Feats

A Feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. Each Feat has a certain level requirement and many have a prerequisite. You must be of the Feats level requirement to take that Feat.

You also must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced to below 13 somehow - perhaps by some sort of infection - you can't benefit from the Grappler feat until your Strength is restored.

You gain one 1st level Feat determined by your Background and possibly another one determined by your Random Traits. From then on, whenever a class grants you an Ability Score Increase, you can forego the Increase and take a Feat instead.

## **Actor**

*1st Level Feat, Common*

**Prerequisites:** Charisma 13 or higher

Skilled at mimicry and dramatics, you gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* While you’re disguised as a fictional person or a real person other than yourself, you have advantage on Charisma (Performance) checks to convince others that you are that person.
* You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma (Deception) check to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

## **Alert**

*1st Level Feat, Common*

**Prerequisites:** None

Always on the lookout for danger, you gain the following benefits:

* When you roll Initiative, you can add your Proficiency Bonus to the roll.
* Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.

## **Ambush**

*12th Level Feat, Rare*

**Prerequisites:** Bandit

You known how to lie in wait for the perfect moment to strike at your targets, granting you the following benefits:

* You have advantage on all Attack Rolls you make against a target that's surprised by you.
* If you Surprise a target, that target is also Frightened of you until the end of your next turn.

## **Analyze**

*16th Level Feat, Rare*

**Prerequisites:** Scientist

You have learned to analyze different creatures to determine their Strengths and Weaknesses, granting you the following benefits:

* As a bonus action on your turn you can target a creature you can see and make an Wisdom (Perception) check. The DC of the check is 10 + the CR of the creature. On a success you have advantage on the next attack roll you make against them this turn.
* Additionally, you learn 1 piece of information about the creature (i.e. Current HP, Ability Scores, Saving Throw Proficiencies, Armor Class, Damage Resistances/Vulnerabilities, ect.).

## **Athlete**

*1st Level Feat, Common*

**Prerequisites:** None

You have undergone extensive physical training to gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* You gain a Climb Speed equal to your Walking Speed.
* When you are prone, standing up only costs 5 ft. of your movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

## **Blocker**

*8th Level Feat, Uncommon*

**Prerequisites:** Constitution 13 or higher

When a creature makes an attack against another creature within 10 feet of you, you may use your reaction to move in-between the attacker and your ally. The attack target is changed to you.

## **Bow Master**

*8th Level Feat, Uncommon*

**Prerequisites:** Dexterity 13 or higher

You have extensive combat experience with ranged weapons. You are at your most lethal when using a bow.

* You gain a +1 bonus to attack rolls you make with a compound or recurve bow.
* When you use an action to make an attack with a compound bow, you can take a bonus action to attack again with the bow.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

## **Brawler**

*1st Level Feat, Common*

**Prerequisites:** None

Accustomed to brawling, you gain the following benefits:

* When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d6 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
* Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
* When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

## **Called Shots**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency in any Firearm

Practice makes perfect, and with extensive practice you've mastered the art of hitting even smaller targets. Before making an attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If the attack hits, you successfully land a shot on a specific part of the creature. If applicable, the following locations can be hit, with corresponding effects. The saving throw DC for these effects are equal to 8 + your Proficiency Bonus + whichever ability score modifier you used to make the attack roll.

* ***Head:*** The target must succeed on a Constitution Saving Throw or have disadvantage on attack rolls and saving throws until the end of your next turn.
* ***Torso:*** The target creature must succeed on a Constitution saving throw be stunned until the end of your next turn.
* ***Arms:*** Choose one of the creature's arms. The target creature must succeed on a Strength Saving Throw or drop whatever is in that arm, knocking the item 10 ft. away from it.
* ***Legs:*** The target creature must succeed on a Dexterity Saving Throw or fall prone. Large and larger creatures make this save with advantage.

## **Charger**

*4th Level Feat, Uncommon*

**Prerequisites:** None

You have trained to charge headlong into battle, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you take the Dash Action, your Speed increases by 10 feet for that Action.
* If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.

