Esoteric Feats
Description Source Pathfinder Unchained pg. 154
In a campaign that uses the esoteric material component system, characters have access to the following feats. Any time a character would gain a bonus metamagic feat, he can choose to take an esoteric feat instead.
*combat feat
⊤armor mastery feat
⊤⊤shield mastery feat
⊤⊤⊤weapon mastery feat
| Name | Prerequisite | Description |
| Esoteric Abjuration | — | Your abjuration spells give the target a +1 competence bonus to a single saving throw for the duration of the spell |
| Esoteric Conjuration | — | Your conjuration spells that summon creatures grant them partial concealment for 1 round |
| Esoteric Divination | — | Your divination spells are more likely to give you information |
| Esoteric Enchantment | — | Your enchantment spells inflict a penalty to ability checks, attack rolls, damage rolls, saving throws, or skill checks |
| Esoteric Evocation | — | Your evocation spells deal extra damage |
| Esoteric Illusion | — | Your illusion spells are harder to disbelieve |
| Esoteric Necromancy | — | Your necromancy spells cause their targets to be shaken |
| Esoteric Transmutation | — | Your transmutation spells grant a bonus to physical abilities |
| Unstoppable Esotery | — | Your spells that use esoteric material components are harder to stop or remove |