Feats

List of all available feats

Acrobats Grace

13 or more Dex

  • Gain advanage on all Dexterity Saving Throws
 
  • You take 12 less damage from all sources of force damage

Actor

15 or more Cha

Skilled at mimicry and dramatics, you gain the following benefits:
  • When trying to pass yourself off as a different person all rolls are bumped up to at least 10.
  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Animal Tamer

Proficiency in Animal Handling

You gain an understanding animal behavior, needs and cues for restraining and training animals safely
 
  • You can attempt to tame a creature if your intelligence is higher than a creature and the creature is not hostile towards you
 
  • To tame a creature you must roll a animal handling check 5 higher then the creatures Wisdom Saving Throw during a long rest or during 8 hours of down time
 
  • Once a creature is tamed it will be permanently charmed towards you until you attack it or cause it harm
 
  • You can give a tamed creatures instructions and they will follow them to the best of there abilities
 
  • Tamed creatures will automatically try to defend you from any attackers unless otherwise instructed

Arcane Study

Have proficiency in at least one school of magic

  • Choose one school of magic in which you are proficient.
  • You learn three spells of your choice from that school’s spell list.
  • These spells must be of a level you can cast.
  Whenever you gain a new feat you may reselect which 3 spells you know.

Arcane Focus

13 or more Int

You can create an arcane focus to let you upcast spells beyond normal limitations
 
  • You can attune yourself to any object during a long rest, this object will become your Arcane Focus. You can only have 1 Arcane Focus at a time.
  • While you have your arcane focus on your person you can upcast spells one level higher than your Casting Level.
  Your Arcane Focus can be any object from a ring to a tattoo to a wine barrel. You can already be attuned to the object you want to be your Arcane Focus if you choose.   This can not let you cast a spell that is higher than your Casting Level.Eg If your casting level is 5 you can upcast Lv5 or below spells up to Lv6 but you can not cast Lv6 spells   Due to your Arcane Focus being an attuned object its effects can be dispelled by spells such as Greater Restoration

Delayed Caster

13 or more Int

You can store a spell in a arcane sigil that will stay until the casting conditions are met
 
  • You can delay cast any spell. When you delay cast a spell you place an arcane sigil that stay until the conditions you set when you cast it are met
  • The conditions can be any thing you are able to explain with words such as an amount of time, a creature comes a certain range of the sigil, you get hit, etc.
  • When the spell is triggered it will behave just as if you cast it. If the spell can target an enemy and you did not instruct what the spell targets, it will target the nearest available target. If there is no available target in range to spell won't trigger
  The arcane sigil can look like what ever you want as long as it is larger than a square inch and is visible. You can obscure the sigil after you cast it but this would disrupt any spells with line of sight effects   Delay casted spells will keep all bonuses you have to spell casting. If you have an enchanted item or arcane focus that can improve spell casting, you have to use them when you delay cast the spell.   The conditions can not be something you can't say such as the spell triggering when a creature you don't know the name of walks over it.   Delayed casts can be dispelled by spells such as Remove Curse and Greater Restoration cast at an equivalent level or higher than the Delayed cast.

Fighting Initiative

+3 or higher Initiative

You are always prepared to brawl
  • If you go first, at the start of combat you gain the ability to make one attack before combat begins
  • You gain Proficiency in Initiative

Grappler

13 or more Str

  • Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
  • Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
  • Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Hacking

13 or more Intelligence

  • You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.
  • You no longer consume hacking tools on use
  • You can create a digital defense on any device with a Save DC equal to 10 + your Wisdom modifier
  • You gain the Arcane Hacking Spell

Arcane Hacking

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Materials: Hacking Tools
Duration: Concentration, up to 1 hour
You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.   This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster.  
At higher levels: When you cast this spell using a higher casting level, the interrupted spell has no effect if its level is less than your casting level.
Available for: INT

Healer

13 or more Wisdom

You gain the following benefits.
  • Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. Roll a Medicine check and for every 5 above 0 you roll, take one of the creatures Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Medicine Modifier.
  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Heavy Magic Adept

Have more than 3 known spells

You've learned how to exert your will on your spells to alter how they function  

  • On a Bonus Action You can convert 3 mana into a sorcery point, these last till your next long rest.
  • On a Bonus Action You can convert a sorcery point into 2 mana
 
  • Homing Spell: When casting an attack spell you can spend 1 sorcery point to make the attack impossible to dodge
 
  • Splash Spell: When casting a spell you can spend 1 sorcery point to add an additional 5 foot radius to the spell
 
  • Overcharged Spell: When you cast a spell that deals damage, you can spend 3 sorcery point to ignore resistance one damage type the spell deals. If the target is immune, they instead take half damage.