## **Cover Fighter**

*4th Level Feat, Uncommon*

**Prerequisites:** None

Experienced in the art of a firefight, you know how to avoid enemy fire while returning fire of your with deadly precision. Whether from a low wall, a tree trunk, a small trench, or the window of a building, you know how to keep your head down and keep calm amongst the hail of bullets. You gain the following benefits:

* Increase your Dexterity or Constitution by 1, to a maximum of 20.
* Cover increases your Armor Class by an additional 1.
* While in half or three-quarters cover, you may add a +1 or +2, respectively, to a ranged weapon attack roll made against a creature, so long as your cover is in between yourself and that creature.

## **Crafter**

*1st Level Feat, Common*

**Prerequisites:** Intelligence 13 or higher

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

* You gain Tool Proficiency with three different Artisan’s Tools of your choice.
* When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by half.

## **Crossbow Expert**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with Crossbows

Thanks to extensive practice with crossbows, you gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You ignore the Loading property of crossbows.
* Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.
* When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.

## **Crusher**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency in Blunt or Heavy Melee Weapons

You are practiced in the art of crushing your enemies, granting you the following benefits:

* Increase your Strength or Constitution score by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can push it 5 ft. to an unoccupied space, provided that the target is no more than one size larger than you.
* When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

## **Cull the Weak**

*16th Level Feat, Rare*

**Prerequisites:** Samurai

You are a martial expert and are adept at taking down multiple creatures at once, granting you the following benefits:

* Whenever you reduce creature to 0 hit points as part of an Attack action you can make another attack as part of that attack action. You can repeat this a maximum number of times equal to your proficiency bonus each turn.

## **Dauntless**

*1st Level Feat, Common*

**Prerequisites:** Constitution 13 or higher

You are well known for never giving up. In fact, you never compromise, even in the face of your own defeat. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you start your turn, if you have no more than half of your hit points left, you gain 1d4+your Constitution modifier temporary hit points. You do not gain this benefit if you are unconscious or if you have not taken damage since your last turn.
* When you take damage that would reduce you to 0 hit points, you can use your reaction to bolster your willpower. You gain temporary hit points equal to 1d10 plus your level, which take as much of the triggering damage as possible. You may do so again after finishing a short or long rest.

## **Defensive Duelist**

*4th Level Feat, Uncommon*

**Prerequisite:** Dexterity 13 or higher

You’ve learned to deftly parry attacks, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.

## **Demolitions Expert**

*8th Level Feat, Uncommon*

**Prerequisites:** Demolitionist

You gain a mastery of all things explosive. You gain the following benefits:

* Whenever you roll damage for a grenade, Flashbang, or other such as explosive, you can choose to reroll the damage but you must take the second result.
* Throwing an explosive as far as the second range increment doesn't impose disadvantage on the attack roll.
* Whenever you make a Dexterity saving throw to avoid the damage or effect of a grenade, Flashbang, or other such as explosive, you can use your reaction to drop prone, giving yourself advantage on the save.

## **Destroyer**

*12th Level Feat, Rare*

**Prerequisites:** Strength 13 or higher

You are extremely good at breaking things. You gain the following benefits:

* Your Strength score increase in 1, up to a maximum of 20.
* Your melee weapon attacks using Strength cause double damage to objects and structures.
* You have advantage on Strength checks made to break objects.

## **Determined**

*12th Level Feat, Rare*

**Prerequisites:** None

You want to push ahead and survive. And by god, you're going to do just that! Forward is the only way to progress and progress you will.

* You may choose to gain advantage with a death saving throw once. You can do so again after you finish a long rest.
* When you are reduced to 0 hit points, you may choose to drop down to 1 hit point instead. Once you do this, you must finish a long rest before doing so again.

## **Dirty Fighter**

*12th Level Feat, Rare*

**Prerequisites:** Strength 13 or higher

You’ve adapted yourself to become accustomed to the ways of fighting dishonestly. Because of your fighting style you gain the following benefits.

* You can shove as a bonus action.
* You can use your reaction to make an unarmed strike at a creature within range that hasn't taken a turn in the combat yet.

## **Disarm**

*12th Level Feat, Rare*

**Prerequisites:** Dexterity 13 or higher and must have a melee weapon equipped.

When you are struck by a melee weapon, you may attempt to disarm the attacker. As a reaction, make a standard attack roll. If your roll is higher than the attackers, the opponent is disarmed; you still take damage from that attack.

