Feats

*Character Creation*

With GM approval, the following new feats are available for selection in games where feats are allowed.

## **Action Boy/Girl**

You know that there’s no time to waste, and you’re quick to turn thought into action.

* Increase you Dexterity score by 1, to a maximum of 20.
* You are proficient in Athletics.
* Once per short rest on your turn, you can move double your speed and take an additional action.

## **Adrenaline Rush**

You crave the feeling of being on the knife’s edge between victory and defeat, life and death. You are never at your best or most dangerous than during these moments. When your hit points are reduced to half or less than your maximum, you enter an Adrenaline Rush that lasts for one minute or until you are reduced to 0 hit points or knocked unconscious. While you are in your Adrenaline Rush:

* Your Strength and Dexterity both increase by 2, to a maximum of 22.
* You gain temporary hit points equal to your character level.

Once your Adrenaline Rush has ended, you can’t enter it again until you complete a long rest.

## **Animal Friend**

You have a way of pacifying even the most vicious beasts.

* Increase you Wisdom score by 1, to a maximum of 20.
* You are proficient in Animal Handling.
* As an Action, you can attempt to convince a beast within 30 that you mean it no harm. If the beast’s Intelligence is 4 or higher, you fail. Otherwise, the beast must make a saving throw equal to 8 + your proficiency bonus + your Wisdom bonus. It has advantage on its saving throw if you or one of your companions has cause harm to the beast or any of its allies. On a failed save, the beast is charmed by you until your next short rest, at which time it takes its leave, or until you or one of your companions harm the beast. On a successful save, the beast is immune to further attempts to charm it until 24 hours have passed.

Once you have successfully charmed a beast, you can’t use this ability again until you complete a short rest.

## **Bloody Mess**

You excel at targeting vulnerable points and causing deadly and typically messy damage. Several of this feat’s features require a target to make a saving throw. The DC is equal to 8 + your proficiency bonus + the ability bonus you used for the attack.

* When you score a critical hit, double your ability bonus to the damage roll.
* Whenever you attack a living creature and roll the maximum possible result on at least one of your weapon’s damage dice, the target takes 1d4 damage at the beginning of each of its subsequent turns if it is not already suffering from this effect. The creature may make a Constitution saving throw at the end of each of its turns to end this effect
* Whenever you reduce a creature to 0 hit points and the damage is lethal, you can choose to dismember them in gory fashion. All hostile creatures within line of sight of both you and the target must succeed at a Wisdom saving throw or be frightened of you. An affected creature can repeat its saving throw at the end of each of its rounds. Once a creature has succeeded at its saving throw, it is immune to this effect for the next 24 hours.

## **Chem Resistant**

Your constitution is naturally strong against the dangerous side-effects of chem abuse.

* Increase your Constitution score by 1, to a maximum of 20.
* You reduce by 5 the DC of saving throws against addiction.
* You are immune to the Recovering Addict condition, and never need to make rolls against temptation to take or use a substance to which you were once addicted.

## **Cult of Personality**

People can’t help but fall sway to your charm.

* Increase your Charisma score by 1, to a maximum of 20.
* You have advantage on Charisma (Persuasion) checks made to persuade an indifferent or friendly creature to answer a question or perform a simple task on your behalf that takes no more than an hour: such as delivering a message, holding an item on your behalf, or keeping watch on a location. In the case of a friendly creature, this task can entail a small amount of risk.
* You can always attempt to improve the attitude of a hostile creature, even when it would normally be considered so hostile it rejects your attempts.
* Increase your Constitution score by 1, to a maximum of 20.

## **Devastating Allure**

You possess great physical beauty and potent animal magnetism. Characters who possess devastating allure and use it to manipulate members of the opposite sex are sometimes referred to as Lady Killers or Black Widows, though in fact their appeal could be useful against people with a wide variety of gender identities.

* Increase your Charisma score by 1, to a maximum of 20.
* You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made against anyone whom is attracted to members of your sex, and add +5 to the result of a Charisma (Performance) check against any member of the audience who is attracted to your sex.
* You add 1d4 bonus damage to attacks made against any target whom is attracted to members of your sex.

Note that when an NPC’s preference has not been predetermined, the GM may choose to do so randomly using any method they prefer. While an oversimplification of the demographics of sexuality, here is one possible method rolled on a d12:

* 1-3: attraction to the opposite sex (heterosexual).
* 4-5: attraction to the male and female sexes (bisexual).
* 6: attraction to all genders (pansexual).
* 7: attraction to multiple genders, but not all (polysexual).
* 8: attraction to non-binary persons (skoliosexual).
* 9: not attracted to anyone (asexual).
* 10-12: attracted to the same sex (homosexual).

