Feats

Feats are given at 1st Level and are taken alongside every ASI.

### Second Chance

Functions the same as 5e, offering a stat bonus and a reaction disadvantage ability.

### Shield Master

Functions the same as 5e, remarkably good in Atlas.

## Standard Atlas Feats

### Active Reload

Prerequisite - 13 Dexterity

You've mastered the art of reloading so seamlessly, that you can reload far faster than a normal soldier.

* Your Dexterity increases by 1, to a max of 20.
* When you use an action to reload your weapon, you may also reload a second weapon you are also wielding.
* In addition, when you use an action to reload your weapon, you may make an unarmed attack as a bonus action.

### Armoursmith

Prerequisite - Proficiency in Smithing Tools and at least Medium Armour

You've worked on your Armour for a long time, to the point where you've added mechanical systems to augment your armour.

* You gain one Vanguard Upgrade that you can apply to your standard armour. You can only have this upgrade applied to one set of armour at a time. You can only learn a Vanguard Upgrade that has no prerequisites, unless you have levels in Vanguard that meet the requirements.

### Defensive Attacker

Prerequisite - Proficiency with Shields

* When struck by a Melee Weapon or Unarmed Strike, you may use your Reaction to shove your attacker with your shield. If successful they also take bludgeoning damage equal to your Strength modifier.

* When you use your Action to Disengage, you may make a single Melee Weapon or Unarmed Strike as a Bonus Action on that turn.
* You may make a Special Melee Strike with your shield. This deals 1d6 + Str **Bludgeoning** Damage or your Unarmed Damage die. If you use take the attack action and use this melee attack, you may use your bonus action to take a defensive stance, increasing your AC by 1 until the beginning of your next turn

### Defensive Combatant

Same as 5e's "Defensive Duelist" but can be used against ranged attacks and has no weapon requirement.

### Dual Wielder

Offers the AC and extra handling that 5e offers, but includes the following bonuses:

* If you have the Two-Weapon Fighting Style, you may take an additional Fighting Style. If not, you automatically gain the Fighting Style.
* When you take the Attack action on your turn, you can make one additional attack using your off-hand weapon as part of that same action. If you do, you cannot use your bonus action to make any attack on that turn.

### Dual Weapon Master

You have enhanced your combat abilities with two weapons to the point where you can manage two-handed weapons in one hand.

* Your Strength Score increases by 1, to a maximum of 20.
* You can Dual Wield using Two-Handed Ranged Weapons in each hand.
* While Dual Wielding, the Strength Requirement for each of your weapons is lowered by 1.

### Gritty Determination

You have an advantage over others in that you have grit to spare. You gain the following bonuses:

* Increase your Constitution by 1, to a maximum of 20.
* When you take the Dodge Action you may expend and use a Hit Dice to heal. When you roll this, you may also add your Constitution Modifier to the total healing. If you are a Juggernaut, you may expend two Hit Dice instead of one.

### Heavy Weapon Master

Utilizes the Critical Hit feature from the original feat, but the special attack is changed slightly:

* Before you make a melee attack with a heavy weapon that you are proficient with **as part of the Attack action**, you can choose to take a penalty to the attack roll **equal to your proficiency modifier**. If the attack hits, you add **twice your proficiency modifier** to the attack's damage.

### Medium Armour Master

The Feat grants the bonus to AC similar to 5e, but also gives the following benefit:

* Increase your Dexterity by 1, to a maximum of 20.

### Polearm Master

Functions the same as in 5e, but also grants you an additional +1 to either your Strength or Dexterity Score.

### Professional Aspirant

You've spent hours practicing with weapons to the point where you have refined your technique to a lethal degree.

* You gain 1 style point from the Professional subclass, and may choose 2 style moves from their list.

* Increase your Strength or Dexterity by 1, to a maximum of 20.

### Runner

You've practiced on the track long enough to gain the ability to shurg off heavy loads and move at full speed.

* If a weapon penalizes your movement speed, subtract 10ft from the penalty to your speed.
* If you make any form of Strike against an enemy on your turn, they cannot make a standard Opportunity Attack against you until the end of that same turn.