## **Duel Wielder**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with any Sharp Melee Weapon

You master fighting with two weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
* You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

## **Durable**

*4th Level Feat, Uncommon*

**Prerequisites:** Constitution 13 or higher

Hardy and resilient, you gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* You have Advantage on Death Saving Throws.
* As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll

## **Epic Boon of Combat Prowess**

*20th Level Feat, Legendary*

**Prerequisites:** Expert or Warrior Group

When you miss with a Melee Attack, you can hit instead. Once you use this benefit, you can’t use it again until you roll Initiative.

## **Epic Boon of Fortitude**

*20th Level Feat, Legendary*

**Prerequisites:** Constitution 18 or higher

Your Hit Point Maximum increases by 20. In addition, whenever you regain Hit Points, you regain additional Hit Points equal to your Constitution Modifier. You can regain these additional Hit Points no more than once per round.

## **Epic Boon of Irresistible Offense**

*20th Level Feat, Legendary*

**Prerequisites:** Expert or Warrior Group

The damage you deal always ignores Resistance.

## **Epic Boon of Luck**

*20th Level Feat, Legendary*

**Prerequisites:** Expert Group

Immediately after you roll a d20 for an Ability Check, Attack Roll, or Saving Throw, you can roll a d10 and add the number rolled to the test. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short Rest or a Long Rest.

## **Epic Boon of Peerless Aim**

*20th Level Feat, Legendary*

**Prerequisites:** Dexterity 18 or higher

If you make a Ranged Attack against a target in range and miss, you can cause the attack to hit instead. Once you use this benefit, you can’t use it again until you roll Initiative.

## **Epic Boon of Recovery**

*20th Level Feat, Legendary*

**Prerequisites:** Expert Group

You can use a Bonus Action to regain a number of Hit Points equal to half your Hit Point Maximum. Once you use this benefit, you can’t use it again until you finish a Long Rest. In addition, you succeed on every Death Saving Throw that isn’t below a 5.

## **Epic Boon of Skill Proficiency**

*20th Level Feat, Legendary*

**Prerequisites:** Intelligence 18 or higher

You gain Proficiency in all Skills.

## **Epic Boon of Speed**

*20th Level Feat, Legendary*

**Prerequisites:** Expert or Warrior Group

Your Speed increases by 30 feet.

## **Explosive's Expert**

*12th Level Feat, Rare*

**Prerequisites:** Demolitionist

You haver learned to expertly handle explosives and throw them as efficiently as you can, granting you the following benefits:

* You have advantage on all ranged attack rolls you make to throw an explosive.
* You can add your proficiency to any check made to disarm explosives and you do so with advantage.

## **Favorite Drug**

*1st Level Feat, Common*

**Prerequisite:** Constitution 13 or Higher

You have a drug you prefer more than other and you gain the following benefits:

* Choose a drug as your favorite. When using this drug, it's effects are extended by an hour. All other drugs become less effective though, and their effects only last for a mere round.

## **Fighting Style: Archery**

*1st Level Feat, Common*

**Prerequisites:** Proficiency in Bows

You have learned to wield Compound and Recurve bows with stunning accuracy, granting you the following benefits:

* You gain a +2 bonus to attack rolls you make with Bows.
* Bows score a Critical Hit on an attack roll of 19 and 20.

## **Fighting Style: Blind Fighting**

*1st Level Feat, Common*

**Prerequisites:** None

You heave learned to fight without relying on your eyes to see, granting you the following benefits:

* You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
* You can see an invisible creature within that range, unless the creature successfully hides from you.

## **Fighting Style: Close Quarters Shooter**

*1st Level Feat, Common*

**Prerequisites:** None

You have learned to handle firearms within close quarters, granting you the following benefits:

* When making a ranged attack while you are within 5 ft. of a hostile creature, you do not have disadvantage on the attack roll.
* Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
* You have a +1 bonus to attack rolls on ranged attacks.

## **Fighting Style: Defense**

*1st Level Feat, Common*

**Prerequisites:** Proficiency in Light Armor

You have learned to make the most of your armor, granting you more protection while wearing it. You gain the following benefits:

* While you are wearing armor, you gain a +1 bonus to AC.