## **Demolition Expert**

You’re adept at handling and disarming explosives.

* Add +2 to the saving throw DC of all explosives set or thrown by you.
* You can place (but not conceal) a mine as a bonus action.
* You have advantage on Intelligence (Stealth) checks you make to conceal a mine.
* You have advantage on Intelligence (Sleight of Hand) checks you make to disarm an explosive.

## **Dodger**

You have a talent for avoiding harm.

* Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
* When you take the Dodge action you also gain the benefits normally associated with the Disengage action, and attack rolls against you have disadvantage even when you can’t see the attacker.

## **Educated**

You’ve received an education that most wastelanders would envy.

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain two proficiencies which must be chosen from the following list of skills and tools:
	+ Hacking
	+ History
	+ Medicine
	+ Nature
	+ Science
	+ Pip-Boy
	+ Surgeon’s Tools

## **Empathy**

You have a knack for sensing the emotional turmoil in those around you.

* Increase your Wisdom score by 1, to a maximum of 20.
* You add +5 to your Wisdom (Insight) and passive Wisdom (Insight) for the purposes of determining a creature’s emotional state.

## **Faster Healing**

**Prerequisite**: You must have accumulated 3 or more levels of Radiation Sickness at least once before you can select this feat.

You’ve mutated, developing an accelerated capacity for recovery.

* Increase your Constitution score by 1, to a maximum of 20.
* Once per hour, you can spend a Hit Die to recover hit points without needing to rest.
* When you spend a Hit Die to recover hit points, a result of less than 3 is treated as though you rolled a 3.
* Add half your Proficiency bonus to the number of Hit Dice you recover over a long rest.

## **Gambler**

You love to take chances, and you’re pretty good at it, winning more often than you lose.

* Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
* You add +5 to any check you make while playing a game of chance.
* After rolling an attack roll, ability check, or saving throw, you can roll two d20s, replacing your result with the highest of the two rolls. Take note of the second roll: the next time you would make the same type of roll or check, you use this number instead. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

## **Ghoulish**

You have become partially mutated in a similar fashion to a ghoul, and are resistant to radiation.

* Increase your Constitution score by 1, to a maximum of 20.
* You have advantage on saving throws against Radiation Poisoning. If you are already Proficient in Constitution saving throws, you have advantage when rolling a saving throw against Radiation Poisoning.
* You reduce damage that you take from a source of radiation by 3.

## **Gun Fu**

In your hands guns are an extension of the body, and you wield them with the grace of a martial artist.

* You ignore the loading quality of pipe guns, ballistic firearms, and energy firearms with which you are proficient.
* When you miss a creature with a ranged weapon attack roll but the difference between your attack roll and their AC is 5 or less, you may move that creature to a free space withhin 5 feet of their current location.
* Whenever you make ranged weapon attack rolls against two or more targets during the same turn and at least two of those attacks hit, deal an additional d4 damage to one of those targets.

## **Harmless**

You appear nonthreatening, causing others to underestimate you.

* Increase your Charisma score by 1, to a maximum of 20.
* You have advantage on Charisma (Deception) checks to appear weaker or more useless than you are.
* When you roll initiative and are not surprised, you can make a Charisma (Deception) check against the passive Wisdom (Insight) of all hostile creatures that can see you. If you beat a creature’s Wisdom (Insight), it can’t attack you or choose to target you with a harmful effect until it sees you take a harmful action against one of its allies or itself. The creature may still include you within an area effect for which it doesn’t declare targets.

## **Heave Ho!**

When you hurl things, you hurl them hard.

* Increase your Strength score by 1, to a maximum of 20.
* When wielded by you, the short and long ranges of thrown weapons are one and a half times their normal distances.
* When you deal damage with a thrown weapon, roll an additional die of damage.

## **Inspirational Presence**

You are a person whose very presence comforts and instils confidence in those around you.

* Increase your Charisma score by 1, to a maximum of 20.
* You may spend your reaction to grant an ally within 30 feet of your location advantage on an attack roll or saving throw.

## **Lead Belly**

Your digestive tract has adjusted to the radiation present in the wasteland’s food and water.

* Increase your Constitution score by 1, to a maximum of 20.
* You do not suffer radiation poisoning from consumption of food and liquids.

## **Light Step**

You tread softly and with care.

* Increase your Dexterity score by 1, to a maximum of 20.
* Your movement speed increases by 5 ft.
* When you trip a mine or a trap triggered by your feet (such as a pressure plate, pit trap, or floor- level trip wire), roll a d6. On a result of 4-6, you don’t trip it but become immediately aware of it and move to the nearest safe space. On any other result, you trip it as normal.

