Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to _Cast a Spell_of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it.
You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations.
Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.
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.
You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.
You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.
You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike).
Trigger: An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.
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.