## **Fighting Style: Dueling**

*1st Level Feat, Common*

**Prerequisites:** None

You are experienced in the art of one handed combat, granting you the following benefits:

* When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

## **Fighting Style: Great Weapon Fighting**

*1st Level Feat, Common*

**Prerequisites:** Strength 13 or higher

You have mastered the art of fighting with two handed weapons, granting you the following benefits:

* When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

## **Fighting Style: Interception**

*1st Level Feat, Common*

**Prerequisites:** Dexterity 13 or higher

You adept at protecting your allies and absorbing some of the damage they would take, granting you the following benefits:

* When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a sharp or blunt melee weapon to use this reaction.

## **Fighting Style: Mariner**

*1st Level Feat, Common*

**Prerequisites:** None

You have an athletic and powerful build, granting you the following benefits:

* As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
* You gain a +1 bonus to armor class.

## **Fighting Style: Protection**

*1st Level Feat, Common*

**Prerequisites:** None

You are a master at protecting your allies and hindering your enemies, granting you the following benefits:

* When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

## **Fighting Style: Superior Technique**

*1st Level Feat, Common*

**Prerequisites:** None

You have mastered the martial arts and can use your superior skills to give you an edge in combat, granting you the following benefits:

* You learn one maneuver of your choice. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

## **Fighting Style: Thrown Weapon Fighting**

*1st Level Feat, Common*

**Prerequisites:** Dexterity 13 or higher

You are an expert at using your thrown weapon to their full potential, granting you the following benefits:

* When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

## **Fighting Style: Tunnel Fighter**

*1st Level Feat, Common*

**Prerequisites:** None

You have become a Master exploiting every drop in your enemies guard, granting you the following benefits:

* As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction.
* You can use your reaction to make a melee attack against a creature that moves more than 5 ft. while within your reach.

## **Fighting Style: Two Weapon Fighting**

*1st Level Feat, Common*

**Prerequisites:** None

You have become a master a duel wielding your weapons to do as much damage as you can, granting you the following benefits:

* When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

## **Fighting Style: Unarmed Fighting**

*1st Level Feat, Common*

**Prerequisites:** Strength 13 or higher

You have become an expert at hand to hand combat, granting you the following benefits:

* Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

* At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

## **Frontliner**

*12th Level Feat, Rare*

**Prerequisites:** None

Owing it to your brawn, bravery, or otherwise, you prefer to fight up close and personal, charging headlong into battle. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks.
* When you make a ranged weapon attack against a creature and hit, you may use your bonus action to make a melee attack.

## **Grappler**

*4th Level Feat, Uncommon*

**Prerequisite:** Strength or Dexterity 13 or higher

You’re an accomplished wrestler, granting you the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You have Advantage on Attack Rolls against a creature Grappled by you.
* . You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
* When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

## **Great Weapon Master**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with Weapons that have the Two-Handed or Versatile Properties

You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
* When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.

## **Ground Hitter**

*12th Level Feat, Rare*

**Prerequisites:** None

You are very accustomed to being shot at and to hitting the deck in an emergency. Unfortunately for you, cover is always a bit too far away. You gain the following benefits:

* Increase your Dexterity or Constitution by 1, to a maximum of 20.
* When you are targeted by a ranged weapon attack, you may use your reaction to drop prone.
* Being prone does not impose disadvantage on your ranged weapon attacks.
* While prone, your speed increases by 10 feet.

## **Guerrilla Warfare**

*4th Level Feat, Uncommon*

**Prerequisites:** None

Mastering the art of ambush, know how to take advantage of your enemies in a firefight. You gain the following benefits:

* You gain proficiency in Stealth if you don't already have it. If you are already proficient you instead gain expertise.
* Whenever you make an Automatic Attack out of hiding, enemies have disadvantage on the saving throw.
* Whenever you reduce a creature to 0 hit points on your turn, you can immediately use your bonus action to attempt to hide before the end of your turn.

