Feats

A feat is an extra capability that your character has beyond those granted by a class, endowment, or proficiency. It might come from training, study, or the evolution of your powers.

At specified levels, your class grants you the Ability Score Improvement (ASI) feature. Instead of taking the standard ASI, you can choose to take a feat of your choice and gain the benefits described. Unless the feat’s description states otherwise, you can take a feat only once.

Some feats have prerequisites listed in italics immediately after the feat's name. You must meet these prerequisites in order to take the feat. If you ever lose the feat’s prerequisite, you can’t use that feat until you meet the prerequisite. For example, the Battle Tactician feat requires you to have an Intelligence of 15 or higher. If your Intelligence is reduced below 15—perhaps by the Drain power—you can’t benefit from the Battle Tactician feat until your Intelligence is restored.



Additional Power Suite


You have a broad selection of powers. Gain an additional power suite. This feat doesn't grant you additional power slots or prepared powers, only a broader selection of powers and perhaps a secondary source of powers.

Battle Tactician


Prerequisite: Intelligence 15 or higher

You have a brilliant mind for tactics. If you have a general understanding of the tasks and the enemies you're facing, you can spend 1 hour planning for an attack and explaining your plan to your allies. Choose up to 8 friendly creatures (including yourself) within 30 feet who can see, hear, and understand you. A creature can't gain this benefit again until it's finished a short or long rest. You grant these creatures a +3 to all attacks, saves, and ability checks during the first round of combat. In the second round, this bonus becomes a +2. In the third round, this is a +1 bonus. Thereafter, the bonus is lost.

The plan can be triggered at any point indicated during the planning stages. So, if your allies have to infiltrate a villain's lair, bypass his minions, get to his control room, and deactivate a missile, you can choose to grant them the benefits of this feature when it's time to deactivate the missile.

These benefits do not stack with those of the Expert Strategist feat. However, the same friendly creatures can benefit from both of these during different encounters within the same mission.

Beast Companion


You gain a beast companion that obeys your commands and follows you as you battle evil. Choose a beast that has a challenge rating equal to 1/4 of your level (rounded down) with a minimum of CR 1/4.

It takes its turn on your initiative count. You can use a bonus action to give the beast a command using a verbal signal or gesture, provided it can see or hear you, which it will obey to the best of its ability. It can take the Attack, Dash, Disengage, Dodge, Help, or Hide action.

You can also give your beast general commands such as "get help", "guard this place", "track this scent", or "flee". or attack a target. If you issue no commands, the beast defends you and itself against hostile creatures.

The nature of your beast will largely determine its capabilities. A horse can be used to carry a person to safety, a dog can be used to track your quarry, a pigeon could be trained to deliver a letter to a predetermined address.

The beast can spend Hit Dice during a short rest to recover hit points. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction.

If the beast dies, you can not obtain a new companion until you have gained a level. At this point, you may take on another companion by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Beefy


Have you been working out? You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain advantage on Strength checks made to lift or move an object provided you do not move on the same turn.
  • You count as if you were one size larger for the purpose of determining knockback.

Block Master


You can use your empty hand to block attacks during combat. You gain the following benefits while you have at least one empty hand:

  • You can use your reaction to catch the hand of an attacker or the weapon itself when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your level.
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your empty hand.
  • If you aren’t incapacitated, you can add +2 to any Strength saving throw you make against a spell or other harmful effect that targets you.

Coward by Nature


Where'd you go? You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Whenever you take the Hide action in combat, you can spend one Hit Die to heal yourself. This counts against the total number of Hit Dice you have to spend as if it was spent during your next long rest.

Devastating Strike


You deliver devastating melee attacks and gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • Whenever you have advantage on a melee attack, you can reroll one of the damage dice from that attack.

Dual Blaster


You can trigger multiple attacks with a knack each round, gaining the following benefits:

  • When you make an attack with a knack, you can make an additional attack with that same knack with your off-hand. Your damage dice are divided among the attacks as you wish. Your power ability modifier is added to the damage only once per target.

Electrical Engineer


You have studied the inner working of electronics and the best techniques for improving them, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with electronics tools. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
  • As an action, you can make an Intelligence-based electronics tools check to identify the weak points in one electrical device that you can see within 100 feet, gaining advantage on any attack you make against that device. The DC is equal to the device's AC.
  • You can restore double the number of hit points to a damaged electronic device, such as a computer, energy weapon, satellite, or transceiver.
  • When repairing or creating an electronic device, you contribute one and a half times the man-hours that you actually put in.

