creature rather than needing to converse for 1 minute. You take a \u20135 penalty to the check. If you 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."
			],
			"special": [
				"If you have the {@feat Glad-Hand} skill feat, you don't take the penalty on your immediate {@skill Diplomacy} check if the target is a fey."
			]
		},
		{
			"name": "Fiendsbane Oath",
			"source": "CRB",
			"page": 110,
			"level": 2,
			"traits": [
				"champion",
				"oath"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@action 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 {@action Glimpse of Redemption}'s resistance against damage from a fiend is 7 + your level. If you use {@action Liberating Step} triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your {@action Liberating Step}, and the ally can {@action Step} twice afterward.",
				"You don't consider fiends to be legitimate authorities, even in nations ruled by fiends."
			],
			"leadsTo": [
				"Anchoring Aura",
				"Banishing Blow|EC6"
			]
		},
		{
			"name": "Fighter Dedication",
			"source": "CRB",
			"page": 226,
			"level": 2,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Strength 14, Dexterity 14",
			"entries": [
				"You become trained in simple weapons and martial weapons. You become trained in your choice of {@skill Acrobatics} or {@skill 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."
			],
			"leadsTo": [
				"Basic Maneuver",
				"Advanced Maneuver",
				"Diverse Weapon Expert",
				"Fighter Resiliency",
				"Opportunist"
			]
		},
		{
			"name": "Fighter Resiliency",
			"source": "CRB",
			"page": 226,
			"level": 4,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Fighter Dedication}, class granting no more Hit Points per level than 8 + your Constitution modifier",
			"entries": [
				"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."
			]
		},
		{
			"name": "First World Adept",
			"source": "CRB",
			"page": 45,
			"level": 9,
			"traits": [
				"gnome"
			],
			"prerequisites": "at least one primal innate spell",
			"entries": [
				"Over time your fey magic has grown stronger. You gain {@spell faerie fire} and {@spell invisibility} as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day."
			]
		},
		{
			"name": "First World Magic",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"Your connection to the {@plane First World} grants you a primal innate spell, much like those of the fey. Choose one cantrip from the {@filter primal spell list|spells||Tradition & Spell List=Primal|Level=0}. 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."
			]
		},
		{
			"name": "Fleet",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"You move more quickly on foot. Your Speed increases by 5 feet."
			],
			"leadsTo": [
				"Skitter|APG"
			]
		},
		{
			"name": "Flinging Shove",
			"source": "CRB",
			"page": 151,
			"level": 12,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Aggressive Block} or {@feat Brutish Shove}",
			"entries": [
				"Increase the distance you {@action Shove} your opponent with Aggressive Block or {@feat 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 {@condition flat-footed} or {@action Shove|CRB|Shoved}. When you make a {@feat Brutish Shove}, you also {@action Shove} the target 5 feet on a failure."
			]
		},
		{
			"name": "Flurry of Maneuvers",
			"source": "CRB",
			"page": 160,
			"level": 4,
			"traits": [
				"monk"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"You flurry is a combination of maneuvers. You can replace one or both of your attacks during a {@action Flurry of Blows} with {@action grapple||Grapples}, {@action shove||Shoves}, or {@action trip||Trips}."
			]
		},
		{
			"name": "Flying Kick",
			"source": "CRB",
			"page": 160,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"monk"
			],
			"entries": [
				"You launch yourself at a foe. Make a {@action Leap} or attempt a {@action High Jump} or {@action Long Jump}. At the end of the jump, if you're adjacent to a foe, you can immediately {@action Strike} that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the {@action Strike}. If the distance you fall is no more than the height of your jump, you land upright and take no damage."
			]
		},
		{
			"name": "Foil Senses",
			"source": "CRB",
			"page": 261,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Stealth}",
			"entries": [
				"You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the {@action Avoid Notice}, {@action Hide}, or {@action Sneak} actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465)."
			]
		},
		{
			"name": "Forager",
			"source": "CRB",
			"page": 261,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"While using {@skill Survival} to {@action 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 {@skill 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."
			]
		},
		{
			"name": "Forlorn",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"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 {@trait emotion} effects. If you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead."
			]
		},
		{
			"name": "Form Control",
			"source": "CRB",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"druid",
				"manipulate",
				"metamagic"
			],
			"prerequisites": "Strength 14, {@feat Wild Shape}",
			"entries": [
				"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 {@spell 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 {@action Dismiss} the form at any time, as permitted by the spell."
			],
			"leadsTo": [
				"Perfect Form Control"
			]
		},
		{
			"name": "Furious Bully",
			"source": "CRB",
			"page": 91,
			"level": 8,
			"traits": [
				"barbarian"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to {@skill Athletics} checks for {@trait attack} actions."
			]
		},
		{
			"name": "Furious Finish",
			"source": "CRB",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"Desperate to finish the fight, you pour all your rage into one final blow. Make a {@action Strike}. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your {@action Rage} (maximum 10). After this {@action Strike}, your {@action Rage} immediately ends, and you are {@condition fatigued} until you rest for at least 10 minutes."
			]
		},
		{
			"name": "Furious Focus",
			"source": "CRB",
			"page": 148,
			"level": 6,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Power Attack}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Furious Grab",
			"source": "CRB",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "Your last action was a successful {@action Strike}, and either you have a hand free or your {@action Strike} used a {@trait grapple} weapon.",
			"entries": [
				"You grab your foe while it's distracted by your attack. The foe you hit becomes {@condition grabbed}, as if you had succeeded at an {@skill Athletics} check to {@action Grapple} the foe."
			]
		},
		{
			"name": "Furious Sprint",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"You rush forward. {@action Stride} up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to {@action Stride} up to eight times your Speed in a straight line instead."
			]
		},
		{
			"name": "Fuse Stance",
			"source": "CRB",
			"page": 165,
			"level": 20,
			"traits": [
				"monk"
			],
			"prerequisites": "at least two stances",
			"entries": [
				"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 {@feat Ironblood Stance} and {@feat Crane Stance}, which both require using only one type of {@action Strike})."
			]
		},
		{
			"name": "Gang Up",
			"source": "CRB",
			"page": 186,
			"level": 6,
			"traits": [
				"rogue"
			],
			"entries": [
				"You and your allies harry an opponent in concert. Any enemy is {@condition 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 {@condition flat-footed} to them."
			]
		},
		{
			"name": "General Training",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"Your adaptability manifests in your mastery of a range of useful abilities. You gain a {@filter 1st-level general feat|feats||source=|type=general|Level=[1]|miscellaneous=}. 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."
			],
			"special": [
				"You can select this feat multiple times, choosing a different feat each time."
			]
		},
		{
			"name": "Genius Mutagen",
			"source": "CRB",
			"page": 81,
			"level": 16,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you're affected by a {@item cognitive mutagen (generic)||cognitive mutagen}, you also gain the mutagen's item bonus to {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Performance}, {@skill Religion}, and {@skill 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."
			]
		},
		{
			"name": "Giant's Lunge",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"barbarian",
				"concentrate",
				"instinct",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|Giant instinct|giant}",
			"entries": [
				"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 {@trait reach <10>}. This doesn't increase the reach of any weapon or unarmed attack that already has the {@trait reach} trait, but it does combine with abilities that increase your reach due to increased size, such as {@feat Giant's Stature}."
			]
		},
		{
			"name": "Giant's Stature",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"barbarian",
				"instinct",
				"polymorph",
				"primal",
				"rage",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|Giant instinct|giant}",
			"requirements": "You are Medium or smaller.",
			"entries": [
				"You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the {@condition clumsy 1} condition until you stop raging. Your equipment grows with you."
			],
			"leadsTo": [
				"Titan's Stature"
			]
		},
		{
			"name": "Glad-hand",
			"source": "CRB",
			"page": 261,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Diplomacy}",
			"entries": [
				"First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a {@skill Diplomacy} check to {@action Make an Impression} on that creature rather than needing to converse for 1 minute. You take a \u20135 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."
			]
		},
		{
			"name": "Glib Mutagen",
			"source": "CRB",
			"page": 80,
			"level": 14,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Your {@item silvertongue mutagen (generic)||silvertongue mutagen} transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, and {@skill 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)."
			]
		},
		{
			"name": "Gnome Obsession",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a {@skill Lore} skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen {@skill Lore} as well as the {@skill Lore} granted by your background, if any. At 7th level you gain master proficiency in these {@skill Lore} skills, and at 15th level you gain legendary proficiency in them."
			],
			"leadsTo": [
				"Eclectic Obsession|LOCG"
			]
		},
		{
			"name": "Gnome Weapon Expertise",
			"source": "CRB",
			"page": 45,
			"level": 13,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Gnome Weapon Familiarity}",
			"entries": [
				"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 {@item glaive}, {@item kukri}, and all {@filter gnome weapons|items||ancestry & heritage=gnome} in which you are trained."
			]
		},
		{
			"name": "Gnome Weapon Familiarity",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the {@item glaive} and {@item kukri}.",
				"In addition, you gain access to {@item kukri||kukris} and all {@filter uncommon gnome weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=gnome}. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons."
			],
			"leadsTo": [
				"Gnome Weapon Expertise",
				"Gnome Weapon Innovator"
			]
		},
		{
			"name": "Gnome Weapon Innovator",
			"source": "CRB",
			"page": 45,
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Gnome Weapon Familiarity}",
			"entries": [
				"You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a {@item glaive}, {@item kukri}, or {@filter gnome weapon|items||ancestry & heritage=gnome}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Goblin Lore",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in {@skill Nature} and {@skill 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 {@skill Lore||Goblin Lore}."
			]
		},
		{
			"name": "Goblin Scuttle",
			"source": "CRB",
			"page": 48,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"goblin"
			],
			"trigger": "An ally ends a move action adjacent to you.",
			"entries": [
				"You take advantage of your ally's movement to adjust your position. You {@action Step}."
			],
			"leadsTo": [
				"Skittering Scuttle"
			]
		},
		{
			"name": "Goblin Song",
			"source": "CRB",
			"page": 48,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a {@skill Performance} check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a {@skill Performance} check. You can affect up to two targets within range if you have expert proficiency in {@skill Performance}, four if you have master proficiency, and eight if you have legendary proficiency.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target takes a \u20131 status penalty to {@skill Perception} checks and Will saves for 1 minute.",
						"Success": "The target takes a \u20131 status penalty to {@skill Perception} checks and Will saves for 1 round.",
						"Critical Failure": "The target is temporarily immune to attempts to use Goblin Song for 1 hour."
					}
				}
			],
			"leadsTo": [
				"Loud Singer|APG"
			]
		},
		{
			"name": "Goblin Weapon Expertise",
			"source": "CRB",
			"page": 49,
			"level": 13,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Goblin Weapon Familiarity}",
			"entries": [
				"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 {@item dogslicer}, {@item horsechopper}, and all {@filter goblin weapons|items||ancestry & heritage=goblin} in which you are trained."
			]
		},
		{
			"name": "Goblin Weapon Familiarity",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"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 {@item dogslicer} and {@item horsechopper}.",
				"In addition, you gain access to all {@filter uncommon goblin weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=goblin}. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons."
			],
			"leadsTo": [
				"Goblin Weapon Expertise",
				"Goblin Weapon Frenzy"
			]
		},
		{
			"name": "Goblin Weapon Frenzy",
			"source": "CRB",
			"page": 49,
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Goblin Weapon Familiarity}",
			"entries": [
				"You know how to wield your people's vicious weapons. Whenever you score a critical hit using a {@filter goblin weapon|items||ancestry & heritage=goblin}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Graceful Poise",
			"source": "CRB",
			"page": 153,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "{@feat Double Slice}",
			"entries": [
				"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 {@action Strike} from Double Slice with an {@trait agile} weapon, Double Slice counts as one attack when calculating your multiple attack penalty."
			]
		},
		{
			"name": "Great Cleave",
			"source": "CRB",
			"page": 91,
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Cleave}",
			"entries": [
				"Your fury carries your weapon through multiple foes. When you Cleave, if your {@action Strike} also kills or knocks the target {@condition unconscious}, you can continue to make melee {@action Strike||Strikes} until you make a {@action Strike} that doesn't kill or knock a creature {@condition unconscious}, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first."
			]
		},
		{
			"name": "Greater Bloodline",
			"source": "CRB",
			"page": 200,
			"level": 10,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "bloodline spell",
			"entries": [
				"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."
			]
		},
		{
			"name": "Greater Crossblooded Evolution",
			"source": "CRB",
			"page": 201,
			"level": 18,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Crossblooded Evolution}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Greater Debilitating Bomb",
			"source": "CRB",
			"page": 79,
			"level": 10,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Debilitating Bomb}",
			"entries": [
				"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: {@condition clumsy 1}, {@condition enfeebled 1}, {@condition stupefied 1}, or \u201310-foot status penalty to Speeds."
			],
			"leadsTo": [
				"True Debilitating Bomb"
			]
		},
		{
			"name": "Greater Distracting Shot",
			"source": "CRB",
			"page": 176,
			"level": 16,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Distracting Shot}",
			"entries": [
				"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 {@condition 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 {@condition flat-footed} until the end of your next turn instead."
			]
		},
		{
			"name": "Greater Mental Evolution",
			"source": "CRB",
			"page": 201,
			"level": 16,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Arcane Evolution} or {@feat Occult Evolution}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Greater Merciful Elixir",
			"source": "CRB",
			"page": 80,
			"level": 14,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Merciful Elixir}",
			"entries": [
				"Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to {@quickref counteract|CRB|3|counteracting} the {@condition blinded}, {@condition deafened}, {@condition sickened}, or {@condition slowed} condition."
			]
		},
		{
			"name": "Greater Mercy",
			"source": "CRB",
			"page": 112,
			"level": 8,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Mercy}",
			"entries": [
				"Your faith enhances your ability to remove conditions. When you use {@feat Mercy}, you can instead attempt to {@quickref counteract|CRB|3|counteracting} the {@condition blinded}, {@condition deafened}, {@condition sickened}, or {@condition slowed} conditions."
			]
		},
		{
			"name": "Greater Vital Evolution",
			"source": "CRB",
			"page": 201,
			"level": 16,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Divine Evolution} or {@feat Primal Evolution}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Green Empathy",
			"source": "CRB",
			"page": 136,
			"level": 6,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf}",
			"entries": [
				"You can communicate with plants and fungus on a basic level and use {@skill Diplomacy} to {@action Make an Impression} on them and to make very simple {@action Request||Requests} of them. Non-creature plants or fungus typically can't fulfill most requests you might ask of them unless you have access to other magic such as {@spell speak with plants}. Because of your affiliation with the {@class druid||leaf order|leaf}, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to {@action Request||Make a Request} of a plant using Green Empathy."
			],
			"leadsTo": [
				"Green Tongue"
			]
		},
		{
			"name": "Green Tongue",
			"source": "CRB",
			"page": 138,
			"level": 12,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Green Empathy}",
			"entries": [
				"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 {@spell speak with plants}. Most non-creature plants recognize you as a druid of the leaf order and are {@condition friendly} to you."
			]
		},
		{
			"name": "Group Coercion",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"When you {@action Coerce}, you can compare your {@skill 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 {@action 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."
			]
		},
		{
			"name": "Group Impression",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"When you {@action Make an Impression}, you can compare your {@skill 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."
			]
		},
		{
			"name": "Guarded Movement",
			"source": "CRB",
			"page": 160,
			"level": 4,
			"traits": [
				"monk"
			],
			"entries": [
				"Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement."
			]
		},
		{
			"name": "Guardian's Deflection",
			"source": "CRB",
			"page": 148,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"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.",
			"requirements": "You are wielding a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Guiding Finish",
			"source": "CRB",
			"page": 152,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"Using your weapon as a lever, you force your opponent to end up right where you want them. Make a {@action Strike} with the required weapon. If the {@action 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 {@quickref forced movement||3|forced movement} rules found on page 475. Your {@action Strike} gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "You can force the creature to move as you would on a success, but you can move the target only 5 feet."
					}
				}
			]
		},
		{
			"name": "Guiding Luck",
			"source": "CRB",
			"page": 53,
			"level": 9,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Luck}",
			"entries": [
				"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 {@skill Perception} check or attack roll instead of the normal trigger."
			]
		},
		{
			"name": "Guiding Riposte",
			"source": "CRB",
			"page": 153,
			"level": 14,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Dueling Riposte}",
			"entries": [
				"By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to {@action Strike} and you hit, you can move the target up to 10 feet into a space in your reach. This follows the {@quickref forced movement||3|forced movement} rules found on page 475."
			]
		},
		{
			"name": "Halfling Lore",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"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 {@skill Acrobatics} and {@skill 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 {@skill Lore||Halfling Lore}."
			]
		},
		{
			"name": "Halfling Luck",
			"source": "CRB",
			"page": 52,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"fortune",
				"halfling"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You fail a skill check or saving throw.",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Guiding Luck",
				"Halfling Ingenuity|LOCG",
				"Incredible Luck|LOCG",
				"Shared Luck|LOCG"
			]
		},
		{
			"name": "Halfling Weapon Expertise",
			"source": "CRB",
			"page": 53,
			"level": 13,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Weapon Familiarity}",
			"entries": [
				"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 {@item sling}, {@item halfling sling staff}, {@item shortsword}, and all {@filter halfling weapons|items||ancestry & heritage=halfling} in which you are trained."
			]
		},
		{
			"name": "Halfling Weapon Familiarity",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the {@item sling}, {@item halfling sling staff}, and {@item shortsword}.",
				"In addition, you gain access to all {@filter uncommon halfling weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=halfling}. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons."
			],
			"leadsTo": [
				"Halfling Weapon Expertise",
				"Halfling Weapon Trickster"
			]
		},
		{
			"name": "Halfling Weapon Trickster",
			"source": "CRB",
			"page": 53,
			"level": 5,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Weapon Familiarity}",
			"entries": [
				"You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a {@item shortsword}, a {@item sling}, or a {@filter halfling weapon|items||ancestry & heritage=halfling}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Hand of the Apprentice",
			"source": "CRB",
			"page": 209,
			"level": 1,
			"traits": [
				"wizard"
			],
			"prerequisites": "{@class wizard|crb|Universalist wizard|universalist}",
			"entries": [
				"You can magically hurl your weapon at your foe. You gain the {@spell 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."
			],
			"leadsTo": [
				"Universal Versatility"
			]
		},
		{
			"name": "Harming Hands",
			"source": "CRB",
			"page": 121,
			"level": 1,
			"traits": [
				"cleric"
			],
			"prerequisites": "harmful font",
			"entries": [
				"The mordant power of your negative energy grows. When you cast {@spell harm}, you roll d10s instead of d8s."
			]
		},
		{
			"name": "Harmonize",
			"source": "CRB",
			"page": 101,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"bard",
				"concentrate",
				"manipulate",
				"metamagic"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Symphony of the Muse"
			]
		},
		{
			"name": "Haughty Obstinacy",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a {@trait mental} effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to {@action Coerce} you using {@skill Intimidation}, it gets a critical failure instead (so it can't try to {@action Coerce} you again for 1 week)."
			]
		},
		{
			"name": "Hazard Finder",
			"source": "CRB",
			"page": 174,
			"level": 8,
			"traits": [
				"ranger"
			],
			"entries": [
				"You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to {@skill 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 {@action Search} even if you aren't {@action Search||Searching}."
			]
		},
		{
			"name": "Heal Mount",
			"source": "CRB",
			"page": 113,
			"level": 8,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (steed)",
			"entries": [
				"Your devotion to your mount manifests as a surge of positive energy. When you cast {@spell lay on hands} on your mount, you can restore 10 Hit Points, plus 10 for each heightened level."
			]
		},
		{
			"name": "Healing Hands",
			"source": "CRB",
			"page": 121,
			"level": 1,
			"traits": [
				"cleric"
			],
			"prerequisites": "healing font",
			"entries": [
				"Your positive energy is even more vibrant and restorative. When you cast {@spell heal}, you roll d10s instead of d8s."
			],
			"leadsTo": [
				"Magic Hands|APG"
			]
		},
		{
			"name": "Healing Touch",
			"source": "CRB",
			"page": 223,
			"level": 4,
			"featType": {
				"archetype": [
					"Champion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Champion Dedication}",
			"entries": [
				"You gain the appropriate devotion spell for your cause ({@spell 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 {@action Refocus} by praying or serving your deity. (For more on devotion spells, see page 107.)"
			]
		},
		{
			"name": "Healing Transformation",
			"source": "CRB",
			"page": 137,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"druid",
				"metamagic"
			],
			"entries": [
				"You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip {@spell polymorph} spell that targets only one creature, your polymorph spell also restores {@dice 1d6} Hit Points per spell level to that creature. This is a {@trait healing} effect."
			]
		},
		{
			"name": "Hefty Hauler",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You can carry more than your frame implies. Increase your maximum and {@condition encumbered} Bulk limits by 2."
			]
		},
		{
			"name": "Heroic Recovery",
			"source": "CRB",
			"page": 125,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "healing font, good alignment",
			"entries": [
				"The restorative power of your healing invigorates the recipient. If the next action you use is to cast {@spell 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."
			]
		},
		{
			"name": "Hidden Paragon",
			"source": "CRB",
			"page": 189,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 20,
			"traits": [
				"rogue"
			],
			"prerequisites": "legendary in {@skill Stealth}",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You successfully use {@skill Stealth} to {@action Hide} and become {@condition hidden} from all of your current foes, or use {@skill Stealth} to {@action Sneak} and become {@condition undetected} to all your current foes.",
			"entries": [
				"When you put your mind to slipping out of sight, you disappear completely. You become {@condition invisible} for 1 minute, even if you use a {@quickref hostile action|CRB|2|hostile actions}. Not even {@spell glitterdust}, {@spell see invisibility}, or similar effects can reveal you, though creatures can still use the {@action Seek} action to locate you as normal."
			]
		},
		{
			"name": "Hierophant's Power",
			"source": "CRB",
			"page": 139,
			"level": 20,
			"traits": [
				"druid"
			],
			"entries": [
				"You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Hobnobber",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"You are skilled at learning information through conversation. The {@action Gather Information} exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in {@skill Diplomacy} and you {@action 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 {@action Gather Information} is accurate."