Heavy Weapons Expert (Elemental)

13 or more Con

You master the art of wielding heavy weapons, ensuring that when you pull the trigger, the only thing getting knocked on its backside is those on the other side of the barrel
 
  • You no longer have to make a Constitution Saving Throw to use Heavy Weapons
 
  • You can now apply your proficiency to Heavy Weapons you are proficient in
 
  • Your Heavy Weapon Primary*¹ Damage type ignores damage type resistance
  *¹Primary Damage refures to the core damage type of the weapon, this does not include any addition sources of damage from things like enchantments   This feat applies to any heavy weapon with the primary damage type of Fire, Frost, Acid, Lightning, Eletric, Radiant, Poision, Necrotic, Sonic, and Explosive

Heavy Weapons Expert (Physical)

13 or more Con

You master the art of wielding heavy weapons, ensuring that when you pull the trigger, the only thing getting knocked on its backside is those on the other side of the barrel
 
  • You no longer have to make a Constitution Saving Throw to use Heavy Weapons
 
  • You can now apply your proficiency to Heavy Weapons you are proficient in
 
  • Your Heavy Weapon Primary*¹ Damage type ignores damage type resistance
  *¹Primary Damage refures to the core damage type of the weapon, this does not include any addition sources of damage from things like enchantments   This feat applies to any heavy weapon with the primary damage type of Bludgeoning, Piercing, Slashing, Kinetic and Armor piercing

Leaders Confidence

13 or more Cha

  • Gain advantage on all Charisma Saving Throws
 
  • On a reaction you can force an attacker to make a Wisdom Saving Throw against your Charisma Saving Throw, if they fail they miss their attack 3. Can be used times per short rest

Lucky

You have inexplicable luck that seems to kick in at just the right moment.
  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Mobile

13 or more Str

You are exceptionally speedy and agile. You gain the following benefits:
  • Your speed increases by 10 feet.
  • Difficult terrain doesn't cost you extra movement..
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Monks Mindfulness

13 or more Wis

  • Gain advantage on all Wisdom Saving Throws
 
  • You can add your proficiency modifier to one roll you are not proficient in per short rest

Persistent Builder

13 or more Con

  • Whenever you make 2 consecutive 1 hour crafts you can make a third 1 hour craft in that time

  • Whenever you make 2 consecutive 8 hour crafts you can make a third 8 hour craft in that time

Piloting

13 or more Dex

You can now apply Proficiency in piloting any vehicle, allowing you to pilot better than the average person
 
  • You can apply your Dexterity Saving Throw Proficiency when attempting to keep a vehicle from getting destroyed
 
  • You can apply your Acrobatics Proficiency when making advanced maneuvers and avoiding obstacles
 
  • You can apply your Sleight of Hand Proficiency for general Piloting such as Navigating, Maneuvering, Landing, Docking, etc
 
  • You can apply your Stealth Proficiency for any stealth maneuvers, hiding, avoiding etc
 
  • You can make a vehicle dash on the vehicles Action

Power Manager

Have a Cybernetic Power Core

You learn how to efficiently manage your limited energy supply

Quick Consumption

13 or more Dexterity

  • You can use a consumable item (such as a potion or scroll) as a bonus action instead of an action.
  • If the consumable normally takes a bonus action, you can use it instantly as part of another action.

Savage Attacker

Proficiency in Any Martial Weapon

  • When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total

Thrown Weapon Marksmen

13 or more Dex

Through relentless practice with thrown weapons, you’ve honed your aim to consistently strike an enemy’s weak points.
  • When you throw a thrown weapon as an attack roll, you can draw another thrown weapon freely.
  • Add proficiencies to the damage total to the targeted creature
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  *This feats extra damage does not apply to objects and structures

Scholars Mind

13 or more Int

  • Gain advantage on all Intelligence Saving Throws
 
  • You can accurately recall anything you have seen or heard within the past month.

Scribe

Have more than 3 known spells

You learn how to write down spells onto a scroll
 
  • You can write down any non ritual spell onto a scroll in a 1 hour craft
  Making a scroll requires the same amount of Mana it would take to cast the spell
You can not upcast a spell onto a scroll or can anyone upcast a scroll to a higher level
A scroll requires an action to use and the paper it is written on is burnt up when it is used
If a scroll is burnt up before it is used it will trigger the spell effect with no caster

Subtle Spell

Have more than 3 known spells

You learn a technique to hide your verbal spells with magic
 
  • You can make the casting of verbal spells imperceptible for 1 additional mama
  Any spells that cause a magical effect to come directly from you, such as evocation spells, can not be covered up by Subtle Spell   That mana cost is independent from your casting level

Vikings Fury

13 or more Str

  • Gain advanage on all Strength Saving Throws
 
  • A target can not take the disengage action against you

Warriors Constitution

13 or more Con

  • Gain advantage on all Constitution Saving Throws
 
  • You can heal half your hit dice on a action once per long rest

Combat Maneuvers

Have more than 3 weapon proficiencies

  • Twice per short rest you can swap out an attack with a weapon you are proficient in with one of the following Maneuvers
  • Maneuvers that apply to reactions can be applied at anytime.
 