## **Lone Wanderer**

You are cunning or tough enough to survive the wastes, even when you can’t rely on comrades to watch your back.

* You gain temporary hit points equal to your Constitution or Intelligence bonus (whichever is highest) at the beginning of any turn in which you have no allied creatures within 30 feet of your location.

## **Master Trader**

You always come out ahead in a trade.

* Increase your Charisma score by 1, to a maximum of 20.
* You automatically negotiate the cost of goods and services down by 25%. This discount applies only to you, or you can waive your own discount with the merchant to negotiate the discount on behalf of one other creature.
* You may choose to attempt to negotiate a better discount through roleplaying and rolls. Should you attempt to do so negotiations begin from the standard cost of the goods or service and your automatic discount does not apply.

## **Miss Fortune**

When your need is great, you are sometimes aided by an enigmatic and dangerous woman, who appears as if from nowhere and disappears as quickly. Is it always the same woman, tied to you by fate? Or do multiple women of the wastes find themselves drawn to your aid by a mysterious power?

* Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
* When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that Miss Fortune appears, increasing by a further 10% on each subsequent roll until she appears. Miss Fortune deals 1 piercing damage for each character level you possess to that creature and any other hostile creatures within 30 feet of it. All targets who take damage from Miss Fortune must also make a Constitution saving throw with a DC equal to 8 + your proficiency + your Luck ability score bonus (or your Charisma ability score bonus if Luck is not being used). On a failed saving throw, their speed is halved and they cannot take bonus actions until the beginning of your next turn.

Once she appears, the Miss Fortune will not reappear again until after your next long rest. Miss Fortune and the Mysterious Stranger never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls.

## **Miss/Mister Fixit**

You intuitively understand mechanical problems and how to efficiently fix them.

* Increase your Intelligence score by 1, to a maximum of 20.
* You have advantage on Intelligence (Mechanics) checks to identify faults in machines and repair mechanical damage.
* You reduce the cap and/or salvage costs of mechanical repairs by 25%

## **Moving Target**

You are always on the move, making it hard to target you.

* Increase your Dexterity score by 1, to a maximum of 20.
* When you take the Dodge action and move on the same turn, you are treated as though you have half cover until the beginning of your next turn. If you move behind actual cover, the degree of cover it provides is increased by one step.

## **Mutate**

**Prerequisite**: You must have accumulated 3 or more levels of Radiation Sickness at least once before you can select this feat.

Your exposure to radiation has permanently changed you.

* Reduce one of your ability scores by 3.
* Increase one of Strength, Dexterity, or Constitution by 4, or two ability scores from that list by 2 each. You cannot increase an ability score above a maximum of 20.
* Choose one additional bonus, which must be associated with an ability score you’ve improved using this feat:
	+ Strength: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
	+ Dexterity: Your walking speed increases by 5 ft.
	+ Constitution: You gain bonus hit points equal to your Constitution bonus plus half your character level (minimum 1). The amount of bonus hit points granted by this feat increases as you gain additional character levels.
	+ Constitution: Your Rad Resist increases by 5.

## **Mysterious Stranger**

When your need is great, you are sometimes aided by an enigmatic and dangerous man, who appears as if from nowhere and disappears as quickly. Is it always the same man, tied to you by fate? Or do multiple men of the wastes find themselves drawn to your aid by a mysterious power?

* Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
* When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that the Mysterious Stranger appears, increasing by a further 10% on each subsequent roll until he appears. The Mysterious Stranger deals 1d4 piercing damage for each character level you posses to that creature.

Once he appears, the Mysterious Stranger will not reappear again until after your next long rest. The Mysterious Stranger and Miss Fortune never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls.

## **Night Vision**

You have an exceptional ability to see in the dark, even in interiors or underground.

* You have darkvision out to a range of 120 ft.

## **Pack Alpha**

You take advantage of the distractions caused by your allies, striking when your enemies are most vulnerable.

* Increase your Charisma score by 1, to a maximum of 20.
* For every one of your allies that has already damaged a target since the end of your last turn, your own attacks against that target deal an additional point of damage.

## **Pathfinder**

You have a knack for finding better routes through the wastes.

* Increase your Wisdom score by 1, to a maximum of 20.
* When you and your companions are traveling over long distance, your ability to find the best paths lets you travel further.
	+ **Pathfinder Travel Pace** (Travel Pace, Distance/Hour, Distance/Day)
		- **Fast**. 4.5/hour, 35/day
		- **Normal**. 3.5/hour, 28/day
		- **Slow**. 2.5/hour, 21/day
* When you and your companions encounter difficult terrain while traveling over long distance, your guidance allows the group to move at three quarters the usual pace rather than half.