			],
			"leadsTo": [
				"Entourage|LOCG"
			]
		},
		{
			"name": "Holy Castigation",
			"source": "CRB",
			"page": 121,
			"level": 1,
			"traits": [
				"cleric"
			],
			"prerequisites": "good alignment",
			"entries": [
				"You combine holy energy with positive energy to damage demons, devils, and their evil ilk. {@spell Heal} spells you cast damage fiends as though they were undead."
			],
			"leadsTo": [
				"Castigating Weapon"
			]
		},
		{
			"name": "House of Imaginary Walls",
			"source": "CRB",
			"page": 102,
			"level": 10,
			"traits": [
				"bard"
			],
			"entries": [
				"You erect an imaginary barrier others believe to be real. You learn the {@spell house of imaginary walls} composition cantrip."
			]
		},
		{
			"name": "Hunted Shot",
			"source": "CRB",
			"page": 171,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"flourish",
				"ranger"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"requirements": "You are wielding a ranged weapon with {@trait reload||reload 0}.",
			"entries": [
				"You take two quick shots against the one you hunt. Make two {@action Strike||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 {@action Strike} normally."
			]
		},
		{
			"name": "Hunter's Aim",
			"source": "CRB",
			"page": 172,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"concentrate",
				"ranger"
			],
			"entries": [
				"When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon {@action Strike} against your hunted prey. On this {@action Strike}, you gain a +2 circumstance bonus to the attack roll and ignore your prey's {@condition concealed} condition."
			],
			"leadsTo": [
				"Targeting Shot"
			]
		},
		{
			"name": "Illusion Sense",
			"source": "CRB",
			"page": 44,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"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 {@skill Perception} checks and Will saves against illusions. When you come within 10 feet of an illusion that can be {@quickref disbelieved|CRB|2|disbelieving illusions|0}, the GM rolls a secret check for you to {@quickref disbelieve it|CRB|2|disbelieving illusions|0}, even if you didn't spend an action to {@action Interact} with the illusion."
			],
			"leadsTo": [
				"Intuitive Illusions|LOCG",
				"Natural Illusionist|LOCG"
			]
		},
		{
			"name": "Impaling Briars",
			"source": "CRB",
			"page": 139,
			"level": 16,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf}",
			"entries": [
				"You can fill an area with devastating briars that impale and impede your foes. You gain the {@spell impaling briars} order spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Impeccable Crafting",
			"source": "CRB",
			"page": 262,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Crafting}, {@feat Specialty Crafting}",
			"entries": [
				"You craft flawless creations with great efficiency. Whenever you roll a success at a {@skill Crafting} check to make an item of the type you chose with {@feat Specialty Crafting}, you get a critical success instead."
			]
		},
		{
			"name": "Implausible Infiltration",
			"source": "CRB",
			"page": 189,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"magical",
				"move",
				"rogue"
			],
			"prerequisites": "legendary in {@skill Acrobatics}, {@feat Quick Squeeze}",
			"requirements": "You are adjacent to a floor or vertical wall.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Imposing Destrier",
			"source": "CRB",
			"page": 113,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (steed), {@feat Loyal Warhorse}",
			"entries": [
				"Under your care, your mount has realized its innate potential. The mount you gained through the {@feat divine ally} class feature is now a {@companionAbility nimble} or {@companionAbility savage} animal companion. During an encounter, even if you don't use the {@action Command an Animal} action, your mount can still use 1 action on your turn to {@action Stride} or {@action Strike}."
			],
			"leadsTo": [
				"Auspicious Mount"
			]
		},
		{
			"name": "Impossible Flurry",
			"source": "CRB",
			"page": 177,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"flourish",
				"open",
				"ranger"
			],
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"You forgo precision to attack at an impossible speed. Make three melee {@action Strike||Strikes} with each of the required weapons. All of these {@action Strike||Strikes} take the maximum multiple attack penalty, as if you had already made two or more attacks this turn."
			],
			"leadsTo": [
				"Accurate Flurry|APG"
			]
		},
		{
			"name": "Impossible Polymath",
			"source": "CRB",
			"page": 103,
			"level": 18,
			"traits": [
				"bard"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, or {@skill Religion}; {@feat Esoteric Polymath}",
			"entries": [
				"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 {@skill Arcana}, you can add arcane spells to your book from Esoteric Polymath; as long as you're trained in {@skill Nature}, you can add primal spells to your book; and as long as you are trained in {@skill 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 {@feat Eclectic Polymath}."
			]
		},
		{
			"name": "Impossible Striker",
			"source": "CRB",
			"page": 189,
			"level": 20,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Sly Striker}",
			"entries": [
				"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 {@condition flat-footed}."
			]
		},
		{
			"name": "Impossible Technique",
			"source": "CRB",
			"page": 165,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 20,
			"traits": [
				"fortune",
				"monk"
			],
			"trigger": "An enemy's attack hits you or you fail a saving throw against an enemy's ability.",
			"requirements": "You are not armored or {@condition fatigued}.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Impossible Volley",
			"source": "CRB",
			"page": 153,
			"add_hash": "Fighter",
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"fighter",
				"flourish",
				"open"
			],
			"requirements": "You are wielding a ranged weapon with the {@trait volley} trait and {@trait reload||reload 0}.",
			"entries": [
				"You fire a volley at all foes in an area. Make one {@action Strike} with a \u20132 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.",
				"Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks."
			]
		},
		{
			"name": "Impossible Volley",
			"source": "CRB",
			"page": 177,
			"add_hash": "Ranger",
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"ranger",
				"flourish",
				"open"
			],
			"requirements": "You are wielding a ranged weapon with the {@trait volley} trait and {@trait reload||reload 0}.",
			"entries": [
				"You fire a volley at all foes in an area. Make one {@action Strike} with a \u20132 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.",
				"Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks."
			]
		},
		{
			"name": "Impressive Performance",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Performance}",
			"entries": [
				"Your performances inspire admiration and win you fans. You can {@action Make an Impression} using {@skill Performance} instead of {@skill Diplomacy}."
			],
			"leadsTo": [
				"Gladiator Dedication|APG",
				"Fancy Moves|APG",
				"Performative Weapons Training|APG",
				"Play To the Crowd|APG",
				"Call Your Shot|APG",
				"Stage Fighting|APG"
			]
		},
		{
			"name": "Improbable Elixirs",
			"source": "CRB",
			"page": 81,
			"level": 18,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 create these potions as alchemical items with the {@trait elixir} trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use {@item alchemist's tools} (for {@action Quick Alchemy}) or an {@item alchemist's lab} (for the {@action Craft} activity) 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."
			]
		},
		{
			"name": "Improved Command Undead",
			"source": "CRB",
			"page": 125,
			"level": 10,
			"traits": [
				"cleric"
			],
			"prerequisites": "harmful font, {@feat Command Undead}, evil alignment",
			"entries": [
				"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."
			]
		},
		{
			"name": "Improved Communal Healing",
			"source": "CRB",
			"page": 123,
			"level": 4,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Communal Healing}",
			"entries": [
				"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 {@spell heal} spell instead of yourself. You can also use Communal Healing when you target only yourself with a {@spell heal} spell, though if you do, you must grant the additional healing to someone other than yourself."
			]
		},
		{
			"name": "Improved Dueling Riposte",
			"source": "CRB",
			"page": 151,
			"level": 12,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Dueling Riposte}",
			"entries": [
				"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 {@feat Dueling Parry}."
			]
		},
		{
			"name": "Improved Knockback",
			"source": "CRB",
			"page": 163,
			"level": 12,
			"traits": [
				"monk"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"When you successfully {@action 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 {@skill Athletics}."
			]
		},
		{
			"name": "Improved Knockdown",
			"source": "CRB",
			"page": 151,
			"level": 10,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Knockdown}",
			"entries": [
				"You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a {@action Strike} followed by a {@action Trip}, you can attempt a single {@action Strike}. If you do and your {@action Strike} hits, instead of rolling a check for your {@action Trip} attempt, you also apply the critical success effect of a {@action Trip}. If you used a two-handed melee weapon for the {@action Strike}, you can use the weapon's damage die size instead of the regular die size for the damage from a critical {@action Trip}."
			]
		},
		{
			"name": "Improved Poison Weapon",
			"source": "CRB",
			"page": 187,
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Poison Weapon}",
			"entries": [
				"You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals {@damage 2d4} poison damage instead of {@damage 1d4} poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll."
			],
			"leadsTo": [
				"Deadly Poison Weapon|AoA5"
			]
		},
		{
			"name": "Improved Reflexive Shield",
			"source": "CRB",
			"page": 153,
			"level": 16,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Reflexive Shield}",
			"entries": [
				"Your shield can help save nearby allies. When you use {@feat 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."
			]
		},
		{
			"name": "Improved Swift Banishment",
			"source": "CRB",
			"page": 127,
			"level": 18,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Swift Banishment}",
			"entries": [
				"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 {@spell 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 \u20132 penalty to its save against any banishment you cast using Swift Banishment."
			]
		},
		{
			"name": "Improved Twin Riposte",
			"source": "CRB",
			"page": 153,
			"add_hash": "Fighter",
			"level": 14,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Twin Riposte}",
			"entries": [
				"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 {@feat Twin Parry (Fighter)|CRB|Twin Parry}."
			]
		},
		{
			"name": "Improved Twin Riposte",
			"source": "CRB",
			"page": 176,
			"add_hash": "Ranger",
			"level": 16,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Twin Riposte}",
			"entries": [
				"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 {@feat Twin Parry (Fighter)|CRB|Twin Parry}."
			]
		},
		{
			"name": "Incredible Aim",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"concentrate",
				"fighter"
			],
			"entries": [
				"By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon {@action Strike}. On this {@action Strike}, you gain a +2 circumstance bonus to the attack roll and ignore the target's {@condition concealed} condition."
			],
			"leadsTo": [
				"Incredible Ricochet"
			]
		},
		{
			"name": "Incredible Companion",
			"source": "CRB",
			"page": 137,
			"add_hash": "Druid",
			"level": 8,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Mature Animal Companion (Druid)}",
			"entries": [
				"Your animal companion continues to grow and develop. It becomes a {@companionAbility nimble} or {@companionAbility savage} animal companion (your choice), gaining additional capabilities determined by the type of companion."
			]
		},
		{
			"name": "Incredible Companion",
			"source": "CRB",
			"page": 175,
			"add_hash": "Ranger",
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Mature Animal Companion (Ranger)}",
			"entries": [
				"Your animal companion continues to grow and develop. It becomes a {@companionAbility nimble} or {@companionAbility savage} animal companion (your choice), gaining additional capabilities determined by the type of companion."
			],
			"leadsTo": [
				"Specialized Companion (Ranger)"
			]
		},
		{
			"name": "Incredible Ferocity",
			"source": "CRB",
			"page": 59,
			"level": 13,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Ferocity}",
			"entries": [
				"Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use {@feat Orc Ferocity} with a frequency of once per hour, rather than once per day."
			]
		},
		{
			"name": "Incredible Improvisation",
			"source": "CRB",
			"page": 57,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Clever Improviser}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You attempt a check using a skill you're untrained in.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Incredible Initiative",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls."
			]
		},
		{
			"name": "Incredible Investiture",
			"source": "CRB",
			"page": 262,
			"level": 11,
			"traits": [
				"general"
			],
			"prerequisites": "Charisma 16",
			"entries": [
				"You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12."
			]
		},
		{
			"name": "Incredible Ricochet",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"concentrate",
				"fighter",
				"press"
			],
			"prerequisites": "{@feat Incredible Aim}",
			"entries": [
				"After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon {@action Strike} against a creature you previously attacked this turn. You ignore the target's {@condition concealed} condition and all cover."
			]
		},
		{
			"name": "Infinite Possibilities",
			"source": "CRB",
			"page": 213,
			"level": 18,
			"traits": [
				"wizard"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Insect Shape",
			"source": "CRB",
			"page": 136,
			"level": 6,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in {@spell 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."
			]
		},
		{
			"name": "Inspirational Focus",
			"source": "CRB",
			"page": 103,
			"level": 12,
			"traits": [
				"bard"
			],
			"entries": [
				"Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Inspirational Performance",
			"source": "CRB",
			"page": 222,
			"level": 8,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bard Dedication}",
			"entries": [
				"You gain the {@spell inspire courage} composition cantrip."
			]
		},
		{
			"name": "Inspire Competence",
			"source": "CRB",
			"page": 100,
			"level": 2,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"You learn the {@spell inspire competence} composition cantrip, which aids your allies' skills."
			]
		},
		{
			"name": "Inspire Defense",
			"source": "CRB",
			"page": 100,
			"level": 4,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"You learn the {@spell inspire defense} composition cantrip, which protects you and allies."
			],
			"leadsTo": [
				"Defensive Coordination|APG"
			]
		},
		{
			"name": "Inspire Heroics",
			"source": "CRB",
			"page": 102,
			"level": 8,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"Your performances inspire even greater deeds in your allies. You learn the {@spell inspire heroics} metamagic focus spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Inspire Imitation",
			"source": "CRB",
			"page": 58,
			"level": 5,
			"traits": [
				"half-elf"
			],
			"entries": [
				"Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the {@action Aid} reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so."
			]
		},
		{
			"name": "Instant Opening",
			"source": "CRB",
			"page": 188,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"rogue"
			],
			"entries": [
				"You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's {@condition 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 {@trait auditory} or {@trait visual} trait."
			]
		},
		{
			"name": "Instinct Ability",
			"source": "CRB",
			"page": 221,
			"level": 6,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Barbarian Dedication}",
			"entries": [
				"You gain the {@classFeature instinct|Barbarian||1} ability for the instinct you chose for {@feat Barbarian Dedication}."
			]
		},
		{
			"name": "Instrument of Zeal",
			"source": "CRB",
			"page": 115,
			"level": 16,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (blade), tenets of good",
			"entries": [
				"Divine energy fills your weapon. Whenever you critically hit a foe with {@feat Blade of Justice} or a {@action Retributive Strike}, your attack adds an extra damage die, and the target is {@condition slowed 1} on its next turn."
			]
		},
		{
			"name": "Interweave Dispel",
			"source": "CRB",
			"page": 201,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"metamagic",
				"sorcerer"
			],
			"prerequisites": "{@spell dispel magic} in your spell repertoire",
			"entries": [
				"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 {@spell dispel magic} on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe."
			]
		},
		{
			"name": "Intimidating Glare",
			"source": "CRB",
			"page": 262,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"You can {@action Demoralize} with a mere glare. When you do, {@action Demoralize} loses the {@trait auditory} trait and gains the {@trait visual} trait, and you don't take a penalty if the creature doesn't understand your language."
			],
			"leadsTo": [
				"Terrifying Howl"
			]
		},
		{
			"name": "Intimidating Prowess",
			"source": "CRB",
			"page": 262,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "Strength 16, expert in {@skill Intimidation}",
			"entries": [
				"In situations where you can physically menace the target when you {@action Coerce} or {@action Demoralize}, you gain a +1 circumstance bonus to your {@skill 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 {@skill Intimidation}, this bonus increases to +2."
			]
		},
		{
			"name": "Intimidating Strike",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"emotion",
				"fear",
				"fighter",
				"mental"
			],
			"entries": [
				"Your blow not only wounds creatures but also shatters their confidence. Make a melee {@action Strike}. If you hit and deal damage, the target is {@condition frightened 1}, or {@condition frightened 2} on a critical hit."
			]
		},
		{
			"name": "Inventor",
			"source": "CRB",
			"page": 262,
			"level": 7,
			"traits": [
				"downtime",
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Crafting}",
			"entries": [
				"You are a genius at {@skill 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 {@action Craft} activity: you spend half the Price of the formula up front, attempt a {@skill 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."
			]
		},
		{
			"name": "Invincible Mutagen",
			"source": "CRB",
			"page": 79,
			"level": 12,
			"traits": [
				"alchemist"
			],
			"entries": [
				"The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you're affected by a {@item juggernaut mutagen (generic)||juggernaut mutagen}, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0)."
			]
		},
		{
			"name": "Invoke Disaster",
			"source": "CRB",
			"page": 139,
			"level": 18,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wind Caller}",
			"entries": [
				"You can invoke nature's fury upon your foes. You gain the {@spell storm lord} order spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Ironblood Stance",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal {@damage 1d8} bludgeoning damage; are in the {@group brawling} group; and have the {@trait nonlethal}, {@trait parry}, {@trait sweep}, and {@trait 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."
			],
			"leadsTo": [
				"Ironblood Surge"
			]
		},
		{
			"name": "Ironblood Surge",
			"source": "CRB",
			"page": 164,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Ironblood Stance}",
			"requirements": "You are in Ironblood Stance.",
			"entries": [
				"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 {@trait 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."
			]
		},
		{
			"name": "Irrepressible",
			"source": "CRB",
			"page": 53,
			"level": 9,
			"traits": [
				"halfling"
			],
			"entries": [
				"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 {@trait 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 {@trait emotion} effect, you get a failure instead."
			]
		},
		{
			"name": "Juggernaut's Fortitude",
			"source": "CRB",
			"page": 221,
			"level": 12,
			"featType": {
				"archetype": [
					"Barbarian"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Barbarian Dedication}, expert in Fortitude saves",
			"entries": [
				"Your proficiency rank in Fortitude saves increases to master."
			]
		},
		{
			"name": "Junk Tinker",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"You can make useful tools out of even twisted or rusted scraps. When using the {@skill Crafting} skill to {@action 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 {@action 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."
			]
		},
		{
			"name": "Ki Blast",
			"source": "CRB",
			"page": 161,
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You can unleash an impactful cone of force by channeling your ki. You gain the {@spell ki blast} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Ki Rush",
			"source": "CRB",
			"page": 158,
			"level": 1,
			"traits": [
				"monk"
			],
			"entries": [
				"You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the {@spell 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."
			]
		},
		{
			"name": "Ki Strike",
			"source": "CRB",
			"page": 158,
			"level": 1,
			"traits": [
				"monk"
			],
			"entries": [
				"Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the {@spell ki strike} ki spell and a focus pool of 1 Focus Point."
			],
			"leadsTo": [
				"Elemental Fist"
			]
		},
		{
			"name": "Kip Up",
			"source": "CRB",
			"page": 262,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Acrobatics}",
			"entries": [
				"You {@action stand||stand up}. This movement doesn't trigger reactions."
			]
		},
		{
			"name": "Knockback",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "Your last action was a successful {@action Strike}.",
			"entries": [
				"The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful {@action Shove}. You can follow the foe as normal for a successful {@action Shove}."
			],
			"leadsTo": [
				"Awesome Blow"
			]
		},
		{
			"name": "Knockback Strike",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"monk"
			],
			"entries": [
				"You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed {@action Strike}. If you hit, attempt an {@skill Athletics} check to {@action Shove} the target. This attack uses the same multiple attack penalty as your {@action Strike}, and doesn't count toward your multiple attack penalty."
			]
		},
		{
			"name": "Knockdown",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee {@action Strike}. If it hits and deals damage, you can attempt an {@skill Athletics} check to {@action Trip} the creature you hit. If you're wielding a two-handed melee weapon, you can ignore {@action 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."
			],
			"leadsTo": [
				"Improved Knockdown"
			]
		},
		{
			"name": "Know-it-all",
			"add_hash": "Bard",
			"source": "CRB",
			"page": 102,
			"level": 8,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}",
			"entries": [
				"When you succeed at a {@action recall knowledge||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."
			]
		},
		{
			"name": "Lasting Coercion",
			"source": "CRB",
			"page": 262,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Intimidation}",
			"entries": [
				"When you successfully {@action 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."
			]
		},
		{
			"name": "Lasting Doubt",
			"source": "CRB",
			"page": 114,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "{@class champion|crb|Redeemer cause|redeemer}",
			"entries": [
				"When you cast doubt upon your foes, the effect lasts longer than usual. After being {@condition enfeebled 2} by your {@action Glimpse of Redemption}, the foe is {@condition enfeebled 1} for 1 minute. If you have {@feat Weight of Guilt}, after being {@condition stupefied 2} by your {@action Glimpse of Redemption}, the foe is {@condition stupefied 1} for 1 minute or until the flat check from {@condition stupefied} causes it to lose a spell, whichever comes first."
			]
		},
		{
			"name": "Leave An Opening",
			"source": "CRB",
			"page": 188,
			"level": 14,
			"traits": [
				"rogue"
			],
			"entries": [
				"When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a {@condition flat-footed} opponent with a melee attack and deal damage, the target triggers an {@action Attack of Opportunity} reaction from one ally of your choice who has that reaction, as if the enemy had used a {@trait manipulate} action."
			]
		},
		{
			"name": "Legendary Codebreaker",
			"source": "CRB",
			"page": 262,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Society}",
			"entries": [
				"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 {@action Decipher Writing} using {@skill 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."
			]
		},
		{
			"name": "Legendary Linguist",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Society}, {@feat Multilingual}",
			"entries": [
				"You're so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language\u2014even a language you don't know\u2014by 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)."
			]
		},
		{
			"name": "Legendary Medic",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Medicine}",
			"entries": [
				"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 {@skill Medicine} check to remove a disease or the {@condition blinded}, {@condition deafened}, {@condition doomed}, or {@condition 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."
			]
		},
		{
			"name": "Legendary Monster Hunter",
			"source": "CRB",
			"page": 176,
			"level": 16,
			"traits": [
				"ranger"
			],
			"prerequisites": "legendary in {@skill Nature}, {@feat Master Monster Hunter}",
			"entries": [
				"Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from {@feat Monster Hunter} (and the bonus from {@feat Monster Warden} if you have it) increases from +1 to +2 for you and any allies who benefit."
			]
		},
		{
			"name": "Legendary Negotiation",
			"source": "CRB",
			"page": 263,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Diplomacy}",
			"entries": [
				"You can negotiate incredibly quickly in adverse situations. You attempt to {@action Make an Impression} and then {@action Request} your opponent cease their current activity and engage in negotiations. You take a \u20135 penalty to your {@skill Diplomacy} check. The GM sets the DC of the {@action Request} based on the circumstances\u2014it'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."
			]
		},
		{
			"name": "Legendary Performer",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Performance}, {@feat Virtuosic Performer}",
			"entries": [
				"Your fame has spread throughout the lands. NPCs who succeed at a DC 10 {@skill Society} check to {@action 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 {@condition friendly} toward you. When you {@action Earn Income} with {@skill 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."