Melee Weapons
  • Unarmed Weapons
  1. Concussive Strike: -5 to attack roll, on hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target becomes Dazed for 3 turns.
  2. Deflect Blow: Instead of blocking you can instead make an attack roll against the incoming attack, on success the attack misses. *On hit effects still apply
 
  • Versatile Weapons(Melee)
  1. Disarming Attack: When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw equal to 10+ your attack modifier. On a failed save, it drops the object you choose. The object lands at its feet.
  2. Guarded Stance: On a Bonus Action raise your weapon to parry. Until you move add your proficiency modifier to your AC
 
  • Two Handed Weapons(Melee)
  1. Power Strike: -5 to attack roll, on hit deal the maximum damage of the weapons base attack
  2. Sweeping Attack: You can strike all targets within 5 feet of your target. All targets will be treated as if you are attacking them directly. *On hit effects only apply to the primary target
 
Firearms
  • Versatile Weapons(Ranged)
  1. Disarming Attack: When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw equal to 10+ your attack modifier. On a failed save, it drops the object you choose. The object lands at its feet.
  2. Crippling Shot:-5 to attack roll, on hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target takes the severed tendon injury. *Creatures with Severed Tendons have their movement halved and gain disadvantage on Dexterity Saving throws(Minor Injury)
 
  • Two Handed Weapons(Ranged)
  1. Deadshot: You lay down to get a precision head shot. -5 to attack roll, on hit this attack deals critical damage. *You must be prone to make this maneuver
  2. Blowback: You strike a targets center mass. On hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target gets knocked back 15 feet
 
Primative Ranged
  • Versatile Weapons(Ranged)
  1. Blinding Shot:-5 to attack roll, on hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target takes the eyeless injury. *Creatures that's eyeless is permanently blinded(Minor Injury)
  2. Quick Shot: You can fire a loaded weapon on a reaction
 
  • Two Handed Weapons(Ranged)
  1. Overdraw: On hit deal the maximum damage of the weapons base attack. Roll a d20, if the roll is a 10 or lower the weapon brakes
  2. Crippling Shot:-5 to attack roll, on hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target takes the severed tendon injury. *Creatures with Severed Tendons have their movement halved and gain disadvantage on Dexterity Saving throws(Minor Injury)
 
Thrower Weapons
  • Versatile Weapons(Ranged)
  1. Dragon’s Kiss: If you have a target grappled you can fire the weapon down your enemies throat. The target makes a contested Strength Saving Throw, on failure the target takes double damage from the weapon and automatically fail any other saving throws related to the weapon.
  2. Smoke Screen: On an Action you can make a 15 foot elemental smokescreen in front of you. The smokescreen can be moved through but is completely opaque
 
  • Two Handed Weapons(Ranged)
  1. Charged Shot: You build up energy within your thrower weapon, compressing its power into a single, high-impact projectile. This projectile deals double the base damage to anything within 5 feet of where the projectile lands
  2. Backblast: On a reaction you can knock back any projectile or target approaching you. Make a weapon attack, if its higher than the incoming attack or the targets Strength saving throw, they are knocked back 20 feet
 
Launcher Weapons
  • Versatile Weapons(Ranged)
  1. Concussive Strike: -5 to attack roll, on hit the target makes a Constitution Saving Throw equal to the attack roll. On failure the target becomes Dazed for 3 turns.
  2. Ricochet: You can bonce the projectile of a surface with no penalty. If the surface is a target they must make a Dexterity saving throw equal to 10+ your attack modifier. On a failed save the target takes 1d6 bludgeoning damage and the projectile hits its intended target. *If the projectile has a on hit effect the target takes that effect as well
 
  • Two Handed Weapons(Ranged)
  1. Double Shot: -5 to attack roll, on hit the target gets hits twice. On, miss your projectiles diverge, roll 2d8, the direction of each projectile is determined by the roll. 1 is straight ahead, each number over that adds 45°, any targets in that direction must make a Dexterity saving throw equal to your attack roll, on fail they are hit.
  2. Lobbed Shot: You fire in a high arch. You can attack targets at double the weapons normal range and over walls. *If you don't have line of sight on the target it's treated as if you're firing from behind cover(target gets +5 AC)
Improvised Weapons
  1. Improvised Grapple: You use your weapon to grapple the target. Add your proficiency modifier to your grapple check
  2. Improvised Block: You use your weapon to block. Add your proficiency modifier to your block


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