Exoframe Armored


Prerequisite: Proficiency with medium armor

You have trained in the use of exoframes, gaining the following benefits:

  • Increase your Constitution or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with exoframe armor.

Exoframe Master


Prerequisite: Proficiency with exoframe armor

You can use your exoframe to deflect lethal attacks. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • While you are wearing power armor, all physical and energy damage that you take from nonmagical weapons is reduced by 3.

Expert Sniper


You have incredible accuracy with precision attacks and gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • Whenever you have advantage on a ranged attack, you can reroll one of the damage dice from that attack.

Expert Strategist


Prerequisite: Intelligence 13 or higher

You have a brilliant mind for strategy. If you have a general understanding of the battleground and the enemies you're facing, you can spend 10 minutes planning for an attack and explaining your plan to your allies. Choose up to 6 friendly creatures (including yourself) within 30 feet who can see, hear, and understand you. A creature can't gain this benefit again until it's finished a short or long rest. You grant these creatures one of the following benefits once the planned encounter begins:

  • You grant them advantage on their first attack.
  • You grant them advantage on ability checks to use skills and tools for their first 3 rounds.

These benefits do not stack with Battle Tactician, however, the same friendly creatures can benefit from both of these during different encounters within the same mission.

Extended Power


If your powers within a single power suite have a range greater than 5 feet, those ranges are doubled.

Frightfully Monstrous


You are truly terrifying to behold. When you roar, growl, or yell your catchphrase, each creature of your choice who can hear you and is within 30 feet must make a Wisdom saving throw opposed by your Charisma (Intimidation) check. Targets who fail their saving throw become frightened for a number of rounds equal to your Charisma modifier + your proficiency bonus. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This effect can only be used once per day on a target whether it fails or succeeds its save.

Hardened Hide


Prerequisite: Beastly Empowered

You are covered on hardened flesh, scales, or some other tough matter, granting you the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • While you aren't wearing armor, your Armor Class is 13 + your Dexterity modifier. You can still gain the benefits of a shield.
  • Your unarmed strike deals 1d4 + your Strength modifier bludgeoning damage.

Heavy Weapons Expert


You have been trained in the use of heavy weapons and gain the following benefits:

  • You halve the loading quality of heavy weapons with which you are proficient.
  • When you use a long burst with a heavy weapon with which you are proficient you can spray a 20-foot-cube area within normal range with shots. The save increases to 10 + your Dexterity modifier + half your proficiency bonus (rounded down).
  • When you use a short burst with a heavy weapon with which you are proficient you may reroll all damage dice twice and take the highest result.

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, choose 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.

Longarm Expert


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

  • You ignore the loading quality of longarms with which you are proficient.
  • When you use a long burst with a longarm with which you are proficient you can spray a 20-foot-cube area within normal range with shots. The save increases to 10 + your Dexterity modifier + half your proficiency bonus (rounded down).
  • When you use a short burst with a longarm which you are proficient you may reroll all damage dice twice and take the highest result.

Judo Expert


You have spent years honing your martial arts prowess and gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You can use your reaction to try to trip a creature who is within 5 feet and has attacked you and missed.
  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to trip the target.
  • If you have tripped a target on your turn and that target is prone you can use a bonus action to attempt to grapple that target.
  • When you you have successfully maintained a grapple until the end of your turn, the creature you have grappled takes damage equal to your unarmed strike.

Kung Fu Expert


You have spent years honing your martial arts prowess and gain the following benefits:

  • Your unarmed strikes deal 1d4 damage and are treated as light, finesse weapons. When combined with the Martial Arts class feature, your unarmed strike damage simply increases to the next largest die (so, if your class feature grants you a d4 unarmed strike damage, this becomes a d6. A d6 becomes a d8 and so on).
  • When you strike a foe you can cause it to make a Constitution save with a DC 8 + your proficiency bonus + your Strength or Dexterity modifier. If it fails, it suffers the Incapacitated condition until the end of its next turn. You can use this feature once per short or long rest.

