No Escape
Level 1
Barbarian
Rage
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Retributive Stike
Level 1
Champion
Prerequisites: Must be a Paladin
Trigger: An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2+ your level. If the foe is within reach, make a melee Strike against it.
Glimpse of Redemption
Level 1
Champion
Prerequisites: Must be a Redeemer
Trigger: An enemy damages your ally, and both are within 15 feet of you.
Your hoe hesitates under the weight of sin as visions of redemption play in their minds eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2+ your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Liberating Step
Level 1
Prerequisites: Must be a Liberator
Trigger: An enemy damages your ally, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2+ your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape.
Reactive Shield
Level 1
Fighter
Trigger: An enemy hits you with a melee Strike.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Nimble Dodge
Level 1
Rogue
Trigger: A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
You're Next
Level 1
Mental
Emotion
Fear
Rogue
Prerequisites: trained in Intimidation
Trigger: You reduce an enemy to 0 hit points.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Counterspell
Level 1
Abjuration
Sorcerer
Trigger: A creature casts a spell that you have in your repertoire.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Counterspell
Level 1
Abjuration
Arcane
Wizard
Trigger: A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations,
you can use your own magic to disrupt it. You expend a
prepared spell to counter the triggering creature’s casting of
that same spell. You lose your spell slot as if you had cast the
triggering spell. You then attempt to counteract the triggering
spell (page 458).
Shield Block
Level 1
General
Trigger: While you have your shield raised, you would take damage from a physical attack.
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.