## **Gunner**

*16th Level Feat, Rare*

**Prerequisites:** Dexterity 13 or higher

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in all Firearms.
* You ignore the loading property of firearms.
* Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

## **Gunslinger**

*12th Level Feat, Rare*

**Prerequisites:** None

Known for having the fastest hands in the West, East, North, South, or anywhere in between. Your lighting reflexes drop foes in a flurry of gunpowder before they even know what hit them. You gain the following benefits:

* You may add your proficiency bonus to your initiative, or again if you already do so.
* As part of your weapon attacks, you may draw the weapon if it is stowed.
* You have advantage on ability checks to notice concealed weapons on another creature.
* You may use your reaction to make a weapon attack against another creature that has not yet taken its turn in combat. This attack is at disadvantage unless you succeed on a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Acrobatics) check.

## **Healer**

*1st Level Feat, Common*

**Prerequisites:** Medic

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

* If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
* Whenever you roll a die to determine the number of Hit Points you restore with medical supplies (i.e. Bandages, Pain killers, First Aid Kit, ect.) 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, even if the new roll is also a 1.

## **Heavily Armored**

*8th Level Feat, Uncommon*

**Prerequisite:** Proficiency with medium armor

You have trained to use Heavy Armor effectively, gaining the following benefits:

* Increase your Constitution or Strength score by 1, to a maximum of 20.
* You gain Proficiency in Heavy Armor

## **Heavy Armor Master**

*8th Level Feat, Uncommon*

**Prerequisite:** Proficiency with heavy armor

You can use your Heavy Armor to deflect strikes, granting you the following benefits:

* Increase your Constitution or Strength score by 1, to a maximum of 20.
* When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

## **Heavy Critical**

*8th Level Feat, Uncommon*

**Prerequisites:** Strength 13 or higher

You have studied how to better use the weight and mass of your weapon to land more powerful critical hits, granting you the following benefits:

* While wielding a weapon with the heavy property, any critical hit you land deals triple the damage dice instead of double.

## **Heavy Gunner**

*4th Level Feat, Uncommon*

**Prerequisites:** Strength 13 or higher

You're at home behind the hot barrel of a machine gun and gain the following benefits:

* Whenever a creature succeeds their saving throw against your Automatic Attacks, they take half damage instead of no damage.
* The Strength requirement to use the Heavy Machine Gun is reduced to 13 instead of 18.
* The Recoil Value of the Heavy Machine Gun is reduced by two.

## **Inspiring Leader**

*4th Level Feat, Uncommon*

**Prerequisite:** Wisdom or Charisma 13 or higher

You are adept at encouraging others, granting you the following benefits:

* Increase your Wisdom or Charisma score by 1, to a maximum of 20.
* At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.

## **Keen Mind**

*1st Level Feat, Common*

**Prerequisite:** Intelligence or Wisdom 13 or higher

You have trained to rapidly recall or discover vital details, granting you the following benefits:

* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* Choose one of the following Skills: Crafting, Tinkering, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

## **Lightly Armored**

*1st Level Feat, Common*

**Prerequisites:** None

You gain the following Armor Proficient: Light Armor, Medium Armor, and Shield

## **Linguist**

*1st Level Feat, Common*

**Prerequisites:** Intelligence 13 or higher

You have studied languages and codes, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You learn three languages of your choice.
* You can ably create written ciphers. Others can't decipher a code you create unless you teach them or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus).

## **Luck of the Sea**

*1st Level Feat, Common*

**Prerequisites:** None

Your extreme Luck when it comes to Fishing allows you to catch plenty of Food for your Allies to eat. You gain the following Benefits:

* You can reroll a check you make to catch a Fish and can choose which roll you use.

## **Lucky**

*1st Level Feat, Common*

**Prerequisites:** None

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

* You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
* Immediately after you roll a d20 for an Ability Check, Attack Roll, or Saving Throw, you can spend 1 Luck Point to give yourself Advantage on the roll.
* When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

## **Master Cook**

*1st Level Feat, Common*

**Prerequisites:** None

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You gain proficiency with cook’s utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

## **Medium Armor Master**

*4th Level Feat, Uncommon*

**Prerequisite:** Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

## **Melee Brute**

*8th Level Feat, Uncommon*

**Prerequisites:** Strength 13 or higher

You use brute strength during combats in melee. You gain the following benefits:

* When you make a melee weapon attack using your Strength, you can use your bonus action to deal additional 1d6 damage. You must choose to use this ability before making the attack roll.
* When you roll a critical hit with a melee weapon attack using your Strength, you can try to Shove that opponent, without requiring an action.

