Feats

## Welcome to Feats

Here are a list of every single feat! You gain feats at levels: 1, 2, 6, 10, 14, and 17. No feat can be taken twice unless specified.

### Throwable Hands

You have become exceptionally skilled in the art of "throwing hands". You gain the following benefits:

* Your attack rolls for Taijutsu now have a +3 to hit.
* Your Strength score increases by 3 to a max of 25.
* You can choose to re-roll any Taijutsu attack that misses 3 times per day.
* You gain a +2 to initiative.

### Weapons Expert

You like to use weapons a lot... maybe even a little too much! You gain the following benefits:

* Your attack rolls for Kunai, Shuriken, or a Sword gain a +2 to hit on top of any bonus they may have.
* You roll with advantage on any attack roll made with Kunai or Shuriken.

### Scientific Tool Expert

Scientific Ninja Tools seem to be your field of expertise. You gain the following benefits:

* Chakra drain from SNT (*Scientific Ninja Tools*) are lessened by 25%.
* You gain proficiency with all SNT.
* Your Dexterity score increases by 2 to a max of 25.

### Ninjutsu-able

You have trained graciously in the ways of Ninjutsu. You gain the following benefits:

* You now only require half of the chakra required to do Ninjutsu. (*If it took 50, now it takes 25*)
* Some Ninjutsu are now bonus actions. (*Up to the DM*)
* Your Intelligence score increases by 2 to a max of 25

### Genjutsu-able

Your ability to manipulate the minds of others is unreal! You gain the following benefits:

* You now only require half of the chakra required to do Genjutsu. (*If it took 50, now it takes 25*)
* Your Charisma score increases by 3 to a max of 25.

### Alert

Downside: You lose access to the **Me First** Feat

Always on the Lookout for Danger, you gain the following benefits:

* You Gain a +5 bonus to Initiative.
* You may add your Wisdom modifier in place of Dexterity to your Initiative bonus.
* Other Creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
* You can't be surprised while you are conscious.

### Chakra Intensity

You have an immense control over your chakra, in ways that others aspire to. You gain the following benefits:

* Increase your Constitution score by 2, to a maximum of 25.
* You release an aura of chakra indicative of your combat ability. When making a Charisma (Intimidation) check, you may instead roll your Constitution bonus instead.
* You can now **Suppress Your Chakra.**

### Medical Supremacy

You have pushed through the hard trainings of Medical Ninjutsu! You gain the following benefits:

* Add +5 to Medicine.
* You can take the Bonus Action "Self Heal" 1 time per long rest. (*You can heal yourself for 25% of your max hp*.)
* You can take the Bonus Action "Heal Ally" 3 times per long rest. (*You can heal others for 10% of their max hp*.)

### Menacing

Your very presence makes enemies feel uneasy around you. You gain the following benefits:

* You gain proficiency in Intimidation. If you are already proficient, you instead gain expertise.
* 3 times per day you may roll to Intimidate someone as a Bonus Action. On a success, any attack rolls made against you from that person are rolled with disadvantage.
* Common people (*Low tier shinobi or just regular people*) will do what you say without question.

### Speedster

You are fast. Yup. You gain the following benefits:

* Your speed increases by 10.
* You can now make 2 attack actions with a Kunai, Shuriken, or a Sword.
* You can Dash as a Bonus action.
* You learn the **Body Flicker Technique**.

### Elusive Target

Your far too agile to ever be caught off guard or be pushed into a corner. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 25
* Creatures do not gain advantage on attacks against you as a result of being Restrained or Prone.
* When you are subjected to an attack or jutsu that requires a Dexterity saving throw and you succeed, you take no damage and suffer no effect.

### Durable

Hardy and resilient, you gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 25.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain spending hit die equals twice your constitution modifier (*Minimum of 2*).
* Your hit points maximum increases by an amount equal to twice your level when you gain this feat.
* Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points.

### Resilient

Choose one ability score. You gain the following benefits:

* Increase the chosen ability score by 1, to a maximum of 25.
* You gain proficiency in saving throws using the chosen ability score.

### Tough

Prerequisite: **Durable** Feat

You have the blood of heroes flowing through your veins. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 25.
* You must now fail 5 Death saving throws before dying.
* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).
* If you would roll a natural 20 on a Death saving throw, you instead regain a number of hit points equal to your level.

### Death Defier

Prerequisite: **Tough** Feat

Your will to live is strong and your resolve is stronger. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 25.
* You must now fail 6 Death saving throws before dying.
* If you would roll a 18-20 on a Death saving throw, you instead regain a number of hit points equal to your level.
* You don't instantly die if you take your max HP in damage in one shot, but instead are left on 1 HP.

### Lucky

Luck seems to follow you wherever you go! You gain the following benefits:

* You can reroll one d20 or force to reroll an attack roll against you (3/long rest).
* You gain a +1 to AC.

### Bloodthirsty

You thrive off of the feeling of doing harm. You gain the following benefits:

* You can reroll one melee attack's damage once per turn.
* You can smell the scent of blood within 300 meters of you.
* Choose one of the following:
	+ Critical hits now deal 3x as much damage instead of 2x
	+ Critical hits can now be landed when rolling an 18, 19 or 20.

### Kenjutsu-able

Prerequisite: **Weapons Expert** Feat

You have become unmatched with your swordsmanship. You gain the following benefits:

* You now roll with advantage when making an attack with a sword.
* You may sacrifice -5 to hit and gain +10 damage when making an attack with a sword.
* When wielding your sword you gain a +2 to AC.

### Scientific Tool Genius

Prerequisite: **Scientific Tool Expert** Feat

You have done your research on SNT's and are now able to use them to their max potential. You gain the following benefits:

* Chakra drain from SNT's is ignored.
* You may choose one of the following:
	+ Gain advantage on attack rolls with SNT's.
	+ Gain a +5 to hit with all SNT's.

### Me First

Downside: You lose access to the **Alert** Feat

You really like to be on the frontlines of the battlefield. You gain the following benefits:

* You gain a +7 to initiative.
* If you don't go first in a fight add 3 to your AC for the duration of the fight.

### Full of Vitality

Your life force seems to be superb! You gain the following benefits:

* You now roll with advantage when increasing your health via level ups.
* You gain 2 extra HP per level up.