### Savage Attacker

This feat offers the same rerolling of damage available in 5e, but also includes the following bonuses:

* When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
* If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

### Sentinel

Functions the same as 5e, but offers a +1 bonus to your Strength or Dexterity modifier.

### Snapshot

*Prerequisite- Proficiency with Sniper Rifles*

You have trained with Sniper Rifles to the point where you can utilize them far more effectively when caught off guard.

* When you are wielding a Sniper Rifle, you may make fire it *after moving.* Firing after moving imposes Disadvantage on the attack.
* If you fire before moving, your movement speed is only *halved* for that turn instead of reduced to 0.
* You no longer have *Disadvantage* against targets within the first range of your Sniper Rifle.

### Spray and Pray

You have used SMGs well enough to know your way around firing them.

* You may now add your Strength or Dexterity modifier (Strength only for the Heavy SMG) to the damage roll of the strike.
* You have an extra +1 to hit with all SMGs and a -1 to the Strength Requirements of SMGs.
* If you are not Proficient in Heavy Weapons, you gain Proficiency with Heavy SMGs.

### Vehicle Expert

You've become an artist behind the wheel, and your constant practice has given you massive insight into working with all vehicles.

* You gain Expertise in one Vehicle type of your choice.
* You gain Proficiency in 3 different vehicle types.
* You can add +1 to one of your ability scores, to a maximum of 20.

### Weapon Expert

You've trained with weapons to the point where you can be considered an expert.

* You gain Proficiency in all Medium Weapons.
* You gain +1 to either to Strength or Dexterity Score.

### Weapon Master

You've mastered the use of all weaponry, to the point where you are nigh unstoppable.

* You gain Proficiency in Heavy weapons
* Whenever you make an attack with a two-handed weapon as an action, you may draw and make a single attack with a light one-handed weapon as a Bonus Action. This is considered an offhand attack.

## Unarmed Combat Feats

The Atlas System includes many varying feats that allow PCs to become more and more skilled in Unarmed Combat.

### Karate Training

You study in karate to the point where you learn to fight not just with brute strength, but with quick and precise strikes.

* Increase your Dexterity by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* You may use Dexterity for Unarmed Strikes.

### Kickboxing Training

You train with kickboxing techniques to allow you to employ powerful blows against your opponent.

* Increase your Strength by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* You may make a knockback attack for extra damage. To do this you must move 10ft in a straight line before attacking. On a hit, the target is knocked back 10ft and must make a Str or Dex save to avoid being knocked prone. This attack deals +5 damage.

### Krav Maga Training

You learn Krav Maga to the point where you can employ the efficiency of the style into your own combat styles.

* Increase your Strength by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* Your fists now count as Light Weapons, allowing them to be used with Agent's Sneak Attack and all manner of Style Moves.
* You gain Proficiency in Improvised Weapons, and may use your Unarmed Damage Dice for them if they cannot equate to a regular weapon.

### Judo Training

You learn Judo to the point where you can employ Judo tactics in combat to defend yourself against far stronger opponents.

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* When an enemy targets you with a Melee or Unarmed Strike, you may expend your Reaction to impose Disadvantage on their Strike. If they are no more than one size larger than you, you may attempt to *Grapple* them as a part of this Reaction.

### Street Fighting

You learn how to brutalize your opponents without needing additional skill in a Martial Art.

* Increase your Strength by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* You may make a Haymaker Strike in place of a regular one. A Haymaker Strike imposes a -5 chance to hit but adds +10 to your attack's damage. If you miss with a Haymaker Strike, the next Melee or Unarmed Strike against you has Advantage.

### Uncouth Combat

You've learned how to employ underhanded tactics to defeat your opponents in hand-to-hand combat.

* Increase your Strength by 1, to a maximum of 20.
* Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
* You also gain Proficiency with Unarmed Strikes if you do not have it already.
* When you take the Shove Strike on your turn, if you are successful in knocking the enemy *Prone* you may make one additional Unarmed Strike as part of your Attack Action.