## **Mobile**

*8th Level Feat, Uncommon*

**Prerequisites:** Scavenger

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
* 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.

## **Moderately Armored**

*4th Level Feat, Uncommon*

**Prerequisite:** Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with medium armor and shields.

## **Mounted Combatant**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with any Sharp Melee Weapon

You have developed a bond with your mounts, granting you the following benefits:

* Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
* You have Advantage on Wisdom (Animal Handling) checks made to handle or train horses and other Beasts employed as mounts.
* While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.
* If your mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Saving Throw, and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
* While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.

## **Musician**

*1st Level Feat, Common*

**Prerequisites:** Proficiency in any Musical Instrument

You are a practiced musician, granting you the following benefits:

* You gain Tool Proficiency with three Musical Instruments of your choice.
* As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

## **Observant**

*1st Level Feat, Common*

**Prerequisites:** Intelligence or Wisdom 13 or higher

Quick to notice details around you, you gain the following benefits:

* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
* You can take the Search Action as a Bonus Action.

## **Opportunist**

*8th Level Feat, Uncommon*

**Prerequisites:** Intelligence 13 or higher

You are capable of exploiting situations on the field of battle, gaining the following benefits:

* Whenever a creature provokes an opportunity attack from you, you can make two weapon attacks against the target (instead of just one) as part of the same opportunity attack.
* Whenever a creature would make an opportunity attack against you, you can use your reaction to make a melee weapon attack against the attacking creature.
* Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make.

## **Overkill**

*12th Level Feat, Rare*

**Prerequisites:** Butcher

The sight of blood makes many people nauseous. Not you. It makes you invigorated. If you deal the killing blow to an enemy, you may immediately move up to 1/3 of your movement speed and attack another creature in range with advantage. If this is also a killing blow, move up to 1/2 of your movement speed, regain 10 temporary hp, and attack another creature in range with double-advantage.

## **Piercer**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency in Sharp Melee Weapons

You have achieved a penetrating precision in combat, granting you the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attacks damage dice, and you must use the new roll.
* When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.

## **Pistolero**

*8th Level Feat, Uncommon*

**Prerequisites:** None

You've honed your skill of aiming two weapons at the same time. You gain the following benefits:

* When you take the Attack action and attack with a ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different ranged weapon that you're holding in the other hand. You may add your ability modifier to the damage of the bonus attack.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
* You can take the Reload action to reload two light, one-handed firearms in each of your hands at once.

## **Prayer**

*1st Level Feat, Common*

**Prerequisites:** None

You can call upon the power of God to help you, or your allies, out in almost any situation, combat or otherwise. You gain the following benefits:

* Once per long rest, you can choose to gain advantage on one ability check, attack roll, or saving throw. You must decide to use this feature before you make the roll.
* Alternatively, once per long rest, you can choose to give advantage to an ability check, attack roll, or saving throw that an ally within 30 feet of you makes that you can see. You must decide to use this feature before your ally makes the roll.
* Alternatively, once per long rest, you can choose to give an enemy within 60 ft. of you that you can see disadvantage on an ability check, attack roll, or saving throw. You must choose to use this feature before the enemy makes the roll.

## **Power Cleave**

*12th Level Feat, Rare*

**Prerequisites:** None

You gain the following benefits from this Feat:

* Increase your Strength score by 1, to a maximum of 20.
* When you reduce a creature to zero hp with a melee attack or score a critical hit you gain 5 feet of movement and can take an additional attack. You can do this once per turn. At character level 15 you can do this an unlimited number of times per turn.

## **Prepared**

*12th Level Feat, Rare*

**Prerequisites:** 13 Wisdom or higher

Your battle experience has given you the gift of impressive foresight.

* Your Wisdom increases by 1, to a maximum of 20.
* You can now perform the Ready action with either an action or bonus action.
* Performing the Ready action no longer consumes your reaction.

## **Quick Navigator**

*1st Level Feat, Common*

**Prerequisites:** Proficiency in Survival

You are an expert navigator, you gain the following benefits:

* You ignore difficult terrain.
* You base movement speed is increased by 10 feet.
* When traveling for an hour or more, difficult terrain doesn’t slow your group’s travel.

