Feats

## Acrobat

You become more nimble, gaining the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, add double your proficiency bonus to checks you make with it.
* As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

## Action Surge

*Prerequisite: Constitution 14 or higher and Strength 14 or higher*

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

## Battle Knowledge

You've learned how to use your wits to time your moves while predicting opponents strikes, making their attacks miss more often. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You use your Intelligence instead of your Dexterity when determining your AC and initiative.

## Blademaster

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

You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals Slashing damage and does not have the heavy property, you gain 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.
* When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity or Strength modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
* You gain a +1 bonus to AC.

## Bone Breaker

You have trained hard to master unarmed combat. You gain the following benefits:

* Increase your Strength or Dexterity score by a +1 to a maximum of 20.
* Your unarmed strikes score a critical hit on a 19-20. If they already do, they score a critical hit on an 18-20. If they already do, they score a critical hit on a 17-20.
* When you score a critical hit with an unarmed strike, the target must make a Constitution saving throw (DC = 8 + your Strength or Dexterity modifier + your proficiency bonus). If they fail, choose one of the following effects:
	+ The target has disadvantage on attack rolls until the end of their next turn.
	+ The target is knocked prone.

## Brawny

You become stronger, gaining the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

## Cannoneer

*Prerequisite: Dexterity 15 or higher*

Cannon battle chips are your go-to. You gain the following benefits:

* You gain +3 to the attack and damage rolls made with Cannon battle chips.
* Once per turn, when you hit with an attack made using a Cannon battle chip, you can choose to increase the damage by 1d12. You can use this ability a number of times equal to your Dexterity modifier per long rest.

## Determinator

*Prerequisites: Wisdom 13 or higher*

With the power of sheer determination and willpower, you cling onto your life even in the brink of death. You gain the following benefits:

* You have advantage on death saving throws.
* When you take a damage that reduces your hit point to 0, if you are not killed outright from the damage, you can make a Wisdom saving throw. The DC equals 10 or 5 plus the damage you took, whichever is higher. On a successful save, you drop to 1 hit point instead. Once you use this feature, you must finish a long rest to use it again.

## Diplomat

You master the arts of diplomacy, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
* If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

## Dual Wielder

You master fighting with two weapons. You gain the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* If you are wielding two melee weapons simultaneously, you can add your ability modifier to the damage of the attack made using your bonus action.

## Expert Marksman

You gain the following benefits:

* You gain a +2 bonus to attack rolls you make with ranged weapons.
* When you roll a 1 or a 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

## Hero's Heart

*Prerequisite: Good Alignment*

You have the heart of a hero granting you the following benefits:

* Two different ability scores of your choice increase by 1 each.
* You have advantage on saving throws against being frightened, stunned, paralyzed, and petrified if you are not incapacitated.

## Improved Critical

When you choose this feat, your attacks now score a critical hit on a roll of 19 or 20.

## Indomitable

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

## Inspiring Leader

*Prerequisite: Charisma 13 or higher*

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, chooose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you:

* Each creature can gain temporary hit points equal to your level + your Charisma modifier.
* A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

## Investigative

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

## Last Breath

Your determination and physical resolve grants you the ability to hold on just a little longer. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

## Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points.

Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

## MiniBomb Machine

*Prerequisite: Dexterity 14 or higher*

You favor the use of MiniBombs to weaken your opponents. You gain the following benefits:

* Your MiniBombs now do 1d8 force damage.
* When you make an attack using a MiniBomb Battle Chip, your Navi now throws two separate MiniBombs which each require separate saving throws.

## MiniBomb Master

*Prerequisite: MiniBomb Machine feat and Dexterity 18 or higher*

You've learned to maximize the efficiency of your MiniBomb attacks. You gain the following benefits:

* Your MiniBombs now do 1d10 force damage.
* When you make an attack using a MiniBomb Battle Chip, your Navi now throws 3 separate MiniBombs which each require separate saving throws.
* When you make an attack using a MiniBomb Battle Chip, you can use your bonus action to throw one additional MiniBomb. You can only use this feature once per short rest.