## **Pickpocket**

You have a talent for relieving folks of their possessions, or slipping them something unseen.

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in Sleight of Hand.
* As long as a creature isn’t paying attention to your hands, you have advantage on Dexterity (Sleight of Hand) checks you make to either remove an item no larger than a knife from their person or slip a similarly sized item onto their person.

## **Pyromaniac**

You love fire, especially when you’re the one lighting it.

* You are proficient with any weapon that deals fire damage.
* Whenever you hit with a weapon that deals fire damage, you deal 3 additional damage. Additionally, this bonus damage is unaffected by a target’s fire resistance.

## **Quick Pockets**

You are adept at secreting items about your person and recovering them quickly.

* Increase your Dexterity score by 1, to a maximum of 20.
* You can open or close a container on your person, remove an item from a container on your person, or place an item into a container on your person as a bonus action.
* As long as a creature isn’t paying attention to your hands, you have advantage on Dexterity (Sleight of Hand) checks you make to either conceal an item no larger than a knife somewhere on your person or remove such an item unnoticed from its hiding place on your person.

## **Salesman**

Your have the knack of convincing others to part with their hard earned caps.

* Increase your Charisma score by 1, to a maximum of 20.
* When you sell items or offer your service, the customer is automatically willing to accept a price 25% higher than they would normally accept. This bonus applies only to you, or you can waive your own bonus to negotiate the bonus on behalf of one other creature. If you sell the services of a group, the bonus does not apply.
* You may choose to attempt to negotiate a higher price through roleplaying and rolls. Should you attempt to do so negotiations begin from the standard selling price of the goods or service and your automatic discount does not apply.

## **Scrounger**

Through a combination of observation, experience, and sheer luck, you are adept at finding hidden stashes that others might miss.

* Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Wisdom score by 1 instead.
* Whenever you are present when your party discovers a supply of ammunition for any weapon type except for heavy weapons, you might find additional secret stashes. Roll 1d4-1 for every type of ammunition found for which you carry a compatible weapon. You gain that much ammo, which must be kept and used by you personally. The ammunition already in the stash can be divided between the party as normal.
* Whenever you are present when your party finds one or more meals, drinks, and snacks, you might find additional sustenance, which must be kept and used by you personally. The food and drink already in the stash can be divided between the party as normal. Roll 1d12:
	+ 1-6: you find no additional food or drink.
	+ 7-8: you find an additional solid snack.
	+ 9-10: you find an additional liquid snack.
	+ 11: you find an additional meal.
	+ 12: you find an additional drink.

## **Silent Running**

You can move quietly without sacrificing speed.

* Increase your Dexterity score by 1, to a maximum of 20.
* You can make a Dexterity (Stealth) check even when you’re not moving slowly.
* You have advantage on Dexterity (Stealth) checks when you are moving slowly.

## **Slayer**

You’re capable of brutal blows.

* Increase your Strength score by 1, to a maximum of 20.
* When you make a melee weapon attack, you score a critical hit on a roll of 19 or 20. If you already have an increased critical threat range, the range increases by 1 instead.
* When you score a critical hit with a melee weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

## **Smooth Talker**

You always know the right words to say.

* Increase your Intelligence score by 1, to a maximum of 20.
* You can always use Intelligence in place of Charisma when making Deception or Persuasion checks.

## **Snake Eater**

Needs must, and you’ve grown accustomed to eating poisonous flora and fauna that most people wouldn’t touch. You’ve survived these dangerous meals, and picked up a tolerance for them.

* Increase your Constitution score by 1, to a maximum of 20.
* You have resistance to poison damage, and advantage on saving throws against the poisoned condition.

## **Sniper**

You’re an incredible marksman, even at a distance.

* Increase your Dexterity score by 1, to a maximum of 20.
* When you attack with a ranged weapon that has a stock and either has or is capable of possessing a scope modification, you score a critical hit on a roll of 19 or 20. If you already have an increased critical threat range, the range increases by 1 instead.
* In your hands, the short range of a ranged or thrown weapon is 30 ft. higher than usual (up to the weapon’s maximum range).

## **Stonewall**

You are steady on your feet, only moving when you want to.

* Increase your Strength score by 1, to a maximum of 20.
* You have advantage on saving throws to resist being pushed, pulled, or knocked prone.

## **Strong Back**

Like Atlas, you’ve grown accustomed to carrying more than your fair share.

* Increase your Constitution score by 1, to a maximum of 20.
* You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* You ignore the Strength requirement of heavy armor pieces.