Mechanical Engineer


You have studied the inner working of machines and the best techniques for improving them, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with mechanic's tools. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
  • As an action, you can make an Intelligence-based mechanic's tools check to identify the weak points in one machine that you can see within 100 feet, gaining advantage on any attack you make against that machine. The DC is equal to the machine's AC.
  • You can restore double the number of hit points to a damaged machine, such as a drill, gun, sword, or vehicle.
  • When repairing or creating a machine, you contribute one and a half times the man-hours that you actually put in.

Medical Mastery


You are a skilled medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a medpak to stabilize a dying creature, that creature also regains 1d6 + your Intelligence modifier hit points.
  • When you use a medpak to tend to a creature, you restore an additional 1d6 hit points plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t benefit from this feature again until it finishes a short or long rest.

Melee Powered Mastery


You have mastered your melee attack powers. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the melee attack power.
  • Whenever you have advantage on a melee attack roll you make with a melee attack power and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with a melee attack power, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack while you’re using a melee attack power, you knock the target’s shield (if any) aside momentarily, removing and Armor Class bonus gained from that shield against your ally's next attack.

Nimble Nature


You are quick and agile. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice). If you are already proficient in both of these skills, then you can double your proficiency bonus on one of them of your choice.
  • You have advantage on any Strength (Athletics) checks made to jump.

Pharmacist


You have studied pharmaceutical sciences and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with Pharmacist's Tools. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
  • As an action, you can identify one medicine within 5 feet of you, as if you had tested it. You must see the medicine for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one medpak of any rarity. To use this benefit, you must have Pharmacist's Tools with you, and the medpak must be within reach. If the medpak is used no more than 1 hour after the short rest ends, the creature benefiting from the medpak can forgo the medpak's die roll and regains the maximum number of hit points that the medpak can restore.

Pistol Expert


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

  • You ignore the loading quality of pistols with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistols you are holding.

Power Adept


Prerequisite: The ability to use at least one power

When you gain this feat, choose one damage types.

Power you use ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you trigger that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Power Slinger


You learn two knacks that fit within your power suite.

In addition, choose one suitable 1st-level power. You learn that power and can trigger it at its lowest level. Once you trigger it, you must finish a long rest before you can use it again.

Power Sniper


Prerequisite: The ability to use at least one power

You have learned techniques to enhance your attacks with certain kinds of powers, gaining the following benefits:

  • When you trigger a power that requires you to make an attack roll, the power’s range is doubled.
  • Your ranged power attacks ignore half cover and three-quarters cover.
  • You learn one knack that requires an attack roll. Your power ability for this knack is the same as the power suite it's connected to.

Sidekick


You gain a loyal NPC companion who follows you on your adventures as you desire. This NPC has a race, class, endowment, background, and all other statistics and features of a fully realized character. However, while it gains a share of experience points, it does not use them. Instead, it is always 4 levels lower than you.

During combat, you control the action of your sidekick. It takes its turn on your initiative. Outside of combat, this character may be controlled by you or the GM.

The sidekick can spend Hit Dice during a short rest to recover hit points. If you are incapacitated or absent, the sidekick can still act, focusing on protecting you and itself.

If the sidekick dies, you can not obtain a new sidekick until you have gained a level. At this point, you may take on another sidekick by influencing or rescuing another NPC that isn't hostile to you. The details are left to you and the GM.

Spiritual Sensitivity


Your devotion to your faith grants you with the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Theology & Philosophy skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the Saving Throw Boost and Detect Evil and Good powers. You can activate Detect Evil and Good once without expending a power slot, and you regain the ability to do so when you finish a long rest.

Stage Musician


You have a keen ear for music and keep your cool in front of large crowds. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Performance) and musical tools checks (e.g: Keyboards, Stringed Instruments) when performing before an audience.
  • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Stout


You are made from stronger stuff than average mortals and gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • You have resistance to two damage types of your choice.
  • You have advantage on saving throws against being Stunned.

Subtle Manipulation


When you use a mind-affecting power, the target doesn't realize it's been influenced. The power still functions as stated in its description, but when the effect ends, the target isn't automatically aware of the effect.

A target familiar with your powers who is forced to act in an unusual way might suspect your mental influence at the GM's discretion.

Super Educator


Prerequisite: Intelligence 13 or higher

You know how to teach people to better understand and use their powers. When a character comes to you to learn a new power, you do not need to have the power they wish to learn in order to instruct them. In addition, it costs them one less Hero or Villain Point (minimum 1).

You can only instruct one pupil at a time in this way, and they can only utilize this benefit once per two weeks.