## **Recovering Addict**

*1st Level Feat, Common*

**Prerequisites:** None

You have decided to put your druggie life behind you and turn over a new leaf. You have a clean slate in front of you and plan to make the most of it. You gain the following Benefits:

* Your sobriety grants you a +2 bonus to initiative, attack rolls, weapon damage rolls, saves, skill checks, and ability checks.
* You lose this feat if you ever take a drug in game. If you do this, you relapse and the effects of the drug are doubled.

## **Resilient**

*4th Level Feat, Uncommon*

**Prerequisites:** None

You have developed the resilience to better withstand certain dangers, granting you the following benefits:

* Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
* You gain Saving Throw Proficiency with the chosen ability.

## **Savage Attacker**

*1st Level Feat, Common*

**Prerequisites:** Strength 13 or higher

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

## **Sentinel**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with any Sharp Melee Weapon

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
* When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.

## **Sharpshooter**

*8th Level Feat, Uncommon*

**Prerequisites:** Sharpshooter

You can make shots that others find impossible, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* Your Ranged Attacks with Firearms ignore Half Cover and Three-Quarters Cover.
* Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Firearms.
* Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Firearms.

## **Shield Master**

*4th Level Feat, Uncommon*

**Prerequisites:** Proficiency with Shields

You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
* If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect.

## **Skilled**

*4th Level Feat, Uncommon*

**Prerequisites:** Intelligence 15 or higher

You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

## **Skill Expert**

*1st Level Feat, Common*

**Prerequisites:** Intelligence 13 or higher

You have honed your proficiency with particular skills, granting you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in one skill of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, meaning you double your proficiency bonus for any ability checks you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as expertise, that doubles your proficiency bonus.

## **Skulker**

*1st Level Feat, Common*

**Prerequisite:** Dexterity 13 or higher

You are expert at slinking through shadows, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You have Blindsight with a range of 10 feet.
* Exploiting the distractions of battle, you have Advantage on any Dexterity (Stealth) check you make as part of the Hide Action during combat.
* If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.

## **Soldier**

*12th Level Feat, Rare*

**Prerequisites:** None

Having trained with firearms, you gain the following benefits:

* You gain proficiency in three firearms of your choice.
* You can reload any firearm that lacks the special quality as a bonus action instead of an action.
* Whenever you miss a ranged attack, you can roll 1d10 and add it as a bonus to your attack roll. If the attack would then hit, you then add that same bonus to the damage roll. You regain use of this feature after a short or long rest.

## **Speedster**

*4th Level Feat, Uncommon*

**Prerequisites:** Dexterity or Constitution 13 or higher

You possess exceptional speed and stamina, granting you the following benefits:

* Increase your Dexterity or Constitution score by 1, to a maximum of 20.
* Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.
* When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

## **Slasher**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency with Sharp Melee Weapons

You've learned where to cut to have the greatest results, granting you the following benefits:

* Increase your Strength or dexterity score by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals Slashing damage, you can reduce the speed of the target by 10 ft. until the start of your next turn.
* When you score a Critical Hit that deals Slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all Attack Rolls.

## **Steady Aim**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency in Firearms

You have a steady arm when shooting guns which can improve accuracy, granting you the following benefits:

* You ignore the Recoil Property on Firearms.
* Shooting out of a car window grants you advantage on the attack roll.

## **Survivor**

*8th Level Feat, Uncommon*

**Prerequisites:** Survivor

You have been backed into a corner, you can either hold your ground and fight your way out or die a coward. You gain the following benefits:

* When you are reduced to 20 hit points or less, for the next minute, all damage you take is reduced by half your level rounded down + your Constitution modifier (minimum 1 reduction, minimum 1 damage taken). You may do so again after finishing a short or long rest.