			]
		},
		{
			"name": "Legendary Professional",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Lore}",
			"entries": [
				"Your fame has spread throughout the lands (for instance, if you have {@skill Lore||Warfare Lore}, you might be a legendary general or tactician). This works as {@feat Legendary Performer}, except you gain higher-level jobs when you {@action Earn Income} with {@skill Lore}."
			]
		},
		{
			"name": "Legendary Shot",
			"source": "CRB",
			"page": 177,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "masterful hunter, legendary in {@skill Perception}, {@feat Far Shot}",
			"entries": [
				"You focus on your {@action hunt prey||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."
			]
		},
		{
			"name": "Legendary Sneak",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Stealth}, {@feat Swift Sneak}",
			"entries": [
				"You're always sneaking unless you choose to be seen, even when there's nowhere to hide. You can {@action Hide} and {@action Sneak} even without cover or being {@condition concealed}. When you employ an exploration tactic other than {@action Avoid Notice||Avoiding Notice}, you also gain the benefits of {@action Avoid Notice||Avoiding Notice} unless you choose not to. See page 479 for more information about exploration tactics."
			]
		},
		{
			"name": "Legendary Survivalist",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Survival}",
			"entries": [
				"You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so."
			]
		},
		{
			"name": "Legendary Thief",
			"source": "CRB",
			"page": 263,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Thievery}, {@feat Pickpocket}",
			"entries": [
				"Your ability to {@action Steal} defies belief. You can attempt to {@action 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 {@condition hidden}, such as the cover of darkness or a bustling crowd. You take a \u20135 penalty to your {@skill Thievery} check. Even if you succeed, if the item is extremely prominent\u2014like a suit of {@item full plate} armor\u2014onlookers will quickly notice it's gone after you steal it."
			],
			"leadsTo": [
				"Steal Spell|APG"
			]
		},
		{
			"name": "Lengthy Diversion",
			"source": "CRB",
			"page": 263,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"When you critically succeed to {@action Create a Diversion}, you continue to remain {@condition 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)."
			]
		},
		{
			"name": "Leshy Familiar",
			"source": "CRB",
			"page": 133,
			"level": 1,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf}",
			"entries": [
				"You gain a leshy familiar, a Tiny plant or fungus that embodies one of the many spirits of nature. Other than taking the form of a plant or fungus instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217."
			]
		},
		{
			"name": "Leyline Conduit",
			"source": "CRB",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 20,
			"traits": [
				"concentrate",
				"druid",
				"manipulate",
				"metamagic"
			],
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"entries": [
				"You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to {@action Cast a Spell} of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it."
			]
		},
		{
			"name": "Liberating Stride",
			"source": "CRB",
			"page": 114,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "{@class champion|crb|Liberator cause|liberator}",
			"entries": [
				"Instead of you taking a {@action Step} at the end of your {@action Liberating Step}, the triggering ally can {@action Stride} up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit."
			]
		},
		{
			"name": "Lie to Me",
			"source": "CRB",
			"page": 263,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"You can use {@skill Deception} to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to {@action Lie} to you, use your {@skill Deception} DC if it is higher than your {@skill 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 {@action Lie} during a long speech."
			]
		},
		{
			"name": "Light Step",
			"source": "CRB",
			"page": 186,
			"level": 6,
			"traits": [
				"rogue"
			],
			"entries": [
				"You aren't bothered by tricky footing. When you {@action Stride} or {@action Step}, you can ignore {@quickref difficult terrain||3|terrain}."
			]
		},
		{
			"name": "Lightning Snares",
			"source": "CRB",
			"page": 175,
			"level": 12,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Crafting}, {@feat Snare Specialist}, {@feat Quick Snares}",
			"entries": [
				"You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to {@action Craft}, you can {@action Craft} it using a single {@action Interact} action instead."
			]
		},
		{
			"name": "Lingering Composition",
			"source": "CRB",
			"page": 99,
			"level": 1,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Maestro muse|maestro}",
			"entries": [
				"By adding a flourish, you make your compositions last longer. You learn the {@spell lingering composition} focus spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Linked Focus",
			"source": "CRB",
			"page": 210,
			"level": 4,
			"traits": [
				"wizard"
			],
			"prerequisites": "arcane bond, arcane school",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You have linked your bonded item to the well of energy that powers your school spells. When you {@action Drain Bonded Item||Drain your Bonded Item} to cast a spell of your arcane school, you also regain 1 Focus Point."
			]
		},
		{
			"name": "Litany Against Sloth",
			"source": "CRB",
			"page": 113,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spells, tenets of good",
			"entries": [
				"You rail against the sin of sloth, turning a foe's laziness against it. You can cast the {@spell litany against sloth} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Litany Against Wrath",
			"source": "CRB",
			"page": 112,
			"level": 6,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spells, tenets of good",
			"entries": [
				"You excoriate a foe for its wrath against goodly creatures. You can cast the {@spell litany against wrath} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Litany of Righteousness",
			"source": "CRB",
			"page": 115,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You call upon righteousness to expose an evil foe's weakness. You can cast the {@spell litany of righteousness} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Loremaster's Etude",
			"source": "CRB",
			"page": 100,
			"level": 2,
			"traits": [
				"bard",
				"fortune"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}",
			"entries": [
				"You magically unlock memories, making them easier to recall. You learn the {@spell loremaster's etude} composition spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Loyal Warhorse",
			"source": "CRB",
			"page": 112,
			"level": 6,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (steed)",
			"entries": [
				"You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the {@feat divine ally} class feature is now a {@quickref specialized animal companion||0|Mature Animal Companions}. In addition, your mount never attacks you, even if it is magically compelled to do so."
			],
			"leadsTo": [
				"Imposing Destrier",
				"Auspicious Mount"
			]
		},
		{
			"name": "Lunge",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding a melee weapon.",
			"entries": [
				"Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a {@action Strike} with a melee weapon, increasing your reach by 5 feet for that {@action Strike}. If the weapon has the {@trait disarm}, {@trait shove}, or {@trait trip} trait, you can use the corresponding action instead of a {@action Strike}."
			],
			"leadsTo": [
				"Lunging Stance"
			]
		},
		{
			"name": "Lunging Stance",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "{@action Attack of Opportunity}, {@feat Lunge}",
			"requirements": "You are wielding a melee weapon.",
			"entries": [
				"Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use {@action 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 {@action Strike} by 5 feet."
			]
		},
		{
			"name": "Magic Sense",
			"source": "CRB",
			"page": 201,
			"add_hash": "Sorcerer",
			"level": 12,
			"traits": [
				"detection",
				"divination",
				"sorcerer"
			],
			"entries": [
				"You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level {@spell detect magic} spell. This detects magic in your field of vision only. When you {@action Seek}, you gain the benefits of a 3rd-level {@spell detect magic} spell on things you see (in addition to the normal benefits of {@action Seek||Seeking}). You can turn this sense off and on with a free action at the start or the end of your turn."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast ({@trait arcane}, {@trait divine}, {@trait natural}, or {@trait occult})."
			]
		},
		{
			"name": "Magic Sense",
			"source": "CRB",
			"page": 212,
			"add_hash": "Wizard",
			"level": 12,
			"traits": [
				"arcane",
				"detection",
				"divination",
				"wizard"
			],
			"entries": [
				"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 {@spell detect magic} spell. This detects magic in your field of vision only. When you {@action Seek}, you gain the benefits of a 3rd-level {@spell 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."
			]
		},
		{
			"name": "Magical Crafting",
			"source": "CRB",
			"page": 263,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Crafting}",
			"entries": [
				"You can {@action 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."
			]
		},
		{
			"name": "Magical Shorthand",
			"source": "CRB",
			"page": 264,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"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 {@action 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."
			]
		},
		{
			"name": "Magical Trickster",
			"source": "CRB",
			"page": 185,
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"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 {@condition 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."
			]
		},
		{
			"name": "Maker of Miracles",
			"source": "CRB",
			"page": 127,
			"level": 20,
			"traits": [
				"cleric"
			],
			"prerequisites": "miraculous spell",
			"entries": [
				"You are a conduit for truly deific power. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Manifold Edge",
			"source": "CRB",
			"page": 177,
			"level": 18,
			"traits": [
				"ranger"
			],
			"prerequisites": "hunter's edge, masterful hunter",
			"entries": [
				"You've learned every possible edge to use against your foes. When you use {@action 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."
			]
		},
		{
			"name": "Master Alchemy",
			"source": "CRB",
			"page": 220,
			"level": 12,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Alchemy}, master in {@skill Crafting}",
			"entries": [
				"Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1."
			]
		},
		{
			"name": "Master Bard Spellcasting",
			"source": "CRB",
			"page": 222,
			"level": 18,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Bard Spellcasting}, legendary in {@skill Occultism}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Cleric Spellcasting",
			"source": "CRB",
			"page": 224,
			"level": 18,
			"featType": {
				"archetype": [
					"Cleric"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Cleric Spellcasting}, legendary in {@skill Religion}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Druid Spellcasting",
			"source": "CRB",
			"page": 225,
			"level": 18,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Druid Spellcasting}, legendary in {@skill Nature}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Monster Hunter",
			"source": "CRB",
			"page": 175,
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Nature}, {@feat Monster Hunter}",
			"entries": [
				"You have a nearly encyclopedic knowledge of all creatures of the world. You can use {@skill Nature} to {@action Recall Knowledge} to identify any creature. In addition, you gain the benefits of Monster Hunter (and {@feat Monster Warden}, if you have it) on a success as well as a critical success."
			],
			"leadsTo": [
				"Legendary Monster Hunter"
			]
		},
		{
			"name": "Master of Many Styles",
			"source": "CRB",
			"page": 165,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Stance Savant}",
			"trigger": "This is the first action of your turn.",
			"entries": [
				"You move between stances in an unceasing dance. You use an action with the {@trait stance} trait."
			],
			"leadsTo": [
				"Ki Center|APG"
			]
		},
		{
			"name": "Master Sorcerer Spellcasting",
			"source": "CRB",
			"page": 230,
			"level": 18,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Sorcerer Spellcasting}; legendary in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}, depending on bloodline",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Spotter",
			"source": "CRB",
			"page": 228,
			"level": 12,
			"featType": {
				"archetype": [
					"Ranger"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Ranger Dedication}, expert in {@skill Perception}",
			"entries": [
				"Your proficiency rank in {@skill Perception} increases to master."
			]
		},
		{
			"name": "Master Wizard Spellcasting",
			"source": "CRB",
			"page": 231,
			"level": 18,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Wizard Spellcasting}, legendary in {@skill Arcana}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Masterful Companion",
			"source": "CRB",
			"page": 177,
			"level": 18,
			"traits": [
				"ranger"
			],
			"prerequisites": "masterful hunter, {@feat Animal Companion}",
			"entries": [
				"Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you {@action 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."
			]
		},
		{
			"name": "Mature Animal Companion",
			"source": "CRB",
			"page": 135,
			"add_hash": "Druid",
			"level": 4,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Animal Companion (Druid)}",
			"entries": [
				"Your animal companion grows up, becoming a {@quickref specialized animal companion||0|Mature Animal Companions}, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action on your turn that round to {@action Stride} or {@action Strike}."
			],
			"leadsTo": [
				"Incredible Companion (Druid)"
			]
		},
		{
			"name": "Mature Animal Companion",
			"source": "CRB",
			"page": 173,
			"add_hash": "Ranger",
			"level": 6,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Animal Companion (Ranger)}",
			"entries": [
				"Your animal companion grows up, becoming a {@quickref specialized animal companion||0|Mature Animal Companions} and gaining additional capabilities. If you have the {@action Hunt Prey} action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action that round on your turn to {@action Stride} toward or {@action Strike} your prey."
			],
			"leadsTo": [
				"Incredible Companion (Ranger)",
				"Specialized Companion (Ranger)"
			]
		},
		{
			"name": "Meditative Focus",
			"source": "CRB",
			"page": 164,
			"level": 12,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			],
			"leadsTo": [
				"Meditative Wellspring"
			]
		},
		{
			"name": "Meditative Wellspring",
			"source": "CRB",
			"page": 165,
			"level": 18,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Meditative Focus}",
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 3 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Mega Bomb",
			"source": "CRB",
			"page": 81,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 20,
			"traits": [
				"additive <3>",
				"alchemist"
			],
			"prerequisites": "{@feat Expanded Splash}",
			"requirements": "You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.",
			"entries": [
				"You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.You use an {@action Interact} action to throw the mega bomb, rather than {@action 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 {@condition flat-footed} from bottled lightning). While all targets in the area take {@trait 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 {@action Interact} action to throw it, the mega bomb denatures and loses all effects."
			]
		},
		{
			"name": "Melodious Spell",
			"source": "CRB",
			"page": 101,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"bard",
				"concentrate",
				"manipulate",
				"metamagic"
			],
			"entries": [
				"You subtly weave your spellcasting into your performance. If the next action you take is to {@action Cast a Spell}, attempt a {@skill Performance} check against all observers' {@skill Perception} DCs. If your {@skill Performance} check is successful against an observer's {@skill Perception} DC, that observer doesn't notice that you are {@action Cast a Spell||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."
			]
		},
		{
			"name": "Merciful Elixir",
			"source": "CRB",
			"page": 79,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You craft an {@item elixir of life (generic)||elixir of life} using {@action Quick Alchemy}, and that elixir is at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to {@quickref counteract|CRB|3|counteracting} one {@trait fear} effect or one effect imposing the {@condition paralyzed} condition on the drinker using the item's level and a counteract modifier equal to your class DC \u2013 10."
			],
			"leadsTo": [
				"Greater Merciful Elixir"
			]
		},
		{
			"name": "Mercy",
			"source": "CRB",
			"page": 111,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"champion",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "devotion spell ({@spell lay on hands})",
			"entries": [
				"Your touch relieves fear and restores movement. If the next action you use is to cast {@spell lay on hands}, you can attempt to {@quickref counteract|CRB|3|counteracting} a {@trait fear} effect or an effect imposing the {@condition paralyzed} condition on the target, in addition to the other benefits of lay on hands."
			],
			"leadsTo": [
				"Affliction Mercy",
				"Greater Mercy",
				"Ultimate Mercy",
				"Blessed Spell|APG",
				"Elucidating Mercy|APG",
				"Invigorating Mercy|APG"
			]
		},
		{
			"name": "Metamagic Channel",
			"source": "CRB",
			"page": 127,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 20,
			"traits": [
				"cleric",
				"concentrate"
			],
			"entries": [
				"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 {@trait metamagic} action that you can perform that normally takes 1 action and can be applied to the {@spell harm} or {@spell heal} spell. If you use it in this way, its effects apply only to a {@spell harm} or {@spell heal} spell."
			]
		},
		{
			"name": "Metamagic Mastery",
			"source": "CRB",
			"page": 201,
			"add_hash": "Sorcerer",
			"level": 20,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"Altering your spells doesn't take any longer than casting them normally. You can use {@trait metamagic} single actions as free actions."
			]
		},
		{
			"name": "Metamagic Mastery",
			"source": "CRB",
			"page": 213,
			"add_hash": "Wizard",
			"level": 20,
			"traits": [
				"wizard"
			],
			"entries": [
				"Altering your spells doesn't take any longer than casting them normally. You can use {@trait metamagic} single actions as free actions."
			]
		},
		{
			"name": "Mindblank Mutagen",
			"source": "CRB",
			"page": 81,
			"level": 18,
			"traits": [
				"alchemist"
			],
			"entries": [
				"With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a {@item serene mutagen (generic)||serene mutagen}, {@trait detection}, {@trait revelation}, and {@trait scrying} effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, {@spell detect magic} would still detect other magic in the area, but not any magic on you."
			]
		},
		{
			"name": "Minor Magic",
			"source": "CRB",
			"page": 184,
			"level": 2,
			"traits": [
				"rogue"
			],
			"entries": [
				"You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose {@filter arcane|spells|tradition & spell list=Arcane|spell type=cantrip|Rarity=Common}, {@filter divine|spells|tradition & spell list=divine|spell type=cantrip|Rarity=Common}, {@filter occult|spells|tradition & spell list=occult|spell type=cantrip|Rarity=Common}, or {@filter primal|spells|tradition & spell list=primal|spell type=cantrip|Rarity=Common} magic, and gain two cantrips from the common cantrips available to that tradition. You gain the {@action Cast a Spell} activity. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips."
			]
		},
		{
			"name": "Miracle Worker",
			"source": "CRB",
			"page": 81,
			"level": 18,
			"traits": [
				"alchemist"
			],
			"frequency": {
				"recurs": true,
				"number": 1,
				"interval": 10,
				"unit": "minute"
			},
			"entries": [
				"Your alchemical mastery can resuscitate the recently slain. You can administer a {@item 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 {@condition wounded 1}."
			]
		},
		{
			"name": "Mirror Shield",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"fighter"
			],
			"trigger": "An opponent casting a spell that targets you critically fails a spell attack roll against your AC.",
			"requirements": "You have a {@action raise a shield||shield raised}.",
			"entries": [
				"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)."
			],
			"leadsTo": [
				"Reflecting Riposte|EC6"
			]
		},
		{
			"name": "Mixed Maneuver",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"monk"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"You combine two different maneuvers together into a single flowing whole. Choose any two of {@action Grapple}, {@action Shove}, and {@action 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."
			]
		},
		{
			"name": "Mobile Shot Stance",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"fighter",
				"stance"
			],
			"entries": [
				"Your shots become nimble and deadly. While you're in this stance, your ranged {@action Strike||Strikes} don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have {@action 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."
			]
		},
		{
			"name": "Mobility",
			"source": "CRB",
			"page": 184,
			"level": 2,
			"traits": [
				"rogue"
			],
			"entries": [
				"You move in a way that denies your enemies the opportunity to retaliate. When you take a {@action Stride} action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when {@action climb||Climbing}, {@action fly||Flying}, or {@action swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Moment of Clarity",
			"source": "CRB",
			"page": 88,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"entries": [
				"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 {@trait concentrate} trait even if those actions don't have the {@trait rage} trait."
			]
		},
		{
			"name": "Monastic Weaponry",
			"source": "CRB",
			"page": 158,
			"level": 1,
			"traits": [
				"monk"
			],
			"entries": [
				"You have trained with the traditional weaponry of your monastery or school. You gain access to {@filter uncommon weapons|items||rarity=uncommon|class=monk} that have the {@trait monk} trait and become trained in {@filter simple and martial monk weapons|items||subcategory=simple;martial|class=monk}. 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 {@feat Crane Stance}."
			],
			"leadsTo": [
				"Ancestral Weaponry|APG",
				"Peafowl Stance|APG",
				"Peafowl Strut|APG",
				"Shooting Stars Stance|APG",
				"Whirling Blade Stance|APG"
			]
		},
		{
			"name": "Monk Dedication",
			"source": "CRB",
			"page": 227,
			"level": 2,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Strength 14, Dexterity 14",
			"entries": [
				"You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of {@skill Acrobatics} or {@skill 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."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the monk archetype."
			],
			"leadsTo": [
				"Basic Kata",
				"Advanced Kata",
				"Monk Moves",
				"Monk Resiliency",
				"Monk's Flurry",
				"Perfection's Path"
			]
		},
		{
			"name": "Monk Moves",
			"source": "CRB",
			"page": 227,
			"level": 8,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Monk Dedication}",
			"entries": [
				"You gain a +10-foot status bonus to your Speed when you're not wearing armor."
			]
		},
		{
			"name": "Monk Resiliency",
			"source": "CRB",
			"page": 227,
			"level": 4,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Monk Dedication}, class granting no more Hit Points per level than 8 + your Constitution modifier",
			"entries": [
				"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."
			]
		},
		{
			"name": "Monk's Flurry",
			"source": "CRB",
			"page": 227,
			"level": 10,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Monk Dedication}",
			"entries": [
				"You gain the {@action Flurry of Blows} action."
			]
		},
		{
			"name": "Monster Hunter",
			"source": "CRB",
			"page": 171,
			"level": 1,
			"traits": [
				"ranger"
			],
			"entries": [
				"You swiftly assess your prey and apply what you know. As part of the action used to {@action Hunt Prey||Hunt your Prey}, you can attempt a check to {@action Recall Knowledge} about your prey. When you critically succeed at identifying your hunted prey with {@action 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."
			],
			"leadsTo": [
				"Master Monster Hunter",
				"Legendary Monster Hunter",
				"Monster Warden"
			]
		},
		{
			"name": "Monster Warden",
			"source": "CRB",
			"page": 172,
			"level": 2,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Monster Hunter}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Monstrosity Shape",
			"source": "CRB",
			"page": 139,
			"level": 16,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in {@spell monstrosity form} to your wild shape list. If you have {@feat Soaring Shape}, add the phoenix form listed in {@spell aerial form} to your wild shape list."
			],
			"leadsTo": [
				"Heart of the Kaiju|FRP3"
			]
		},
		{
			"name": "Monstrous Peacemaker",
			"source": "CRB",
			"page": 59,
			"level": 1,
			"traits": [
				"half-orc"
			],
			"entries": [
				"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 {@skill 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 {@skill Perception} checks to {@action sense motive||Sense the Motives} of such creatures."
			]
		},
		{
			"name": "Mountain Quake",
			"source": "CRB",
			"page": 164,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Mountain Stronghold}",
			"requirements": "You are in {@feat Mountain Stance}.",
			"entries": [
				"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 against your class DC. On a failure, they also fall {@condition prone}. After you use this action, you can't use it again for {@dice 1d4} rounds."
			],
			"special": [
				"If you have this feat, the Dexterity modifier cap to your AC while using {@feat Mountain Stance} increases from +1 to +2."
			]
		},
		{
			"name": "Mountain Stance",
			"source": "CRB",
			"page": 159,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored and touching the ground.",
			"entries": [
				"You enter the stance of an implacable mountain\u2014a technique created by dwarven monks\u2014allowing you to strike with the weight of an avalanche and block blows with your garments. The only {@action Strike||Strikes} you can make are falling stone unarmed attacks. These deal {@damage 1d8} bludgeoning damage; are in the {@group brawling} group; and have the {@trait forceful}, {@trait nonlethal}, and {@trait unarmed} traits.",
				"While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being {@action Shove||Shoved} or {@action Trip||Tripped}. 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. The item bonus to AC from Mountain Stance is cumulative with {@item armor potency (generic)||armor potency runes} on your {@item explorer's clothing}, {@spell mage armor}, and {@item bracers of armor (generic)||bracers of armor}."
