Unlike simple statistics, features have their own set of unique statistics that define what a character can do beyond the basic, all of which are described within the feature's description.
The name of a feature is contained within its title. The name of a feature doesn't have any special rules, but its own statistics, as well as other features, might refer to it.
The level of a feature doesn't have rules of its own but typically defines how complex or powerful it is. It can also refer to the level a character is required to be to use or interact with that feature.
The prerequisites of a feature are shown below its name, determining any requirement a character must meet to gain or use that feature. If a prerequisite is lost, you can't use that feature again until you regain it. You can gain a feature at the same time a prerequisite is met.
Most features are instantaneous, with some lasting for a specific duration, such as seconds, minutes, hours, or years, or a special duration, such as a round or "indefinite". Once the duration of a feature occurs, the feature ends. Other features can be described to last until a certain trigger or condition happens. This type of feature will last until that trigger or condition occurs, applying anything within its description for that duration or until the feature is ended or removed.
A feature isn't limited by its range, unless it's bound by a distance described by the feature. Weapons, maneuvers, and spells include such descriptions. A feature that has a range can be done over long distances, while a feature that has a distance of reach typically happens within the bounds of how far you can reach the target of the feature. A feature that originates from you and has an area of effect indicates that point of origin for that area is yourself.
If a feature describes a target, then that feature can only be used when a target fits that description. A target can be a character, an item, an area, a point within an area, or any combination of those. If the target described by the feature isn't within bounds or can't be detected by a your senses, then the feature doesn't occur. Otherwise, the GM adjudicates whether the target of a feature is valid or not.
Other features require your target to be friendly, indifferent, or hostile. Such feature can only target other creatures and never you or the creature in which the feature originates from.
A feature that requires you to have your target within your line of sight uses your sight to determine whether that creature is affected by the feature or not, or whether the feature happens at all or not. To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. For targets within earshot, the target must be able to hear the sound in which you or the effect itself produces.
If a feature targets a creature of your choice, you can choose yourself, unless described otherwise. If you are in the area of effect of a feature you create, you can target yourself.
Certain features require its target to be willing or unwilling, likely creatures. Only the player and the GM can decide whether their character, an NPC, or a creature they control are willing or unwilling, regardless if the target knows what the effect is or if it is even occurring, such as when a creature is unconscious.
A feature always occupies an area specified in its description, which also includes its point of origin and where it extends to, typically a point of space, but it can also range from self, your own space, the space of a creature, an object, or structure, or perhaps something larger, possibly affecting multiple targets at once. A feature expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the feature's area. To block one of these imaginary lines, an obstruction must provide total cover.
The area of a feature also typically has one of five different shapes: cone, cube, cylinder, line, or sphere. The rules for each shape specify how you position its point of origin, as shown below.
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.
A cylinder's point of origin is the center of a circle of a particular radius. The circle must either be on the ground or at the height of the effect. The effect in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The effect's then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
A cylinder's point of origin is included in the cylinder's area of effect.
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.
A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
A sphere is an area that extends outward from a point of origin out to a range described by the effect.
An aura is a spherical area of effect that extends in straight lines from a creature or an object in all directions out to a range shown in parentheses, along with its name which other effects and features might refer to. If the aura lasts for longer than a turn, it moves with the creature or object from which it originates from.
A feature can have a Difficulty Class (or "DC") within its description, which determines how hard it is to resist or overcome a challenge imposed by that feature, ranging from something easy (DC 5), to something moderately difficult (DC 15), to something nearly impossible (DC 30). Unless specified, the DC of a feature is always 10, and if it doesn't determine an ability for that save, use a d20 for the save.
When a feature grants you an option, you choose which option from those made available by the feature. You can choose an option only once, unless the feature explicitly allows you to choose it multiple times or repeatedly.
When a feature has an expendable number of uses, it also describes when you regain or when those uses are replenished.
There are five types of unique character features: traits, feats, talents, maneuvers, and spellcasting.
A trait is a type of feature that represents your race (or creature type) innate abilities and characteristics. You gain one trait at levels 1, 5, 10, 15, and 20, choosing from the list of traits made available by your race. Your race might also grant you a subrace option, which expands on the options of traits you can choose.
A feat is a type of feature that represents your role or profession within your class. You gain one feat at each class level, choosing from the list of feats made available by your class. Your subclass might also expand on the options of feats you can choose from.
A talent is a type of feature that represents your general improvement. You gain four talents with your background, and you can also train to gain additional talents as part of downtime.
A maneuver is a type of feature that allows you to enhance actions and rolls, particularly during combat or more tactical situations. Training with martial weapons allows you to use maneuvers, with some maneuvers requiring a specific weapon used. To use a maneuver, you expend a number of stamina points equal to the maneuver's level. You can't use a maneuver with a level higher than your character level. Only one maneuver can be used as part of an action or a d20 roll. If a maneuver requires a target to make a save, you use the your choice of your Strength or Dexterity DC.
A spellcasting feature allows you to use spells. If you have a spellcasting feature, you are considered a spellcaster. Each spellcasting feature determines the attribute used for the spell's attack and DC, as well as the focus you must have equipped to properly use the spell.
A tag appears within parentheses in the description of a feature. The tag might have no rules of its own, but another feature might refer to it.
Different characters might use the same feature at the same time, and even choose the same target. When determining the results in situations like these, the duration of these features overlap and are tracked on their own, but their result don't combine. Instead, the most potent feature (such as the one with the highest bonus) applies, or the most recent feature applies if both features have equal potency and duration. The GM has fiat on the results of combined features, however.