## **Tinkerer**

*12th Level Feat, Rare*

**Prerequisites:** Mechanic

You master the tinker techniques of your people. You gain the following benefits:

* Increase your Dexterity or Intelligence score by 2, to a maximum of 20.
* When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
* Using your Tinker's tools, you can spend 1 hour to construct a tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have three such devices active at any given time. When you create a device, choose one of the following options:
	1. ***Alarm.*** This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
	2. ***Calculator.*** This device makes doing sums easy.
	3. ***Clockwork Toy.*** This toy is a clockwork animal or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 ft. across the ground on each of your turns in a random direction. It makes noises appropriate to the creature it represents.
	4. ***Fire Starter.*** The device produces a miniature flame, which you can use to light a candle, torch, lantern, or campfire. Using the device requires your action.
	5. ***Lifter.*** This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
	6. ***Music Box.*** When opened, this music box plays a single song at moderate volume. The song stops playing when it reaches the song's end, or when the music box is closed. using it requires a Bonus Action.
	7. ***Timekeeper.*** This pocket watch keeps accurate time.
	8. ***Weather Sensor.*** When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

## **Tool Expert**

*4th Level Feat, Uncommon*

**Prerequisites:** None

You are a master of your craft, so skilled that few can claim to meet your level. Your talents grant you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in one tool of your choice.
* Chose one tool in which you are proficient, possibly including the one you gain for this feat. You gain expertise with the chosen tool, which means your proficiency bonus is doubled for any ability checks you make with it. The tool you chose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

## **Tough**

*1st Level Feat, Common*

**Prerequisites:** Strength or Constitution 13 or higher

You are much tougher than the average person, gaining the following benefits:

* Increase your Strength or Constitution score by 1, to a maximum of 20.
* Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

## **Unarmed Master**

*8th Level Feat, Uncommon*

**Prerequisites:** Strength 13 or higher

You have become a master at unarmed fighting using your fists to wreak havoc upon those who have wronged you. You gain the following benefits:

* Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
* Additionally the damage die of your unarmed strike becomes one die size larger (d4->d6, etc.). If you do not already have roll for the damage of your unarmed strikes, it becomes a d4.

## **Unbreakable Spirit**

*12th Level Feat, Rare*

**Prerequisites:** Tank

You have learned to push your Spirit beyond what you thought you were capable of while you're in a Fury. You gain the following benefits:

* When you're in a Fury, you grant yourself Inspiration
* When in a Fury, you gain temporary hit points equal to your Strength modifier + your Constitution modifier.
* While in a Fury, you have advantage on Wisdom saving throws.

## **Valiant**

*8th Level Feat, Uncommon*

**Prerequisites:** Wisdom 13 or higher

You are unshaken by overwhelming odds. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* When you succeed on a saving throw, allies within 30 feet have advantage on saving throws against the same effect for 1 minute.
* If three or more hostile creatures are within 5 feet of you and one of these creatures attack rolls miss you, all creatures within 5 feet of you have disadvantage on attack rolls against you until the start of your next turn.

## **Weapon Master**

*8th Level Feat, Uncommon*

**Prerequisites:** None

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with four weapons of your choice. Each one must be a Sharp or a Blunt melee weapon.

## **Weapon Training**

*4th Level Feat, Uncommon*

**Prerequisites:** Strength or Dexterity 13 or higher

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain Proficiency in Sharp Melee Weapons.

## **Wrestler**

*8th Level Feat, Uncommon*

**Prerequisites:** Proficiency in Athletics

You are skilled in a variety of close quarters techniques. While you have a creature grappled, you can use an attack to do one of the following:

* The creature makes a Athletics check, opposed by your Athletics check or Acrobatics check. If it fails, it becomes prone.
* The creature must make a Athletics or Acrobatics save opposed by your Athletics check. If you succeed, you and the creature move 15 feet in a direction of your choice.

As a standard action, you can choke out a grappled opponent. Roll 1d6 + Strength per Proficiency bonus score. If this number is higher than the opponent's remaining hit points, the opponent becomes unconscious. This effect lasts one minute.

## **Zombie Killer**

*19th Level Feat, Epic*

**Prerequisites:** Zombie Hunter

You have become an expert at slaying the undead that plague the world, granting you the following benefits:

* You have advantage on all Melee Attack Rolls you make against an Undead creature.
* You Ignore an Undead Resistances and Immunities.
* When you reduce an Undead to 0 hit Points, the next attack roll you make is automatically a Critical Hit, provided you make the attack before the end of your next turn.
* When you Score a Critical Hit against an Undead, you can add one additional weapon damage die when determining the extra damage for the Critical Hit.