			],
			"leadsTo": [
				"Mountain Stronghold",
				"Mountain Quake"
			]
		},
		{
			"name": "Mountain Stronghold",
			"source": "CRB",
			"page": 161,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Mountain Stance}",
			"requirements": "You are in {@feat Mountain Stance}.",
			"entries": [
				"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."
			],
			"special": [
				"If you have this feat, the Dexterity modifier cap to your AC while you're in {@feat Mountain Stance} increases from +0 to +1."
			],
			"leadsTo": [
				"Mountain Quake"
			]
		},
		{
			"name": "Mountain's Stoutness",
			"source": "CRB",
			"page": 37,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"entries": [
				"Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the {@condition dying} condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).",
				"If you also have the {@feat 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."
			]
		},
		{
			"name": "Multifarious Muse",
			"source": "CRB",
			"page": 100,
			"level": 2,
			"traits": [
				"bard"
			],
			"entries": [
				"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."
			],
			"special": [
				"You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own."
			]
		},
		{
			"name": "Multilingual",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"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 {@skill Society} and again if you are or become legendary."
			],
			"special": [
				"You can select this feat multiple times. Each time, you learn additional languages."
			],
			"leadsTo": [
				"Legendary Linguist"
			]
		},
		{
			"name": "Multishot Stance",
			"source": "CRB",
			"page": 153,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "{@feat Triple Shot}",
			"requirements": "You are wielding a ranged weapon with {@trait reload||reload 0}.",
			"entries": [
				"You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for {@feat Double Shot} is reduced to \u20131, or \u20132 if you add the extra action to make three {@action Strike||Strikes}. If you move from your position, this stance ends."
			]
		},
		{
			"name": "Multitalented",
			"source": "CRB",
			"page": 58,
			"level": 9,
			"traits": [
				"human"
			],
			"entries": [
				"You've learned to split your focus between multiple classes with ease. You gain a {@filter 2nd-level multiclass dedication feat|feats||type=archetype|Level=[2]|feat=multiclass}, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.",
				"If you're a {@ancestry human||half-elf|half-elf}, you don't need to meet the feat's ability score prerequisites."
			]
		},
		{
			"name": "Natural Ambition",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a {@filter 1st-level class feat|feats||type=class|Level=[1]} 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."
			]
		},
		{
			"name": "Natural Medicine",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Nature}",
			"entries": [
				"You can apply natural cures to heal your allies. You can use {@skill Nature} instead of {@skill Medicine} to {@action 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 {@action Treat Wounds} using {@skill Nature}, subject to the GM's determination."
			],
			"leadsTo": [
				"Herbalist Dedication|APG",
				"Endemic Herbs|APG",
				"Expert Herbalism|APG",
				"Fresh Ingredients|APG",
				"Poultice Preparation|APG",
				"Gravelands Herbalist|LOKL"
			]
		},
		{
			"name": "Natural Skill",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice."
			]
		},
		{
			"name": "Necrotic Infusion",
			"source": "CRB",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "harmful font, evil alignment",
			"entries": [
				"You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast {@spell harm} to restore Hit Points to a single undead creature, the target then deals an additional {@damage 1d6} negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the {@spell harm} spell is at least 5th level, this damage increases to {@dice 2d6}, and if the {@spell harm} spell is at least 8th level, the damage increases to {@dice 3d6}."
			]
		},
		{
			"name": "Nimble Crawl",
			"source": "CRB",
			"page": 264,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Acrobatics}",
			"entries": [
				"You can {@action Crawl} incredibly swiftly\u2014up to half your Speed, rather than 5 feet. If you're a master in {@skill Acrobatics}, you can {@action Crawl} at full Speed, and if you're legendary, you aren't {@condition flat-footed} while {@condition prone}."
			]
		},
		{
			"name": "Nimble Dodge",
			"source": "CRB",
			"add_hash": "Rogue",
			"page": 183,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"rogue"
			],
			"trigger": "A creature targets you with an attack and you can see the attacker.",
			"requirements": "You are not {@condition encumbered}.",
			"entries": [
				"You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack."
			],
			"leadsTo": [
				"Nimble Roll (Rogue)"
			]
		},
		{
			"name": "Nimble Elf",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"Your muscles are tightly honed. Your Speed increases by 5 feet."
			]
		},
		{
			"name": "Nimble Roll",
			"source": "CRB",
			"add_hash": "Rogue",
			"page": 187,
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Nimble Dodge (Rogue)||Nimble Dodge}",
			"entries": [
				"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.",
				"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 {@action Stride} up to 10 feet as part of the reaction. If you do, the reaction gains the {@trait move} trait. You can use Nimble Roll while {@action fly||Flying} or {@action swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "No Escape",
			"source": "CRB",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "A foe within reach attempts to move away from you.",
			"entries": [
				"You keep pace with a retreating foe. {@action 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 {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of {@action Stride} if you have the corresponding movement type."
			]
		},
		{
			"name": "Occult Breadth",
			"source": "CRB",
			"page": 222,
			"level": 8,
			"featType": {
				"archetype": [
					"Bard"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Bard Spellcasting}",
			"entries": [
				"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 Bard spell slots."
			]
		},
		{
			"name": "Occult Evolution",
			"source": "CRB",
			"page": 199,
			"level": 4,
			"traits": [
				"occult",
				"sorcerer"
			],
			"prerequisites": "bloodline that grants occult spells",
			"entries": [
				"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 {@trait 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)."
			],
			"leadsTo": [
				"Greater Mental Evolution",
				"Greater Spiritual Evolution|APG"
			]
		},
		{
			"name": "Oddity Identification",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Occultism}",
			"entries": [
				"You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to {@skill Occultism} checks to {@action Identify Magic} with the {@trait mental}, {@trait possession}, {@trait prediction}, or {@trait scrying} traits."
			]
		},
		{
			"name": "Opportune Backstab",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"rogue"
			],
			"trigger": "A creature within your melee reach is hit by a melee attack from one of your allies.",
			"entries": [
				"When your enemy is hit by your ally, you capitalize upon the distraction. Make a {@action Strike} against the triggering creature."
			]
		},
		{
			"name": "Opportunist",
			"source": "CRB",
			"page": 226,
			"level": 4,
			"featType": {
				"archetype": [
					"Fighter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Fighter Dedication}",
			"entries": [
				"You gain the {@action Attack of Opportunity} reaction."
			]
		},
		{
			"name": "Orc Ferocity",
			"source": "CRB",
			"page": 59,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"orc"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You would be reduced to 0 Hit Points but not immediately killed.",
			"entries": [
				"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 {@condition wounded} condition increases by 1."
			],
			"leadsTo": [
				"Incredible Ferocity",
				"Ferocious Beasts|APG",
				"Rampaging Ferocity|APG",
				"Undying Ferocity|APG",
				"Defy Death|LOAG"
			]
		},
		{
			"name": "Orc Sight",
			"source": "CRB",
			"page": 59,
			"level": 1,
			"traits": [
				"half-orc"
			],
			"prerequisites": "{@ability low-light vision}",
			"entries": [
				"Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain {@ability 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."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat."
			]
		},
		{
			"name": "Orc Superstition",
			"source": "CRB",
			"page": 59,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"orc"
			],
			"trigger": "You attempt a saving throw against a spell or {@trait magical} effect, before rolling.",
			"entries": [
				"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 {@trait magical} effect."
			],
			"leadsTo": [
				"Pervasive Superstition",
				"Spell Devourer|APG"
			]
		},
		{
			"name": "Orc Weapon Carnage",
			"source": "CRB",
			"page": 59,
			"level": 5,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Weapon Familiarity}",
			"entries": [
				"You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a {@item falchion}, a {@item greataxe}, or an {@filter orc weapon|items||ancestry & heritage=orc}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Orc Weapon Expertise",
			"source": "CRB",
			"page": 59,
			"level": 13,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Weapon Familiarity}",
			"entries": [
				"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 {@item falchion}, the {@item greataxe}, and all {@filter orc weapons|items||ancestry & heritage=orc} in which you are trained."
			]
		},
		{
			"name": "Orc Weapon Familiarity",
			"source": "CRB",
			"page": 59,
			"level": 1,
			"traits": [
				"orc"
			],
			"entries": [
				"In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the {@item falchion} and {@item greataxe}. In addition, you gain access to all {@filter uncommon orc weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=orc}. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons."
			],
			"leadsTo": [
				"Orc Weapon Carnage",
				"Orc Weapon Expertise"
			]
		},
		{
			"name": "Order Explorer",
			"source": "CRB",
			"page": 134,
			"level": 2,
			"traits": [
				"druid"
			],
			"entries": [
				"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."
			],
			"special": [
				"You can take this feat multiple times. Each time you do, you must choose a different order other than your own."
			],
			"leadsTo": [
				"Order Magic"
			]
		},
		{
			"name": "Order Magic",
			"source": "CRB",
			"page": 135,
			"level": 4,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Order Explorer}",
			"entries": [
				"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."
			],
			"special": [
				"You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer."
			]
		},
		{
			"name": "Order Spell",
			"source": "CRB",
			"page": 225,
			"level": 4,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Druid Dedication}",
			"entries": [
				"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 {@action Refocus} by being one with nature. (For more on order spells, see page 131.)"
			]
		},
		{
			"name": "Otherworldly Magic",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Overwhelming Energy",
			"source": "CRB",
			"page": 137,
			"add_hash": "Druid",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"druid",
				"manipulate",
				"metamagic"
			],
			"entries": [
				"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 {@action 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 {@condition persistent damage} and damage caused by an ongoing effect of the spell, such as the wall created by {@spell wall of fire}. A creature's immunities are unaffected."
			]
		},
		{
			"name": "Overwhelming Energy",
			"source": "CRB",
			"page": 200,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"manipulate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You alter your spells to overcome resistances. If the next action you use is to {@action 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 {@condition persistent damage} and damage caused by an ongoing effect of the spell, such as the wall created by {@spell wall of fire}. A creature's immunities are unaffected."
			]
		},
		{
			"name": "Overwhelming Energy",
			"source": "CRB",
			"page": 211,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"manipulate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to {@action 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 {@condition persistent damage} and damage caused by an ongoing effect of the spell, such as the wall created by {@spell wall of fire}. A creature's immunities are unaffected."
			]
		},
		{
			"name": "Paragon's Guard",
			"source": "CRB",
			"page": 151,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"fighter",
				"stance"
			],
			"requirements": "You are wielding a shield.",
			"entries": [
				"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 {@action Raise a Shield} action, as long as you meet that action's requirements."
			]
		},
		{
			"name": "Penetrating Shot",
			"source": "CRB",
			"page": 175,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"open",
				"ranger"
			],
			"requirements": "You are wielding a ranged weapon.",
			"entries": [
				"You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your {@action hunt prey||hunted prey}. Make a single ranged {@action 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."
			]
		},
		{
			"name": "Perfect Clarity",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 18,
			"traits": [
				"barbarian",
				"concentrate",
				"fortune",
				"rage"
			],
			"trigger": "You fail or critically fail an attack roll or Will save.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Perfect Debilitation",
			"source": "CRB",
			"page": 81,
			"level": 18,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You have perfected the formulas for bombs that impede your enemies. When you use {@feat Debilitating Bomb}, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw."
			]
		},
		{
			"name": "Perfect Distraction",
			"source": "CRB",
			"page": 189,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"rogue"
			],
			"prerequisites": "legendary in {@skill Deception}",
			"entries": [
				"You use clever tactics to mislead your foes as you sneak away. You {@action Sneak} while leaving a decoy behind. The decoy acts as the spell {@spell mislead}, though you aren't {@condition invisible}, just {@condition undetected}. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain {@condition 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."
			],
			"leadsTo": [
				"Reactive Distraction"
			]
		},
		{
			"name": "Perfect Encore",
			"source": "CRB",
			"page": 103,
			"level": 20,
			"traits": [
				"bard"
			],
			"prerequisites": "magnum opus",
			"entries": [
				"You develop another incredible creation. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Perfect Form Control",
			"source": "CRB",
			"page": 139,
			"level": 18,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Form Control}, Strength 18",
			"entries": [
				"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 {@action Dismiss} it."
			]
		},
		{
			"name": "Perfect Mutagen",
			"source": "CRB",
			"page": 81,
			"level": 20,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a {@trait mutagen} you crafted, you do not suffer its drawback."
			]
		},
		{
			"name": "Perfect Shot",
			"source": "CRB",
			"page": 177,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"flourish",
				"ranger"
			],
			"requirements": "You are wielding a loaded ranged weapon with {@trait reload||reload 1} or more, and you have not reloaded your weapon since your last turn.",
			"entries": [
				"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 {@action Strike} with the required weapon against your hunted prey. If you hit, the {@action Strike} deals maximum damage. After the {@action Strike}, your turn ends."
			]
		},
		{
			"name": "Perfection's Path",
			"source": "CRB",
			"page": 227,
			"level": 12,
			"featType": {
				"archetype": [
					"Monk"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Monk Dedication}, expert in at least one saving throw",
			"entries": [
				"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."
			]
		},
		{
			"name": "Persistent Mutagen",
			"source": "CRB",
			"page": 81,
			"level": 16,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Extend Elixir}",
			"entries": [
				"You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an {@trait alchemical} item with the {@trait infused} and {@trait mutagen} traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration."
			]
		},
		{
			"name": "Pervasive Superstition",
			"source": "CRB",
			"page": 59,
			"level": 9,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Superstition}",
			"entries": [
				"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 {@trait magical} effects at all times."
			],
			"leadsTo": [
				"Spell Devourer|APG"
			]
		},
		{
			"name": "Pickpocket",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Thievery}",
			"entries": [
				"You can {@action Steal} or {@action Palm an Object} that's closely guarded, such as in a pocket, without taking the \u20135 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 {@skill Thievery}, you can attempt to {@action 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 \u20135 penalty."
			],
			"leadsTo": [
				"Legendary Thief",
				"Steal Spell|APG",
				"Plant Evidence|APG",
				"Larcenous Hand|LOTGB"
			]
		},
		{
			"name": "Planar Survival",
			"source": "CRB",
			"page": 264,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Survival}",
			"entries": [
				"You can {@action Subsist} using {@skill 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 {@action Subsist} can also reduce the damage dealt by the plane, at the GM's discretion."
			]
		},
		{
			"name": "Plant Shape",
			"source": "CRB",
			"page": 138,
			"level": 10,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf} or {@feat Wild Shape}",
			"entries": [
				"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 {@spell 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."
			]
		},
		{
			"name": "Point-blank Shot",
			"source": "CRB",
			"page": 144,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter",
				"open",
				"stance"
			],
			"requirements": "You are wielding a ranged weapon.",
			"entries": [
				"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 {@trait volley} trait. When using a ranged weapon that doesn't have the {@trait volley} trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment."
			]
		},
		{
			"name": "Poison Resistance",
			"source": "CRB",
			"page": 77,
			"add_hash": "Alchemist",
			"level": 2,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Poison Resistance",
			"source": "CRB",
			"page": 135,
			"add_hash": "Druid",
			"level": 2,
			"traits": [
				"druid"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Poison Weapon",
			"source": "CRB",
			"page": 185,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"manipulate",
				"rogue"
			],
			"requirements": "You are wielding a piercing or slashing weapon.",
			"entries": [
				"You apply a {@trait poison} to the required weapon; if you're not holding a poison and have a free hand, you can {@action Interact} to draw a poison as part of this action. 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 {@damage 1d4} poison damage. Only you can apply these poisons properly, and they expire the next time you prepare."
			],
			"leadsTo": [
				"Improved Poison Weapon",
				"Deadly Poison Weapon|AoA5"
			]
		},
		{
			"name": "Positioning Assault",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"fighter",
				"flourish"
			],
			"requirements": "You are wielding a two-handed melee weapon and your target is within your reach.",
			"entries": [
				"With punishing blows, you force your opponent into position. Make a {@action Strike} with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the {@quickref forced movement||3|forced movement} rules found on page 475."
			]
		},
		{
			"name": "Potent Poisoner",
			"source": "CRB",
			"page": 79,
			"level": 10,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Powerful Alchemy}",
			"entries": [
				"By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the {@trait poison} trait by any means, the DC is increased by up to 4, to a maximum of your class DC."
			]
		},
		{
			"name": "Power Attack",
			"source": "CRB",
			"page": 144,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter",
				"flourish"
			],
			"entries": [
				"You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee {@action Strike}. This counts as two attacks when calculating your multiple attack penalty. If this {@action 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."
			],
			"leadsTo": [
				"Furious Focus"
			]
		},
		{
			"name": "Powerful Alchemy",
			"source": "CRB",
			"page": 79,
			"level": 8,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Alchemical items you create on the fly are particularly potent. When you use {@action Quick Alchemy} to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC."
			],
			"leadsTo": [
				"Potent Poisoner"
			]
		},
		{
			"name": "Powerful Leap",
			"source": "CRB",
			"page": 264,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"When you {@action Leap}, you can jump 5 feet up with a vertical {@action Leap}, and you increase the distance you can jump horizontally by 5 feet."
			]
		},
		{
			"name": "Powerful Shove",
			"source": "CRB",
			"page": 146,
			"level": 4,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Aggressive Block} or {@feat Brutish Shove}",
			"entries": [
				"You can push larger foes around with your attack. You can use {@feat Aggressive Block} or {@feat Brutish Shove} against a creature up to two sizes larger than you.",
				"When a creature you {@action 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."
			]
		},
		{
			"name": "Powerful Snares",
			"source": "CRB",
			"page": 174,
			"level": 8,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Crafting}, {@feat Snare Specialist}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Powerful Sneak",
			"source": "CRB",
			"page": 189,
			"level": 18,
			"traits": [
				"rogue"
			],
			"entries": [
				"You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a {@action 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 {@action Strike}, rather than precision damage."
			]
		},
		{
			"name": "Precise Debilitations",
			"source": "CRB",
			"page": 187,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Thief racket|thief}, {@action Debilitating Strike}",
			"entries": [
				"You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target takes an additional {@damage 2d6} precision damage from your attacks.",
						"{@bold Debilitation} The target becomes {@condition flat-footed}."
					]
				}
			]
		},
		{
			"name": "Predator's Pounce",
			"source": "CRB",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"barbarian",
				"flourish",
				"instinct",
				"open",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|Animal instinct|animal}",
			"requirements": "You are unarmored or wearing light armor.",
			"entries": [
				"You close the distance to your prey in a blur, pouncing on the creature before it can react. You {@action Stride} up to your Speed and make a {@action Strike} at the end of your movement."
			]
		},
		{
			"name": "Primal Breadth",
			"source": "CRB",
			"page": 225,
			"level": 8,
			"featType": {
				"archetype": [
					"Druid"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Druid Spellcasting}",
			"entries": [
				"Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots."
			]
		},
		{
			"name": "Primal Evolution",
			"source": "CRB",
			"page": 199,
			"level": 4,
			"traits": [
				"primal",
				"sorcerer"
			],
			"prerequisites": "bloodline that grants primal spells",
			"entries": [
				"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 {@spell summon animal} or {@spell summon plant or fungus||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."
			],
			"leadsTo": [
				"Greater Vital Evolution",
				"Greater Physical Evolution|APG"
			]
		},
		{
			"name": "Primal Focus",
			"source": "CRB",
			"page": 138,
			"level": 12,
			"traits": [
				"druid"
			],
			"entries": [
				"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 {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			],
			"leadsTo": [
				"Primal Wellspring"
			]
		},
		{
			"name": "Primal Summons",
			"source": "CRB",
			"page": 138,
			"level": 12,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Call of the Wild}",
			"entries": [
				"Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the {@spell primal summons} order spell."
			]
		},
		{
			"name": "Primal Wellspring",
			"source": "CRB",
			"page": 139,
			"level": 18,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Primal Focus}",
			"entries": [
				"Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you {@action Refocus||Refocused}, you recover 3 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Quaking Stomp",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 20,
			"traits": [
				"barbarian",
				"manipulate",
				"rage"
			],
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"entries": [
				"You stomp the ground with such force that it creates a minor earthquake, with the effects of the {@spell earthquake} spell."
			]
		},
		{
			"name": "Quick Alchemy",
			"source": "CRB",
			"page": 220,
			"level": 4,
			"featType": {
				"archetype": [
					"Alchemist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Alchemist Dedication}",
			"entries": [
				"You gain the {@action Quick Alchemy} action."
			]
		},
		{
			"name": "Quick Bomber",
			"source": "CRB",
			"page": 76,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You keep your bombs in easy-to-reach pouches from which you draw without thinking. You {@action Interact} to draw a bomb, then {@action Strike} with it."
			]
		},
		{
			"name": "Quick Climb",
			"source": "CRB",
			"page": 264,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"When {@action climb||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 {@skill Athletics}, you gain a climb Speed equal to your Speed."
			]
		},
		{
			"name": "Quick Coercion",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"You can bully others with just a few choice implications. You can {@action Coerce} a creature after 1 round of conversation instead of 1 minute. You still can't {@action Coerce} a creature in the midst of combat, or without engaging in a conversation."
			]
		},
		{
			"name": "Quick Disguise",
			"source": "CRB",
			"page": 264,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Deception}",
			"entries": [
				"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 {@action Impersonate} as a 3-action activity."
			]
		},
		{
			"name": "Quick Draw",
			"source": "CRB",
			"page": 172,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"ranger"
			],
			"entries": [
				"You draw your weapon and attack with the same motion. You {@action Interact} to draw a weapon, then {@action Strike} with that weapon."
			]
		},
		{
			"name": "Quick Draw",
			"source": "CRB",
			"page": 184,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"rogue"
			],
			"entries": [
				"You draw your weapon and attack with the same motion. You {@action Interact} to draw a weapon, then {@action Strike} with that weapon."
			],
			"leadsTo": [
				"Subtle Shank|AoE3"
			]
		},
		{
			"name": "Quick Identification",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism} or {@skill Religion}",
			"entries": [
				"You can {@action Identify Magic} swiftly. You take only 1 minute when using {@action 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."
			]
		},
		{
			"name": "Quick Jump",
			"source": "CRB",
			"page": 264,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You can use {@action High Jump} and {@action Long Jump} as a single action instead of 2 actions. If you do, you don't perform the initial {@action Stride} (nor do you fail if you don't {@action Stride} 10 feet)."