Super Fury


Your empowered melee attacks are fueled by anger. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, up to a maximum of 20.
  • When you hit with a melee power attack, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you spend a Hit Dice to heal yourself, you can use your reaction to make one melee power attack.

Super Slayer


Select magical power, natural power, or technological power when you take this feat. You have practiced techniques useful in melee combat against creatures with powers of that type gaining the following benefits:

  • When a creature within 5 feet of you triggers a power of the selected type, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a power of the selected type, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against powers of the selected type triggered by creatures within 5 feet of you.

Supreme Power


You are especially potent and versatile in power. You gain 3 additional Hero or Villain Points when you've had a short rest.

Taunt


Prerequisite: Charisma 13 or higher

You badger a target into attacking you. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature either attacks you (if you are within range) or uses its movement to get within range of you. For the duration, it has disadvantage on attack rolls against any creature other than you, and must make a Wisdom saving throw each time it attempts to move away from you. If it succeeds on this saving throw, this power doesn't restrict the target's movement for that turn.

The effect ends if you attack any other creature, if a creature friendly to you damages the target, or if you end your turn more than 60 feet away from the target.

You can use this feat once per encounter.

Telekinetic Defenses


Prerequisite: one telekinetic power

Your telekinetic ability stabilizes and defends you, granting you the following benefits:

  • As long as you're conscious, you can't be knocked prone and you can use your power ability instead of Strength when making Strength saves. If you are normally proficient in saves of that type, then you are considered proficient in Strength saves when making them with your power ability.
  • You can use your power ability modifier instead of your Dexterity modifier to calculate your Armor Class.

Telekinetic Savior


Prerequisite: one telekinetic power

Your telekinetic ability keeps others around you safe, granting you the following benefits:

  • You can use your power ability to make saving throws which would normally allow a Dexterity saving throw.
  • You can use this benefit on behalf of others provided they are within 10 feet of you and you can see them, however, they do not gain the use of the Evasion feature even if they have it.

Telepathic Sensitivity


Prerequisite: one telepathic power

When you meet a creature who is planning something violent or evil, you have a brief sense of foreboding. As a reaction, you can make a Power Check opposed by the target's Wisdom saving throw. If you succeed, you catch a glimpse of the plan. This does not reveal details, only generalities, such as "rob the First National Bank", "resurrect Aleister Crowley", "assassinate the president", or "kick someone on the other side of the room". Both you and the creature must acknowledge or touch each other to trigger this effect.

Toxic Barbs


Prerequisite: Beastly Empowered

Venomous barbs protrude from your head. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 poison damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

Utility Activator


Prerequisite: Intelligence or Wisdom 13 or higher

You can activate any power that you have which has the Utility tag without expending power slots even if the power is not prepared. Doing so increases the activation time by 10 minutes and the power can only be activated at its lowest possible level.

Vehicle Combat


Prerequisite: Dexterity 13 or higher

You are highly trained in vehicular combat tactics and gain the following benefits:

  • You are proficient with heavy weapons integrated into a vehicle in which you are proficient.
  • You can use an action to make a Vehicles tool check and replace your vehicles Armor Class with the result until the beginning of your next turn. The vehicles size modifier still applies. If your result is lower than your usual Armor Class then use your listed Armor Class instead.
  • You can use your reaction when controlling a vehicle to negate an attack by making a successful Vehicles tool check. The DC is equal to the attack roll you wish to negate.

Vehicle Specialist


You are an expert behind the wheel… or the stick. Select one type of vehicle and gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with one type of vehicle (Aircraft, Groundcraft, Watercraft, etc.). If you are already proficient with that vehicle type, you add double your proficiency bonus to checks you make with them.

War Blaster


Prerequisite: The ability to use at least one power

You have trained in the use of your power in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
  • You can use a blast power or other power that typically requires an empty hand when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to use a power on the creature, rather than making an opportunity attack. The power must have an activation time of 1 action and must target only that creature.

Well Rounded


You become proficient in your choice of four skills, tools, weapons, or shield.

Winged Flight


You have a functional set of wings and physiology that allows flight. You have a flying speed equal to half your level x5 feet (rounded down) or 20 feet, whichever is higher provided you aren’t wearing heavy armor or exceeding your carrying capacity. Proficiency in heavy armor grants you a flying speed equal to one-third your level x 5 feet (rounded down) or 15 feet, whichever is higher.

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