## Mobile

*Prerequisite: Dexterity 18 or higher*

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 you 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.

## Net Battler

You gain the following benefits:

* Increase your NetBattling score by 1, to a maximum of 20.
* When an opponent(s) makes a saving throw for an attack you made where the save uses your NetBattling modifier, you can make that opponent(s) roll with disadvantage. You can only use this ability once per short rest.

## Net Healer

You gain the following benefits:

* When you use a Recov Battle Chip, add your Wisdom modifier and your proficiency bonus to the amount of hit points healed.
* When you use a Recov Battle Chip, you can select one ally that you can see within 60 feet and heal them for the same amount. The number of allies that can be healed increases to up to two starting at 10th level, and it increases to up to three starting at 17th level.

## Net Medic

You gain the following benefits:

* You can use your action to stabilize someone who is unconscious and heal them for 1 hit point plus your Wisdom modifier (for a minimum of 1 hit point).
* When you use a Recov Battle Chip, you gain resistance to slashing, piercing, bludgeoning, and force damage until the start of your next turn.

## Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

## Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

## Reactionary

*Prerequisite: Dexterity 13 or higher*

You have learned how to react faster than most can think, and this carries over to your combat capabilities with the following benefits:

* You may take one additional reaction once per round. You can do this a number of times per long rest equal to your Dexterity modifier.
* You can use both of your reactions to make an opportunity attack with advantage.
* You can use both of your reactions to make an opportunity attack against an opponent who has taken the Disengage action.

## Resilient

Choose one ability score. You gain the following benefits:

* Increase the chosen ability score by 1, to a maximum of 20.
* You gain proficiency in saving throws using the chosen ability.

## Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

## Sentinel

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

* When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

## Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with a ranged weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

## Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

## Skilled

You gain proficiency in any combination of 3 skills or tools of your choice.

## Stealthy

You know how best to hide. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

## Superior Critical

*Prerequisite: Improved Critical feat*

When you choose this feat, your attacks now score a critical hit on a roll of 18, 19, or 20.

## Sword Apprentice

You wish to learn to become a master of using swords. You gain the following benefits:

* You gain +1 to attack and damage rolls made with swords.
* Once on your turn you can choose to have advantage on an attack made with a sword. You can only do this once per short rest.
* Before you make a melee attack with a sword, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

## Sword Master

*Prerequsite: Dual Wielder feat, Sword Apprentice feat, and Dexterity/Strength 20 or higher*

You have become a master of using swords. You gain the following benefits:

* You gain +2 to attack and damage rolls made with swords.
* You gain +1 bonus to AC while you are wielding a sword.
* On your turn, you can use your reaction to assume a parrying stance, provided you have a sword in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the sword.

## Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

## Virus Buster

You have spent an extensive amount of time battling against a variety of viruses. You gain the following benefits:

* You gain +1 to all attack and damage rolls against viruses.
* Once per long rest, when you make an attack against a virus you can roll with advantage.
* Once per long rest, when you make a saving throw for a virus attack or ability you can roll with advantage.

## Virus Buster: S Level

*Prerequisite: Virus Buster feat*

Your virus busting skills are world-renowned. You gain the following benefits:

* You gain +2 to all attack and damage rolls against viruses.
* Once per long rest, when you make an attack against a virus you can roll with advantage.
* Once per long rest, when you make a saving throw for a virus attack or ability you can roll with advantage.
* If you delete a virus, you can immediately obtain its Battle Chip. You can only use this ability once per long rest.

## Virus Tamer

You gain the ability to summon viruses that you have previously defeated. When you delete a virus, you can make an Investigation ability check. If you succeed, you learn how to summon that virus. On your turn, you can use your bonus action to summon a virus from the list of viruses you know how to summon. You can summon a number of viruses equal to your Wisdom modifier per short rest.