			]
		},
		{
			"name": "Quick Recognition",
			"source": "CRB",
			"page": 265,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}; {@feat Recognize Spell}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Quick Repair",
			"source": "CRB",
			"page": 265,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You take 1 minute to {@action Repair} an item. If you're a master in {@skill Crafting}, it takes 3 actions. If you're legendary, it takes 1 action."
			]
		},
		{
			"name": "Quick Reversal",
			"source": "CRB",
			"page": 146,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish",
				"press"
			],
			"requirements": "You are flanked by at least two enemies.",
			"entries": [
				"You turn your foes' flanking against them with a quick reverse. Make a melee {@action Strike} against one of the flanking enemies and make a second {@action Strike} with the same weapon or unarmed attack against a different enemy that is flanking you. This second {@action Strike} has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty."
			]
		},
		{
			"name": "Quick Shield Block",
			"source": "CRB",
			"page": 113,
			"add_hash": "Champion",
			"level": 8,
			"prerequisites": "{@feat Shield Block}",
			"traits": [
				"champion"
			],
			"entries": [
				"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 {@feat Shield Block}."
			]
		},
		{
			"name": "Quick Shield Block",
			"source": "CRB",
			"page": 149,
			"add_hash": "Fighter",
			"level": 8,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Shield Block}",
			"entries": [
				"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 {@feat Shield Block}."
			]
		},
		{
			"name": "Quick Snares",
			"source": "CRB",
			"page": 173,
			"level": 6,
			"traits": [
				"ranger"
			],
			"prerequisites": "expert in {@skill Crafting}, {@feat Snare Specialist}",
			"entries": [
				"You can rig a snare in only moments. You can {@action Craft} snares that normally take 1 minute to {@action Craft} with 3 {@action Interact} actions, even if you haven't prepared them."
			],
			"leadsTo": [
				"Lightning Snares"
			]
		},
		{
			"name": "Quick Squeeze",
			"source": "CRB",
			"page": 265,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Acrobatics}",
			"entries": [
				"You {@action Squeeze} 5 feet per round (10 feet on a critical success). If you're legendary in {@skill Acrobatics}, you {@action Squeeze} at full Speed."
			],
			"leadsTo": [
				"Implausible Infiltration"
			]
		},
		{
			"name": "Quick Swim",
			"source": "CRB",
			"page": 265,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"You {@action 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 {@skill Athletics}, you gain a swim Speed equal to your Speed."
			]
		},
		{
			"name": "Quick Unlock",
			"source": "CRB",
			"page": 265,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Thievery}",
			"entries": [
				"You can {@action Pick a Lock} using 1 action instead of 2."
			]
		},
		{
			"name": "Quickened Casting",
			"source": "CRB",
			"page": 102,
			"add_hash": "Bard",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"bard",
				"concentrate",
				"metamagic"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"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)."
			]
		},
		{
			"name": "Quickened Casting",
			"source": "CRB",
			"page": 201,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"In a mentally strenuous process, you modify your 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)."
			]
		},
		{
			"name": "Quickened Casting",
			"source": "CRB",
			"page": 211,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"metamagic",
				"wizard"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"In a mentally strenuous process, you modify your 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)."
			]
		},
		{
			"name": "Quiet Allies",
			"source": "CRB",
			"page": 265,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Stealth}",
			"entries": [
				"You're skilled at moving with a group. When you are {@action Avoid Notice||Avoiding Notice} and your allies {@action Follow the Expert}, you and those allies can roll a single {@skill Stealth} check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls."
			]
		},
		{
			"name": "Quivering Palm",
			"source": "CRB",
			"page": 165,
			"level": 16,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"Your strikes can kill foes. You gain the {@spell quivering palm} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Radiant Blade Master",
			"source": "CRB",
			"page": 115,
			"level": 20,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (blade), {@feat Radiant Blade Spirit}",
			"entries": [
				"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: {@item dancing}, {@item greater disrupting}, and {@item keen}."
			]
		},
		{
			"name": "Radiant Blade Spirit",
			"source": "CRB",
			"page": 113,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (blade)",
			"entries": [
				"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: {@item flaming} and any aligned properties ({@item anarchic}, {@item axiomatic}, {@item holy}, or {@item unholy}) that match your cause's alignment."
			],
			"leadsTo": [
				"Radiant Blade Master"
			]
		},
		{
			"name": "Raging Athlete",
			"source": "CRB",
			"page": 89,
			"level": 4,
			"traits": [
				"barbarian"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"Physical obstacles can't hold back your fury. While you are {@action Rage||raging}, you gain a climb Speed and swim Speed equal to your land Speed and the DC of {@action High Jump||High Jumps} and {@action Long Jump||Long Jumps} decreases by 10. Your distance for a vertical {@action Leap} increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."
			]
		},
		{
			"name": "Raging Intimidation",
			"source": "CRB",
			"page": 88,
			"level": 1,
			"traits": [
				"barbarian"
			],
			"entries": [
				"Your fury fills your foes with fear. While you are raging, your {@action Demoralize} and {@feat Scare to Death} actions (from the {@skill Intimidation} skill and an {@skill Intimidation} skill feat, respectively) gain the {@trait rage} trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats {@feat Intimidating Glare} and {@feat Scare to Death}, you gain these feats."
			]
		},
		{
			"name": "Raging Thrower",
			"source": "CRB",
			"page": 88,
			"level": 1,
			"traits": [
				"barbarian"
			],
			"entries": [
				"Thrown weapons become especially deadly in your fury. You apply the additional damage from {@action Rage} to your thrown weapon attacks. If you have the {@feat Brutal Critical} feat or the {@classFeature devastator|Barbarian||19} class feature, apply their benefits to thrown weapon attacks."
			]
		},
		{
			"name": "Ranged Reprisal",
			"source": "CRB",
			"page": 109,
			"level": 1,
			"traits": [
				"champion"
			],
			"prerequisites": "{@class champion|crb|Paladin cause|paladin}",
			"entries": [
				"You can use {@action 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 {@action Step} to put the foe in your reach before making a melee {@action Retributive Strike}."
			]
		},
		{
			"name": "Ranger Dedication",
			"source": "CRB",
			"page": 228,
			"level": 2,
			"featType": {
				"archetype": [
					"Ranger"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Dexterity 14",
			"entries": [
				"You become trained in {@skill Survival}; if you were already trained in {@skill Survival}, you instead become trained in another skill of your choice. You become trained in ranger class DC.",
				"You can use the {@action Hunt Prey} action (page 168)."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the ranger archetype."
			],
			"leadsTo": [
				"Basic Hunter's Trick",
				"Advanced Hunter's Trick",
				"Master Spotter",
				"Ranger Resiliency"
			]
		},
		{
			"name": "Ranger Resiliency",
			"source": "CRB",
			"page": 228,
			"level": 4,
			"featType": {
				"archetype": [
					"Ranger"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Ranger Dedication}, class granting no more Hit Points per level than 8 + your Constitution modifier",
			"entries": [
				"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."
			]
		},
		{
			"name": "Rapid Mantel",
			"source": "CRB",
			"page": 265,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"You easily pull yourself onto ledges. When you {@action Grab an Edge}, you can pull yourself onto that surface and stand. You can use {@skill Athletics} instead of a Reflex save to {@action Grab an Edge}."
			]
		},
		{
			"name": "Reach Spell",
			"source": "CRB",
			"page": 99,
			"add_hash": "Bard",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"bard",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"You can extend your spells' range. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Reach Spell",
			"source": "CRB",
			"page": 122,
			"add_hash": "Cleric",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"You can extend the range of your spells. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Reach Spell",
			"source": "CRB",
			"page": 134,
			"add_hash": "Druid",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"druid",
				"metamagic"
			],
			"entries": [
				"You can extend the range of your spells. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Reach Spell",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You can extend the range of your spells. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Reach Spell",
			"source": "CRB",
			"page": 210,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"You can extend the range of your spells. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Reactive Distraction",
			"source": "CRB",
			"page": 189,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 20,
			"traits": [
				"concentrate",
				"manipulate",
				"rogue"
			],
			"prerequisites": "legendary in {@skill Deception}, {@feat Perfect Distraction}",
			"trigger": "You would be hit by an attack or targeted by an effect, or you are within an effect's area.",
			"requirements": "You have Perfect Distraction ready to use.",
			"entries": [
				"You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were {@condition observed}, as long as you end the movement of your {@action Sneak} while {@condition 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 {@action Sneak} doesn't move you out of the area, both you and the decoy are targeted by the effect."
			]
		},
		{
			"name": "Reactive Interference",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"rogue"
			],
			"trigger": "An adjacent enemy begins to use a reaction.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Reactive Pursuit",
			"source": "CRB",
			"page": 185,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"rogue"
			],
			"trigger": "An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a {@action Stride} action.",
			"entries": [
				"You keep pace with a retreating foe. You {@action 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 {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of {@action Stride} if you have the corresponding movement type."
			]
		},
		{
			"name": "Reactive Shield",
			"source": "CRB",
			"page": 145,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"fighter"
			],
			"trigger": "An enemy hits you with a melee {@action Strike}.",
			"requirements": "You are wielding a shield.",
			"entries": [
				"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 {@action 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."
			]
		},
		{
			"name": "Read Lips",
			"source": "CRB",
			"page": 265,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"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 {@condition fascinated} and {@condition flat-footed} during each round in which you focus on lip movements, and you must succeed at a {@skill 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."
			]
		},
		{
			"name": "Reckless Abandon",
			"source": "CRB",
			"page": 93,
			"add_hash": "Barbarian",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "Your turn begins, and you are at half or fewer Hit Points.",
			"entries": [
				"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 \u20132 penalty to AC, and a \u20131 penalty to saves. These bonuses and penalties last until your {@action Rage} ends or until you are above half Hit Points, whichever comes first."
			]
		},
		{
			"name": "Recognize Spell",
			"source": "CRB",
			"page": 265,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"general",
				"secret",
				"skill"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"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.",
			"entries": [
				"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 {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill 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.",
				{
					"type": "successDegree",
					"entries": {
						"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."
					}
				}
			],
			"leadsTo": [
				"Quick Recognition"
			]
		},
		{
			"name": "Reflect Spell",
			"source": "CRB",
			"page": 201,
			"add_hash": "Sorcerer",
			"level": 14,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Counterspell (Sorcerer)|CRB|Counterspell}",
			"entries": [
				"When you successfully use {@feat Counterspell (Sorcerer)|CRB|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."
			]
		},
		{
			"name": "Reflect Spell",
			"source": "CRB",
			"page": 213,
			"add_hash": "Wizard",
			"level": 14,
			"traits": [
				"wizard"
			],
			"prerequisites": "{@feat Counterspell (Wizard)|CRB|Counterspell}",
			"entries": [
				"When you successfully use {@feat Counterspell (Wizard)|CRB|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."
			]
		},
		{
			"name": "Reflexive Shield",
			"source": "CRB",
			"page": 148,
			"level": 6,
			"traits": [
				"fighter"
			],
			"entries": [
				"You can use your shield to fend off the worst of area effects and other damage. When you {@action raise a shield||Raise your Shield}, you gain your shield's circumstance bonus to Reflex saves. If you have the {@feat 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."
			],
			"leadsTo": [
				"Improved Reflexive Shield"
			]
		},
		{
			"name": "Renewed Vigor",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"entries": [
				"You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier."
			]
		},
		{
			"name": "Replenishment of War",
			"source": "CRB",
			"page": 125,
			"level": 10,
			"traits": [
				"cleric"
			],
			"prerequisites": "expert in your deity's favored weapon",
			"entries": [
				"Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a {@action 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 {@action Strike} was a critical hit. These temporary Hit Points last until the start of your next turn."
			],
			"leadsTo": [
				"Shared Replenishment"
			]
		},
		{
			"name": "Reprepare Spell",
			"source": "CRB",
			"page": 213,
			"level": 18,
			"traits": [
				"wizard"
			],
			"entries": [
				"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."
			],
			"leadsTo": [
				"Reclaim Spell|EC6"
			]
		},
		{
			"name": "Resurrectionist",
			"source": "CRB",
			"page": 126,
			"level": 16,
			"traits": [
				"cleric"
			],
			"entries": [
				"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 {@condition 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 {@condition unconscious}."
			]
		},
		{
			"name": "Revealing Stab",
			"source": "CRB",
			"page": 148,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding a melee weapon that deals piercing damage.",
			"entries": [
				"You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a {@action Strike} with the required melee weapon. You don't have to attempt a flat check to hit a {@condition concealed} creature, and you have to succeed at only a DC {@flatDC 5} flat check to target a {@condition hidden} creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You {@action Release} the weapon, and it becomes lodged in the target. If the target is {@condition concealed}, other creatures don't need to succeed at a flat check to hit it. If the target is {@condition hidden}, other creatures have to succeed at only a DC {@flatDC 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 {@condition undetected} to anyone who sees your weapon. If the target is {@condition invisible}, the weapon remains visible while lodged in it."
			]
		},
		{
			"name": "Revivifying Mutagen",
			"source": "CRB",
			"page": 77,
			"level": 2,
			"traits": [
				"alchemist"
			],
			"entries": [
				"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 {@trait concentrate} and {@trait manipulate} traits. Once the action is complete, you regain {@dice 1d6} Hit Points for every 2 item levels of the mutagen (minimum {@dice 1d6}), but the mutagen's duration immediately ends, even if you are under the effect of {@feat Persistent Mutagen}."
			]
		},
		{
			"name": "Ride",
			"source": "CRB",
			"page": 266,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"When you {@action Command an Animal} you're mounted on to take a {@trait move} action (such as {@action 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 {@action 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 {@action Command an Animal}."
			]
		},
		{
			"name": "Robust Recovery",
			"source": "CRB",
			"page": 266,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Medicine}",
			"entries": [
				"You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you {@action Treat Disease||Treat a Disease} or a {@action Treat Poison||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."
			]
		},
		{
			"name": "Rock Runner",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore {@quickref difficult terrain||3|terrain} caused by rubble and uneven ground made of stone and earth. In addition, when you use the {@skill Acrobatics} skill to {@action Balance} on narrow surfaces or uneven ground made of stone or earth, you aren't {@condition flat-footed}, and when you roll a success at one of these {@skill Acrobatics} checks, you get a critical success instead."
			],
			"leadsTo": [
				"Boulder Roll"
			]
		},
		{
			"name": "Rogue Dedication",
			"source": "CRB",
			"page": 229,
			"level": 2,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Dexterity 14",
			"entries": [
				"You gain a skill feat and the rogue's {@classFeature surprise attack|Rogue||1} class feature. You become trained in light armor. In addition, you become trained in {@skill Stealth} or {@skill Thievery} plus one skill of your choice; if you are already trained in both {@skill Stealth} and {@skill Thievery}, you become trained in an additional skill of your choice. You become trained in rogue class DC."
			],
			"special": [
				"You cannot gain another dedication feat until you have gained two other feats from the rogue archetype."
			],
			"leadsTo": [
				"Basic Trickery",
				"Advanced Trickery",
				"Evasiveness",
				"Skill Mastery",
				"Sneak Attacker",
				"Uncanny Dodge"
			]
		},
		{
			"name": "Rough Rider",
			"source": "CRB",
			"page": 48,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"You are especially good at riding traditional goblin mounts. You gain the {@feat Ride} feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to {@skill Nature} checks to use {@action 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."
			]
		},
		{
			"name": "Running Reload",
			"source": "CRB",
			"page": 172,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"ranger"
			],
			"entries": [
				"You can reload your weapon on the move. You {@action Stride}, {@action Step}, or {@action Sneak}, then {@action Interact} to reload."
			]
		},
		{
			"name": "Sabotage",
			"source": "CRB",
			"page": 185,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"incapacitation",
				"rogue"
			],
			"requirements": "You have a free hand.",
			"entries": [
				"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 {@item shortbow} could be sabotaged, but a {@item longsword} could not). Attempt a {@skill Thievery} check against the Reflex DC of the creature. Damage dealt by Sabotage can't take the item below its Break Threshold.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You deal damage equal to four times your {@skill Thievery} proficiency bonus.",
						"Success": "You deal damage equal to double your {@skill Thievery} proficiency bonus.",
						"Critical Failure": "Temporarily immune to your Sabotage for 1 day."
					}
				}
			]
		},
		{
			"name": "Sap Life",
			"source": "CRB",
			"page": 122,
			"level": 2,
			"traits": [
				"cleric",
				"healing"
			],
			"entries": [
				"You draw the life force out of your enemies to heal your own wounds. When you cast a {@spell harm} spell and damage at least one living creature, you regain Hit Points equal to the spell level of your {@spell harm} spell. If you aren't a living creature, you gain no benefit from this feat."
			]
		},
		{
			"name": "Savage Critical",
			"source": "CRB",
			"page": 153,
			"level": 18,
			"traits": [
				"fighter"
			],
			"entries": [
				"The wounds you inflict are grievous. When you {@action 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."
			]
		},
		{
			"name": "Scare to Death",
			"source": "CRB",
			"page": 266,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 15,
			"traits": [
				"emotion",
				"fear",
				"general",
				"incapacitation",
				"skill"
			],
			"prerequisites": "legendary in {@skill Intimidation}",
			"entries": [
				"You can frighten foes so much, they might die. Attempt an {@skill 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 \u20134 circumstance penalty. The creature is temporarily immune for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target must attempt at a Fortitude save against your {@skill Intimidation} DC. On a critical failure, it dies. On any other result, it becomes {@condition frightened 2} and is {@condition fleeing} for 1 round. The critical failure effect has the {@trait death} trait.",
						"Success": "The target becomes {@condition frightened 2}.",
						"Failure": "The target becomes {@condition frightened 1}.",
						"Critical Failure": "The target is unaffected."
					}
				}
			]
		},
		{
			"name": "Scout's Warning",
			"source": "CRB",
			"page": 172,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"ranger"
			],
			"trigger": "You are about to roll a {@skill Perception} or {@skill Survival} check for initiative.",
			"entries": [
				"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 {@trait visual} or the {@trait auditory} trait, respectively."
			]
		},
		{
			"name": "Scout's Warning",
			"source": "CRB",
			"page": 186,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"rogue"
			],
			"trigger": "You are about to roll a {@skill Perception} or {@skill Survival} check for initiative.",
			"entries": [
				"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 {@trait visual} or {@trait auditory} trait, respectively."
			]
		},
		{
			"name": "Scroll Savant",
			"source": "CRB",
			"page": 212,
			"level": 10,
			"traits": [
				"wizard"
			],
			"prerequisites": "expert in {@skill Crafting}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Second Ally",
			"source": "CRB",
			"page": 113,
			"level": 8,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally",
			"entries": [
				"Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits."
			]
		},
		{
			"name": "Second Sting",
			"source": "CRB",
			"page": 175,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"press",
				"ranger"
			],
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"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 {@action Strike} with one of the required weapons against your hunted prey. The {@action Strike} gains the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"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.)"
					}
				}
			]
		},
		{
			"name": "Second Wind",
			"source": "CRB",
			"page": 89,
			"level": 2,
			"traits": [
				"barbarian"
			],
			"entries": [
				"You can enter a second rage, but afterward you need to catch your breath. You can {@action Rage} without waiting for 1 minute after the previous {@action Rage} (or 1 round, with {@classFeature quick rage|Barbarian||17}), but when you end this second {@action Rage}, you're {@condition fatigued} until you rest for 10 minutes."
			]
		},
		{
			"name": "Selective Energy",
			"source": "CRB",
			"page": 123,
			"level": 6,
			"traits": [
				"cleric"
			],
			"entries": [
				"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 {@spell harm} or {@spell 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."
			]
		},
		{
			"name": "Sense Evil",
			"source": "CRB",
			"page": 113,
			"level": 8,
			"traits": [
				"champion"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@skill Deception} check against your {@skill Perception} DC to hide its aura from you. If the creature succeeds at its {@skill Deception} check, it is then temporarily immune to your Sense Evil for 1 day."
			]
		},
		{
			"name": "Sense the Unseen",
			"source": "CRB",
			"page": 175,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"ranger"
			],
			"trigger": "You fail a check to {@action Seek}.",
			"entries": [
				"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 {@condition undetected} creatures in the area where you're Seeking, making them merely {@condition hidden} to you."
			]
		},
		{
			"name": "Sense the Unseen",
			"source": "CRB",
			"page": 188,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"rogue"
			],
			"trigger": "You fail a check to {@action Seek}.",
			"entries": [
				"When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any {@condition undetected} creatures in the area where you're Seeking, making them merely {@condition hidden} to you."
			]
		},
		{
			"name": "Shadow Hunter",
			"source": "CRB",
			"page": 177,
			"level": 18,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Camouflage}",
			"entries": [
				"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 {@condition concealed} from all foes if you choose to be, except for your {@action hunt prey||hunted prey}."
			]
		},
		{
			"name": "Shake It Off",
			"source": "CRB",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"entries": [
				"You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your {@condition frightened} condition value by 1, and attempt a Fortitude save to recover from the {@condition sickened} condition as if you had spent an action retching; you reduce your {@condition 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."
			]
		},
		{
			"name": "Shameless Request",
			"source": "CRB",
			"page": 266,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"requirements": "master in {@skill Diplomacy}.",
			"entries": [
				"You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you {@action Request} something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your {@action Request}, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a {@action Request}, they eventually tire of requests, even though they still have a positive attitude toward you."
			]
		},
		{
			"name": "Share Rage",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"auditory",
				"barbarian",
				"rage",
				"visual"
			],
			"requirements": "You haven't used this ability since you last {@action Rage||Raged}.",
			"entries": [
				"You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the {@action Rage} action, except it can still use {@trait concentrate} actions."
			],
			"leadsTo": [
				"Contagious Rage"
			]
		},
		{
			"name": "Shared Prey",
			"source": "CRB",
			"page": 175,
			"level": 14,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Double Prey}, {@feat Warden's Boon}",
			"entries": [
				"Hunting as a duo, you and your ally both single out your prey. When you use {@action Hunt Prey} and select only one prey, you can grant your {@action Hunt Prey} benefits and hunter's edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use {@action Hunt Prey} again."
			],
			"leadsTo": [
				"Triple Threat"
			]
		},
		{
			"name": "Shared Replenishment",
			"source": "CRB",
			"page": 125,
			"level": 12,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Replenishment of War}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Shatter Defenses",
			"source": "CRB",
			"page": 149,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "A {@condition frightened} creature is in your melee reach.",
			"entries": [
				"Your offense exploits your enemy's fear. Make a melee {@action Strike} against a {@condition frightened} creature. If you hit and deal damage, the target becomes {@condition flat-footed} until its {@condition frightened} condition ends. If the target was already {@condition flat-footed} to you when you damaged it with this {@action Strike}, it can't reduce its {@condition frightened} value below 1 until the start of your next turn."
			]
		},
		{
			"name": "Shattering Strike",
			"source": "CRB",
			"page": 165,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"monk"
			],
			"entries": [
				"The force of your considered blow shatters objects and defenses alike. Make an unarmed {@action Strike}. It bypasses the target's resistances. If the target has Hardness, the {@action Strike} treats the Hardness as if it were half its value."
			]
		},
		{
			"name": "Shield Block",
			"source": "CRB",
			"page": 266,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"general"
			],
			"trigger": "While you have your {@action raise a shield||shield raised}, you would take damage from a physical attack.",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Quick Shield Block (Champion)",
				"Quick Shield Block (Fighter)",
				"Shield Warden (Fighter)",
				"Bastion Dedication|APG",
				"Destructive Block|APG",
				"Disarming Block|APG",
				"Nimble Shield Hand|APG",
				"Shield Salvation|APG",
				"Drive Back|LOKL",
				"Lastwall Sentry Dedication|LOWG",
				"Eye of Ozem|LOWG",
				"Grave Sense|LOWG",
				"Lastwall Warden|LOWG",
				"Necromantic Resistance|LOWG",
				"Necromantic Tenacity|LOWG",
				"Rescuer's Press|LOL",
				"Always Ready|LOKL",
				"Bless Shield|LOKL",
				"Familiar Foe|LOKL",
				"Final Rest|LOKL",
				"Nonlethal Takedown|LOKL",
				"Practiced Opposition|LOKL",
				"Repulse the Wicked|LOKL",
				"Sacred Armaments|LOKL",
				"Flashing Shield|LOKL",
				"Necromantic Bulwark|LOKL",
				"Grave Sight|LOKL",
				"No Stranger to Death|LOKL",
				"Resolute Defender|LOKL",
				"Thwart Evil|LOKL",
				"Withstand Death|LOKL",
				"Aegis of Arnisant|LOCG",
				"Vigil's Walls Rise Anew!|LOL",
				"Fortify Shield|LOAG",
				"Tunnel Wall|LOHh"
			]
		},
		{
			"name": "Shield of Grace",
			"source": "CRB",
			"page": 115,
			"level": 16,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Shield Warden (Champion)||Shield Warden}",
			"entries": [
				"You protect an ally with both your shield and your body. Whenever you use the {@feat Shield Block} reaction to prevent damage to an ally, you can evenly split the remaining damage after the {@feat Shield Block} between the ally and yourself."
			]
		},
		{
			"name": "Shield of Reckoning",
			"source": "CRB",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"champion",
				"flourish"
			],
			"prerequisites": "champion's reaction, divine ally (shield), tenets of good, {@feat Shield Warden (Champion)||Shield Warden}",
			"trigger": "A foe's attack against an ally matches the trigger for both your {@feat Shield Block} reaction and your champion's reaction.",
			"entries": [
				"When you shield your ally against an attack, you call upon your power to protect your ally further. You use the {@feat Shield Block} reaction to prevent damage to an ally and also use your champion's reaction against the foe that attacked your ally."
			]
		},
		{
			"name": "Shield Paragon",
			"source": "CRB",
			"page": 115,
			"level": 20,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (shield)",
			"entries": [
				"Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the {@action 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."
			]
		},
		{
			"name": "Shield Warden",
			"source": "CRB",
			"page": 112,
			"add_hash": "Champion",
			"level": 6,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (shield), tenets of good",
			"entries": [
				"You use your shield to protect your allies as well as yourself. When you have a {@action raise a shield||shield raised}, you can use your {@feat 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 {@feat Shield Block}."
			],
			"leadsTo": [
				"Shield of Grace",
				"Shield of Reckoning"
			]
		},
		{
			"name": "Shield Warden",
			"source": "CRB",
			"page": 149,
			"add_hash": "Fighter",
			"level": 6,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Shield Block}",
			"entries": [
				"You use your shield to protect your allies. When you have a {@action raise a shield||shield raised}, you can use your {@feat 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 {@feat Shield Block}."
			]
		},
		{
			"name": "Shielded Stride",
			"source": "CRB",
			"page": 146,
			"level": 4,
			"traits": [
				"fighter"
			],
			"entries": [
				"When your shield is up, your enemies' blows can't touch you. When you have your {@action raise a shield||shield raised}, you can {@action Stride} to move half your Speed without triggering reactions that are triggered by your movement (such as {@ability Attack of Opportunity||Attacks of Opportunity}). You can use Shielded Stride while Flying or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Shining Oath",
			"source": "CRB",
			"page": 110,
			"level": 2,
			"traits": [
				"champion",
				"oath"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"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 {@action 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 {@action Glimpse of Redemption}'s resistance against damage from an undead is 7 + your level. If you use {@action Liberating Step} triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your {@action Liberating Step}, and the ally can {@action Step} twice afterward.",
				"You don't consider undead to be legitimate authorities, even in nations ruled by undead."
			],
			"leadsTo": [
				"Aura of Life"
			]
		},
		{
			"name": "Side by Side",
			"source": "CRB",
			"page": 138,
			"add_hash": "Druid",
			"level": 10,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Animal Companion}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Side by Side",
			"source": "CRB",
			"page": 175,
			"add_hash": "Ranger",
			"level": 12,
			"traits": [
				"ranger"
			],
			"prerequisites": "an animal companion",
			"entries": [
				"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."
			]
		},
		{
			"name": "Sidestep",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"rogue"
			],
			"trigger": "The attack roll for a {@action Strike} targeting you fails or critically fails.",
			"entries": [
				"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 {@action Strike}'s attack roll against the new target."
			]
		},
		{
			"name": "Sign Language",
			"source": "CRB",
			"page": 266,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"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 {@trait visual} rather than {@trait 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."
			]
		},
		{
			"name": "Silent Spell",
			"source": "CRB",
			"page": 210,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"concentrate",
				"metamagic",
				"wizard"
			],
			"prerequisites": "{@feat Conceal Spell}",
			"entries": [
				"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 {@action Cast a Spell||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 {@feat Conceal Spell}, and you don't need to attempt a {@skill Deception} check because the spell has no verbal components."
			]
		},
		{
			"name": "Skill Mastery",
			"source": "CRB",
			"page": 229,
			"level": 8,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Rogue Dedication}, trained in at least one skill and expert in at least one skill",
			"entries": [
				"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."
			],
			"special": [
				"You can select this feat up to five times."
			]
		},
		{
			"name": "Skill Training",
			"source": "CRB",
			"page": 266,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "Intelligence 12",
			"entries": [
				"You become trained in the skill of your choice."
			],
			"special": [
				"You can select this feat multiple times, choosing a new skill to become trained in each time."
			]
		},
		{
			"name": "Skirmish Strike",
			"source": "CRB",
			"page": 173,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"flourish",
				"ranger"
			],
			"entries": [
				"Your feet and weapon move in tandem. Either {@action Step} and then {@action Strike}, or {@action Strike} and then {@action Step}."
			]
		},
		{
			"name": "Skirmish Strike",
			"source": "CRB",
			"page": 186,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"flourish",
				"rogue"
			],
			"entries": [
				"Your feet and weapon move in tandem. Either {@action Step} and then {@action Strike}, or {@action Strike} and then {@action Step}."
			]
		},
		{
			"name": "Skittering Scuttle",
			"source": "CRB",
			"page": 49,
			"level": 9,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Goblin Scuttle}",
			"entries": [
				"You can scuttle farther and faster when maneuvering alongside allies. When you use {@feat Goblin Scuttle}, you can {@action Stride} up to half your Speed instead of {@action Step|CRB|Stepping}."
			]
		},
		{
			"name": "Sleeper Hold",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"incapacitation",
				"monk"
			],
			"requirements": "You have a creature {@condition grabbed} or {@condition restrained}.",
			"entries": [
				"You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an {@skill Athletics} check to {@action Grapple} the creature, with the following success and critical success effects instead of the usual effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target falls {@condition unconscious} for 1 minute, though it remains standing and doesn't drop what it holds.",
						"Success": "The target is {@condition clumsy 1} until the end of its next turn."
					}
				}
			]
		},
		{
			"name": "Slippery Secrets",
			"source": "CRB",
			"page": 266,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Deception}",
			"entries": [
				"You elude and evade attempts to uncover your true nature or intentions. When a spell or {@trait magical} effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a {@skill Deception} check against the spell or effect's DC. If you succeed, the effect reveals nothing."
			]
		},
		{
			"name": "Sly Striker",
			"source": "CRB",
			"page": 187,
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "sneak attack",
			"entries": [
				"Your attacks deal more damage, even against creatures that aren't {@condition flat-footed}. When you succeed or critically succeed at a {@action Strike} against a creature that isn't {@condition flat-footed}, you also deal {@damage 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 {@dice 3d6} or more sneak attack damage to {@condition flat-footed} creatures, you deal {@damage 2d6} precision damage to creatures that aren't {@condition flat-footed}."
			],
			"leadsTo": [
				"Impossible Striker"
			]
		},
		{
			"name": "Smite Evil",
			"source": "CRB",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"champion"
			],
			"prerequisites": "divine ally (blade), tenets of good",
			"entries": [
				"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 {@action Strike||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."
			]
		},
		{
			"name": "Smoke Bomb",
			"source": "CRB",
			"page": 77,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 2,
			"traits": [
				"additive <1>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.",
			"entries": [
				"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 {@condition concealed} condition, and all other creatures are {@condition concealed} to them. The smoke lasts for 1 minute or until dissipated by a strong wind."
			]
		},
		{
			"name": "Snagging Strike",
			"source": "CRB",
			"page": 145,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter"
			],
			"requirements": "You have one hand free, and your target is within reach of that hand.",
			"entries": [
				"You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a {@action Strike} while keeping one hand free. If this {@action Strike} hits, the target is {@condition flat-footed} until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first."
			]
		},
		{
			"name": "Snap Shot",
			"source": "CRB",
			"page": 173,
			"level": 6,
			"traits": [
				"ranger"
			],
			"entries": [
				"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 {@action Strike} to instead make a ranged weapon {@action 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 {@action Strike} with a ranged weapon {@action Strike}."
			]
		},
		{
			"name": "Snare Crafting",
			"source": "CRB",
			"page": 266,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can use the {@action Craft} activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four {@filter common snares|items||source=|category=snare|rarity=common|weapon==sand} to your formula book."
			],
			"leadsTo": [
				"Snare Specialist",
				"Lightning Snares",
				"Powerful Snares",
				"Quick Snares",
				"Ubiquitous Snares",
				"Impossible Snares|APG",
				"Trapsmith Dedication|G&G",
				"Finessed Features|G&G",
				"Gear Gnash|G&G",
				"Propeller Attachment|G&G",
				"Recycled Cogwheels|G&G",
				"Repurposed Parts|G&G",
				"Snare Genius|APG",
				"Snare Hopping|APG",
				"Snarecrafter Dedication|APG",
				"Giant Snare|APG",
				"Plentiful Snares|APG",
				"Remote Trigger|APG",
				"Surprise Snare|APG",
				"Snare Commando|LOAG",
				"Vicious Snares|LOAG"
			]
		},
		{
			"name": "Snare Specialist",
			"source": "CRB",
			"page": 172,
			"level": 4,
			"traits": [
				"ranger"
			],
			"prerequisites": "expert in {@skill Crafting}, {@feat Snare Crafting}",
			"entries": [
				"You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in {@skill Crafting} is expert, you gain the formulas for three {@filter common or uncommon snares|items||source=|category=snare|rarity=common;uncommon|weapon==sand}. 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 {@action Craft}, you can {@action Craft} them with 3 {@action Interact} actions. The number of snares increases to six if you have master proficiency in {@skill Crafting} and eight if you have legendary proficiency in {@skill Crafting}. Snares prepared in this way don't cost you any resources to {@action Craft}."
			],
			"leadsTo": [
				"Lightning Snares",
				"Powerful Snares",
				"Quick Snares",
				"Ubiquitous Snares",
				"Impossible Snares|APG",
				"Trapsmith Dedication|G&G",
				"Finessed Features|G&G",
				"Gear Gnash|G&G",
				"Propeller Attachment|G&G",
				"Recycled Cogwheels|G&G",
				"Repurposed Parts|G&G"
			]
		},
		{
			"name": "Sneak Attacker",
			"source": "CRB",
			"page": 229,
			"level": 4,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Rogue Dedication}",
			"entries": [
				"You gain the sneak attack class feature (page 181), except it deals {@dice 1d4} damage, increasing to {@dice 1d6} at 6th level. You don't increase the number of dice as you gain levels."
			]
		},
		{
			"name": "Sneak Savant",
			"source": "CRB",
			"page": 187,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "master in {@skill Stealth}",
			"entries": [
				"It is almost impossible to spot you without taking effort to look. When you roll a failure on a {@action Sneak} action, you get a success instead. You can still critically fail."
			]
		},
		{
			"name": "Soaring Shape",
			"source": "CRB",
			"page": 137,
			"level": 8,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"Wings free you from the shackles of the ground below. Add the bat and bird forms in {@spell aerial form} to your wild shape list. If you have {@feat Insect Shape}, you also add the wasp form to your wild shape list. If you have {@feat 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 {@skill Acrobatics} modifier, you gain a +1 status bonus to {@skill Acrobatics} checks."
			],
			"leadsTo": [
				"Dragon Shape",
				"True Shapeshifter",
				"Reactive Transformation|APG"
			]
		},
		{
			"name": "Soothing Ballad",
			"source": "CRB",
			"page": 103,
			"level": 14,
			"traits": [
				"bard"
			],
			"entries": [
				"You soothe your allies' wounds with the power of your performance. You learn the {@spell soothing ballad} composition spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Sorcerer Dedication",
			"source": "CRB",
			"page": 230,
			"level": 2,
			"featType": {
				"archetype": [
					"Sorcerer"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Charisma 14",
			"entries": [
				"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 {@action Cast a Spell} activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition 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."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype."
			],
			"leadsTo": [
				"Basic Blood Potency",
				"Advanced Blood Potency",
				"Basic Bloodline Spell",
				"Basic Sorcerer Spellcasting",
				"Bloodline Breadth",
				"Expert Sorcerer Spellcasting",
				"Master Sorcerer Spellcasting"
			]
		},
		{
			"name": "Specialized Companion",
			"source": "CRB",
			"page": 139,
			"add_hash": "Druid",
			"level": 14,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Incredible Companion}",
			"entries": [
				"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.)"
			],
			"special": [
				"You can select this feat up to three times. Each time, add a different specialization to your companion."
			]
		},
		{
			"name": "Specialized Companion",
			"source": "CRB",
			"page": 176,
			"add_hash": "Ranger",
			"level": 16,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Incredible Companion (Ranger)|CRB|Incredible Companion}",
			"entries": [
				"Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice."
			]
		},
		{
			"name": "Specialty Crafting",
			"source": "CRB",
			"page": 266,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"Your training focused on {@skill Crafting} one particular kind of item. Select one of the specialties; you gain a +1 circumstance bonus to {@skill Crafting} checks to {@action Craft} items of that type. If you are a master in {@skill 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 {@item morningstar} and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.",
				{
					"type": "table",
					"source": "CRB",
					"page": 267,
					"labelRowIdx": [
						0
					],
					"colStyles": [
						"text-left",
						"text-left"
					],
					"rows": [
						[
							"Specialty",
							"Applicable Items"
						],
						[
							"Alchemy*",
							"{@filter Alchemical items|items||item=alchemical} such as {@filter elixirs|items||category=elixir}"
						],
						[
							"Artistry",
							"Fine art, including jewelry"
						],
						[
							"Blacksmithing",
							"Durable metal goods, including {@filter metal armor|items||group=plate;chain;composite}"
						],
						[
							"Bookmaking",
							"Books and paper"
						],
						[
							"Glassmaking",
							"Glass, including glassware and windows"
						],
						[
							"Leatherworking",
							"Leather goods, including {@filter leather armor|items||group=leather}"
						],
						[
							"Pottery",
							"Ceramic goods"
						],
						[
							"Shipbuilding",
							"Ships and boats"
						],
						[
							"Stonemasonry",
							"Stone goods and structures"
						],
						[
							"Tailoring",
							"Clothing"
						],
						[
							"Weaving",
							"Textiles, baskets, and rugs"
						],
						[
							"Woodworking",
							"Wooden goods and structures"
						]
					],
					"footnotes": [
						"*You must have the {@feat Alchemical Crafting} skill feat to {@action Craft} {@filter alchemical items|items||item=alchemical}"
					]
				}
			],
			"leadsTo": [
				"Impeccable Crafting"
			]
		},
		{
			"name": "Spell Combination",
			"source": "CRB",
			"page": 213,
			"level": 20,
			"traits": [
				"wizard"
			],
			"entries": [
				"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\u2014both 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."
			]
		},
		{
			"name": "Spell Penetration",
			"source": "CRB",
			"page": 210,
			"level": 6,
			"traits": [
				"wizard"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Spell Tinker",
			"source": "CRB",
			"page": 213,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"concentrate",
				"wizard"
			],
			"entries": [
				"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 {@action Cast a Spell||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."
			]
		},
		{
			"name": "Spirit's Wrath",
			"source": "CRB",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"attack",
				"barbarian",
				"concentrate",
				"instinct",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|Spirit instinct|spirit}",
			"entries": [
				"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 {@dice 4d8} plus your Constitution modifier. The damage is your choice of negative or positive damage; don't apply your {@action 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 {@action Strike} is a critical hit, the target becomes {@condition frightened 1}. This attack uses and counts toward your multiple attack penalty as if you were the one attacking."
			]
		},
		{
			"name": "Spirits' Interference",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"barbarian",
				"divine",
				"instinct",
				"necromancy",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|Spirit instinct|spirit}",
			"entries": [
				"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 {@flatDC 5} flat check or the attack misses with no effect."
			]
		},
		{
			"name": "Spring Attack",
			"source": "CRB",
			"page": 152,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You are adjacent to an enemy.",
			"entries": [
				"Springing away from one foe, you {@action Strike} at another. {@action 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 {@action Strike} against an enemy now within reach. You can use Spring Attack while {@action burrow||Burrowing}, {@action climb||Climbing}, {@action fly||Flying}, or {@action swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Spring From the Shadows",
			"source": "CRB",
			"page": 187,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"flourish",
				"rogue"
			],
			"entries": [
				"Leaping out from hiding, you assail your target when they least expect it. You {@action Stride} up to your Speed, but you must end your movement next to an enemy you're {@condition hidden} from or {@condition undetected} by. You then {@action Strike} that enemy; you remain {@condition hidden} from or {@condition undetected} by that creature until after you {@action Strike}. You can use Spring from the Shadows while {@action burrow||Burrowing}, {@action climb||Climbing}, {@action fly||Flying}, or {@action swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Stance Savant",
			"source": "CRB",
			"page": 153,
			"add_hash": "Fighter",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 14,
			"traits": [
				"fighter"
			],
			"trigger": "You roll initiative.",
			"entries": [
				"When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the {@trait stance} trait."
			]
		},
		{
			"name": "Stance Savant",
			"source": "CRB",
			"page": 164,
			"add_hash": "Monk",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 12,
			"traits": [
				"monk"
			],
			"trigger": "You roll initiative.",
			"entries": [
				"You enter a stance without a thought. Use an action that has the {@trait stance} trait."
			]
		},
		{
			"name": "Stand Still",
			"source": "CRB",
			"page": 160,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"monk"
			],
			"trigger": "A creature within your reach uses a move action or leaves a square during a move action it's using.",
			"entries": [
				"You strike out when your foe tries to flee. Make a melee {@action Strike} against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action."
			]
		},
		{
			"name": "Steady Balance",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Acrobatics}",
			"entries": [
				"You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the {@action Balance} action, you get a critical success instead. You're not {@condition flat-footed} while attempting to {@action Balance} on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an {@skill Acrobatics} check instead of a Reflex save to {@action Grab an Edge}."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "CRB",
			"page": 101,
			"add_hash": "Bard",
			"level": 6,
			"traits": [
				"bard"
			],
			"entries": [
				"You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "CRB",
			"page": 123,
			"add_hash": "Cleric",
			"level": 6,
			"traits": [
				"cleric"
			],
			"entries": [
				"Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "CRB",
			"page": 136,
			"add_hash": "Druid",
			"level": 6,
			"traits": [
				"druid"
			],
			"entries": [
				"Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "CRB",
			"page": 200,
			"add_hash": "Sorcerer",
			"level": 6,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you {@action Cast a Spell}. If a reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "CRB",
			"page": 211,
			"add_hash": "Wizard",
			"level": 6,
			"traits": [
				"wizard"
			],
			"entries": [
				"Confident in your technique, you don't easily lose your concentration when you {@action Cast a Spell}. If a reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Stealthy Companion",
			"source": "CRB",
			"page": 176,
			"level": 14,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Camouflage}, {@feat Animal Companion (Ranger)||Animal Companion}",
			"entries": [
				"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 {@skill Stealth} increases to master (or legendary if it was already master)."
			]
		},
		{
			"name": "Sticky Bomb",
			"source": "CRB",
			"page": 79,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"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 {@condition persistent damage} equal to and of the same type as the bomb's {@trait splash} damage. If the bomb already deals {@condition persistent damage}, combine the two amounts."
			]
		},
		{
			"name": "Stonecunning",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to {@skill Perception} checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or {@condition hidden} within stone.",
				"If you aren't using the {@action Seek} action or {@action search||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 \u20132 circumstance penalty."
			]
		},
		{
			"name": "Stonewalker",
			"source": "CRB",
			"page": 37,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You have a deep reverence for and connection to stone. You gain {@spell meld into stone} as a 3rd-level divine innate spell that you can cast once per day.",
				"If you have the {@feat Stonecunning} dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in {@skill Perception}. If you have both Stonecunning and legendary proficiency in {@skill Perception}, when you're not {@action seek||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 \u20132 circumstance penalty."
			],
			"leadsTo": [
				"Stonegate|APG"
			]
		},
		{
			"name": "Storm Born",
			"source": "CRB",
			"page": 134,
			"level": 1,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Storm order|storm}",
			"entries": [
				"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 {@skill Perception} checks caused by weather, and your targeted spells don't require a flat check to succeed against a target {@condition concealed} by weather (such as fog)."
			]
		},
		{
			"name": "Storm Retribution",
			"source": "CRB",
			"page": 136,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Storm order|storm}, {@spell tempest surge} order spell",
			"trigger": "An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.",
			"requirements": "You have at least 1 available Focus Point.",
			"entries": [
				"You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast {@spell 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 {@quickref forced movement||3|forced movement}."
			]
		},
		{
			"name": "Streetwise",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"You know about life on the streets and feel the pulse of your local settlement. You can use your {@skill Society} modifier instead of your {@skill Diplomacy} modifier to {@action Gather Information}. In any settlement you frequent regularly, you can use the {@action Recall Knowledge} action with {@skill Society} to know the same sorts of information that you could discover with {@skill Diplomacy} to {@action 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 {@action Gather Information} normally."
			],
			"leadsTo": [
				"Criminal Connections|APG",
				"Underground Network|APG"
			]
		},
		{
			"name": "Student of the Canon",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Religion}",
			"entries": [
				"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 {@skill Religion} check to {@action Decipher Writing} of a religious nature or to {@action Recall Knowledge} about the tenets of faiths, you get a failure instead. When attempting to {@action 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."
			]
		},
		{
			"name": "Studious Capacity",
			"source": "CRB",
			"page": 103,
			"level": 16,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}, legendary in {@skill Occultism}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Stunning Fist",
			"source": "CRB",
			"page": 160,
			"level": 2,
			"traits": [
				"monk"
			],
			"prerequisites": "{@action Flurry of Blows}",
			"entries": [
				"The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two {@action Strike||Strikes} from your {@action Flurry of Blows}, you can try to stun the creature. If either {@action Strike} hits and deals damage, the target must succeed at a Fortitude save against your class DC or be {@condition stunned 1} (or {@condition stunned 3} on a critical failure). This is an {@trait incapacitation} effect."
			],
			"leadsTo": [
				"Triangle Shot|APG",
				"Vitality-manipulating Stance|FRP3"
			]
		},
		{
			"name": "Subtle Theft",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Thievery}",
			"entries": [
				"When you successfully {@action Steal} something, observers (creatures other than the creature you stole from) take a \u20132 circumstance penalty to their {@skill Perception} DCs to detect your theft. Additionally, if you first {@action Create a Diversion} using {@skill Deception}, taking a single {@action Palm an Object} or {@action Steal} action doesn't end your {@condition undetected} condition."
			]
		},
		{
			"name": "Sudden Charge",
			"source": "CRB",
			"page": 88,
			"add_hash": "Barbarian",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"barbarian",
				"flourish",
				"open"
			],
			"entries": [
				"With a quick sprint, you dash up to your foe and swing. {@action Stride} twice. If you end your movement within melee reach of at least one enemy, you can make a melee {@action Strike} against that enemy. You can use Sudden Charge while {@action Burrow||Burrowing}, {@action Climb||Climbing}, {@action Fly||Flying}, or {@action Swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Sudden Charge",
			"source": "CRB",
			"page": 145,
			"add_hash": "Fighter",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter",
				"flourish",
				"open"
			],
			"entries": [
				"With a quick sprint, you dash up to your foe and swing. {@action Stride} twice. If you end your movement within melee reach of at least one enemy, you can make a melee {@action Strike} against that enemy. You can use Sudden Charge while {@action Burrow||Burrowing}, {@action Climb||Climbing}, {@action Fly||Flying}, or {@action Swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Sudden Leap",
			"source": "CRB",
			"page": 91,
			"add_hash": "Barbarian",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian"
			],
			"entries": [
				"You swing at a foe while mid-leap. Make a {@action Leap}, {@action High Jump}, or {@action Long Jump} and attempt one melee {@action Strike} at any point during your jump. Immediately after the {@action 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 {@action High Jump} or {@action Long Jump} during a Sudden Leap, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed."
			]
		},
		{
			"name": "Sudden Leap",
			"source": "CRB",
			"page": 149,
			"add_hash": "Fighter",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"fighter"
			],
			"entries": [
				"You make an impressive leap and swing while you soar. Make a {@action Leap}, {@action High Jump}, or {@action Long Jump} and attempt one melee {@action Strike} at any point during your jump. Immediately after the {@action 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 {@action High Jump} or {@action Long Jump} during a Sudden Leap, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed."
			],
			"special": [
				"If you have {@feat Felling Strike}, you can spend 3 actions to make a Sudden Leap and use {@feat Felling Strike} instead of a normal {@action Strike}."
			]
		},
		{
			"name": "Superior Bond",
			"source": "CRB",
			"page": 213,
			"level": 14,
			"traits": [
				"wizard"
			],
			"prerequisites": "arcane bond",
			"entries": [
				"When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use {@action Drain Bonded Item} one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell."
			]
		},
		{
			"name": "Supernatural Charm",
			"source": "CRB",
			"page": 58,
			"level": 5,
			"traits": [
				"half-elf"
			],
			"entries": [
				"The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level {@spell charm} as an arcane innate spell once per day."
			]
		},
		{
			"name": "Sure Feet",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an {@skill Acrobatics} check to {@action Balance} or an {@skill Athletics} check to {@action Climb}, you get a critical success instead.",
				"You're not {@condition flat-footed} when you attempt to {@action Balance} or {@action Climb}."
			]
		},
		{
			"name": "Survey Wildlife",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"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 {@skill Survival} check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a {@action Recall Knowledge} check with a \u20132 penalty to learn more about the creatures just from these signs. If you're a master in {@skill Survival}, you don't take the penalty."
			]
		},
		{
			"name": "Swift Banishment",
			"source": "CRB",
			"page": 126,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"cleric"
			],
			"trigger": "You critically hit a creature that is not on its home plane.",
			"requirements": "You have a {@spell banishment} spell prepared.",
			"entries": [
				"The force of your blow sends your victim back to its home plane. You expend a {@spell 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."
			],
			"leadsTo": [
				"Improved Swift Banishment"
			]
		},
		{
			"name": "Swift River",
			"source": "CRB",
			"page": 165,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 18,
			"traits": [
				"monk"
			],
			"trigger": "Your turn ends and you have a status penalty to your Speed or are {@condition immobilized} or {@condition slowed}.",
			"entries": [
				"You flow like water, avoiding all restraints. End one status penalty to your speed, or end one {@condition immobilized} or {@condition slowed} condition affecting you."
			]
		},
		{
			"name": "Swift Sneak",
			"source": "CRB",
			"page": 267,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Stealth}",
			"entries": [
				"You can move your full Speed when you {@action Sneak}. You can use Swift Sneak while {@action Burrow||Burrowing}, {@action Climb||Climbing}, {@action Fly||Flying}, or {@action Swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			],
			"leadsTo": [
				"Legendary Sneak"
			]
		},
		{
			"name": "Swift Tracker",
			"source": "CRB",
			"page": 173,
			"level": 6,
			"traits": [
				"ranger"
			],
			"prerequisites": "expert in {@skill Survival}, {@feat Experienced Tracker}",
			"entries": [
				"Your keen eyes catch signs of passage even when you're moving. You can move at your full Speed while you {@action Track}. If you have master proficiency in {@skill Survival}, you don't need to attempt a new {@skill Survival} check every hour while {@action Track||Tracking}. If you have legendary proficiency in {@skill Survival}, you can use another exploration activity while {@action Track||Tracking}.",
				"If you roll {@skill Survival} for initiative while tracking your {@action hunt prey||hunted prey}, when you start your first turn of the encounter, you can {@action Stride} toward your hunted prey as a free action."
			]
		},
		{
			"name": "Swipe",
			"source": "CRB",
			"page": 89,
			"add_hash": "Barbarian",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"barbarian",
				"flourish"
			],
			"entries": [
				"You make a wide, arcing swing. Make a single melee {@action 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 {@trait sweep} trait, its modifier applies to all your Swipe attacks."
			]
		},
		{
			"name": "Swipe",
			"source": "CRB",
			"page": 147,
			"add_hash": "Fighter",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish"
			],
			"entries": [
				"You make a wide, arcing swing. Make a melee {@action Strike} and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each 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 {@trait sweep} trait, its modifier applies to all your Swipe attacks."
			]
		},
		{
			"name": "Symphony of the Muse",
			"source": "CRB",
			"page": 103,
			"level": 20,
			"traits": [
				"bard"
			],
			"prerequisites": "{@feat Harmonize}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Tactical Debilitations",
			"source": "CRB",
			"page": 187,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Scoundrel racket|scoundrel}, {@action Debilitating Strike}",
			"entries": [
				"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 {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target can't use reactions.",
						"{@bold Debilitation} The target can't flank or contribute to allies' flanking."
					]
				}
			]
		},
		{
			"name": "Tangled Forest Rake",
			"source": "CRB",
			"page": 164,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Tangled Forest Stance}",
			"requirements": "You are in Tangled Forest Stance.",
			"entries": [
				"You reposition foes with raking attacks. Make a lashing branch {@action Strike}. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the {@quickref forced movement||3|forced movement} rules found on page 475."
			]
		},
		{
			"name": "Tangled Forest Stance",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal {@damage 1d8} slashing damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait finesse}, {@trait nonlethal}, and {@trait 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, {@skill Acrobatics} check, or {@skill Athletics} check against your class DC or be {@condition immobilized} for that action. If you prefer, you can allow the enemy to move."
			],
			"leadsTo": [
				"Tangled Forest Rake"
			]
		},
		{
			"name": "Targeting Shot",
			"source": "CRB",
			"page": 176,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"press",
				"ranger"
			],
			"prerequisites": "{@feat Hunter's Aim}",
			"entries": [
				"You carefully track your prey's position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon {@action Strike} against your hunted prey. You ignore the target's {@condition concealed} condition and all cover."
			]
		},
		{
			"name": "Terrain Expertise",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to {@skill 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."
			],
			"special": [
				"You can select this feat more than once, choosing a different type of terrain each time."
			]
		},
		{
			"name": "Terrain Master",
			"source": "CRB",
			"page": 174,
			"level": 8,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Survival}, {@feat Favored Terrain}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Terrain Stalker",
			"source": "CRB",
			"page": 267,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Stealth}",
			"entries": [
				"Select one type of {@quickref difficult terrain||3|terrain} from the following list: rubble, snow, or underbrush. While {@condition undetected} by all non-allies in that type of terrain, you can {@action Sneak} without attempting a {@skill 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 {@action Avoid Notice||Avoiding Notice} during exploration as long as they aren't actively {@action Search||Searching} or on guard."
			],
			"special": [
				"You can select this feat multiple times. Each time, choose a different type of terrain."
			]
		},
		{
			"name": "Terrified Retreat",
			"source": "CRB",
			"page": 268,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Intimidation}",
			"entries": [
				"When you critically succeed at the {@action Demoralize} action, if the target's level is lower than yours, the target is {@condition fleeing} for 1 round."
			]
		},
		{
			"name": "Terrifying Howl",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"auditory",
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Intimidating Glare}",
			"entries": [
				"You unleash a terrifying howl. Attempt {@skill Intimidation||Intimidate} checks to {@action Demoralize} each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute."
			]
		},
		{
			"name": "Thousand Faces",
			"source": "CRB",
			"page": 135,
			"level": 4,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}",
			"entries": [
				"Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in {@spell humanoid form} to your wild shape list."
			]
		},
		{
			"name": "Thrash",
			"source": "CRB",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "You have a foe {@condition grabbed}.",
			"entries": [
				"You thrash the {@condition grabbed} foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your {@action Rage} damage. The foe must attempt a basic Fortitude save against your class DC."
			],
			"leadsTo": [
				"Collateral Thrash",
				"Whirlwind Toss|FRP3"
			]
		},
		{
			"name": "Tiger Slash",
			"source": "CRB",
			"page": 161,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Tiger Stance}",
			"requirements": "You are in Tiger Stance.",
			"entries": [
				"You make a fierce swipe with both hands. Make a tiger claw {@action 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 {@condition persistent damage||persistent bleed damage} from your tiger claw."
			]
		},
		{
			"name": "Tiger Stance",
			"source": "CRB",
			"page": 159,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"You enter the stance of a tiger and can make tiger claw attacks. These deal {@damage 1d8} slashing damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits. On a critical success with your tiger claws, if you deal damage, the target takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}.",
				"As long as your Speed is at least 20 feet while in Tiger Stance, you can {@action Step} 10 feet."
			],
			"leadsTo": [
				"Tiger Slash"
			]
		},
		{
			"name": "Timeless Body",
			"source": "CRB",
			"page": 164,
			"level": 14,
			"traits": [
				"monk"
			],
			"entries": [
				"You cease aging. In addition, you gain a +2 status bonus to saving throws against {@trait poison||poisons} and {@trait disease||diseases}, and you gain resistance to poison damage equal to half your level."
			]
		},
		{
			"name": "Timeless Nature",
			"source": "CRB",
			"page": 139,
			"level": 14,
			"traits": [
				"druid"
			],
			"entries": [
				"With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against {@trait disease||diseases} and primal magic."
			]
		},
		{
			"name": "Titan Slinger",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a {@group 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)."
			]
		},
		{
			"name": "Titan Wrestler",
			"source": "CRB",
			"page": 268,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You can attempt to {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in {@skill Athletics}."
			]
		},
		{
			"name": "Titan's Stature",
			"source": "CRB",
			"page": 92,
			"level": 12,
			"traits": [
				"barbarian",
				"instinct",
				"polymorph",
				"transmutation"
			],
			"prerequisites": "{@class barbarian|crb|Giant instinct|giant}, {@feat Giant's Stature}",
			"entries": [
				"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 {@condition clumsy 1} condition as long as you are Huge."
			]
		},
		{
			"name": "To the Ends of the Earth",
			"source": "CRB",
			"page": 177,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "legendary in {@skill Survival}",
			"entries": [
				"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 {@action 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 {@skill Nature} to track your prey's location across {@trait teleportation} or planar travel. This feat gains the {@trait detection}, {@trait divination}, and {@trait primal} traits if you're legendary in {@skill Nature}."
			]
		},
		{
			"name": "Tongue of Sun And Moon",
			"source": "CRB",
			"page": 165,
			"level": 14,
			"traits": [
				"monk"
			],
			"entries": [
				"You have transcended the barriers between words and meaning. You can speak and understand all spoken languages."
			]
		},
		{
			"name": "Toughness",
			"source": "CRB",
			"page": 268,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459)."
			]
		},
		{
			"name": "Train Animal",
			"source": "CRB",
			"page": 268,
			"level": 1,
			"traits": [
				"downtime",
				"general",
				"manipulate",
				"skill"
			],
			"prerequisites": "trained in {@skill Nature}",
			"entries": [
				"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 {@action Command an Animal} action) 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 {@skill Nature}, you might be able to train more unusual creatures, at the GM's discretion.",
				{
					"type": "successDegree",
					"entries": {
						"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 {@skill 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."
					}
				}
			]
		},
		{
			"name": "Trap Finder",
			"source": "CRB",
			"add_hash": "Rogue",
			"page": 183,
			"level": 1,
			"traits": [
				"rogue"
			],
			"entries": [
				"You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to {@skill Perception} checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't {@action Search||Searching}, you get a check to find traps that normally require you to be {@action Search||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 {@skill Thievery}. If you have master proficiency in {@skill Thievery}, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2."
			]
		},
		{
			"name": "Trick Magic Item",
			"source": "CRB",
			"page": 268,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"general",
				"manipulate",
				"skill"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"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.",
				"Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are {@skill Arcana} for arcane, {@skill Nature} for primal, {@skill Occultism} for occult, {@skill Religion} for divine, or any of the four for an item that has the {@trait magical} trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation)",
				"If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.",
						"Failure": "You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.",
						"Critical Failure": "You can't use the item, and you can't try to trick it again until your next daily preparations."
					}
				}
			]
		},
		{
			"name": "Trickster's Ace",
			"source": "CRB",
			"page": 189,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 18,
			"traits": [
				"concentrate",
				"rogue"
			],
			"trigger": "You specify the trigger when you make your daily preparations (see Requirements below).",
			"requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action. You also choose a {@filter single spell|spells||level=1;2;3;4|Tradition & Spell List=arcane;divine;occult;primal|components=!cost|Miscellaneous=Has Targets|Cast Time=Varies;Action;Two-Action;Three-Action;Free Action;Minutes;Rounds} 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.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Triple Shot",
			"source": "CRB",
			"page": 149,
			"level": 6,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Double Shot}",
			"entries": [
				"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 {@action Strike||Strikes} instead of two. If you do, the penalty is \u20134. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them."
			],
			"leadsTo": [
				"Multishot Stance"
			]
		},
		{
			"name": "Triple Threat",
			"source": "CRB",
			"page": 177,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Shared Prey}",
			"entries": [
				"You can divide your attention three ways when hunting. When you use {@action 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."
			]
		},
		{
			"name": "Triple Time",
			"source": "CRB",
			"page": 101,
			"level": 4,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell triple time} composition cantrip, which speeds up you and your allies for a round."
			]
		},
		{
			"name": "True Debilitating Bomb",
			"source": "CRB",
			"page": 80,
			"level": 14,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Greater Debilitating Bomb}",
			"entries": [
				"Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use {@feat Debilitating Bomb}, add the following to the list of effects you can choose from: {@condition enfeebled 2}, {@condition stupefied 2}, or a \u201315-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."
			]
		},
		{
			"name": "True Hypercognition",
			"source": "CRB",
			"page": 103,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Enigma muse|enigma}",
			"entries": [
				"Your mind works at an incredible pace. You instantly use up to five {@action Recall Knowledge} actions. If you have any special abilities or free actions that would normally be triggered when you {@action Recall Knowledge}, you can't use them for these actions."
			]
		},
		{
			"name": "True Shapeshifter",
			"source": "CRB",
			"page": 139,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 20,
			"traits": [
				"concentrate",
				"druid"
			],
			"prerequisites": "{@feat Dragon Shape}, {@feat Wild Shape}",
			"entries": [
				"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 {@spell nature incarnate}; if you have {@feat Plant Shape}, you can instead transform into a green man."
			]
		},
		{
			"name": "Turn Undead",
			"source": "CRB",
			"page": 122,
			"level": 2,
			"traits": [
				"cleric"
			],
			"entries": [
				"Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a {@spell heal} spell to damage undead, each undead of your level or lower that critically fails its save gains the {@condition fleeing} condition for 1 round."
			]
		},
		{
			"name": "Twin Feint",
			"source": "CRB",
			"page": 183,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"rogue"
			],
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one {@action Strike} with each of your two melee weapons, both against the same target. The target is automatically {@condition flat-footed} against the second attack. Apply your multiple attack penalty to the {@action Strike|CRB|Strikes} normally."
			],
			"leadsTo": [
				"Twin Distraction|APG"
			]
		},
		{
			"name": "Twin Parry",
			"source": "CRB",
			"page": 147,
			"add_hash": "Fighter",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding two melee weapons, one in each hand.",
			"entries": [
				"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 {@trait parry} trait. You lose this circumstance bonus if you no longer meet this feat's requirement."
			],
			"leadsTo": [
				"Twinned Defense (Fighter)"
			]
		},
		{
			"name": "Twin Parry",
			"source": "CRB",
			"page": 172,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"ranger"
			],
			"requirements": "You are wielding two melee weapons, one in each hand.",
			"entries": [
				"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 {@trait parry} trait. You lose this circumstance bonus if you no longer meet this feat's requirement."
			]
		},
		{
			"name": "Twin Riposte",
			"source": "CRB",
			"page": 151,
			"add_hash": "Fighter",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"fighter"
			],
			"trigger": "A creature within your reach critically fails a {@action Strike} against you.",
			"requirements": "You are benefiting from {@feat Twin Parry (Fighter)|CRB|Twin Parry}.",
			"entries": [
				"A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee {@action Strike} or use a {@action Disarm} action against the triggering opponent."
			]
		},
		{
			"name": "Twin Riposte",
			"source": "CRB",
			"page": 175,
			"add_hash": "Ranger",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"ranger"
			],
			"trigger": "A creature within your reach critically fails a {@action Strike} against you.",
			"requirements": "You are benefiting from {@feat Twin Parry (Fighter)|CRB|Twin Parry}.",
			"entries": [
				"A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee {@action Strike} or use a {@action Disarm} action against the triggering opponent."
			]
		},
		{
			"name": "Twin Takedown",
			"source": "CRB",
			"page": 171,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"flourish",
				"ranger"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"You swiftly attack your {@action hunt prey||hunted prey} with both weapons. Make two {@action Strike||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 {@action Strike} normally."
			]
		},
		{
			"name": "Twinned Defense",
			"source": "CRB",
			"page": 153,
			"add_hash": "Fighter",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"fighter",
				"stance"
			],
			"prerequisites": "{@feat Twin Parry (Fighter)|CRB|Twin Parry}",
			"requirements": "You are wielding two melee weapons, one in each hand.",
			"entries": [
				"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 {@feat Twin Parry (Fighter)|CRB|Twin Parry} action."
			]
		},
		{
			"name": "Twist the Knife",
			"source": "CRB",
			"page": 186,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"rogue"
			],
			"requirements": "Your last action was a melee {@action Strike} that dealt sneak attack damage to a {@condition flat-footed} target.",
			"entries": [
				"After stabbing your opponent in a weak spot, you tear the wound open. You deal {@condition persistent damage||persistent bleed damage} to the target equal to your number of sneak attack damage dice."
			]
		},
		{
			"name": "Two-Weapon Flurry",
			"source": "CRB",
			"page": 153,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"fighter",
				"flourish",
				"press"
			],
			"requirements": "You are wielding two weapons, each in a different hand.",
			"entries": [
				"You lash out with both your weapons in a sudden frenzy. {@action Strike} twice, once with each weapon."
			]
		},
		{
			"name": "Ubiquitous Snares",
			"source": "CRB",
			"page": 177,
			"level": 16,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Snare Specialist}",
			"entries": [
				"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."
			],
			"leadsTo": [
				"Impossible Snares|APG"
			]
		},
		{
			"name": "Ultimate Mercy",
			"source": "CRB",
			"page": 115,
			"level": 18,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Mercy}",
			"entries": [
				"Your mercy transcends the bounds of life and death. When you use Mercy, you can cast {@spell 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 {@condition wounded 1}. You can't use Ultimate Mercy if the triggering effect was disintegrate or a {@trait death} effect."
			]
		},
		{
			"name": "Ultimate Skirmisher",
			"source": "CRB",
			"page": 177,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "wild stride",
			"entries": [
				"You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|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."
			]
		},
		{
			"name": "Unbalancing Blow",
			"source": "CRB",
			"page": 184,
			"level": 2,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Thief racket|thief}",
			"entries": [
				"Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your {@action Strike} is a critical hit and deals damage, the target is {@condition flat-footed} against your attacks until the end of your next turn."
			]
		},
		{
			"name": "Unburdened Iron",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"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 {@condition encumbered} condition or from a spell), deduct 5 feet from the penalty. For example, the {@condition encumbered} condition normally gives a \u201310-foot penalty to Speed, but it gives you only a \u20135-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce."
			]
		},
		{
			"name": "Uncanny Bombs",
			"source": "CRB",
			"page": 79,
			"level": 12,
			"traits": [
				"alchemist"
			],
			"prerequisites": "{@feat Far Lobber}",
			"entries": [
				"You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the {@trait 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 {@condition concealed} creature."
			]
		},
		{
			"name": "Uncanny Dodge",
			"source": "CRB",
			"page": 229,
			"level": 10,
			"featType": {
				"archetype": [
					"Rogue"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Rogue Dedication}",
			"entries": [
				"You gain the deny advantage class feature (page 181)."
			]
		},
		{
			"name": "Unconventional Expertise",
			"source": "CRB",
			"page": 58,
			"level": 13,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Unconventional Weaponry}, trained in the weapon you chose for {@feat Unconventional Weaponry}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Unconventional Weaponry",
			"source": "CRB",
			"page": 57,
			"level": 1,
			"traits": [
				"human"
			],
			"entries": [
				"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 {@trait dwarf}, {@trait goblin}, or {@trait 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."
			],
			"leadsTo": [
				"Unconventional Expertise"
			]
		},
		{
			"name": "Underwater Marauder",
			"source": "CRB",
			"page": 268,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You've learned to fight underwater. You are not {@condition flat-footed} while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water."
			]
		},
		{
			"name": "Unfettered Halfling",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"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 {@action Escape} or a saving throw against an effect that would impose the {@condition grabbed} or {@condition restrained} condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to {@action Grapple} you, they get a critical failure instead. If a creature uses the {@ability Grab} ability on you, it must succeed at an {@skill Athletics} check to grab you instead of automatically grabbing you."
			]
		},
		{
			"name": "Unified Theory",
			"source": "CRB",
			"page": 268,
			"level": 15,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Arcana}",
			"entries": [
				"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 a {@filter skill action|actions|Type=Skill} or a {@filter skill feat|feats|Type=Skill} that requires a {@skill Nature}, {@skill Occultism}, or {@skill Religion} check, depending on the magic tradition, you can use {@skill Arcana} instead. If you would normally take a penalty or have a higher DC for using {@skill Arcana} on other magic (such as when using {@action Identify Magic}), you no longer do so."
			]
		},
		{
			"name": "Unimpeded Step",
			"source": "CRB",
			"page": 109,
			"level": 1,
			"traits": [
				"champion"
			],
			"prerequisites": "{@class champion|crb|Liberator cause|liberator}",
			"entries": [
				"With a burst of divine liberation, your ally's movement from your {@action Liberating Step} is unaffected by {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, narrow surfaces, and uneven ground."
			]
		},
		{
			"name": "Universal Longevity",
			"source": "CRB",
			"page": 41,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 13,
			"traits": [
				"elf"
			],
			"prerequisites": "{@feat Expert Longevity}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"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 {@feat Ancestral Longevity} and {@feat Expert Longevity}."
			]
		},
		{
			"name": "Universal Versatility",
			"source": "CRB",
			"page": 211,
			"level": 8,
			"traits": [
				"wizard"
			],
			"prerequisites": "{@class wizard|crb|Universalist wizard|universalist}, {@feat Hand of the Apprentice}",
			"entries": [
				"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 {@action 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."
			]
		},
		{
			"name": "Unmistakable Lore",
			"source": "CRB",
			"page": 268,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Lore}",
			"entries": [
				"You never get information about your areas of expertise wrong.",
				"When you {@action Recall Knowledge} using any {@skill 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 {@skill Lore} subcategory, on a critical success, you gain even more information or context than usual."
			]
		},
		{
			"name": "Untrained Improvisation",
			"source": "CRB",
			"page": 268,
			"level": 3,
			"traits": [
				"general"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Unusual Composition",
			"source": "CRB",
			"page": 102,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"bard",
				"concentrate",
				"manipulate",
				"metamagic"
			],
			"prerequisites": "{@class bard|crb|Polymath muse|polymath}",
			"entries": [
				"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 {@trait auditory} or {@trait visual}."
			]
		},
		{
			"name": "Unwavering Mien",
			"source": "CRB",
			"page": 40,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a {@trait 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 {@trait sleep} effects, not against other forms of falling {@condition unconscious}."
			]
		},
		{
			"name": "Vengeful Hatred",
			"source": "CRB",
			"page": 36,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Vengeful Oath",
			"source": "CRB",
			"page": 111,
			"level": 2,
			"traits": [
				"champion",
				"oath"
			],
			"prerequisites": "{@class champion|crb|Paladin cause|paladin}",
			"entries": [
				"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.\"",
				"You can use {@spell lay on hands} to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the {@trait good} trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm."
			],
			"leadsTo": [
				"Aura of Vengeance"
			]
		},
		{
			"name": "Vengeful Strike",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Come and Get Me}",
			"trigger": "A creature within your reach succeeds or critically succeeds at an attack against you.",
			"requirements": "You're under the effect of Come and Get Me.",
			"entries": [
				"When struck by an enemy, you respond in turn. Make a melee {@action Strike} against the triggering creature. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Verdant Metamorphosis",
			"source": "CRB",
			"page": 139,
			"level": 14,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf}",
			"entries": [
				"You transform into a plant version of yourself. You gain the {@trait 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 {@trait 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 noncreature 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 {@condition drained}, {@condition enfeebled}, {@condition clumsy}, and {@condition stupefied} conditions, as well as all {@trait poison||poisons} and {@trait disease||diseases} of 19th level or lower."
			]
		},
		{
			"name": "Versatile Font",
			"source": "CRB",
			"page": 122,
			"level": 2,
			"traits": [
				"cleric"
			],
			"prerequisites": "harmful font or healing font, deity that allows clerics to have both fonts",
			"entries": [
				"As you explore your deity's aspects, you move beyond restrictions on healing or harming. You can prepare either {@spell harm} or {@spell heal} in the spell slots gained from the harmful font or healing font."
			],
			"leadsTo": [
				"Ebb And Flow|APG"
			]
		},
		{
			"name": "Versatile Performance",
			"source": "CRB",
			"page": 100,
			"level": 1,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Polymath muse|polymath}",
			"entries": [
				"You can rely on the grandeur of your performances rather than ordinary social skills. You can use {@skill Performance} instead of {@skill Diplomacy} to {@action Make an Impression} and instead of {@skill Intimidation} to {@action Demoralize}. You can also use an acting {@skill Performance} instead of {@skill Deception} to {@action Impersonate}. You can use your proficiency rank in {@skill Performance} to meet the requirements of skill feats that require a particular rank in {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation}."
			]
		},
		{
			"name": "Versatile Signature",
			"source": "CRB",
			"page": 101,
			"level": 4,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard|crb|Polymath muse|polymath}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Very Sneaky",
			"source": "CRB",
			"page": 49,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"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 {@action Sneak} action, up to your Speed. In addition, as long as you continue to use {@action Sneak} actions and succeed at your {@skill Stealth} check, you don't become {@condition observed} if you don't have cover or greater cover and aren't {@condition concealed} at the end of the {@action Sneak} action, as long as you have cover or greater cover or are {@condition concealed} at the end of your turn."
			],
			"leadsTo": [
				"Very, Very Sneaky"
			]
		},
		{
			"name": "Very, Very Sneaky",
			"source": "CRB",
			"page": 49,
			"level": 13,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Very Sneaky}",
			"entries": [
				"You can move up to your Speed when you use the {@action Sneak} action, and you no longer need to have cover or greater cover or be {@condition concealed} to {@action Hide} or {@action Sneak}."
			]
		},
		{
			"name": "Vicious Debilitations",
			"source": "CRB",
			"page": 187,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@class rogue|crb|Ruffian racket|ruffian}, {@action Debilitating Strike}",
			"entries": [
				"The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.",
						"{@bold Debilitation} The target becomes {@condition clumsy 1}."
					]
				}
			]
		},
		{
			"name": "Vicious Evisceration",
			"source": "CRB",
			"page": 93,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"You make a vicious attack that maims your enemy. Make a melee {@action Strike}. If the {@action Strike} hits and deals damage, the target is {@condition drained 1}, or {@condition drained 2} on a critical success."
			]
		},
		{
			"name": "Victorious Vigor",
			"source": "CRB",
			"page": 59,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"orc"
			],
			"trigger": "You bring a foe to 0 Hit Points.",
			"entries": [
				"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."
			]
		},
		{
			"name": "Virtuosic Performer",
			"source": "CRB",
			"page": 268,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Performance}",
			"entries": [
				"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 {@skill Performance}, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting {@skill Performance} checks of that type. If it's unclear whether the specialty applies, the GM decides.",
				{
					"type": "table",
					"labelRowIdx": [
						0
					],
					"rows": [
						[
							"Specialty",
							"Examples"
						],
						[
							"Acting",
							"Drama, pantomime, puppetry"
						],
						[
							"Comedy",
							"Buffoonery, joke telling, limericks"
						],
						[
							"Dance",
							"Ballet, huara, jig, macru"
						],
						[
							"Keyboards",
							"Harpsichord, organ, piano"
						],
						[
							"Oratory",
							"Epic, ode, poetry, storytelling"
						],
						[
							"Percussion",
							"Chimes, drum, gong, xylophone"
						],
						[
							"Singing",
							"Ballad, chant, melody, rhyming"
						],
						[
							"Strings",
							"Fiddle, harp, lute, viol"
						],
						[
							"Winds",
							"Bagpipe, flute, recorder, trumpet"
						]
					]
				}
			],
			"leadsTo": [
				"Legendary Performer"
			]
		},
		{
			"name": "Vivacious Conduit",
			"source": "CRB",
			"page": 45,
			"level": 9,
			"traits": [
				"gnome"
			],
			"entries": [
				"Your connection to the {@plane 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 {@action Treat Wounds}."
			]
		},
		{
			"name": "Wall Jump",
			"source": "CRB",
			"page": 269,
			"level": 7,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"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 {@action High Jump}, {@action Long Jump}, or {@action 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 {@action High Jump} or {@action Long Jump} as a single action, but you don't get to {@action Stride} as part of the activity.",
				"You can use Wall Jump only once in a turn, unless you're legendary in {@skill Athletics}, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn."
			],
			"leadsTo": [
				"Ricocheting Leap|LOME"
			]
		},
		{
			"name": "Wall Run",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"monk"
			],
			"entries": [
				"You defy gravity, traversing vertical planes as easily as the ground. {@action 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 {@action Stride} off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can {@action Grab an Edge}, if applicable). If you have {@feat Water Step} or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall."
			]
		},
		{
			"name": "Ward Medic",
			"source": "CRB",
			"page": 269,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Medicine}",
			"entries": [
				"You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use {@action Treat Disease} or {@action Treat Wounds}, you can treat up to two targets. If you're a master in {@skill Medicine}, you can treat up to four targets, and if you're legendary, you can treat up to eight targets."
			]
		},
		{
			"name": "Warden's Boon",
			"source": "CRB",
			"page": 174,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"ranger"
			],
			"entries": [
				"By pointing out vulnerabilities, you grant the benefits listed in {@action 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 {@trait auditory} or {@trait visual} trait."
			],
			"leadsTo": [
				"Shared Prey",
				"Triple Threat"
			]
		},
		{
			"name": "Warden's Guidance",
			"source": "CRB",
			"page": 176,
			"level": 14,
			"traits": [
				"ranger"
			],
			"entries": [
				"You can convey your prey's location to your allies, no matter how well hidden it is. As long as your hunted prey is {@condition observed} by you, all your allies who roll failures and critical failures when {@action seek||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."
			]
		},
		{
			"name": "Warden's Step",
			"source": "CRB",
			"page": 175,
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "master in {@skill Stealth}",
			"entries": [
				"You can guide your allies to move quietly through the wilderness. When you {@action 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."
			]
		},
		{
			"name": "Wary Disarmament",
			"source": "CRB",
			"page": 269,
			"level": 2,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Thievery}",
			"entries": [
				"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."
			]
		},
		{
			"name": "Watchful Halfling",
			"source": "CRB",
			"page": 52,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"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 {@skill Perception} checks when using the {@action Sense Motive} basic action to notice enchanted or possessed characters. If you aren't actively using {@action Sense Motive} on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a \u20132 circumstance penalty, for you to potentially notice the {@trait enchantment} or {@trait possession} anyway.",
				"In addition to using it for skill checks, you can use the {@action Aid} basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession.",
				"As usual for {@action Aid}, you need to prepare by using an action on your turn to encourage the creature to fight against the effect."
			]
		},
		{
			"name": "Water Step",
			"source": "CRB",
			"page": 162,
			"level": 6,
			"traits": [
				"monk"
			],
			"entries": [
				"You can {@action 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."
			]
		},
		{
			"name": "Weapon Proficiency",
			"source": "CRB",
			"page": 269,
			"level": 1,
			"traits": [
				"general"
			],
			"entries": [
				"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."
			],
			"special": [
				"You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression."
			]
		},
		{
			"name": "Weapon Supremacy",
			"source": "CRB",
			"page": 153,
			"level": 20,
			"traits": [
				"fighter"
			],
			"entries": [
				"Your skill with weapons lets you attack swiftly at all times. You're permanently {@condition quickened}. You can use your extra action only to {@action Strike}."
			]
		},
		{
			"name": "Weight of Guilt",
			"source": "CRB",
			"page": 110,
			"level": 1,
			"traits": [
				"champion"
			],
			"prerequisites": "{@class champion|crb|Redeemer cause|redeemer}",
			"entries": [
				"Guilt clouds the minds of those who ignore your {@action Glimpse of Redemption}. Instead of making the triggering creature {@condition enfeebled 2}, you can make it {@condition stupefied 2} for the same duration."
			]
		},
		{
			"name": "Whirling Throw",
			"source": "CRB",
			"page": 162,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"requirements": "You have a creature {@condition grabbed} or {@condition restrained}.",
			"entries": [
				"You propel your {@condition grabbed} or {@condition 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 {@dice 1d6} per 10 feet you threw it.",
				"Attempt an {@skill Athletics} check against the foe's Fortitude DC. You take a \u20132 circumstance penalty to your check if the target is one size larger than you and a \u20134 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You throw the creature the desired distance and it lands {@condition prone}.",
						"Success": "You throw the creature the desired distance.",
						"Failure": "You don't throw the creature.",
						"Critical Failure": "You don't throw the creature, and it's no longer {@condition grabbed} or {@condition restrained} by you."
					}
				}
			]
		},
		{
			"name": "Whirlwind Strike",
			"source": "CRB",
			"page": 93,
			"add_hash": "Barbarian",
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"barbarian",
				"flourish",
				"open"
			],
			"entries": [
				"You attack all nearby adversaries. Make a melee {@action 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."
			]
		},
		{
			"name": "Whirlwind Strike",
			"source": "CRB",
			"page": 153,
			"add_hash": "Fighter",
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"fighter",
				"flourish",
				"open"
			],
			"entries": [
				"You attack all nearby adversaries. Make a melee {@action 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."
			]
		},
		{
			"name": "Wholeness of Body",
			"source": "CRB",
			"page": 160,
			"level": 4,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You can restore your health by tapping into your ki. You gain the {@spell wholeness of body} ki spell. Increase the number of Focus Points in your focus pool by 1."
			],
			"leadsTo": [
				"Endurance of the Rooted Tree|EC6"
			]
		},
		{
			"name": "Widen Spell",
			"source": "CRB",
			"page": 134,
			"add_hash": "Druid",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"druid",
				"manipulate",
				"metamagic"
			],
			"entries": [
				"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 {@action 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."
			]
		},
		{
			"name": "Widen Spell",
			"source": "CRB",
			"page": 198,
			"add_hash": "Sorcerer",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"manipulate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Widen Spell",
			"source": "CRB",
			"page": 210,
			"add_hash": "Wizard",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"manipulate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to {@action 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."
			]
		},
		{
			"name": "Wild Empathy",
			"source": "CRB",
			"page": 172,
			"level": 2,
			"traits": [
				"ranger"
			],
			"entries": [
				"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 {@skill Diplomacy} to {@action Make an Impression} on animals and to make very simple {@action request||Requests} of them. In most cases, wild animals will give you time to make your case."
			]
		},
		{
			"name": "Wild Shape",
			"source": "CRB",
			"page": 134,
			"level": 1,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Wild order|wild}",
			"entries": [
				"You are one with the wild, always changing and adapting to meet any challenge. You gain the {@spell wild shape} order spell, which lets you transform into a variety of forms that you can expand with druid feats."
			],
			"leadsTo": [
				"Elemental Shape",
				"Reactive Transformation|APG",
				"Ferocious Shape",
				"Form Control",
				"Perfect Form Control",
				"Insect Shape",
				"Monstrosity Shape",
				"Heart of the Kaiju|FRP3",
				"Plant Shape",
				"Soaring Shape",
				"Dragon Shape",
				"True Shapeshifter",
				"Thousand Faces"
			]
		},
		{
			"name": "Wild Winds Gust",
			"source": "CRB",
			"page": 165,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"air",
				"concentrate",
				"evocation",
				"manipulate",
				"monk"
			],
			"prerequisites": "{@feat Wild Winds Initiate}",
			"requirements": "You are in wild winds stance.",
			"entries": [
				"You store up energy and release it in an enormous gust of rushing wind. Make a wind crash {@action 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."
			]
		},
		{
			"name": "Wild Winds Initiate",
			"source": "CRB",
			"page": 163,
			"level": 8,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You learn a mystical stance that lets you attack from a distance. You gain the {@spell 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 {@action Strike||Strikes} the stance grants are not, so you can use them as often as you like while in the stance."
			],
			"leadsTo": [
				"Wild Winds Gust",
				"Electric Counter|FRP2"
			]
		},
		{
			"name": "Wind Caller",
			"source": "CRB",
			"page": 137,
			"level": 8,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Storm order|storm}",
			"entries": [
				"You bid the winds to lift and carry you through the air. You gain the {@spell stormwind flight} order spell. Increase the number of Focus Points in your focus pool by 1."
			],
			"leadsTo": [
				"Invoke Disaster"
			]
		},
		{
			"name": "Wind Jump",
			"source": "CRB",
			"page": 163,
			"level": 10,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You gather the wind beneath you, allowing you to soar as you jump. You gain the {@spell wind jump} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Winding Flow",
			"source": "CRB",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"monk"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: {@action Stand}, {@action Step}, and {@action Stride}. You can't use the same action twice."
			]
		},
		{
			"name": "Wizard Dedication",
			"source": "CRB",
			"page": 231,
			"level": 2,
			"featType": {
				"archetype": [
					"Wizard"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Intelligence 14",
			"entries": [
				"You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the {@action 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 {@skill Arcana}; if you were already trained in {@skill Arcana}, you instead become trained in a skill of your choice.",
				"Select one arcane {@classFeature arcane school|wizard||1||school of magic}; you don't gain any abilities from your choice of school."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the wizard archetype."
			],
			"leadsTo": [
				"Arcane School Spell",
				"Basic Arcana",
				"Advanced Arcana",
				"Basic Wizard Spellcasting",
				"Arcane Breadth",
				"Expert Wizard Spellcasting",
				"Master Wizard Spellcasting",
				"Thick Hide Mask|SoT6",
				"Tireless Guide's Mask|SoT6"
			]
		},
		{
			"name": "Wolf Drag",
			"source": "CRB",
			"page": 162,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Wolf Stance}",
			"requirements": "You are in Wolf Stance.",
			"entries": [
				"You rip your enemy off their feet. Make a wolf jaw {@action Strike}. Your wolf jaw gains the {@trait fatal <d12>} trait for this {@action Strike}, and if the attack succeeds, you knock the target {@condition prone}."
			]
		},
		{
			"name": "Wolf Stance",
			"source": "CRB",
			"page": 159,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored.",
			"entries": [
				"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 {@damage 1d8} piercing damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait backstabber}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits.",
				"If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the {@trait trip} trait."
			],
			"leadsTo": [
				"Wolf Drag"
			]
		},
		{
			"name": "Woodland Stride",
			"source": "CRB",
			"page": 135,
			"level": 4,
			"traits": [
				"druid"
			],
			"prerequisites": "{@class druid|crb|Leaf order|leaf}",
			"entries": [
				"You can always find a path, almost as if foliage parted before you. You ignore any {@quickref difficult terrain||3|terrain} caused by plants or fungus, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede your progress."
			]
		},
		{
			"name": "Wounded Rage",
			"source": "CRB",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "You take damage and are capable of entering a rage.",
			"entries": [
				"You roar in pain, awakening the rage within you. You {@action Rage}."
			]
		},
		{
			"name": "Wyrmbane Aura",
			"source": "CRB",
			"page": 115,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Dragonslayer Oath}",
			"entries": [
				"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."
			]
		},
		{
			"name": "You're Next",
			"source": "CRB",
			"page": 183,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"emotion",
				"fear",
				"mental",
				"rogue"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"trigger": "You reduce an enemy to 0 hit points.",
			"entries": [
				"After downing a foe, you menacingly remind another foe that you're coming after them next. Attempt an {@skill Intimidation} check with a +2 circumstance bonus to {@action Demoralize} a single creature that you can see and that can see you. If you have legendary proficiency in {@skill Intimidation}, you can use this as a free action with the same trigger."
			]
		}
	]
}
